Dying Light
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StinVec

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---DL v1.49.x Compatible--- Mutations allow you to equip new abilities in your off-hand equipment slots. These new abilities allow you to harness elements and forces as offensive or defensive weapons.

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[ Mutations ]
by StinVec
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Mutations allow you to equip new abilities in your off-hand equipment slots.
These new abilities allow you to harness elements and forces as offensive or defensive weapons.

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I initially developed Mutations as prizes in the optional Scavenger Hunt portion of my Created Loot Mod.
I have decided to also release these Mutations in this standalone mod, though with modified behavior.
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Current Number of Mutations: 7

Mutation Ability - Arctic

  • This mutation grants the ability to crystalize the water molecules in the air around you as well as in the bodies of nearby infected.

Mutation Ability - Forcewave
  • This mutation grants the ability to create strong, localized forces on nearby infected that cause their heads and limbs to separate themselves from their bodies. (Types 1 and 2 dismember infected, Types 3 and 4 damage infected and knock them down for a moment)

Mutation Ability - Inferno

  • This mutation grants the ability to ignite the air around you and cause it to erupt into flames, burning any infected in the vicinity.

Mutation Ability - Lightning

  • This mutation grants the ability to generate an electric discharge that feeds directly into nearby infected.

Mutation Ability - Stasis
  • This mutation grants the ability to generate a time altering field that launches nearby infected into the air where their local time scale is decreased to a fraction of normal time. When the field ends, the infected lose all momentum and are dropped to the ground - this may leave them severely disoriented.

Mutation Ability - Toxic
  • This mutation grants the ability to turn the air around you into a noxious cloud, poisoning nearby infected and causing them to retch violently.

Mutation Ability - Vampiric
  • This mutation grants the ability to pierce and draw the blood from the veins in the bodies of nearby infected, causing them to bleed profusely.
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_________________________________ About Mutations _________________________________
  • The Harran Virus has turned most of the city's population into rabid flesh-eaters who may or may not be dead. They also seem to have developed enhanced physical senses (smell, hearing, strength). However, the virus seems to have begun affecting you differently as you have developed special abilities.
  • Mutation Abilities primarily grant control over the elements (water, fire, etc), though several do not fall so easily into that category.
  • There are currently 7 Mutation Abilities. You are able to equip up to 4 of the new abilities in your off-hand equipment slots at one time.
  • I strongly recommend adding lyravega's "Quick Use and Watch" mod to your game so you can bind keys to quickly activate the abilities in your equipment slots at will. If you already have lyravega's "Advanced Moves" mod installed, then take note that it already has his "Quick Use and Watch" mod integrated into it and you are good to go.
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  • All versions can be used in both the 'Normal mode' and 'Hard mode' game types
[ Type 1 ]
  • Effect Radius: Large (10, melee range is about 2)
  • Effect Duration: Long (10 Seconds)
  • Defensive Mutation Damage: None-Low (Arctic, Lightning, Toxic, Stasis mainly used for crowd control)
  • Offensive Mutation Damage: High (Forcewave, Inferno, Vampiric)
  • Damage To Self On Use: None (Immune to all effects)
  • Quantity: 9999 (Will be unlikely to ever need to generate more)

[ Type 2 ]
  • Effect Radius: Large (10, melee range is about 2)
  • Effect Duration: Long (10 Seconds)
  • Defensive Mutation Damage: Low-Medium (Stasis remains non-damaging)
  • Offensive Mutation Damage: Medium-High
  • Damage To Self On Use: None (Immune to all effects)
  • Quantity: 25 (Must generate more after used up)

[ Type 3 ]
  • Effect Radius: Medium (7, melee range is about 2)
  • Effect Duration: Medium (7 Seconds)
  • Defensive Mutation Damage: Medium (Stasis remains non-damaging)
  • Offensive Mutation Damage: Medium-High
  • Damage To Self On Use: Low (6-13, Immune to Stasis)
  • Quantity: 10 (Must generate more after used up)

[ Type 4 ]
  • Effect Radius: Large (10, melee range is about 2)
  • Effect Duration: Long (10 Seconds)
  • Defensive Mutation Damage: Medium-High (Stasis remains non-damaging)
  • Offensive Mutation Damage: Medium-High
  • Damage To Self On Use: High (18-25, Immune to Stasis)
  • Quantity: 1 (Single Use - Must generate another after it is used)

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If you like to use this mod and feel it adds to your enjoyment of the game, I would appreciate it greatly if you would please
consider coming back and donating to me via PayPal using the Donate dropdown above this mod description if you are able to.

If even $1 or some pocket change is not something you would be interested in donating, please consider taking
a few seconds to register on or log into Nexusmods and endorse this file to show you appreciate this mod.

I sincerely thank you for using my mod(s) and for possibly considering my above request.
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_________________________________ Recent Updates ___________________________________
2015, October 7
  • Configuration of Type 5 Mutations discontinued
  • Ideas I have for alternate mod versions and further mod development have been posted to the 'Forums' (Discussions) tab

2015, July 24

  • v07.2 Update - Types 1-4 Released (old 'Easy' and 'Hard' versions removed)

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_________________________________ Work In Progress _________________________________

Please view the 'Forum' tab of this mod (or click this link) for a discussion on:

  • Type 5 AoE Mutations - Status Change (discontinued configuration)
  • Alternate Mutation Forms - Splicing
  • Alternate Mutation Acquisition Methods


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[ Compatible up to Dying Light v1.49.x ]


[ View 'ReadMe' for install/uninstall and mod merging information ]