


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 completely lighting up small rooms.
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 Lamp's light. I 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, weigh less, and are cheap and disposable.
Costs 120 credits, Weighs 3
The Medical Kit heals the user overtime using it's internal stored health. It's internal health caps out at 100 and will pssively replenish when not in use.
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 just like you're healing yourself with it, same healthpool and all.
Costs 45 credits, Weighs 1
When used below 95 health, the Emergency Injector gives you a speed and jump boost (2x) for 10 seconds and refills your sprint meter.
When used above 95 health, The Emergency Injector will instead apply an emergency stack to you meaning the next instance of damage you take will give a speed and jump boost (3x) for 15 seconds and refill your sprint meter.
If you already have a emergency stack applied and use a emergency injector again you will take 15 damage thus triggering your emergency effects immediately.
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 remaining.
The Shift Controller saves its coordinates when used the first time and the second use will then teleport you back to those initial saved coordinates at the cost of some battery.
The Shift Controller consumes battery slowly after your coordinates have been saved but the teleport hasn't yet been used.
The saved coordinates are wiped when the controller is recharged.
The Shift controller is disabled in orbit.
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. After a short period of time (the time depends on the trap) the trap will be dismantled and drop a number of scrap parts.
Costs 375 credits, Weighs 3
The defibrillator uses battery to revive deceased employees.
The defibrillator has a charge meter (Not related to its battery) 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 successfully revive a player.
When the charge meter is full you can continue to hold the use button and be ready to revive at a moments notice but its battery will be constantly drained when holding its charge.
A battery cost is deducted when you release the use button at full charge regardless of whether a player was revived or not.
High value, Weighs 32, Spawns anywhere rarely
When the Fuel cylinder is picked up it will have a high chance of activating. If successful, 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 8, Spawns anywhere rarely
The Radioactive Handlamp makes a more useful green light in a radius around it infinitely. Every so often the handlamp's light will grow significantly brighter and begin to quickly deal lethal amounts of damage to it's holder.
The Radioactive Handlamp has a pocketlight like other light items.
The lamp deals a decent amount more damage than a player has health.
Tips for survival - When it's light begins to swell it is obvious as it will be almost blinding you, you NEED to drop it or you WILL die.
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 sends out waves of snow that will apply stacks of slowness to nearby players.
Sacrifical Capsule - Charges when near corpses/players and faster per corpse/player nearby, when fully charged it will create a masked.
Infernal capsule - Charges during the dawn and noon, when fully charges it sends out waves of flame damaging and igniting nearby players.
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 3 times.
Low Value, Weighs 1, Spawns anywhere uncommonly
The Padlock locks doors open or closed, nothing more.
High value, Weighs 1, Spawns anywhere very rarely
Increases your movement speed when HELD.
High Value, Weighs 16, Spawns anywhere rarely
Sizable Scissors are a two handed melee weapon that randomly damages it's holder if they are sprinting and deals double damage.
Tips for survival - don't run with them or drop them, if it kills you then you asked for it.
Average value, Weighs 14, Spawns anywhere 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 anywhere rarely
The rose damages you a small amount when picked up, equipped, and dropped.
Low value/High Value, Weighs 1, Spawns anywhere rarely/extremely rarely
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
Any versions of this mod found on other sites were not posted and are not supported by me!
I will list lasting issues/Limitations below for easy viewing on mod-managers.