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Created page with "<center><small>Not to be confused with the all-or-nothing skill known as Frenzy</small></center> {{Spell Infobox |title = Frenzied state |image = |japanese = {{tt|バースト|Burst}} |romaji = Basuto |old = None |type = Booster }} '''Frenzied states''' are powerful explosions of anger that a monster can undergo upon seeing it's allies suffer, gaining incredible power for a brief period. ==Appearances== ==={{DQM3}}=== Frenzied states replace the long-standing tens..."
 
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<center><small>Not to be confused with the all-or-nothing skill known as [[Frenzy]]</small></center>
<center><small>Not to be confused with the all-or-nothing skill known as [[Frenzy]]</small></center>
{{Spell Infobox
{{Spell Infobox
|title = Frenzied state
|title = Let Loose
|image =  
|image = [[File:DQVIIR Let Loose Maribel.jpg|350px]]
|japanese = {{tt|バースト|Burst}}
|japanese = バースト
|romaji = Basuto
|romaji = Basuto
|old = None
|translation = Burst
|old = Frenzied state
|dw =
|type = Booster
|type = Booster
|first = {{DQM3}}
}}
}}
'''Frenzied states''' are powerful explosions of anger that a monster can undergo upon seeing it's allies suffer, gaining incredible power for a brief period.
'''Let Loose''' is a vocational command in [[Dragon Quest VII Reimagined]], which grants a powerful passive skill to the character who triggers it. Sometimes this mechanic is also known as getting '''worked up''', because characters need to get into that state to be able to let loose.
 
Originally introduced as the "'''frenzied state'''" in [[Dragon Quest Monsters: The Dark Prince|The Dark Prince]], it allows monsters to temporarily gain incredible power in that title.
 
