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Enemies have even higher [[level]]s than on Hard Mode, making them significantly stronger. There are more enemies than on Hard Mode as well, and some are given different weapons, items, and [[battalion]]s to make them more dangerous. Most enemies are given more [[abilities]], gaining stronger versions of their weapon's skill level abilities, as well as other abilities not normally associated with their class; for example, all generic [[Thief|Thieves]] are given [[Pass]], and all generic [[Archer]]s are given [[Poison Strike]]. Some enemies also have adjusted AI patterns, with even more bosses that were immobile on Hard Mode now being capable of moving, as well as enemies with [[combat art]]s and [[gambit]]s being more likely to use them than on lower difficulties. Almost all [[reinforcement]]s now appear at the start of enemy phase, and can act on the same turn they appear.
Enemies have even higher [[level]]s than on Hard Mode, making them significantly stronger. There are more enemies than on Hard Mode as well, and some are given different weapons, items, and [[battalion]]s to make them more dangerous. Most enemies are given more [[abilities]], gaining stronger versions of their weapon's skill level abilities, as well as other abilities not normally associated with their class; for example, all generic [[Thief|Thieves]] are given [[Pass]], and all generic [[Archer]]s are given [[Poison Strike]]. Some enemies also have adjusted AI patterns, with even more bosses that were immobile on Hard Mode now being capable of moving, as well as enemies with [[combat art]]s and [[gambit]]s being more likely to use them than on lower difficulties. Almost all [[reinforcement]]s now appear at the start of enemy phase, and can act on the same turn they appear.


Additionally, [[experience]] gained from fighting enemies is reduced, roughly providing 20% as much as on Normal Mode when fighting an enemy whose level is the same as the unit. While this is mitigated slightly by enemies having much higher levels, in practice experience gain is still much lower overall than on Normal or even Hard Mode. The bonus given for defeating higher-leveled enemies scales much slower than on Normal Mode; conversely, the penalty applied for defeating lower-leveled enemies scales much faster than on Normal Mode or even Hard Mode, resulting in units gaining minimal experience if their level is 4 or more greater than their enemy. As enemies within [[Skirmish|auxiliary battles]] do not have their levels scale as much with difficulty, they naturally provide extremely limited experience gains compared to Normal and Hard modes.
Additionally, [[experience]] gained from fighting enemies is reduced, roughly providing 20% as much as on Normal Mode when fighting an enemy whose level is the same as the unit. While this is mitigated slightly by enemies having much higher levels, in practice experience gain is still much lower overall than on Normal or even Hard Mode. The bonus given for defeating higher-leveled enemies scales much slower than on Normal Mode; conversely, the penalty applied for defeating lower-leveled enemies scales much faster than on Normal Mode or even Hard Mode, resulting in units gaining minimal experience if their level is 4 or more greater than their enemy. As enemies within [[Skirmish|auxiliary battles]] do not have their levels scale as much with difficulty, they naturally provide extremely limited experience gains compared to Normal and Hard modes. Lastly, several [[paralogue]] chapters scale depending on progress through the story, with enemies becoming higher leveled the later the chapters are played.


Maddening Mode save files are colored purple. Clearing the game on a Maddening, non-[[New Game +]] save file will alter the title screen to have yellow lighting instead of the default bluish-green.
Maddening Mode save files are colored purple. Clearing the game on a Maddening, non-[[New Game +]] save file will alter the title screen to have yellow lighting instead of the default bluish-green.
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