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Easy, Normal, Hard
The difficulty is chosen at each departure, on the departure sheet. What each level changes, figure by figure: the hits of wild Pokémon and bosses, their levels, what the place yields, and the requests.
On this page
In short
- Chosen at each departure, at the top of the departure sheet, next to the requests taken. It applies to the run, not to the whole save.
- Easy: for breathing room. Wild Pokémon hit half as hard and are one level lower; the place yields less.
- Normal: the game as it is.
- Hard: wild Pokémon hit harder and are two levels higher; the place yields more.
- Experience doesn’t change: the place’s level cap already bounds it.
Figure by figure
| Easy | Normal | Hard | |
|---|---|---|---|
| Wild Pokémon’s hits | × 0.5 | unchanged | × 1.25 |
| Bosses’ hits | × 0.8 | unchanged | × 1.2 |
| Wild Pokémon’s level | −1 | unchanged | +2 |
| Bosses’ level | −1 | unchanged | unchanged |
| Items on the floor and recruits | × 0.5 | unchanged | × 1.25 |
| Each pile of coins | × 0.25 | unchanged | × 1.25 |
| HP regenerates with no per-floor cap | yes | no | no |
| Accepted requests come along | no | yes | yes |
What it means
- Hits: an ordinary wild Pokémon hits at half strength on Easy, at 125% on Hard; a boss at 80% on Easy, at 120% on Hard.
- Levels: on Easy, wild Pokémon and story bosses are one level lower (never below level 1); on Hard, wild Pokémon are two levels higher, bosses stay at their level.
- What the place yields: items lying on the floor, piles of coins and recruitment chances are halved on Easy, and each pile of coins is only worth a quarter; on Hard, everything is at 125%.
- HP coming back: on Easy, natural recovery no longer has a per-floor cap; elsewhere, you only regain half of your max HP on your own on a single floor.
- Requests taken from the board: they only come along on Normal and Hard. On Easy, they stay on the board and wait for another departure.
Hard no longer pays an overpowered team
When the strongest member of the team is more than five levels above the place’s cap, the place no longer poses any risk to it: Hard then yields nothing more than Normal. Redoing the first dungeons on Hard with a high-level team is therefore not worth the trip.
Breathe, then come back
Stuck on a chapter? Get through it on Easy, then come back on Normal for the requests and the loot. Your save’s tracking keeps count of what each difficulty has earned you.
See also
- Getting startedFirst stepsNew to PDMN? Here is the essential to get off to a good start, from the Hollow to the bottom of the first dungeons: the duo, the camp, turn-based play, items, recruiting, the Molt, saving.
- The HollowChatot’s requestsAt the relay, Chatot keeps three boards: the residents’ requests, the outlaw notices and the recruits. You take a request, bring it along into the place it names, and get paid on your return, in coins and items, according to its rank.
- DungeonsFaintingWhen the team falls, it returns to the Hollow without the bag or the coins it was carrying. What is lost, what remains, and the special cases: the Monster House, bosses, fleeing, playing together.
