"Used mostly for things that go BOOM! (Try not to mix with ammonia)." In-game description
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Chemicals are a crafting item in Dying Light. They are used to craft a variety of impact weapon modifications and explosives.
Blueprints[]
Weapon modifications[]
These following weapon modifications require chemicals to craft
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02 February 2022
Dying Light: The Following Review
12 February 2016
Dying Light Review
30 January 2015
Base game[]
Blueprint | Requirements | Effects | |
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Bad ass |
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Cut'n'go |
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Fastball special |
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Fire launcher |
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GTFO |
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GTFO 2.0 |
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Home run |
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Stay down |
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The Following[]
Blueprint | Requirements | Effects | |
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Bad plug |
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Big thunder |
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Discharger |
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Electro tool |
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Portable charger |
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SuperNova |
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Utility[]
These following utilities require chemicals to craft
Blueprint | Requirements | Effects/Usage |
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Claymore shield |
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Used to block incoming damage (biters, gunshots, etc.). This variant has impact which knocks the target back if blocked at the right time. Note: Requires a shield to craft. |
Flares |
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Keeps volatiles and other infected away from you at night if you stay in the light. Be prepared to throw a few. |
Zaid's flares |
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More effective flares that burn brighter and last longer than regular flares. |
Other[]
Other blueprints which require chemicals to craft
Blueprint | Requirements | Effects/Usage |
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DIY grenades |
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Explodes doing damage to anything near the explosion. Explosion will draw virals/volatiles. |
Exploding throwing stars | Shurikens that explode when they hit an infected/human. They do 25 damage before exploding. | |
Exploding trap bombs |
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Firecrackers and a better explosive. Explodes after firecrackers end. Explosion draws virals/volatiles. |
Freezing grenades |
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Freezes any infected/human that it explodes near. Explosion will draw virals/volatiles. |
Impact bolt | Alternate ammunition for the compound crossbow / upgraded crossbow. This variant causes nearby infected to be knocked back. | |
Kurt's bombs |
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Firecrackers combined with a better shrapnel explosive. Explodes after firecrackers end, causing heavy bleeding for any infected/human that it explodes near. Explosion draws virals/volatiles. |
Land mine |
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Proximity mine. |
Shrapnel grenades |
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Causes bleeding for any infected/human that it explodes near. Explosion will draw virals/volatiles. |
Shrapnel trap bombs |
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Firecrackers combined with a better shrapnel explosive. Explodes after firecrackers end, causing heavy bleeding for any infected/human that it explodes near. Explosion draws virals/volatiles. |
Toxic grenades |
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Poisons infected/humans that it explodes near. Explosion will draw virals/volatiles. |
Toxic trap bombs |
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Firecrackers and a better poison explosive. Explodes after firecrackers end, causing high poison for any infected/human that it explodes near. Explosion draws virals/volatiles. |
DLC[]
These following DLC items require chemicals to craft
Blueprint | Requirements | Effects | |
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Exploding arrows |
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Ammunition for the bow. Explodes doing damage to anything near the explosion. Explosion will draw virals/volatiles. | |
Ranger's exploding arrows |
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Ammunition for the ranger bow. Explodes doing damage to anything near the explosion. Explosion will draw virals/volatiles. | |
Silenced American 9mm pistol |
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Suppressed fire. |
Silenced German 9mm pistol |
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Suppressed fire. |
Volatile hunter baton |
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Volatile hunter knife |
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Volatile hunter maul |
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Volatile hunter sword |
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Trivia[]
- The in-game model for chemicals appears to be a white bottle of unspecified contents