Are No More Room in Hell 2 skills the same as classes?
No. Responders have backgrounds that set a starter skill. They are not fixed MMO classes. You add more skills as the character levels. See Responders.
No More Room in Hell 2 perks and skills: starter skills, Expert upgrades, melee/reload picks, Nightmare combos. Credits cost notes. Verified August 2026 1.0.
Starter perks and Expert upgrades.
~13 min read
This No More Room in Hell 2 perks page is the PvE skill sheet for Torn Banner Studios's 8-player extraction FPS: about 47 base skills plus Expert versions (~94 total), starter skills tied to Responder backgrounds (not MMO classes), and Credits spent to Expert-upgrade a slot you intend to keep. 1.0 added Handgun / Rifle / Shotgun Reloading and removed Averaging, Guts, and Teddy Bear. The full 47-name roster stays TBA. Verified August 16, 2026 · Steam · 1.0 notes.
| Fact | Detail |
|---|---|
| Platform | PC, PS5, Xbox Series X|S |
| Mode | 2–8 online co-op · Solo practice |
| Roster | ~47 base skills + Expert versions (~94) — named rows below; remainder TBA |
| Starter | Tied to Responder background, not a fixed class |
| Slots | Community/wiki: 8 per Responder (starter + later picks) — treat as a planning number |
| Expert | Credits upgrade a kept skill; Account Level is a community-reported pool gate |
| 1.0 added | Handgun Reloading · Rifle Reloading · Shotgun Reloading |
| 1.0 removed | Averaging · Guts · Teddy Bear |
| Reroll | Official 1.0: cannot cancel; Credits are not refunded |
| Verified | August 16, 2026 · Armageddon 1.0 · August 11, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
No More Room in Hell 2 perks are the same system the UI labels skills. A new Responder is not a Marine class or a Nurse class. You pick a background that ships one starter skill, then you grow that character toward more picks and Expert versions. If the slot dies before extract, the tree dies with it. Responders · Welcome notes.

| Piece | What it is | What it is not |
|---|---|---|
| Background | Pre-outbreak job that sets the starter skill | An MMO class with a locked kit |
| Starter skill | The one perk you spawn with | The only perk you will ever have |
| Later picks | Offered as you level the Responder — typically three choices, take one | A free respec menu |
| Expert | A stronger version of a skill you already own, paid in Credits | A separate fourth tree |
| Account Level | Community-reported gate for some Expert / pool entries | A substitute for Character XP on that slot |
Community and wiki sheets put eight skills on a finished Responder: the starter plus seven later slots at Character levels around 5 / 10 / 15 / 20 / 30 / 40 / 50. Treat those thresholds as a planning number until Torn Banner publishes a sheet. What is not TBA: the slot is permadeath. A Nightmare down on an Expert tree is how expensive Responders disappear. Early extract exists so that tree walks out — extract.
When a slot levels, you get a short list, not the whole ~47. Some later perks stay hidden until a prerequisite is already on the tree — community examples include shotgun-follow-up skills that want a prior shotgun perk. Do not plan a fantasy eight-perk spreadsheet if the pool will not show the name. If the three on screen are all gun skills and you live on Fire Axe, skip the reload and take stamina or immunity if they appear. You can reroll; 1.0 removed the Cancel button because the spend cannot be undone.
Next: when Credits should actually hit Expert, and when they should hit Rescue Beacon instead.
Expert is the paid second rank of a skill you already have — Expert Athlete, Expert Builder, Expert Mule in community examples. Spend Credits on a Responder you will queue again. Do not Expert-upgrade a Beginner slot you are about to throw into Nightmare without a Rescue Beacon.

| Spend | When it is correct | When it is a wipe |
|---|---|---|
| Expert the starter | The background matches how you fight (Butcher on a sharp-melee slot) | Expert Hellfire on a player who never keeps a rifle |
| Expert a later pick | You have extracted that slot enough times to trust it | The character is one bad grab from deletion |
| Reroll the offer | All three choices fight your kit | Rerolling until a meme name appears — Credits do not come back |
| Rescue Beacon instead | Nightmare, shop gun, Expert tree already on the body | Buying Expert first, then dying the next drop with an empty loadout slot |
| Shop gun instead | You keep dying with Small Pipe, not with empty wallets | Buying a rifle you will not feed — weapons |
Exact Credit prices stay TBA here rather than scraped from unofficial shops. The 1.0 economy overhaul still spends the same two currencies: Credits from Supplies / extracts, Merits from Weekly Assignments. Expert is a Credits sink on the character sheet. Merits are for cosmetics and high-end loadout items, including Rescue Beacon. Mixing those two wallets is how people Expert-upgrade a slot and then cannot afford the Beacon that would have saved it.
Community sheets say some Expert versions stay out of the offer pool until the account is high enough. That is a reported gate, not an official published table. What you can plan around: Character XP lives on the Responder and dies with them; Account XP does not. Do not park Expert hopes on a slot you will burn to reroll backgrounds. Create the right background on Responders, then spend.
