Anonymous

Site News
Warning: This wiki contains spoilers. Read at your own risk!

Social media: If you would like, please join our Discord server, and/or follow us on X (Twitter) or Tumblr!

Difficulty: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
m
Text replacement - "([Ll])evel (\d+)" to "$1evel $2"
m (Text replacement - "([Ll])evel (\d+)" to "$1evel $2")
(42 intermediate revisions by 10 users not shown)
Line 14: Line 14:


===Easy===
===Easy===
A hidden difficulty mode accessible only by pressing Select + Start + A on the main menu. Easy Mode is identical to Normal Mode, except all [[experience]] gain is doubled.
A hidden difficulty mode accessible only by pressing Select + Start + A on the main menu. Easy Mode is identical to Normal Mode, except that all [[experience]] gain is doubled and items can be freely traded between routes. Additionally, both [[Alm]]'s and [[Celica]]'s armies have access to a single shared [[supply convoy]], rather than each having their own separate convoy.


=={{FE4}}==
=={{FE4}}==
Line 32: Line 32:


===Hard Mode===
===Hard Mode===
Unlocked by completing Normal Mode once. Enemies have higher stats, and there are more of them. Certain enemies will have differing inventories and positions to make them more challenging to deal with. The [[preparations]] shop is disabled.
Unlocked by completing Normal Mode once. Enemies have higher stats, and there are more of them. The [[preparations]] shop is disabled. Note that, due to a bug, enemies present at the start of a battle in Chapters 1–5 are given bonus levels twice.


Hard Mode save files are colored red.
Hard Mode save files are colored red.
Line 42: Line 42:
! style="border-top-right-radius: 15px; width: 50%" | Modifier
! style="border-top-right-radius: 15px; width: 50%" | Modifier
|-
|-
|Ch. 1–2||+8{{hover|*|Halved for reinforcements}}
| 1–2 || +4{{h|*|Applied twice for non-reinforcements}}
|-
|-
|Ch. 3–4||+10{{hover|*|Halved for reinforcements}}
| 3–4 || +5{{h|*|Applied twice for non-reinforcements}}
|-
|-
|Ch. 5||+12{{hover|*|Halved for reinforcements}}
| 5–6 || +6{{h|*|Applied twice for non-reinforcements in Chapter 5}}
|-
|-
|Ch. 6||+6
| 7–8x || +7
|-
|-
|Ch. 7–8x||+7
| 9–10 || +8
|-
|-
|Ch. 9–10||+8
| 11–12x || +9
|-
|-
|Ch. 11–12x||+9
| 13–14x || +10
|-
|-
|Ch. 13–14x||+10
| 15–16x || +11
|-
|-
|Ch. 15–16x||+11
| 17–18 || +12
|-
|-
|Ch. 17–18||+12
| 19–20x || +13
|-
|-
|Ch. 19–20x||+13
| 21–22 || +14
|-
|-
|Ch. 21–23||+14
| 23–24 || +15
|-
|-
| style="border-bottom-left-radius: 15px" | Ch. 24–Final
| style="border-bottom-left-radius: 15px" | Final
| style="border-bottom-right-radius: 15px" | +15
| style="border-bottom-right-radius: 15px" | +16
|}
|}


Line 77: Line 77:
Lyn's tale on Normal Mode acts as an extended tutorial of sorts for the game and its mechanics. There are many scripted events and situations where the player must perform actions in a specific manner to progress.
Lyn's tale on Normal Mode acts as an extended tutorial of sorts for the game and its mechanics. There are many scripted events and situations where the player must perform actions in a specific manner to progress.


Hector's tale on Normal Mode is unlocked by completing Eliwood's tale once. It features additional chapters and [[sidequest]]s, and is generally more difficult than Eliwood's tale on Normal Mode.
Hector's tale on Normal Mode is unlocked by completing Eliwood's tale once. It features additional chapters and [[side quest]]s, and is generally more difficult than Eliwood's tale on Normal Mode.
 
[[Augury]] is exclusive to Normal Mode.


