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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"/>
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