


Costs 25 credits, Weighs 5
Compared to vanilla flashlights...
PROS
The lamp lights up the area around the holder in a radius that is larger than a baby flashlight's light reaches but not as large as a pro-flashlight reaches in one direction.
The lamp has a noticeably larger battery capacity than the pro-flashlight (It's battery can last almost the entire day when left on constantly).
CONS
The light produced by the lamp isn't as clear at long ranges as the pro-flashlight.
The lamp's light is pretty bright if used in fog, gas, smoke, dust storms, etc..
Mod Issue - Mods messing with global lighting can drastically affect the Hand Lamp making it basically unusable. Haven't found a universal way to fix this issue unfortunately.
Costs 20 credits, Weighs 1
Bandages are a 3 use consumable item that heals 20 health per use.
Compared to the Medical Kit, Bandages heal 60 health instantly, weighs less, and are cheap and disposable.
Costs 120 credits, Weighs 3
The Medical Kit heals the user overtime when used. It has a limited amount of health it can heal at once (100) but will replenish its available health overtime.
Compared to Bandages, the Medical Kit can heal more health (100) than Bandages can heal (60) and can heal infinitely if given time to replenish.
Costs 60 credits, Weighs 1
When used, the Emergency Injector gives you a speed boost, boosts your sprint meter capacity, refills your stamina, and gives you a jump boost.
Costs 225 credits, Weighs 4
The Shift Controller is a portable teleporter that saves your coordinates and can then teleport you back there as long as it has battery.
Shift controller connectivity mechanic:
Costs 115 credits, Weighs 5
The Tool Box can be used to dismantle landmines and turrets and will produce scrap when done successfully.
Costs 375 credits, Weighs 3
The defibrillator uses power to revive up to 3 deceased employees.
The defibrillator has a charge meter (Not related to power) on the side of it. The charge meter indicate how long you've held down the use button and it must be fully charged to revive a player.
When the charge meter is full but you continue to hold the use button you can be ready to revive at a moments notice but keep in mind that the items power is constantly drained when charging.
It must shock a cropse twice to revive the deceased player.
A power cost is used when you release the use button at full charge regardless of if a player was revived or not.
Currently I've made players cut in half (butler, sizable scissors) and beheaded impossible to revive. there will be a config for this eventually.
High value, Weighs 32, Spawns anywhere rarely
Once the explosive tank is picked up, an internal timer will begin counting down to 0 which will then cause the tank to explode. The only way to deactivate the timer is by bringing the tank back to your ship safely.
Tips for survival - Take it first or take it last and know the way back to the ship, the last thing you want to do while carrying the tank is waste time being lost or wandering.
High value, Weighs 18, Spawns anywhere rarely
The Radioactive Cell produces a sickly green light in a radius around it infinitely. When the cell is held, the holder will regularly take damage until they drop it or perish.
Tips for survival - The damage ramps based on how long you hold it continuously so just drop it to reset the damage ramp to take minimum damage, sometimes it's just safer to leave it behind.
High value, Weighs 16, Spawns anywhere rarely
Capsules will do different things depending on other in-game factors like the time of day, objects around you, or your health state for example.
Gloomy Capsule - Activates during the evening and night, when fully charged it will randomly teleport it's holder either indoors or outdoors depending on their current location.
Frigid Capsule - Activates during the day and afternoon, when fully charged it creates a localized snowstorm that will apply stacks of slowness to players that remain in the storm.
Average value, Weighs 6.5, Spawns anywhere uncommonly
The Crowbar is a melee weapon that does normal damage and can open locked and unlocked doors by hitting them.
Low Value, Weighs 1, Spawns anywhere uncommonly
The Padlock locks doors open or closed, nothing more.
High value, Weighs 1, Spawns on S and above difficulty moons rarely
Increases your movement speed when held.
High Value, Weighs 16, Spawns on S and above difficulty moons rarely
Sizable Scissors are a two handed scrap item that randomly damages it's holder only if they are sprinting.
Average value, Weighs 14, Spawns on S and above difficulty moons rarely
The Candy Dispenser is a melee weapon that does 2x damage and will rarely drop a piece of candy when swinging it (1/25 chance each swing).
Average value, Weighs 1, Spawns on S and above difficulty moons rarely
The rose damages you a little when picked up or equipped.
Low value/High Value, Weighs 1, Spawns on S and above difficulty moons
The Regular Ticket of Exchange is a common low value item that can be used ONCE to transform any item into a gift box, essentially exchanging it for something else.
The Golden Ticket of Exchange is extremely rare and high value item that does the same thing it predecessor does but will make FIVE gift boxs instead of one.
Ticket are disabled while inside the company cruiser to avoid breaking the game. I don't know why it breaks.
Massive thanks to Malcolm on YouTube for their LC modding guides and examples.
Massive thanks to Evaisa and anyone else who has contributed to LethalLib
Massive thanks to everyone working on BepInEx
And the biggest thanks to Zeekers for creating Lethal Company
I will list issues/Limitations below for easy viewing on mod-managers.