===Hard Mode===
===Hard Mode===
Line 87: Line 89:


=={{FE8}}==
=={{FE8}}==
''The Sacred Stones'' features three difficulty modes, all available from the start. In a similar manner to ''The Blazing Blade''{{'}}s three tales, ''The Sacred Stones'' features two routes following the two lords, splitting after chapter 8. In general, Ephraim's route is considered to be more difficult than Eirika's route.
''The Sacred Stones'' features three difficulty modes, all available from the start. In a similar manner to ''The Blazing Blade''{{'}}s three tales, ''The Sacred Stones'' features two routes following the two lords, splitting after Chapter 8. In general, Ephraim's route is considered to be more difficult than Eirika's route.


===Easy Mode===
===Easy Mode===
{{quote|For first-timers. Game rules and controls will be explained to you as you play.|Help text}}
{{quote|For first-timers. Game rules and controls will be explained to you as you play.|Help text}}
The first eight chapters include tutorials and scripted events to facilitate them, but are otherwise identical to those in Normal mode. After [[It's a Trap!|Chapter 8]] and [[A New Journey|the subsequent interlude chapter]], all following main chapters in Easy Mode are mostly identical to their Normal Mode counterparts, only differing by enemies having lower stats overall. There are also some subtle differences between [[skirmish]]es and random drops in the two difficulties.
The first eight chapters include tutorials and scripted events to facilitate them, but are otherwise identical to those in Normal mode. After [[It's a Trap!|Chapter 8]] and [[A New Journey|the subsequent interlude chapter]], all following main chapters in Easy Mode are mostly identical to their Normal Mode counterparts, only differing by enemies having lower stats overall. There are also some subtle differences between [[skirmish]]es and random drops in the two difficulties.


Easy Mode save files are colored green prior to the route split, then take on Normal Mode's colors after.
Easy Mode save files are colored green prior to the route split, then take on Normal Mode's colors after.
Line 121: Line 123:
The game's standard difficulty. Guides to the game's mechanics are still available, but only through the menu. Fewer scripted events are present in the earlygame, giving the player a bit more freedom.
The game's standard difficulty. Guides to the game's mechanics are still available, but only through the menu. Fewer scripted events are present in the earlygame, giving the player a bit more freedom.


Generic enemies in ''The Sacred Stones''{{'}}s Normal and Easy modes are notoriously weak in localized versions; promoted enemies at low levels—in most chapters, up to level 3 on Normal and 5 on Easy—do not receive any additional levels to match a typical promoted unit, having only the base stats of their class. As a result, there are several cases where promoted enemies can have lower overall stats than unpromoted enemies.
Generic enemies in ''The Sacred Stones''{{'}}s Normal and Easy modes are notoriously weak in localized versions; promoted enemies at low levels—in most chapters, up to level 3 on Normal and 5 on Easy—do not receive any additional levels to match a typical promoted unit, having only the base stats of their class. As a result, there are several cases where promoted enemies can have lower overall stats than unpromoted enemies.


Normal Mode save files are colored teal for Eirika's route and blue for Ephraim's route.
Normal Mode save files are colored teal for Eirika's route and blue for Ephraim's route.
Line 198: Line 200:
===Difficult Mode===
===Difficult Mode===
{{quote|Difficulty: ★★★<br>For players looking for a serious challenge.|Help text}}
{{quote|Difficulty: ★★★<br>For players looking for a serious challenge.|Help text}}
Enemies have higher [[level]]s, making them stronger. There are more enemies overall, and they can have differing inventories and positions, such as being given [[Elixir]]s to replace [[Vulnerary|Vulneraries]], stronger weapons, etc. Certain enemies are also given more [[skills]]. The common "Clear bonus" for bonus experience is removed, and bonus experience gained by completing secondary objectives has been reduced. As well, [[experience]] gained from defeating enemies is reduced, with this being especially noticeable when a promoted unit defeats an unpromoted enemy. The player is also given no [[gold]] at the start of the game, compared to lower difficulties starting the player off with 5,000.
Enemies have higher [[level]]s, making them stronger. There are more enemies overall, and they can have differing inventories and positions, such as being given [[Elixir]]s to replace [[Vulnerary|Vulneraries]], stronger weapons, etc. Certain enemies are also given more [[skills]]. The common "Clear bonus" for bonus experience is removed, and bonus experience gained by completing secondary objectives has been reduced. As well, [[experience]] gained from defeating enemies is reduced, with this being especially noticeable when a promoted unit defeats an unpromoted enemy. Numerous enemies also have adjusted AI patterns; for example, some bosses  go from being stationary in Easy and Normal Modes to more aggressive in Difficult Mode. A select few chapters now have [[fog of war]] present.
 
