


Costs 25 credits, Weighs 5
Compared to vanilla flashlights...
PROS
The lamp lights produces light in a radius around you making it useful for seeing things all around you and lighting up small rooms completely.
The lamp has a much larger battery capacity than the pro-flashlight (It's battery can last almost the entire day even when left on constantly!).
CONS
The light produced by the lamp isn't as clear at long ranges as the pro-flashlight nor does it reach as far.
The lamp's light can be very bright if used in fog, gas, smoke, dust storms, etc..
Mod Issue - Mods messing with lighting can drastically affect the Hand Lamps light. Haven't and probably won't find a universal way to fix this issue.
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.
For Update 1.7.3 users and above - The medkit can now be used to directly heal other employees and heals them faster than normal (2x faster). This can be done by looking at your fellow employee and using the medkit like you're healing yourself with it, same healthpool and all. The only things to note is that after you start healing them, you will continue to heal them as long as you stay close together!
Costs 45 credits, Weighs 1
When used below 90 health, the Emergency Injector gives you a speed boost (2x), refills your sprint meter, and gives you a jump boost.
When used above 90 health, The Emergency Injector will queue its buffs mentioned above until you take any source of damage.
Costs 225 credits, Weighs 4
The Shift Controller is a short-range portable teleporter that saves your coordinates and can then teleport you back to that location as long as it has battery.
Shift controller connectivity mechanic:
Costs 115 credits, Weighs 5
The Tool Box can be used to dismantle traps and will produce scrap when done successfully.
To dismantle a trap, stand by it and hold left click without moving. After a short period of time (that depends on the trap) the trap will be dismantled and drop a piece or pieces of scrap.
Costs 375 credits, Weighs 3
The defibrillator uses power to revive deceased employees.
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 trying to find your way back to the ship.
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've held 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 - Charges 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 - Charges during the evening and night, when fully charged it creates waves of frost that will apply stacks of slowness to players that remain in it's radius.
Sanguine Capsule - Charges when near corpses and faster per corpse nearby, when fully charged it will create a masked.
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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/melee weapon that randomly damages it's holder if they are sprinting and deals double damage.
Average value, Weighs 14, Spawns on S and above difficulty moons rarely
The Candy Dispenser is a melee weapon that 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 consumable 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 a extremely rare and high value consumable item that does the same thing it predecessor does but has FIVE uses instead of one.
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.