NMRIH2 has two item layers: Supply Items you scavenge mid-mission (the economy engine) and Equipment you buy for your loadout. Here's how both work.
What Are Supply Items?
Supply Items are the glowing pickups scattered across every map — bright white-and-blue with a white outline. Unlike every other item, they take up no inventory space, so grab every one you see.
- Regular Supply Items (Small/Medium/Large) are auto-pooled with the team and don't use bag space.
- Critical Supplies (e.g. Test Tubes) are the exception: they do take a small inventory slot, but a successful extraction is worth a huge point bonus.
Supply Item Types & Point Values
| Tier | Supply Points | Examples |
|---|---|---|
| Small | 2 | Carabiners, Wire Spool, Inhaler, Phones, Ethernet Cables, Fastener Jar |
| Medium | 5 | Graphics Cards, Tablets, Temperature Readers, Medical Gloves, Long Ethernet Cables, Power Bars |
| Large | 10 | Computer Cases, Hospital Mask, Medical Containers, Water Filters |
| Critical | 500 | Test Tubes (takes inventory space; carry to extraction) |
There are no fixed spawns — they appear denser in shops, buildings and high-risk objective areas, and in containers (car trunks, weapon boxes, supply drops).
How Supply Points Become XP & Credits
At final extraction, the team's collected Supplies are pooled and converted:
- Character XP — drives your Responder level (shared across the squad's haul).
- Credits — spent in the loadout shop on gear, cosmetics and re-rolls.
Because Supplies are pooled, a teammate who dies reduces everyone's reward — so protecting the group's loot matters. Early extraction grants only a small Credit share and no character progression.
Equipment & the Loadout Shop
Equipment is bought with Credits (never real money) and equipped to a Responder before a match, once they meet level requirements. Categories include:
- General gear — wood boards (barricades), D-Cell batteries, deployable work light, AM/FM radio (distraction), ammo crate.
- Ammo — caliber-specific boxes (.357, 9mm, 12GA, 5.56, .308, 6.8x51, etc.) shared with your squad.
- Passive gear — Nailer (faster barricading), Ranger Boots (less noise), Adrenaline Shot (stamina), Body Armor (less damage), Satchel (more inventory).
- Medical — Bandage, Medkit, Phalanx Pills (delay infection), Mass Casualty Kit, Frontline revive, Gene Therapy cure.
- Throwables — pipe bombs, IEDs, Molotovs, frag grenades.
Purchased items are character-specific and lost on death (permadeath) — you re-buy them for the next Responder.
Flashlight & Ballistic Mask
- Flashlight — a default/offhand tool; one-handed melee lets you keep it lit while fighting. (Some weapons, like the MP5, have a built-in light.) Batteries replenish it.
- Ballistic Mask — the Battered Ballistic Mask is a craftable/loot protective item; it's one of the many equipment pieces you can start a run with once unlocked.
Looting Tips
- Don't hoard — Supply Items are pooled, so grabbing everything helps the whole squad's XP and Credits.
- Scavenge, don't sprint — rushing objectives misses hidden stashes and rare items.
- Share ammo by caliber — route the right ammo to the player who uses it; concentrated ammo lasts longer than everyone carrying a little.
- Critical Supplies are worth the slot — 500 points easily outweighs the bag space they cost.
Related: See Weapons Tier List for firearms and attachments, Best Builds for loadouts, and Beginner Guide for your first extraction.