The player is also given no [[gold]] at the start of the game, compared to lower difficulties starting the player off with 5,000. Several [[shop]]s also have their contents changed, with stronger weapons being less consistently available to purchase. In more specific changes, the [[Ashnard|final boss]] is given a second form to be fought, which appears after he is defeated once with increased stats, and must be defeated to complete the chapter. Alongside this addition, the [[laguz]] unit that the player is given now appears only at the onset of the second form, as opposed to joining the player from the start of the map in Easy and Normal Modes.


Difficult Mode save files are colored blue.
Difficult Mode save files are colored blue.


===Maniac Mode===
===Maniac Mode===
Present only in the Japanese version, Maniac Mode serves as an even greater challenge than Difficult Mode. Maniac Mode is primarily defined by an exceedingly large number of enemies when compared to the other difficulties. Enemies in Maniac Mode have even higher [[level]]s than they do on Difficult Mode, making them even stronger. Due to how enemy growth rates are skewed, however, this often means they are simply much bulkier than on Difficult Mode, with not much higher offensive stats than those of Difficult Mode. Certain enemies have differing inventories, with [[Bonus damage|effective weapons]] becoming more common than on Difficult Mode. Promoted enemies also become more common earlier than on Difficult Mode. Some enemies are additionally given more [[skills]]. Bosses often have the same stats as they do on Difficult Mode, with some exceptions. [[Experience]] gained from defeating enemies is reduced, providing even less than Difficult Mode. As well, less [[bonus experience]] is rewarded overall, omitting the common "Clear bonus" like Difficult Mode, while providing half as much bonus experience from clearing other objectives.
Present only in the Japanese version, Maniac Mode serves as an even greater challenge than Difficult Mode. Maniac Mode is primarily defined by an exceedingly large number of enemies when compared to the other difficulties. Enemies in Maniac Mode have even higher [[level]]s than they do on Difficult Mode, making them even stronger. Due to how enemy growth rates are skewed, however, this often means they are simply much bulkier than on Difficult Mode, with not much higher offensive stats than those of Difficult Mode. Certain enemies have differing inventories, with [[Bonus damage|effective weapons]] becoming more common than on Difficult Mode. Promoted enemies also become more common earlier than on Difficult Mode. Some enemies are additionally given more [[skills]]. Bosses have the same stats as they do on Difficult Mode, with the exception of [[Oliver]]. [[Experience]] gained from defeating enemies is reduced, providing even less than Difficult Mode. As well, less [[bonus experience]] is rewarded overall, omitting the common "Clear bonus" like Difficult Mode, while providing half as much bonus experience from clearing other objectives (except for the Chapter&nbsp;10 undetected bonus).
 
The player is also given no [[gold]] at the start of the game, compared to lower difficulties starting the player off with 5,000. Several [[shop]]s also have their contents changed, with stronger weapons being less consistently available to purchase. In more specific changes, the [[Ashnard|final boss]] is given a second form to be fought, which appears after he is defeated once with increased stats, and must be defeated to complete the chapter. Alongside this addition, the [[laguz]] unit that the player is given now appears only at the onset of the second form, as opposed to joining the player from the start of the map in Easy and Normal Modes.