==Appearances==
==Appearances==
===''[[Dragon Quest VII Reimagined]]''===
Making it's debut in the main series, the '''Let Loose''' comand allows characters who are worked up enough to unleash powerful skills.
When a party member is attacked by monsters, they have a chance of getting worked up. When they are worked up, they are surrounded by a blue aura and the Let Loose command appears on the top of the command list. This worked up state difers from the [[Pep]] power-up in that the affected character does not gain any stat boost by simply getting worked up.
If a character is moonlighting, they can choose between two let loose skills.
It's worth noting that some monsters and bosses can also get worked up and let loose.
{| class="wikitable" style="width:fit-content; min-width:300px; border: 2px solid #aa5450;"
|+ List of Let Loose skills by vocation
|-
! Vocation!! Skill
|-
| [[File:Fledgling Fisherman Icon.png|32px]] [[Fledgling Fisherman]] || '''Ocean's Devotion''': Each ally will neutralize the next attack that targets them.
|-
| [[File:Mini Mayoress Icon.png|32px]] [[Mini Mayoress]] || '''Shrewd Operator''': See through enemy resistances, making elemental attacks more effective.
|-
| [[File:Heir Apparent Icon.png|32px]] [[Heir Apparent]] || '''Royal Flush''': Reduces defence while significantly increasing attack power and critical hit chance.
|-
| [[File:DQVIIR Wolf Boy Icon.png|32px]] [[Wolf Boy]] || '''Born to be Wild''': Causes the user to perform two arbitrary actions per turn, before tiring and falling asleep.
|-
| [[File:DQVIIR Destiny's Dancer Icon.png|32px]] [[Destiny's Dancer]] || '''Perfect Lockstep''': Allows a portion of the user's positive status effects to be passed on to a neighbouring ally.
|-
| [[File:Chevalier Icon.png|32px]] [[Chevalier]] || '''True Chivalry''': Provides cover for the ally with the lowest HP and then delivers a counter-attack.
|-
| [[File:DQVIIR Warrior Icon.png|32px]] [[Warrior]] || '''Art of Chivalry''': Provides cover for the ally with the lowest HP and then delivers a counter-attack.
|-
| [[File:DQVIIR Martial Artist Icon.png|32px]] [[Martial Artist]] || '''Critical Stance''': Adopt a supremely powerful pose which ensures a critical hit.
|-
| [[File:DQVIIR Mage Icon.png|32px]] [[Mage]] || '''Mage's Rage''': Guarantees that all of the user's spells will land critical hits for a few turns.
|-
| [[File:DQVIIR Priest Icon.png|32px]] [[Priest]] || '''Born Again''': Restores all allies' HP, removes any status ailments and revives any unconcious allies with a 100% success rate.
|-
| [[File:DQVIIR Thief Icon.png|32px]] [[Thief]] || '''Repeat Offender''': Allows another action to be performed every time a status ailment is inflicted on an enemy.
|-
| [[File:DQVIIR Sailor Icon.png|32px]] [[Sailor]] || '''[[Gritty Ditty]]''': Significantly increases all allies' attack power and agility.
|-
| [[File:DQVIIR Dancer Icon.png|32px]] [[Dancer]] || '''Tender Twostep''': Allows a portion of user's positive status effects to be passed on to a neighbouring ally.
|-
| [[File:DQVIIR Jester Icon.png|32px]] [[Jester]] || '''Play the Fool''': Prat about to deftly dodge attacks from enemies who will also be easier to provoke into fits of laughter.
|-
| [[File:DQVIIR Shepherd Icon.png|32px]] [[Shepherd]] || '''Woolly Bullies''': Summons a flock of sheep that merrily join in with the user's attacks.
|-
| [[File:DQVIIR Troubadour Icon.png|32px]] [[Troubadour]] || '''Encore''': A potent performance that temporarily reduces all allies' MP costs to 0.
|-
| [[File:DQVIIR Gladiator Icon.png|32px]] [[Gladiator]] || '''[[Flashback]]''': Abandons all attempts at defence in order to dramatically increase the power of physical attacks.
|-
| [[File:DQVIIR Paladin Icon.png|32px]] [[Paladin]] || '''[[Knight Watch]]''': Adopts a knightly stance that reduces damage taken while increasing the likelihood of blocking attacks to its absolute maximum.
|-
| [[File:DQVIIR Sage Icon.png|32px]] [[Sage]] || '''[[Twocus Pocus]]''': Allows spells that are cast to also unleash echoes of themselves.
|-
| [[File:DQVIIR Armamentalist Icon.png|32px]] [[Armamentalist]] || '''Elementary''': Makes use of a mastery of the elements to significantly increase elemental attack power and elemental resistance.
|-
| [[File:DQVIIR Pirate Icon.png|32px]] [[Pirate]] || '''Deck the Swabs''': Boosts attack power and defence with every attack that is unleashed and also restores HP to boot.
|-
| [[File:DQVIIR Monster Master Icon.png|32px]] [[Monster Master]] || '''Positive Reinforcement''': Makes it more likely that a powerful monster will answer the call when performing a summon.
|-
| [[File:DQVIIR Luminary Icon.png|32px]] [[Luminary]] || '''Showtime!''': Makes it easier for all allies besides the user to get worked up.
|-
| [[File:DQVIIR Champion Icon.png|32px]] [[Champion]] || '''[[Divide]]''': Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower!
|-
| [[File:DQVIIR Druid Icon.png|32px]] [[Druid]] || '''[[That Special Summon]]''': Summons a powerful spirit at the start of each turn for the next four turns.
|-
| [[File:DQVIIR Hero Icon.png|32px]] [[Hero (Vocation)|Hero]] || '''Mark of the Hero''': Allows the user to perform special abilities that are off-limits to anyone but true heroes.
|}
==={{DQM3}}===
==={{DQM3}}===
'''Frenzied states''' are powerful explosions of anger that a monster can undergo upon seeing it's allies suffer, gaining incredible power for a brief period.
Frenzied states replace the long-standing [[tension]] system to add dramatic flair to battles, much in the same way that [[pep]] replaced tension in the mainline games. A monster has a negligibly small chance to become frenzied every turn, but this rate skyrockets once one of it's allies is severely low on HP or defeated. Once enraged, the monster will gain an extra action per turn, all damage types will increase in power by 150%, and all damage received will be cut in half for a limited number of turns. Be warned, as enemy monsters and even bosses can flip their lids when on the ropes.
Frenzied states replace the long-standing [[tension]] system to add dramatic flair to battles, much in the same way that [[pep]] replaced tension in the mainline games. A monster has a negligibly small chance to become frenzied every turn, but this rate skyrockets once one of it's allies is severely low on HP or defeated. Once enraged, the monster will gain an extra action per turn, all damage types will increase in power by 150%, and all damage received will be cut in half for a limited number of turns. Be warned, as enemy monsters and even bosses can flip their lids when on the ropes.
{{DQMTDP}}
{{DQMTDP}}

Revision as of 17:35, 23 February 2026

Not to be confused with the all-or-nothing skill known as Frenzy

Let Loose is a vocational command in Dragon Quest VII Reimagined, which grants a powerful passive skill to the character who triggers it. Sometimes this mechanic is also known as getting worked up, because characters need to get into that state to be able to let loose.

