Employees are playable characters and the main protagonists in Lethal Company. An employee's job is to venture out and explore moons, collect scrap and sell it to the Company in order to meet the profit quota.
If the crew fails to meet the profit quota, the company discharges all employees and punishes their misdoings accordingly.
Health Properties[]
Employees have 100 health total. Damage can be taken from various sources, including entities, other employees, map hazards or falling.
Critically Injured[]
Falling below 10 health will cause the employee to become critically injured. When this happens, a HUD overlay appears, indicating the critically injured status. While critically injured, the employee's health slowly regenerates at a rate of 1 health per second up to 20 health. Injured employees will limp around unable to run, but can jump while losing blood (cosmetic). Once the employee is back at 20 health, the critically injured status will go away.
When an employee is taking an instance of damage that would kill them, if that instance of damage is less than 50 and the employee is not currently critically injured, the employee's health will drop to 5 instead, and they become critically injured. 5hp (+Critical) < (Received Damage < 50hp) </ Critical
Damage Sources[]
Source | Condition | Damage |
---|---|---|
Entities | Entity attack damage, attack speed and DPS can be found on the Entity article. | Varies |
Stun Grenade / DIY-Flashbang | Employee is holding the explosive at the point of detonation. | 20 |
Turret | The turret shoots the employee. | 50 |
Gravity | Fall value is greater than 48 units. | Instant Kill |
Gravity | Fall value is between 45 and 48 units. | 80 |
Gravity | Fall value is between 40 and 45 units. | 50 |
Gravity | Fall value is between 35 and 40 units. | 30 |
Shotgun Shot | Distance between barrel and employee is less than 15 units. | Instant Kill |
Shotgun Shot | Distance between barrel and employee is between 15 and 23 units. | 40 |
Shotgun Shot | Distance between barrel and employee is between 24 and 29 units. | 20 |
Drowning | Employee has been underwater for 10 seconds. | Instant Kill |
Lightning Strike | Employee was standing within 2.4 units of the strike. | Instant Kill |
Lightning Strike | Employee was standing between 2.4 and 5 units within the strike. | 50 |
Landmine | Employee was standing within 5.7 units of the detonation. | Instant Kill |
Landmine | Employee was standing between 5.7 and 6.4 units within the detonation. | 50 |
Jetpack Explosion | Employee was standing within 5 units of the explosion. | Instant Kill |
Jetpack Explosion | Employee was standing between 5 and 7 units within the explosion. | 50 |
Shovel Hit | An employee smacks another employee with their shovel. | 30 |
Knife Hit | An employee stabs another employee with their knife. | 40 |
Ceiling Fan | Contact with Ceiling Fan | Instant Kill |
Stamina[]
Stamina is the resource that regulates if and for how long an employee can sprint and jump. Sprinting and jumping depletes, while walking and standing still regenerates stamina. Stamina is stored as a value between 0 and 1 that directly correlates to the fill level of the stamina indicator in the HUD. It is worth noting, that the indicator only shows a portion of the actual value, meaning even if the indicator is empty, there still might be some stamina left.
When an employee's stamina drops below 0.1, the employee becomes exhausted, meaning they will no longer be able to sprint and jump. Employees need to wait until the stamina level is regenerated to at least 0.2 before they can jump again, but will have to wait for the stamina to reach 0.3 to be able to sprint once again. Exhausted employees will place their arm on their chest until they regain their stamina.
The TZP-Inhalant can be used to greatly decrease stamina depletion and increase stamina regeneration. The following calculations were all made without regard to the "drunkenness level" that the TZP agent causes. More info about the effects of the agent on stamina regeneration will be added soon.
Depletion[]
A jump reduces stamina by 0.08. Sprinting depletes stamina at a rate of 0.2 per second, multiplied by the in-game carry weight value, meaning an employee can sprint for a maximum of 5 consecutive seconds if they're not carrying anything. The formula for the in-game carry weight value is weight = weightInLb / 105 + 1. The time it takes to fully deplete stamina vs. employee weight is shown in the following graph. (The maximum possible employee weight is 315 lb.)
When an employee is actively being stunned by the zap gun, walking causes stamina to deplete at half that rate.
Regeneration[]
Stamina is constantly regenerated when an employee is not sprinting.
- While walking – Stamina is regenerated at a rate of approximately 0.07 / second, meaning it takes about 14 seconds to fully regenerate.
- While standing – Stamina is regenerated at a rate of approximately 0.11 / second, meaning it takes about 9 seconds to fully regenerate.
Additionally, when an employee is hit by an instance of damage that is greater than 19, around 0.2–0.8 stamina will be refunded, depending on the received damage amount (refunded = damageAmount / 125).
Fear[]
Fear level is only used for the fear overlay and sounds.