Maniac Mode was removed in the international versions due to its generally poor reception from Japanese players.<ref>{{Cite web|quote=But [the Fire Emblem team] also had quite a bit of feedback from people in Japan that said "it's simply unplayable" on [Maniac Mode]. So all of this was taken into consideration while creating the English version.|url=http://www.nintendoworldreport.com/interview/2266/fire-emblem-path-of-radiance-interview|title=Fire Emblem: Path of Radiance Interview|site=Nintendo World Report}}</ref>
Maniac Mode was removed in the international versions due to its generally poor reception from Japanese players.<ref>{{Cite web|quote=But [the Fire Emblem team] also had quite a bit of feedback from people in Japan that said "it's simply unplayable" on [Maniac Mode]. So all of this was taken into consideration while creating the English version.|url=http://www.nintendoworldreport.com/interview/2266/fire-emblem-path-of-radiance-interview|title=Fire Emblem: Path of Radiance Interview|site=Nintendo World Report}}</ref>
Line 218: Line 224:
===Normal Mode===
===Normal Mode===
{{quote|Difficulty: ★★<br>For players who already know their way around the game. This is the standard difficulty setting.|Help text}}
{{quote|Difficulty: ★★<br>For players who already know their way around the game. This is the standard difficulty setting.|Help text}}
Named Hard Mode in the Japanese version. Enemies have higher [[level]]s, making them stronger. There are more enemies overall, and they will often have different inventories and positions from Easy Mode. They additionally have smarter AI overall, and will attack weaker units more often. Numerous enemies also have adjusted AI patterns; for example, several bosses in Part 1 go from being stationary in Easy Mode to more aggressive in Normal Mode. Certain chapters have their [[objective]]s altered; for example, [[Maiden of Miracles|Part I, Chapter 1]] is a "defeat the boss" chapter on Easy Mode, but an "escape" chapter on Normal Mode.
Named Hard Mode in the Japanese version. Enemies have higher [[level]]s, making them stronger. There are more enemies overall, and they will often have different inventories and positions from Easy Mode. They additionally have smarter AI overall, and will attack weaker units more often. Numerous enemies also have adjusted AI patterns; for example, several bosses in Part 1 go from being stationary in Easy Mode to more aggressive in Normal Mode. Certain chapters have their [[objective]]s altered; for example, [[Maiden of Miracles|Part I, Chapter&nbsp;1]] is a "defeat the boss" chapter on Easy Mode, but an "escape" chapter on Normal Mode.


Normal Mode save files are colored blue.
Normal Mode save files are colored blue.
Line 227: Line 233:


As well, map [[affinity]] bonuses are disabled for both player and enemy units. Battle saves are also disabled, limiting players to the suspend feature, which has its temporary save deleted after being loaded.
As well, map [[affinity]] bonuses are disabled for both player and enemy units. Battle saves are also disabled, limiting players to the suspend feature, which has its temporary save deleted after being loaded.
In the [[List of version differences/Fire Emblem: Radiant Dawn|Japanese release]], an "extended script" is played instead of the standard script that is used on Easy and Normal Modes. The extended script goes into greater depth on the game's story and lore than the basic script did. The localizations only use the basic script on Hard Mode, with the extended script being cut entirely, amounting to a loss of roughly 5% of the game's story content.


Hard Mode save files are colored red.
Hard Mode save files are colored red.
Line 238: Line 246:


===Hard Mode===
===Hard Mode===
{{quote|Recommended for those seeking a challlenge. Enemies are up to five degrees tougher than those in Normal mode. No prologue is included.|Help text}}
{{quote|Recommended for those seeking a challenge. Enemies are up to five degrees tougher than those in Normal mode. No prologue is included.|Help text}}
''Shadow Dragon'' differs from most games by having several modes—five of them—under the banner of "Hard Mode".
''Shadow Dragon'' differs from most games by having several modes—five of them—under the banner of "Hard Mode".
*Hard ({{star}})
*Hard ({{star}})
Line 245: Line 253:
*Fiendish ({{star|4}})
*Fiendish ({{star|4}})
*Merciless ({{star|5}})
*Merciless ({{star|5}})
All variations of Hard Mode exclude the four chapter prologue, starting the player off on [[Marth Embarks|Chapter 1]]. Each version gives enemies higher stats, and enemies can have higher level weapons such as [[Silver Sword]]s and [[Bolganone]] much earlier. Enemies may also be given [[forge]]d weaponry. [[Reinforcement]]s appear at the start of enemy phase, and can act on the same turn they appear. Apart from these changes, however, the general positions, quantities, and behaviors of the enemies are largely identical to how they are on Normal Mode.
All variations of Hard Mode exclude the four chapter prologue, starting the player off on [[Marth Embarks|Chapter&nbsp;1]], with [[Frey]] and [[Norne]] being unavailable. Each version gives enemies higher stats, [[weapon levels]] (and therefore their respective [[Weapon level#Weapon level bonus|bonuses]]), and enemies can have higher level weapons such as [[Silver Sword]]s and [[Bolganone]] much earlier. Enemies may also be given [[forge]]d weaponry. [[Reinforcement]]s appear at the start of enemy phase, and can act on the same turn they appear. Apart from these changes, however, the general positions, quantities, and behaviors of the enemies are largely identical to how they are on Normal Mode.


