In Mutant Year Zero: Road to Eden each of the playable heroes can unlock up to eight different skills. In this section of the guide, we suggest whether abilities are always active in the course of fights.
The answer to this question is - no, you cannot use all purchased mutations. Each of the heroes can be set at any given moment:
- One Major Mutation - that's an active ability that has its own separate action in tactical mode.
- One Minor Mutation - this is an active skill that has its own separate action in tactical mode.
- One Passive Mutation - it works automatically during combat.
Active skills are shown at the bottom of the screen on the character tab - we marked them in the above picture.
If you have more than one ability in the same category, you can change it. In the initial phase of the campaign, we advise you to unlock one skill from each group, so that you can receive three different bonuses for statistics. It is only from this point on that it is worth investing in alternative abilities. In the example in our picture, Magnus can choose the Puppeteer's ability when an exceptionally strong opponent is present on the battlefield, or the Chain Lightning ability when there is a group of weaker mutants to be defeated, which can be hit collectively by the electric current.
You can only change your abilities before the start of the battle. This is forbidden after the start of the fight.
In addition to buying new abilities, you can also use your development points for bonuses to stats (Stat Bonuses), e.g. to lengthen your hero's health bar or movement range. These bonuses are awarded on a permanent basis and you don't have to select them anywhere else.