Hetja's Quest - Difficulty Settings


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◖ the labyrinth◗

◖ difficulty settings ◗

If you have completed Normal Mode once, then at the beginning of a run, before choosing your playable character, you'll be given the option to change your labyrinth related settings, one of them being between Normal and Hard Mode (probably more accurately described as "I've never played something like this before, cut me some slack" Mode and "I'm pretty familiar with both Fire Emblem and Roguelikes" Mode). The default setting is Normal Mode.

Regardless of difficulty selection, by default;
- Weapon EXP is retained between runs
- You are rewarded with gold for completing various tasks during your run
- You return to the Hub Area after a run
- Playable characters are reset to their Lv 1 status at the beginning and end of every run (including any learned skills)
- When the deployed player character is defeated, all gold acquired within the labyrinth that run is lost
- When the deployed player character achieves victory, any remaining gold acquired within the labyrinth is retained

◖ normal mode ◗

- Enemy and Mini Boss Node Events are represented within the labyrinth by the class of the main unit(s) you’ll be fighting
- Rarely, Enemy Node Events are represented with a Small Flame, meaning that encounter could be any generic enemy class
- Rarely, Mini Boss Node Events are represented with a Large Flame, meaning that encounter could be any Mini Boss
- Generic Recruits are affected by the Church Node Events’ healing option
- Generic Recruits are affected by Village/Church Node Events' stat boosting options
- Generic Recruits are fully healed at the end of every Chapter
- Generic Recruits gain a level at the end of every Chapter
- Generic Recruits are given new inventories on specific turns

◖ normal mode restrictions ◗

- Generic Recruits are not controllable
- Super Trainee Events can appear if your promote or starting on Chapter 15
- Mini Boss Events are forced promoted once you make it to Chapter 15, whether or not you've promoted yet that run
- Cannot access Endless Mode


◖ hard mode ◗

- Enemy Node Events are represented within the labyrinth by a Small Flame, meaning that encounter could be any generic enemy class
- Mini Boss Node Events are represented within the labyrinth by a Large Flame, meaning that encounter could be any Mini Boss
- Generic Recruits are controllable
- Generic Recruits can learn Skills from Skill Scrolls
- Generic Recruits have access to the Convoy
- Generic Recruits can promote at will starting on Chapter 11
- Generic Recruits send their inventory to the Convoy upon death
- Trainee Events will feature Super Trainees
- Super Trainee Events are visable and not part of the Small Flame's random options
- Upon beating the Final Boss at the end of Chapter 20, can access Endless Mode

◖ hard mode restrictions ◗

- Cannot deploy additional Reinforcements mid battle
- Generic Recruits do not automatically promote upon reaching Lv 11
- Generic Recruits are not affected by the Church Node Events’ healing option
- Generic Recruits are not affected by Village/Church Node Events' stat boosting options
- Generic Recruits do not heal at the end of every Chapter
- Generic Recruits do not level up at the end of every Chapter
- Generic Recruits are not given new items at the end of certain Chapters
- Super Trainee Events can start being randomly generated starting on Chapter 6
- Limit of 15 meta consumables per run (fruit/fish)

~ * ~ {RPG Club} ~ * ~

Hetja's Quest is a labor of love from the team known as RPG Club Games