Originally introduced as the "frenzied state" in The Dark Prince, it allows monsters to temporarily gain incredible power in that title.

Appearances

Dragon Quest VII Reimagined

Making it's debut in the main series, the Let Loose comand allows characters who are worked up enough to unleash powerful skills.

When a party member is attacked by monsters, they have a chance of getting worked up. When they are worked up, they are surrounded by a blue aura and the Let Loose command appears on the top of the command list. This worked up state difers from the Pep power-up in that the affected character does not gain any stat boost by simply getting worked up.

If a character is moonlighting, they can choose between two let loose skills.

It's worth noting that some monsters and bosses can also get worked up and let loose.

List of Let Loose skills by vocation
Vocation Skill
File:Fledgling Fisherman Icon.png Fledgling Fisherman Ocean's Devotion: Each ally will neutralize the next attack that targets them.
File:Mini Mayoress Icon.png Mini Mayoress Shrewd Operator: See through enemy resistances, making elemental attacks more effective.
File:Heir Apparent Icon.png Heir Apparent Royal Flush: Reduces defence while significantly increasing attack power and critical hit chance.
Wolf Boy Born to be Wild: Causes the user to perform two arbitrary actions per turn, before tiring and falling asleep.
Destiny's Dancer Perfect Lockstep: Allows a portion of the user's positive status effects to be passed on to a neighbouring ally.
File:Chevalier Icon.png Chevalier True Chivalry: Provides cover for the ally with the lowest HP and then delivers a counter-attack.
Warrior Art of Chivalry: Provides cover for the ally with the lowest HP and then delivers a counter-attack.
Martial Artist Critical Stance: Adopt a supremely powerful pose which ensures a critical hit.
Mage Mage's Rage: Guarantees that all of the user's spells will land critical hits for a few turns.
Priest Born Again: Restores all allies' HP, removes any status ailments and revives any unconcious allies with a 100% success rate.
Thief Repeat Offender: Allows another action to be performed every time a status ailment is inflicted on an enemy.
Sailor Gritty Ditty: Significantly increases all allies' attack power and agility.
Dancer Tender Twostep: Allows a portion of user's positive status effects to be passed on to a neighbouring ally.
Jester Play the Fool: Prat about to deftly dodge attacks from enemies who will also be easier to provoke into fits of laughter.
Shepherd Woolly Bullies: Summons a flock of sheep that merrily join in with the user's attacks.
Troubadour Encore: A potent performance that temporarily reduces all allies' MP costs to 0.
Gladiator Flashback: Abandons all attempts at defence in order to dramatically increase the power of physical attacks.
Paladin Knight Watch: Adopts a knightly stance that reduces damage taken while increasing the likelihood of blocking attacks to its absolute maximum.
Sage Twocus Pocus: Allows spells that are cast to also unleash echoes of themselves.
Armamentalist Elementary: Makes use of a mastery of the elements to significantly increase elemental attack power and elemental resistance.
Pirate Deck the Swabs: Boosts attack power and defence with every attack that is unleashed and also restores HP to boot.
Monster Master Positive Reinforcement: Makes it more likely that a powerful monster will answer the call when performing a summon.
Luminary Showtime!: Makes it easier for all allies besides the user to get worked up.
Champion Divide: Creates a pair of doppelgangers of the user, ensuring that the next attacking ability hits with three times the manpower!
Druid That Special Summon: Summons a powerful spirit at the start of each turn for the next four turns.
Hero Mark of the Hero: Allows the user to perform special abilities that are off-limits to anyone but true heroes.

Dragon Quest Monsters: The Dark Prince

Frenzied states are powerful explosions of anger that a monster can undergo upon seeing it's allies suffer, gaining incredible power for a brief period.

Frenzied states replace the long-standing tension system to add dramatic flair to battles, much in the same way that pep replaced tension in the mainline games. A monster has a negligibly small chance to become frenzied every turn, but this rate skyrockets once one of it's allies is severely low on HP or defeated. Once enraged, the monster will gain an extra action per turn, all damage types will increase in power by 150%, and all damage received will be cut in half for a limited number of turns. Be warned, as enemy monsters and even bosses can flip their lids when on the ropes. Template:DQMTDP