A melee skill is any perk that changes how long you can live on Quick / Strong / Charged instead of magazines. Butcher is the confirmed dismember name. Stamina names (Athlete, Marathon Runner, Adrenaline Rush, Rush) are the grab insurance. Hitman-style one-hand trades exist on community lists — confirm on inspect, do not assume every background swings for free.
| Skill | Confirmed job | Take it when | Skip when |
|---|---|---|---|
| Butcher | Easier dismember (community/wiki wording; name is confirmed) | You keep a sharp (Hatchet, Machete, Fire Axe) and finish Crawlers | You live on blunt knockdown and never cut legs |
| Athlete | Stamina pool / regen (community) | You Charged-head and still need a shove left | You already dump the bar sprinting between POIs |
| Marathon Runner | Stamina / travel (confirmed name; exact numbers TBA) | Long Objective rotates, not just the first building | Survival speaker holds where you barely move |
| Adrenaline Rush | Community: no stamina tax at critical health | A last-bar clutch you did not plan | You play at crit on purpose — that is a bite, not a build |
| Rush | Community: cheaper two-hand heavy melee | Hockey Stick / Fire Axe as the primary | You swapped to a one-hand knife and never looked back |
| Hitman | Community: one-hand melee hits harder, costs more stamina | Cleaver / Hatchet interiors with a full bar | Empty-stamina doorways — melee |
Dismember turns legs into Crawlers you still have to finish. If you take Butcher and then main a Baseball Bat, you paid for a cut you will not throw. Pair it with a blade, shove to make the arc, then finish the downed body in the +100% window. Exact dismember chance stays TBA. The melee guide is the swing string; this page is the name on the character sheet.
A grab you cannot break is a bite. A bite is Phalanx Pills and a hunt for Gene Therapy — infection. Athlete / Marathon Runner buy the next shove. Adrenaline Rush is a panic valve, not a reason to tank Walkers at red health. If the offer shows Butcher and a rifle reload and you are still on Small Pipe, take Butcher. Guns are a noise budget; melee is how most Walkers actually die.
This skill tier is a PvE habit list, not an official ladder and not a PvP chart. Keep perks that stop permadeath or keep the bar full. Situational perks pay on the right map. Trap perks buy bag space with the same stamina you needed to not get bitten.
| Tier | Skill | Why it sits here | Do not |
|---|---|---|---|
| Keep | Acquired Immunity | Cuts infection chance; Expert can go further — still loot pills | Treat it as a cure |
| Keep | Butcher | Melee skill that makes sharp clears cheaper | Take it onto a blunt-only slot |
| Keep | Athlete / Marathon Runner | Stamina is grab insurance and Objective travel | Sprint the extra bar into another empty Charged |
| Keep | Scavenger | More ammo from pickups; 1.0 patched a weight bug on this perk | Hoard three calibers because pickups feel generous |
| Situational | Handgun / Rifle / Shotgun Reloading | 1.0 gun-commit perks — see next section | Take Rifle Reloading while you still dump every rifle |
| Situational | Builder | Utility / barricade work — pays more on Survival speaker maps | Expect it to replace a Fire Axe |
| Situational | Longer Battery | Flashlight life in dark interiors | Pick it over stamina when the map is daylight yards |
| Situational | Skilled Medic | 1.0 notes: heals other players more | Solo-queue it and never touch a teammate |
| Trap | Caravan | Confirmed: more carry weight, less stamina / health | Nightmare melee, infected extracts, empty-bar Charged |
Acquired Immunity is the confirmed infection perk. It lowers the odds of a bite sticking. It does not delay stages and it does not replace the one Gene Therapy kit. Expert can go further on a slot you intend to keep. You still loot Phalanx Pills. You still call coughs. If the offer is Immunity versus Caravan on a Nightmare Responder, take Immunity.
Confirmed: more weight capacity, less stamina and health. That is a Supply-hauler trade for a gunner with a full squad covering shoves — not a first-drop melee slot. Mule appears on older community lists as a cleaner capacity perk; Caravan is the named 1.0-era trade. If you already struggle to finish a Charged, do not pay extra stamina to carry more cans. Drop weight, extract, or take Scavenger instead.
Reload names are the other half of a gun slot — next.
Armageddon 1.0 added Handgun Reloading, Rifle Reloading, and Shotgun Reloading to the skill pool. They are the reason a gun-commit Responder exists. They are dead weight on a Fire Axe primary that only shoots Primes.
| Skill | Commit to | Pairs with | Dead on |
|---|---|---|---|
| Handgun Reloading | M9 / 1911 / revolver as a real backup, not a panic click | Headblown / Detective-style pistol perks if they show | A pistol you unload and drop every building |
| Rifle Reloading | MC15 (5.56) or M7A1 (6.8) you will feed all match | Hellfire / Steady Shot community rifle names; a suppressor | A rifle you dump because ammo is mixed |
| Shotgun Reloading | A keeper 12-gauge, not the first board you find | Overkill / Tight Shot community shotgun names | A double-barrel you fired twice and left in a bathroom |
Nightmare ammo got tighter in 1.0. A reload perk on the wrong family just makes you empty the wrong mag faster. Inspect the gun you will keep — weapons — then take the matching reload if it appears. If the crate is all 5.56, Rifle Reloading plus MC15 beats Shotgun Reloading plus hope. Unload every gun you will not keep; the perk does not unload it for you.
