
LethalRPG
Level up in Lethal Company: spend your share of the quota on 21 upgrades and unlock a skill tree of 22 skills with XP you keep forever. Works alongside LateGameUpgrades. Everyone in the lobby needs it.LethalRPG

Personal progression for Lethal Company. Every player buys their own upgrades, such as more stamina, more health or extra item slots, with a share of the money the crew earns above the quota. On top of that comes a skill tree of 22 skills, paid with XP that you keep in every lobby.
Status: singleplayer is tested and should work. Multiplayer is tested in automated LAN runs with 2 to 5 players, all on one PC and in orbit, also with LateGameUpgrades 3.14.1 and MoreCompany. Not tested yet with 0.8.0: Steam lobbies, rounds on moons together, big modpacks and more than 5 players; you may run into bugs there. Known limits are listed in the Wiki tab under "Known issues & limitations".
What is tested
Tested with 0.8.0 in LAN with 2 to 5 players (automated, all on one PC, in orbit): joining under six different
host rule sets, rejoining, hosting again, purchases, respec and rebuy in the terminal and the skill menu, payouts, split
upgrade prices with group credits, a player with 0.7.2 in a 0.8.0 lobby and the other way round (warned; LethalRPG is
off for them), a 0.7.2 save with Generous levels, LateGameUpgrades 3.14.1 with both OverlapPolicy settings, and 5
players with MoreCompany. Before its release, 0.7.2 passed automated LAN runs with 2 players that also covered game over,
ReservedItemSlotCore, LethalThings' Utility Belt, and Coil Breaker and Field Hacker on a moon. Not tested yet with
0.8.0: Steam lobbies, rounds on moons together (and with them the skills that affect other players), big modpacks and
more than 5 players.
At a glance
| Upgrades | Skills | |
|---|---|---|
| What | 21 upgrades: stamina, health, item slots, speed, … | 14 unique and 8 ultimate skills: X-Ray Scan, Second Wind, Field Hacker, … |
| Paid with | budget: your share of the quota surplus | XP from days, scrap, kills and quotas |
| Lasts | one run; rpg rebuy buys your build again |
forever |
| Stored | in the host's save | on your own PC, used in every lobby and save |
- The host's settings are the rules: personal or team upgrades, how payouts are split, difficulty and balancing.
- Everyone in the lobby needs LethalRPG 0.8.x. 0.8.x and 0.7.x do not work together. The 0.7 line ends with 0.8.0: 0.7.x gets no more fixes; please update.
- Recommended: LethalConfig for all settings in the in-game mod menu.
Quick start
- Everyone in the lobby installs LethalRPG. The mod manager adds BepInExPack.
- Complete a quota: part of the surplus becomes your upgrade budget.
- On the ship, press K or type
rpgat the terminal, and buy. - XP comes in every day. Learn skills on the UNIQUE and ULTIMATE tabs once you have the required upgrade levels.
Skill menu and terminal

K opens a menu in the game's look that can do everything the terminal can:
- BODY, TOOLS, UNIQUE, ULTIMATE: every upgrade and skill with its level, effect and price. BUY buys one level, MAX as many as you can afford, LEARN a skill. Point at a row for its details and requirements.
- STATS: your stats, respec, and your profile with its backups.
- CREW & BUILD: your teammates' upgrades, your saved build and rebuy.
- RULES: the rules on this ship and WRITE BUG REPORT.
Buying, rebuy and respec work on the ship; everything else works anywhere. K or Esc closes the
menu. The key can be changed in 5. Interface.
| Terminal | |
|---|---|
rpg, rpg tools, rpg unique, rpg ult |
the four pages: body, tools, unique, ultimate |
rpg sneak |
details of an upgrade or skill |
rpg buy sneak, rpg buy sneak 3, rpg buy sneak max |
buy one, three or all affordable levels |
rpg rebuy |
buy your saved build again |
rpg info |
the rules on this ship |
rpg report |
write a bug report |
All terminal commands
rpg page 1: body upgrades, your budget and your XP
rpg tools page 2: tool upgrades
rpg unique page 3: unique skills
rpg ult page 4: ultimate skills
rpg sneak details of an upgrade or skill
rpg buy sneak buy the next level
rpg buy sneak 3 buy three levels ("max" = up to the highest level)
rpg stats your stats: health, slots, load, sprint time and all upgrades
rpg crew what your teammates have; from 5 players one line each
rpg crew 3 the player in slot 3 (P3) in full
rpg build your saved build; "rpg build save" saves your current upgrades
rpg rebuy buy the missing levels of your build; "rpg rebuy auto" does it after every payout
rpg refund respec: shows what you get back; "rpg refund confirm" resets everything
rpg profile your permanent profile and its backups; "rpg profile restore 1" puts backup 1 back
rpg info the rules on this ship
rpg report writes a bug report without names
skills works the same as rpg. The terminal's other page lists RPG as well.