Hard Mode save files are marked with H1, H2, H3, H4, or H5 depending on which version is chosen.
Hard Mode save files are marked with H1, H2, H3, H4, or H5 depending on which version is chosen.
Line 264: Line 272:
| style="border-bottom-right-radius: 15px" | +25
| style="border-bottom-right-radius: 15px" | +25
|}
|}
Note: [[Defense]] and [[resistance]] are not affected by these effective level modifiers.
Note: [[Defense]] and [[resistance]] are not affected by these effective level modifiers.
{| class="cellpadding-3 basic" style="width: 40%"
! style="background: none" colspan="6" | Minimum weapon levels
|-
! style="border-top-left-radius: 15px" | Modifier
! Normal!!H1!!H2!!H3!!H4
! style="border-top-right-radius: 15px" colspan="5" | H5
|-
! style="border-bottom-left-radius: 15px" | Minimum weapon level
| E||C||C||B||B
| style="border-bottom-right-radius: 15px" | A
|}


=={{FE12}}==
=={{FE12}}==
''New Mystery of the Emblem'' features four difficulty modes by default, as well as a single unlockable difficulty mode. Higher difficulties tend to have more enemies with higher stats and stronger equipment. Unusually, the turn requirements for entering [[sidequest]] chapters become more lenient the higher the difficulty is.
''New Mystery of the Emblem'' features four difficulty modes by default, as well as a single unlockable difficulty mode. Higher difficulties tend to have more enemies with higher stats and stronger equipment. Unusually, the turn requirements for entering [[side quest]] chapters become more lenient the higher the difficulty is.


===Normal Mode===
===Normal Mode===
Line 315: Line 336:
! Normal || Hard !! Maniac !! Lunatic(′)
! Normal || Hard !! Maniac !! Lunatic(′)
|-
|-
| Prologue 1&nbsp;– Chapter 5 || +0 || +6 || +12 || +15
| Prologue 1&nbsp;– Chapter&nbsp;5 || +0 || +6 || +12 || +15
|-
|-
| style="border-bottom-left-radius: 15px" | Chapter 6&nbsp;– Endgame || +0 || +8 || +16
| style="border-bottom-left-radius: 15px" | Chapter&nbsp;6&nbsp;– Endgame || +0 || +8 || +16
| style="border-bottom-right-radius: 15px" | +20
| style="border-bottom-right-radius: 15px" | +20
|}
|}
Line 326: Line 347:
===Normal Mode===
===Normal Mode===
{{quote|For series beginners.|Help text}}
{{quote|For series beginners.|Help text}}
The game's standard difficulty. The first several chapters include "slide guide" tutorials on the bottom screen to help new players, though these can be turned off in the settings menu. Enemies generally have low stats, and little to no unpromoted units will have any [[skills]]. Later on, promoted units can have a single skill from their class tree's pool, though they are generally limited from having stronger skills such as the -breaker series and [[offensive skill]]s.
The game's standard difficulty. The first several chapters include "slide guide" tutorials on the bottom screen to help new players, though these can be turned off in the settings menu. Enemies generally have low stats, and little to no unpromoted units will have any [[skills]]. Later on, promoted units can randomly have a single skill from their class tree's pool, though they are generally limited from having stronger skills such as the -&NoBreak;breaker series and [[offensive skill]]s.


