Official NMRiH2 difficulty comparison

Field guide · Armageddon 1.0

Difficulty Guide & Reward Multipliers

Compare Beginner, Normal, Hard and Nightmare rules, respawns, permadeath timing and official 1.0 reward multipliers.

Quick answer

Beginner and Normal retain limited respawns but can still cause permadeath around wipes and called extraction. Hard and Nightmare enable it from spawn and increase rewards.

Confirmed for this version

Know the constraints before you commit

Beginner enemy health
−30%

It also keeps control hints and uses minute-based respawns.

S1
Normal character XP
125%

Respawns become available after a major objective.

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Hard rewards
150% / 200% / 150%

Account XP / character XP / Credits; permadeath is active from spawn.

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Nightmare rewards
200% / 300% / 200%

More dangerous infected and scarcer ammunition come with the highest multipliers.

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Official NMRiH2 difficulty comparisonOfficial game image
Visual reference for this guide. Open the source panel for the versioned game notes behind the page.

Operational sequence

What to do in a live run

  1. 01Step 1

    Choose the learning environment first

    Use Tutorial or Solo for unfamiliar controls and routes; use Beginner when the team needs live co-op practice with more recovery room. Difficulty is not a badge—it changes the match’s failure cost.

    Official notes + field adviceS1
  2. 02Step 2

    Tell the squad when permadeath is live

    On Beginner and Normal, limited recovery does not remove the listed permanent-loss cases. On Hard and Nightmare, assume the Responder is exposed from spawn and plan detours accordingly.

    Official notesS1S2
  3. 03Step 3

    Budget the reward against the completion chance

    Hard and Nightmare multipliers only matter after a successful run. If the team cannot reliably secure Supplies and extraction, the higher headline rate may produce less usable progression.

    Field advice
  4. 04Step 4

    Recheck ammunition rules before Nightmare

    Nightmare’s scarcity leans more on unloading weapons you find, and its threat composition is heavier. Treat found weapons and reserve ammunition as a shared plan, not personal loot.

    Official notesS1

Brief 01

Beginner and Normal

Beginner reduces effective zombie health by 30%, adds control hints and uses timed one-minute respawns. Normal enables respawning after a major objective and grants 125% character XP. On both, a pre-respawn team wipe or death after extraction is called can still permanently lose the Responder.

Official notesS1S2

Brief 02

Hard rewards

Hard enables permadeath from spawn and grants 150% account XP, 200% character XP and 150% Credits. The higher multiplier only matters if the run survives long enough to convert its Supplies.

Official notes + field adviceS1

Brief 03

Nightmare rewards

Nightmare grants 200% account XP, 300% character XP and 200% Credits, with more Runners, Primes and special infected plus greater ammo scarcity. Treat it as a high-stakes progression option, not a learning mode.

Official notes + field adviceS1

Before commitment

Run checklist

  • Confirm when permadeath becomes active.
  • Match the difficulty to the team, not one player.
  • Budget scarce Nightmare ammunition before contact.
  • Equip a Rescue Beacon only when the protected loss justifies it.

Decision support

Situation → action

SituationActionWhy
Learning maps or systemsTraining, Solo or BeginnerMore recovery opportunities and lower combat pressure.
Developed Responder, stable teamConsider HardHigher progression without Nightmare’s full pressure mix.
Prepared squad seeking maximum returnNightmareHighest multipliers with immediate permadeath and scarce ammo.

FAQ / practical answers

Questions players ask before the next run

Which difficulty should a new squad choose?

Start with Tutorial or Solo for basic learning, then Beginner co-op for a more forgiving team environment. Move up only when the squad can communicate routes and recovery decisions reliably.

Does difficulty change weapon damage?

Official 1.0 melee notes say weapon damage no longer changes across difficulty settings. Difficulty changes pressure, composition, recovery and reward rules instead.

How do respawns differ on Beginner and Normal?

Beginner uses minute-based respawns; Normal enables respawns after a major objective. Neither rule removes every permadeath scenario.

Are Hard and Nightmare rewards guaranteed?

No. The multipliers apply to a successful result; they do not erase the higher risk of losing the run or the Responder.

What makes Nightmare different beyond rewards?

Official notes call out more Runners, Primes and special infected, plus greater ammo scarcity. It is a distinct pressure profile, not simply a larger number.

Updated for the version shown above. Open the sources panel for the related game notes.

Updates linked to this page

These updates may change the route, value or rule described on this page. Open a patch to see the affected area.