On the HUD

- Skill box, top right from the landing on: the skills that have something to say right now, one row each.
DANGERnames the monster that hunts you,BIO-SCANshows your cadaver infection,EXITthe way out of the facility,SCRAPwhat is left on the moon, plus Second Wind, Adrenaline, Lightning Rod and Rally. Colours carry meaning, and the words say the same. WithSkillBoxPosition = BelowWeight(5. Interface) the rows show below the weight instead, e.g. if another HUD mod uses the top right. - Status line, below the weight: your health above 100 (
HP 140/200) and the XP of a kill. - Day report after each day: XP earned, budget paid out, and what you can afford now.
Upgrades
Bought with budget, several levels each. Every further level costs more (usually ×1.5 per level). Values are the
defaults; rpg <name> and the menu show the values on your ship.
Body (rpg) |
Per level | Max | First level |
|---|---|---|---|
| Stamina | +15% sprint duration | 5 | $50 |
| Strength | −12% penalty from heavy items | 5 | $60 |
| Vitality | +20 maximum health | 5 | $75 |
| Agility | +5% movement speed | 5 | $60 |
| Jump | +6% jump force | 3 | $40 |
| Recovery | +20% faster stamina regeneration | 5 | $50 |
| Climber | +20% faster on ladders | 5 | $30 |
| Lungs | +25% longer breath under water | 4 | $30 |
| Medic | +0.2 health per second after 6 s without damage | 5 | $60 |
| Surefooted | −15% slowdown from mud, water, quicksand and webs | 5 | $40 |
| Crouch Walk | +10% faster while crouching | 5 | $30 |
Tools (rpg tools) |
Per level | Max | First level |
|---|---|---|---|
| Inventory | +1 item slot | 4 | $150 |
| Sneak | −12% range at which monsters hear your steps | 5 | $60 |
| Electrician | +25% battery life | 4 | $40 |
| Nerves | −15% fear build-up | 5 | $40 |
| Handyman | +25% faster valves, levers and prying | 4 | $40 |
| Analyst | +25% scanner range | 4 | $40 |
| Brawler | +1 damage with shovels and signs | 3 | $100 |
| Marksman | −15% shotgun reload time | 3 | $60 |
| Long Reach | +15% reach for picking up and using things | 4 | $50 |
| Bargain Hunter | −5% on what you buy at the terminal (not moon routes) | 5 | $80 |
Skills
Learned once and kept forever. They cost XP (the host can switch to money) and need a level in a related upgrade.
Unique (rpg unique) |
Effect | Requires | Price |
|---|---|---|---|
| Packmule | Two-handed items go into your inventory like normal items | Strength 3 | 40 XP |
| Second Wind | Once per day you survive lethal damage (not monsters that grab you) | Vitality 3 | 50 XP |
| Fast Hands | Switch slots almost instantly, pick items up twice as fast | Inventory 1 | 25 XP |
| Night Owl | Much stronger night vision inside the facility | Nerves 2 | 30 XP |
| Lockpicker | Open locked doors by holding E | Handyman 2 | 40 XP |
| X-Ray Scan | The scanner shows scrap through walls | Analyst 3 | 40 XP |
| Adrenaline | Below 10 HP: no limping, free sprinting, 20% faster | Recovery 2 | 35 XP |
| Compass | The skill box shows the way to the nearest exit | Analyst 1 | 20 XP |
| Iron Grip | Keep your items when a snare flea or kidnapper fox grabs you | Strength 2 | 30 XP |
| Bio Monitor | The skill box shows your cadaver infection, from clean to bursting | Medic 2 | 20 XP |
| Wristwatch | The clock stays visible inside the facility | Analyst 1 | 15 XP |
| Prospector | The skill box shows the scrap left on the moon and its value | Analyst 2 | 25 XP |
| Danger Sense | The skill box warns you when a monster hunts you, and names it | Nerves 3 | 35 XP |
| Concussive Blows | Shovel and sign hits stun the monster for a moment | Brawler 2 | 35 XP |
Ultimate (rpg ult) |
Effect | Requires | Price |
|---|---|---|---|
| Hunter Sense | The scanner also shows monsters through walls | X-Ray Scan, Analyst 4 | 180 XP |
| Lightning Rod | Lightning never targets the metal you carry | Iron Grip, Electrician 4 | 150 XP |
| Blast Shield | Explosions deal 60 damage instead of killing you | Second Wind, Vitality 5 | 200 XP |
| Rallying Presence | Teammates within 15 m regain stamina faster and fear less | Adrenaline, Nerves 4 | 170 XP |
| Appraiser | Scrap you pick up outside the ship is worth 15% more | Packmule, Strength 4 | 200 XP |
| Salvage Insurance | If the whole crew dies, the scrap on the ship is kept | Iron Grip, Inventory 3 | 200 XP |
| Field Hacker | Hold E to switch off turrets, mines and spike traps, or to open and close security doors | Lockpicker, Handyman 4 | 200 XP |
| Coil Breaker | Hold E to shut a coil head down for 30 s | Concussive Blows, Brawler 3 | 180 XP |
Budget and XP
Budget: when a quota is completed, 50% of the surplus (sold minus quota) becomes upgrade budget. By default it is split by the scrap each player brought to the ship. The host can also split it evenly, give every player the full share, let upgrades be paid directly with the group credits, or let the crew share upgrades in team mode.