Source | Condition | Fear Change | Increase Rate |
---|---|---|---|
Kidnapper Fox | Fox is spotted and within 10 units of the employee | 0.6 | 1 |
Kidnapper Fox | Fox is spotted and further than 10 units away of the employee. | 0.3 | 1 |
Kidnapper Fox | Fox is currently dragging the employee. | 1 | 1 |
Snare Flea | Flea is falling from the ceiling close to an employee. | 0.5 | 1 |
Snare Flea | Flea is clinging to the employee. | 1 | 1 |
Snare Flea | Flea is clinging to another employee and another employee is witnessing it. | 0.9 (x0.6) | 0.6 |
Barber | 0.85 | 1 | |
Barber | 0.25 | 0.3 | |
Thumper | Thumper is roaring within 15 units of the employee. | 0.75 | 1 |
Thumper | Thumper is attacking the employee. | 1 | 1 |
Thumper | The employee spotted a roaming thumper. | 0.8 | 0.5 |
Thumper | The employee spotted an attacking thumper. | 0.8 | 1 |
Ghost Girl | The Girl turns off the breaker lights. | 0.2 | 1 |
Ghost Girl | The Girls messes with the lights. | 0.2 | 1 |
Ghost Girl | The Girls messes with the lights after the employee has spotted her. | 0.9 | 1 |
Bracken | The employee looks at the bracken within 5 units of it. | 0.6 | 1 |
Bracken | The employee looks at the bracken from further away than 5 units. | 0.3 | 1 |
Bracken | The bracken starts to target an employee and is also seen by that employee. | 0.5 | 1 |
Bracken | The employee is looking at an attacking bracken within 13 units. | 0.8 | 1 |
Forest Keeper | The forest keeper looks at the employee that is within 15 units. | 0.7 | 1 |
Forest Keeper | The forest keeper looks at the employee that is further than 15 units away. | 0.4 | 1 |
Hoarding Bug | The bug starts chasing the employee when it is within 10 units of the employee | 0.5 | 1 |
Hoarding Bug | The employee is looking at a chasing bug within 15 units. | 0.4 | 1 |
Eyeless Dog | The dog enters chase mode when the employee is within 16 units of it. | 0.5 | 1 |
Eyeless Dog | The employee is looking at a chasing or lunging eyeless dog within 25 units. | 0.4 | 0.5 |
Eyeless Dog | The employee is looking at a roaming eyeless dog within 30 units. | 0.25 | 0.3 |
Coil-Head | The coilhead attacks the employee. | 1 | 1 |
Coil-Head | The coil-head stopped moving within 9 units of the employee. | 0.4 | 1 |
Coil-Head | The coil-head stopped moving within 4 units of the employee. | 0.9 | 1 |
Dead Body | The employee is looking at a dead body within 10 units. | 0.9 | 1 |
Dead Body | The employee is looking at a dead body whats further than 10 units away. | 0.55 | 1 |
Employee Death[]
When an employee dies, a player body appears. When scanning the player body with the echo scanner, the tool-tip will reveal the cause of the employee's death. Dead employees will show up as deceased or missing on the performance report. In V55, there are 18 ways an employee can die in Lethal Company.
Cause Of Death | Description |
---|---|
Bludgeoning | Employee was killed by another employee with a shovel, stop sign, or yield sign. |
Gravity | Employee died to fall damage. |
Blast | Employee died to a landmine, jetpack, or easter egg explosion. |
Kicking | A Nutcracker kicked the employee to death. |
Strangulation | A Bracken snapped the employee's neck. |
Suffocation | The Employee either was killed by a snare flea or put on a dramatic mask while at the Company Building. |
Mauling | Caused by various entities: |
Gunshots | Employee was shot by a turret or a shotgun. |
Crushing | Employee was killed by either the dropship, a deploying extension ladder, or by the spike trap. |
Drowning | Employee drowned in water. |
Abandoned | Caused by the ship either leaving early or by the time reaching midnight without the employee being on the ship. |
Electrocution | Employee was either killed by circuit bees or struck by lightning. |
Burning | Employee was killed by an Old Bird's grab attack. |
Stabbing | Employee was stabbed to death by a knife. |
Fan | Employee flew into the main entrance fan in the facility. |
Inertia | Employee crashes into something while using the Company Cruiser |
Snipped | Employee was snipped by the Barber's scissors. |
Unknown | Employee was decapitated by the ghost girl, consumed by a hygrodere, or impaled by a baboon hawk. |
Echo Scanner[]
The Echo Scanner is a built in ability for employees that can be used at any time to highlight main entrances, the ship, logs, scrap and entities. Scanning emits a blue wave which can also be used to slightly see in the dark. Scannable objects within the scan radius will be highlighted with a green overlay. If any of the objects have scrap value, the total scrap value of all scanned objects will be displayed on the bottom right.
When an entity is scanned for the first time in a run, a dialog will pop up for all employees, saying "New creature data sent to terminal!".
Gallery[]
Renders[]
Appearances in other media[]
History[]
Version 50[]
- Reworked movement with slopes.
- Fan, Stabbing and Burning were added as possible causes of death.
Version 55[]
- Inertia and Snipped were added as possible causes of death.