On Normal/Casual, the "Simplified" interface will be used by default instead of the "Full" interface.
On Normal/Casual, the "Simplified" interface will be used by default instead of the "Full" interface.
Line 334: Line 355:
===Hard Mode===
===Hard Mode===
{{quote|For experienced players.|Help text}}
{{quote|For experienced players.|Help text}}
Enemies have higher overall stats, a minimum of C in all [[weapon level]]s, and there are more enemies in most chapters. [[Reinforcement]]s appear at the start of enemy phase, and can act on the same turn they appear. They may also appear on earlier turns than on Normal Mode. Unpromoted enemies can randomly have one skill from their class pool, while promoted enemies can randomly have one skill, and later two, from their class tree's pool. Unlike Normal Mode, promoted enemies in hard mode can have more powerful skills such as the -breaker series and [[offensive skill]]s. Later enemies will also be equipped with [[forge]]d weaponry (+4 Mt, +10 Hit). Very late into the game, or with certain [[Bonus damage|effective weaponry]], they may be forged to a stronger level than can be achieved by the player (+8 Mt, +20 Hit). Several enemy groups are also more aggressive, and begin moving on their own or if nearby enemies are provoked.
Enemies have higher overall stats, a minimum of C in all [[weapon level]]s, and there are more enemies in most chapters. [[Reinforcement]]s appear at the start of enemy phase, and can act on the same turn they appear. They may also appear on earlier turns than on Normal Mode. Unpromoted enemies can randomly have one skill from their class pool, while promoted enemies can randomly have one skill, and later two, from their class tree's pool. Unlike Normal Mode, promoted enemies in hard mode can have more powerful skills such as the -&NoBreak;breaker series and [[offensive skill]]s. Later enemies will also be equipped with [[forge]]d weaponry (+4 Mt, +10 Hit). Very late into the game, or with certain [[Bonus damage|effective weaponry]], they may be forged to a stronger level than can be achieved by the player (+8 Mt, +20 Hit). Several enemy groups are also more aggressive, and begin moving on their own or if nearby enemies are provoked.


Unrelated to enemy behavior, the [[Reeking Box]] has its price increased in Hard Mode—from 500G to 4,800G—making it more resource-intensive to grind for levels. [[Staff|Staves]] also award less [[experience]] than on Normal Mode.
Unrelated to enemy behavior, the [[Reeking Box]] has its price increased in Hard Mode—from 500 [[gold]] to 4,800—making it more resource-intensive to grind for levels. [[Staff|Staves]] also award less [[experience]] than on Normal Mode.


Hard Mode save files are colored blue.
Hard Mode save files are colored blue.
Line 398: Line 419:
===Hard Mode===
===Hard Mode===
{{quote|For experienced players.|Help text}}
{{quote|For experienced players.|Help text}}
Enemies have higher [[level]]s, making them stronger overall, but having the side-effect of giving player units slightly more [[experience]] than in Normal Mode. There are more enemies overall, and more of them are given weapons and items to make them more dangerous. Promoted enemies also become more common earlier on than in Normal Mode. In several cases, their positions are also completely reworked, removing certain easy strategies that were present in ''Gaiden'' and ''Echoes''{{'}}s Normal Mode.
Enemies have higher [[level]]s with according stat gains, making them stronger overall. As their actual levels are changed however, this has the side-effect of giving player units slightly more [[experience]] than in Normal Mode, as fighting a higher-level enemy awards more experience than a lower-level enemy. There are more enemies overall, and more of them are given weapons and items to make them more dangerous. Promoted enemies also become more common earlier on than in Normal Mode. In several cases, their positions are also completely reworked, removing certain easy strategies that were present in ''Gaiden'' and ''Echoes''{{'}}s Normal Mode.


=={{FE16}}==
=={{FE16}}==
Line 411: Line 432:
===Hard Mode===
===Hard Mode===
{{quote|For experienced players.|Help text}}
{{quote|For experienced players.|Help text}}
Enemies have higher [[level]]s, making them stronger overall. There are more enemies overall, and some are given different weapons, items, and [[battalion]]s to make them more dangerous. Most enemies gain additional abilities, typically their weapon's skill level abilities, and occasionally their class's mastery ability. Numerous enemies also have adjusted AI patterns, with several enemies that were immobile on Normal Mode now being capable of moving.
Enemies have higher [[level]]s with according stat gains, making them stronger overall. There are more enemies overall, and some are given different weapons, items, and [[battalion]]s to make them more dangerous. Most enemies gain additional abilities, typically their weapon's skill level abilities, and occasionally their class's mastery ability. Numerous enemies also have adjusted AI patterns, with several enemies that were immobile on Normal Mode now being capable of moving.