Faster reloads do not make unsilenced fire quiet. A mag dump beside teammates is still a Runner pile. Fit a muzzle before you volunteer to be loud. Melee remains the default clear; reload perks are for the Prime, the helmet, and the extract panic — the same jobs the weapons page already assigned to guns.
Official Skill Pool notes are short. Additions: Handgun Reloading, Rifle Reloading, Shotgun Reloading. Removals: Averaging, Guts, Teddy Bear. 1.0 also patched Scavenger ammo weight and Skilled Medic heals on other players, and it removed Cancel from the Reroll Skill widget. Armageddon notes.
| Change | Name | What you do now |
|---|---|---|
| Added | Handgun Reloading | Only on a pistol you will keep |
| Added | Rifle Reloading | Only on a fed 5.56 / 6.8 rifle |
| Added | Shotgun Reloading | Only on a keeper 12-gauge |
| Removed | Averaging | Do not plan a build around it — it is gone |
| Removed | Guts | Same — gone from the pool |
| Removed | Teddy Bear | Same — gone from the pool |
| Fix | Scavenger | Ammo pickup weight should no longer stack wrong |
| Fix | Skilled Medic | Heals on teammates should land harder |
| UX | Reroll Skill | No Cancel; Credits spent stay spent |
This page will name what we can stand behind: Acquired Immunity, Adrenaline Rush, Builder, Butcher, Caravan, Longer Battery, Scavenger, Marathon Runner, the three reload skills, plus community-visible names that show up on inspect (Athlete, Rush, Hitman, Mule, Skilled Medic, Hellfire, Overkill). Everything else in the ~47 stays TBA. Do not copy an Early Access class table and call it 1.0.
Older guides called backgrounds “classes” and bound Courier to Mule. Later notes bind Courier-style carry to Caravan (weight up, stamina and health down). Football MVP is Adrenaline Rush on some community sheets and Marathon Runner on others — confirm on the create screen, do not memorize a 2024 article. The Responders page lists the same community examples with that warning.
Most deleted Expert trees are process errors: spending Credits on the wrong body, taking Caravan onto a stamina-starved melee slot, or treating a melee skill as optional because a gun “feels safer.”
| Mistake | Fix |
|---|---|
| Calling backgrounds classes | Read Responders — starter skill, not a locked kit |
| Expert on a throwaway slot | Extract once, then spend; Beacon before Nightmare |
| Rerolling until a meme perk | 1.0: no Cancel, no refund — take the least-wrong of the three |
| Butcher on blunt-only | Swap to a blade or take stamina instead |
| Reload perk, no matching gun | Keep one family — weapons |
| Caravan on Nightmare melee | Take Immunity / Athlete; carry less |
| Acquired Immunity instead of pills | Chance cut only — still loot Phalanx |
| Planning Averaging / Guts / Teddy Bear | Removed in 1.0 — they will not appear |
| Skipping stamina because “I melee fine” | Empty bar is a bite — melee |
| Solo as an Expert farm | Solo has no regular XP and no permadeath — drill, then queue Objective |
On create, read the starter skill. On every level-up, pick the perk that matches how this body already fights. Spend Credits on Expert only after that body has walked out of a drop. That is the whole No More Room in Hell 2 perks loop. The beginner guide is the first extract; tips is the short checklist; this page is the tree.
No. Responders have backgrounds that set a starter skill. They are not fixed MMO classes. You add more skills as the character levels. See Responders.
About 47 base skills plus Expert versions (~94). This page lists confirmed names only. The rest of the roster is TBA.
Spend Credits to upgrade a skill you already have. Community sheets also mention Account Level gates for some Expert offers. Exact prices TBA.
Butcher if you keep a sharp weapon. Athlete / Marathon Runner / Rush if stamina is the grab problem. Hitman is a one-hand damage-for-stamina trade — confirm on inspect.
PvE keep: Acquired Immunity, Butcher, stamina names, Scavenger. Situational: reload skills, Builder, Longer Battery, Skilled Medic. Trap: Caravan on a Nightmare melee slot.
Added Handgun Reloading, Rifle Reloading, and Shotgun Reloading. Removed Averaging, Guts, and Teddy Bear. Scavenger weight and Skilled Medic heals were patched. Skill rerolls cannot be cancelled.
No. It lowers infection chance. Expert can go further. You still loot Phalanx Pills and still spend Gene Therapy on collapse. See infection.
Only if you can pay the stamina and health tax. It is a carry-weight perk. Skip it on melee Nightmare and on any slot that already runs empty bars.
Open Responders for backgrounds and slots, the melee guide for Butcher stamina strings, then weapons before you take a reload perk.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.