Character development and gear selection in Mutant Year Zero Road to Eden Mutant Year Zero Guide and Walkthrough
Last update: 13 December 2018
In Mutant Year Zero: Road to Eden players have to develop their characters and be sure that they are using good weapons and abilities. This is the only way to be able to win battles. On this page, we explain how to gain XP, and which decisions you should make when choosing equipment.
- How to gain XP in Mutant Year Zero?
- What abilities should I get with skill points?
- How to choose abilities and equipment wisely?
How to gain XP in Mutant Year Zero?
The only way to gain XP in the game is to win fights. Depending on how many enemies participated in a fight, your team can gain one or even a few new levels upon winning this fight.
- A character (i.e. Selma, Magnus, Farrow) who has just joined your party will level up automatically to match your current level. You don't have to develop new characters from level 1.
- Don't skip fights. Otherwise, your party will have problems with defeating enemies in new locations. A skull icon informs you that your party won't have any chances to win this battle.
- The final enemies are at level 60. If you participated in all battles, including optional ones, then you should finish the game at level 70+. Don't stop fighting with enemies when you reach level 60 - additional skill points are always useful.
What abilities should I get with skill points?
You can spend skill points on mutations (each character has 8 available mutations) and permanent stat bonuses.
- Try to unlock one skill from every category - one main, one minor, and one passive. All characters have 3 skill slots in their inventory - one skill slot per one type of ability.
- Think about getting new abilities from these categories after you make enough progress. You will be able to switch between them before fights. For example, Magnus can make a good use of Puppeteer when you are facing humans, but this skill is useless against robots. Instead, you can try to use, i.e. Chain Lightning.
- Try to unlock at least the first few permanent stat bonuses. The first two bonuses cost only 3 points in total. Buy other bonuses accordingly to your needs. They will be more useful to a character with good versatile abilities which don't require switching.
- You won't have enough points for getting all abilities and stat bonuses, even when you complete every single fight. Decide which skills will be the most useful to you.
- The only exception is Freak Out! trophy/achievement - it requires you to purchase all mutations (abilities) which means that you will have to ignore passive stat bonuses.
How to choose abilities and equipment wisely?
The right equipment and skills are both key elements of winning fights. Below you can find the most important information:
- Each character can carry two active weapons. Be sure that their gear is varied - give them one weapon for short and medium distance (8-12 fields), and one weapon for longer distances (16-20 or even more fields).
- Unused weapons are in the party's inventory. If you need to use them, you can set these weapons as active. Do that with, i.e. silenced weapons (crossbows, pistols with a silencer etc.) because they are useful only when you want to eliminate single enemies without alarming others.
- Upgrade weapons whenever you get a chance to do that, especially those used all the time. By upgrading them you will be able to use these weapons even during later fights.
- Every character carries two grenades by default. However, you can visit The Ark and spend one artifact to buy Mule, a permanent upgrade that unlocks the third grenade slot. You don't have to do that, but this can be helpful during the later stages of the game.
- Equip your characters with different types of grenades - try to have each character carry 1-2 frag grenades, 1 EMP grenade and, optionally, 1 smoke grenade (mainly for fights against Pyro Ghouls and robots).
- Adjust your abilities accordingly to threat. For example, if you know that you have to fight with robots, equip Circuit Breaker ability. Puppeteer is great against more powerful enemies like Tank - this ability will allow you to control these enemies.
You can't change your active weapons, grenades, and abilities during a battle. Try to make a manual save before you start a fight. This will allow you to go back to the moment before the fight - useful when you forgot about something or when the battle surprised you (with, i.e. a sudden appearance of new types of mutants).