Additionally, [[experience]] gained from fighting enemies is reduced, roughly providing 70% as much as on Normal Mode when fighting an enemy whose level is the same as the unit. In practice, this is mitigated by the higher levels given to enemies. The bonus given for defeating higher-leveled enemies scales slower than on Normal Mode; conversely, the penalty applied for defeating lower-leveled enemies scales faster than on Normal Mode, resulting in units gaining minimal experience if their level is at least 7 greater than their enemy. [[Skill experience]] gained from goals at the end of each in-game week is also reduced by 4 points, regardless of the character's proficiency in the chosen goals.<ref name="goal">{{Cite web|author=kebFE / KeeperOfChemistry|retrieved=July 30, 2020|url=https://fe3h.com/monastery/lectures|title=Lectures Guide|site=FE3H.com}}</ref>
Additionally, [[experience]] gained from fighting enemies is reduced, roughly providing 70% as much as on Normal Mode when fighting an enemy whose level is the same as the unit. In practice, this is mitigated by the higher levels given to enemies. The bonus given for defeating higher-leveled enemies scales slower than on Normal Mode; conversely, the penalty applied for defeating lower-leveled enemies scales faster than on Normal Mode, resulting in units gaining minimal experience if their level is at least 7 greater than their enemy. [[Skill experience]] gained from goals at the end of each in-game week is also reduced by 4 points, regardless of the character's proficiency in the chosen goals.<ref name="goal">{{Cite web|author=kebFE / KeeperOfChemistry|retrieved=July 30, 2020|url=https://fe3h.com/monastery/lectures|title=Lectures Guide|site=FE3H.com}}</ref>
Line 423: Line 444:
Maddening Mode was added into the game in the 1.0.2 version update.
Maddening Mode was added into the game in the 1.0.2 version update.


Enemies have even higher levels 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 battalions 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 arts and gambits 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 levels than on Hard Mode, but have significantly higher stats than their levels would suggest. There are more enemies than on Hard Mode as well, and some are given different weapons, items, and battalions 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 arts and gambits 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.


[[Hit rate]] penalties from using [[bow]]s are also adjusted, with the first space beyond 2-range imposing a -30 Hit penalty instead of -20 Hit. Each space after this retains the -20 Hit penalty, however.<ref>{{Cite web|author=kebFE / KeeperOfChemistry|retrieved=July 30, 2020|url=https://fe3h.com/misc/bow_hit_penalty/|title=Bow Hit Rate Penalty|site=FE3H.com}}</ref>
[[Hit rate]] penalties from using [[bow]]s are also adjusted, with the first space beyond 2-range imposing a −30 Hit penalty instead of −20 Hit. Each space after this retains the −20 Hit penalty, however.<ref>{{Cite web|author=kebFE / KeeperOfChemistry|retrieved=July 30, 2020|url=https://fe3h.com/misc/bow_hit_penalty/|title=Bow Hit Rate Penalty|site=FE3H.com}}</ref>


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 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. Skill experience gained from goals at the end of each in-game week is also further reduced from Hard mode by 4 points, for a total of 8 points less than Normal mode, regardless of the character's proficiency in the chosen goals.<ref name="goal"/>
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 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. Skill experience gained from goals at the end of each in-game week is also further reduced from Hard mode by 4 points, for a total of 8 points less than Normal mode, regardless of the character's proficiency in the chosen goals.<ref name="goal"/>
Line 444: Line 465:
===Normal Mode===
===Normal Mode===
{{quote|For new and intermediate players.|Help text}}
{{quote|For new and intermediate players.|Help text}}
The game's standard difficulty.
The game's standard difficulty. Promoted enemies are not given their [[class]]-specific [[skills]], even if their [[level]] is 5 or higher. Most enemies have an invisible skill that gives them −20 to their [[hit rate]] and [[avoid]], with bosses and some other stronger enemies instead having a skill that gives only −10 to hit rate and avoid.


Normal Mode save files are colored green.
Normal Mode save files are colored green. On this difficulty, the [[Turn rewind|Draconic Time Crystal]] has infinite uses.