| XP source | Default |
|---|---|
| Rank at the end of a day | as much as in the game |
| Scrap you bring to the ship yourself | 2 XP per $100 |
| Killing a monster (the last hit counts) | 2 × the monster's power, e.g. 6 for a thumper |
| Surviving a day | 2 |
| Completing a quota | 10 for every player |
When the crew gets fired, upgrades and budget are reset (the host can turn that off). LethalRPG remembers your
build, and rpg rebuy buys it again. XP and skills always stay. rpg refund resets your upgrades and skills and gives
back 50% of what you spent; profile backups protect your XP and skills. If the game reports a corrupted settings
file, LethalRPG copies your files to a backup first and resets only that file, so your saves stay.
For hosts

Your settings are the rules for everyone in the lobby. They are in BepInEx/config/cucumis.lethalrpg.cfg or, with
LethalConfig, in the mod menu, and changes apply at once. Five setups to start from:
| Setup | For a crew that wants … | Settings in 0. General |
|---|---|---|
| Casual crew | to get strong together, without bookkeeping | UpgradeOwnership = Team, Balancing = Generous |
| Classic (default) | everyone for themselves, paid for the scrap they bring | UpgradeOwnership = Individual, ShareSplit = ByContribution |
| Everyone equal | personal builds, but nobody falls behind | ShareSplit = FullShareEach |
| Credits economy | upgrades that compete with the shop | Currency = GroupCredits, SplitUpgradePrices = true |
| Hardcore | slow, expensive progress | Difficulty = Hard, Balancing = Strict |
Generous gives up to three times the levels; the strongest effects have caps. The Host guide in the Wiki tab
explains every setup, switching during a run and continuing a run with another host.
Compatibility
| Mod | Status |
|---|---|
| LethalConfig | Recommended: all settings in the mod menu |
| LateGameUpgrades | Works. 14 of its upgrades do the same as one of LethalRPG's; by default both add up, with OverlapPolicy = PreferOtherMod only the LateGameUpgrades one works |
| GeneralImprovements | Works. With SprintOnLadders = Allow, Climber has no effect |
| NightVision | Works. Overrides Night Owl while it is on |
| LethalThings | Works. The Inventory upgrade needs PouchyBelt = false on the host |
| ReservedItemSlotCore, HotbarPlus, AdvancedCompany, LethalProgression | Work. They manage item slots, so the Inventory upgrade is off |
| LethalLevelLoader, DawnLib, JLL, MonsterManager, Fair AI | Played in a larger modpack with an early version (0.2.0); not tested with 0.8.0 yet |
| MoreCompany | Tested in LAN with 5 players (automated, on one PC, in orbit); more players and Steam lobbies are not tested yet |
Not listed means not tested. If another mod or a game update keeps a skill from working, only that skill is affected:
LethalRPG names it when you join a lobby, and rpg info and the RULES tab list it. LethalRPG needs Lethal Company v80 or
newer.
Reporting a bug
rpg report in the terminal, or WRITE BUG REPORT on the RULES tab, saves a report as
BepInEx/LethalRPG-report-<date>_<time>.txt and copies it to the clipboard. Players appear only as P1, P2, …, never by
name or Steam ID. Report bugs on GitHub and attach the
file, best from every player who saw the problem.
What's next
Planned, not promised:
- Bug fixes (0.8.x) that work together with every 0.8.x, so nobody has to update at the same time.
- An easier start (0.9.0): tips for the first hour, a guide in the skill menu and rule presets for hosts.
- Later: a skill tree view to plan your build.
Author and license
- Author: Cucumis
- License: MIT (see the
LICENSEfile). No warranty. - LethalRPG is an unofficial fan-made mod and is not affiliated with Zeekerss or Lethal Company. No game files are included. Use it at your own risk and keep backups of your saves.