Pep: Difference between revisions

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[[Image:DQXI ElevenPep.jpg|right|thumb|300px|The Hero from ''Dragon Quest XI'' becoming pepped up in battle.]]
[[Image:DQXI ElevenPep.jpg|right|thumb|300px|The Hero from ''Dragon Quest XI'' becoming pepped up in battle.]]


{{Translation|'''Pep'''|ゾーン, Zone}} is a mechanic in the ''[[Dragon Quest (series)|Dragon Quest]]'' series, introduced in ''[[Dragon Quest XI]]''. When a character is pepped up, they will glow blue with power and their attributes will be powered up temporarily. The bonuses and the triggers for Pep are different for each character. Certain enemies are also able to become pepped up in battle, as well. When a character is pepped up, there are certain abilities available to them known as '''Pep Powers'''.
{{Translation|'''Pep'''|ゾーン, Zone}} is a mechanic in the ''[[Dragon Quest (series)|Dragon Quest]]'' series, introduced in ''[[Dragon Quest XI]]''. When a character is pepped up, they will glow blue with power and their attributes will be powered up temporarily. The bonuses and the triggers for Pep are different for each character. When a character is pepped up, there are certain abilities available to them known as '''Pep Powers'''. Certain enemies are also able to become pepped up in battle and some even have access to Pep Powers.


Although somewhat similar to [[Tension]] from previous games, Pep differs in many ways. For one, it triggers randomly and each character appears to have different triggers for it, such as taking damage in battle, or inflicting damage on enemies. Pep is able to carry over between battles, as well, and a character who is pepped up will stay in the state if they have been switched out of the active party. This can be useful for certain quests, which require the player to perform specific Pep Powers on enemies.
Although somewhat similar to [[Tension]] from previous games, Pep differs in many ways. For one, it triggers randomly and each character appears to have different triggers for it, such as taking damage in battle, or inflicting damage on enemies. Pep is able to carry over between battles, as well, and a character who is pepped up will stay in the state if the battle ends while they are still pepped up or if they have been switched out of the active battle party. This can be useful for certain quests, which require the player to perform specific Pep Powers on enemies. Pep typically lasts between 6~8 turns in battle and the blue glow behind a character's portrait in battle will begin to flash to indicate that the status will be ending soon.


==Pep Bonuses==
==Pep Bonuses==
If a character has unlocked the skill, "Pep-Up Power-Up" on their panels, they will receive an even stronger boost to their attributes while pepped up.
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==Pep Powers==
==Pep Powers==
Being pepped up allows for special combo abilities to be used in battle, each far more than the sum of it's parts.  
Being pepped up allows for special combo abilities to be used in battle, each far more than the sum of it's parts. There are some abilities that do not require all participants to be pepped up.
===Attack Pep Powers===
===Attack Pep Powers===
*'''Bolder Toss:''' 221~291 base damage, 733~803 max earth damage to all enemies. Requires the Luminary, Rab, & Hendrick.
*'''Bolder Toss:''' 221~291 base damage, 733~803 max earth damage to all enemies. Requires the Luminary, Rab, & Hendrick.
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===Support Pep Powers===
===Support Pep Powers===
*'''0 Zone:''' eliminates MP cost for one ally for 3~5 turns, will not work with magic burst or kerplunk. Requires the Luminary and Rab.
*'''0 Zone:''' eliminates MP cost for one ally for 3~5 turns, will not work with magic burst or kerplunk. Requires the Luminary and Rab.
*'''Arise:''' raises luminary's attack by 50%, defence by 100%, agility by 40% (dunno why 40 instead of 50), and deftness by 50%. Shield/greatsword guard rate raised to 100%, luminary is also cured of all ailments and pepped up after use. Lasts 4 turns, and requires the Luminary, Sylvando, & Hendrick.
*'''Arise:''' raises Luminary's attack by 50%, defence by 100%, agility by 40% (dunno why 40 instead of 50), and deftness by 50%. Shield/greatsword guard rate raised to 100%, luminary is also cured of all ailments and pepped up after use. Lasts 4 turns, and requires the Luminary, Sylvando, & Hendrick.
*'''Blaze of Glory:''' raises both men's attack by 50%, but lowers defence by 75% for 4~6 turns. Requires the Luminary and Hendrick.
*'''Blaze of Glory:''' raises both men's attack by 50%, but lowers defence by 75% for 4~6 turns. Requires the Luminary and Hendrick.
*'''Care Prayer:''' raises party's defence by 100% and magical mending by 50% for 4~6 turns, overrides debuffs to get highest value. Requires the Luminary and Serena
*'''[[Care Prayer]]:''' raises party's defence by 100% and magical mending by 50% for 4~6 turns, overrides debuffs to get highest value. Requires the Luminary and Serena
*'''Haulelujah:''' increases experience and gold by 150%~300%, guarantees enemies will drop rare items, not the common drops. This includes monsters that were killed before using the ability. Needs the Luminary, Jade, and Erik.
*'''Haulelujah:''' increases experience and gold by 150%~300%, guarantees enemies will drop rare items, not the common drops. This includes monsters that were killed before using the ability. Needs the Luminary, Jade, and Erik.
*'''Knight's Mandate:''' allows Hendrik to use knight watch. Requires the Luminary, Serena, and Hendrick.
*'''Knight's Mandate:''' allows Hendrik to use knight watch. Requires the Luminary, Serena, and Hendrick.