===Hard Mode===
===Hard Mode===
{{quote|For experienced players.|Help text}}
{{quote|For experienced players.|Help text}}
Enemies have higher overall stats, and there are more of them in most chapters; in particular their [[strength]], [[magic (stat)|magic]], [[defense]], and [[resistance]] are noticeably higher. The stat increases given are not always consistent—sometimes, specific enemy stats may even decrease from Normal to Hard Mode. Certain bosses that did not have [[Revival Stone]]s in Normal Mode are given some, making it less easy to avoid taking any hits from them. Most bosses are also given the [[Stalwart]] [[Skills|skill]] to reduce the effectiveness of [[bonus damage]]. Several enemy groups are more aggressive, and begin moving on their own sooner than they would in Normal Mode.


Hard Mode save files are colored red.
In contrast, [[NPC]] units tend to have lower overall stats, making them more difficult to defend and keep alive. [[Experience]] gained from defeating enemies is reduced. Certain [[Ballista]]e are also given fewer uses.
 
Hard Mode save files are colored red. On this difficulty, the Draconic Time Crystal has 10 uses.


===Maddening Mode===
===Maddening Mode===
{{quote|For those who seek a true challenge.|Help text}}
{{quote|For those who seek a true challenge.|Help text}}
Enemies have even higher stats than on Hard Mode, and there are typically even more enemies in each chapter compared to Hard Mode. Like Hard Mode, enemy stat increases are not always consistent, and may even be lowered in certain cases, though this tends to be offset by their increased stats in other areas. Certain enemies have their [[weapon]]s, positions, and even [[class]]es changed entirely to make them more threatening. Promoted enemies are occasionally given special exclusive [[skills]] depending on their class; for example, enemy [[Hero]]es are given [[Triangle Adept]], and enemy [[Warrior]]s are given [[Fierce Stance]]. Enemy AI is also noticeably smarter, as they will not attack a unit that they deal zero damage to or a unit that they have a 0% hit rate against. This does not apply if enemies are able to deal damage via an ally's chain attack or if they are able to inflict secondary effects, like with skills such as [[Hobble]].
Bosses are occasionally given more [[Revival Stone]]s, making it more difficult to eliminate them in a short number of turns. In addition, almost all bosses are given either the [[Unbreakable]] or the [[Veteran+]] skills; both render them immune to [[break]], while the latter also completely negates [[bonus damage]] against them. [[Experience]] gained from defeating enemies is reduced even further. Certain [[Ballista]]e are also given even fewer uses.


Maddening Mode save files are colored purple.
Maddening Mode save files are colored purple. Furthermore, the player is unable to use [[Battle save]]s during a chapter and must use Bookmarks instead. Like hard mode, the Draconic Time Crystal has 10 uses.


==Spinoffs==
==Spinoffs==
Line 545: Line 572:
|fren-mean=Difficulty
|fren-mean=Difficulty
|ger-name=Schwierigkeit
|ger-name=Schwierigkeit
|ger-mean=Difficulty. Abbreviated as '''Schwierigk.''' in ''The Sacred Stones'' due to space restrictions.
|ger-mean=Difficulty. Abbreviated as ''{{lang|de|Schwierigk.}}'' in ''The Sacred Stones'' due to space restrictions.
|ital-name=Difficoltà
|ital-name=Difficoltà
|ital-mean=Difficulty
|ital-mean=Difficulty
|dut-name=
|dut-name=Moeilijkheid
|dut-mean=
|dut-mean=Difficulty
|kor-name=
|kor-name={{h|난이도|Nan-ido}}
|kor-mean=
|kor-mean=Difficulty
|ch-simp-name=
|ch-simp-name={{h|难度|Nándù}}
|ch-simp-mean=
|ch-simp-mean=Difficulty
|ch-trad-name=
|ch-trad-name={{h|難度|Nándù}}
|ch-trad-mean=
|ch-trad-mean=Difficulty
}}
}}


Line 658: Line 685:
|kor-name={{h|루나틱|Lunatik}}
|kor-name={{h|루나틱|Lunatik}}
|kor-mean=Lunatic
|kor-mean=Lunatic
|ch-simp-name={{h|超难|Chāo nán}}
|ch-simp-mean=Super hard
|ch-trad-name={{h|超難|Chāo nán}}
|ch-trad-mean=Super hard
}}
}}