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 {{DQ11}}. 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. | {{Translation|'''Pep'''|ゾーン, Zone}} is a battle mechanic in the ''[[Dragon Quest (series)|Dragon Quest]]'' series, introduced in {{DQ11}}. 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 their own 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 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. | 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. | ||
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!style="background:#A152B4; color: white;"|Attributes Boosted | !style="background:#A152B4; color: white;"|Attributes Boosted | ||
|- | |- | ||
|[[Hero (Dragon Quest XI)|Hero]]||Strength, Resilience, Critical Hit Rate | |[[Hero (Dragon Quest XI)|Hero]]||Strength +20% (40%), Resilience +20% (40%), Critical Hit Rate | ||
|- | |- | ||
|[[Erik]]||Strength, Deftness, Evasion | |[[Erik]]||Strength +20% (40%), Deftness +100% (150%), Evasion +100% (150%) | ||
|- | |- | ||
|[[Veronica (Dragon Quest XI)|Veronica]]||Magical Might, Resilience, Magic Critical Hit Rate | |[[Veronica (Dragon Quest XI)|Veronica]]||Magical Might +20% (40%), Resilience +40% (60%), Magic Critical Hit Rate | ||
|- | |- | ||
|[[Serena (Dragon Quest XI)|Serena]]||Magical Mending, Resilience, Magic Critical Hit Rate | |[[Serena (Dragon Quest XI)|Serena]]||Magical Mending +20% (40%), Resilience +40% (60%), Magic Critical Hit Rate | ||
|- | |- | ||
|[[Sylvando]]||Strength, Charm, Evasion | |[[Sylvando]]||Strength +20% (40%), Charm +100% (150%), Evasion + 100% (150%) | ||
|- | |- | ||
|[[Jade]]||Agility, Charm, Critical Hit Rate | |[[Jade]]||Agility +100% (150%), Charm +100% (150%), Critical Hit Rate | ||
|- | |- | ||
|[[Rab]]||Magical Might, Magical Mending, Magic Critical Hit Rate | |[[Rab]]||Magical Might +20% (40%), Magical Mending +20% (40%), Magic Critical Hit Rate | ||
|- | |- | ||
|[[Hendrik]]||Strength, Resilience, Critical Hit Rate | |[[Hendrik]]||Strength +20% (40%), Resilience +20% (40%), Critical Hit Rate | ||
|- | |- | ||
|} | |} | ||
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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. | 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 to be in the party with no specific skills. | ||
*'''Chop n' Churn:''' Multiplies the Luminary's attack by 150% to all enemies, wind element. Requires the | *'''Chop n' Churn:''' Multiplies the Luminary's attack by 150% to all enemies, wind element. Requires the Luminary to know [[Helichopter]] & Serena to know [[Woosh]]. | ||
*'''Fire and Grimstone:''' decreases enemy resistance to fire, soil, and darkness damage by 25% for 3~4 turns. 12~60 to 436~484 damage after an enemy's action. Requires the Luminary, Erik, & Rab. | *'''Fire and Grimstone:''' decreases enemy resistance to fire, soil, and darkness damage by 25% for 3~4 turns. 12~60 to 436~484 damage after an enemy's action. Requires the Luminary, Erik, & Rab to be in the party with no specific skills. | ||
*'''Fiery Fandango:''' | *'''Fiery Fandango:''' Luminary strikes four times randomly at full power with a burning blade. Requires the Luminary to know [[Sword Dance]] & Veronica to know [[Kafrizzle]]. | ||
*'''Gigaburst:''' 497~557 to 2970~3030 lightning damage to one enemy. Requires the Luminary | *'''Gigaburst:''' 497~557 to 2970~3030 lightning damage to one enemy. Requires the Luminary to know [[Gigaslash]] or [[Gigasmash]], along with any three characters. | ||
*'''Hit Parade:''' level dependent, hits random enemies eleven times for 11~33 to 55~77 damage. Requires the Luminary & Sylvando. | *'''Hit Parade:''' damage is level dependent, hits random enemies eleven times for 11~33 to 55~77 damage. Requires the Luminary & Sylvando with no specific skills. | ||
*'''Ice n' Slice:''' 84~94 base damage, maximum 403~413 ice damage to one group of enemies. Small chance to stun enemies. Requires the Luminary | *'''Ice n' Slice:''' 84~94 base damage, maximum 403~413 ice damage to one group of enemies. Small chance to stun enemies. Requires the Luminary to know [[Frost Fang]] & Veronica to know [[Crack]]. | ||
*'''Itemized Kill:''' 120% flame damage from the luminary to one enemy, secures item as well. Requires the Luminary | *'''Itemized Kill:''' 120% flame damage from the luminary to one enemy, secures item as well. Requires the Luminary to know [[Flame Slash]] & Erik to know [[Half-Inch]]. | ||
*'''[[Kazapple]]:''' 527~1986 lightning damage to all enemies. Requires the Luminary | *'''[[Kazapple]]:''' Up to 594~654 lightning damage to all enemies, with a high chance to stun them for a turn. Requires the Luminary to know [[Zapple]], Jade to know [[Lightning Storm]], & Rab to be present. | ||
*'''Love Hurts:''' 50~70 to 390~410 damage to a group of enemies, chance to paralyses for 1~4 turns. Requires the Luminary | *'''Kazapstrophe:''' 527~1986 lightning damage to all enemies. Requires the Luminary to know [[Kazap]] & any three companions to be present. | ||
*'''Shock Tactics:''' 70~110 base damage, maximum 210~250 lighting and wind damage to all enemies. Requires the Luminary and Jade. | *'''Love Hurts:''' 50~70 to 390~410 damage to a group of enemies, chance to paralyses for 1~4 turns. Requires the Luminary to know [[Sword Stance]] & Sylvando to know [[That's Amore]]. | ||
*'''[[Solar Flair]]:''' 285~315 to 625~655 light damage to all enemies, chance to increase lightning damage by 25% for | *'''Shock Tactics:''' 70~110 base damage, maximum 210~250 lighting and wind damage to all enemies. Requires the Luminary to know [[Gigaslash]] and Jade to know [[Vacuum Smash]]. | ||
*'''Sword of Succor:''' double-damage to one enemy, restores HP & MP by 50% of damage dealt. Requires the Luminary | *'''[[Solar Flair]]:''' 285~315 to 625~655 light damage to all enemies, chance to increase lightning damage by 25% for 4~6 turns. If enemy is a zombie then damage is increased by 50%. Requires the Luminary to know [[Quadraslash]] & Rab to know [[Pearly Gates]]. | ||
*'''Tempered Tantrum:''' 360% damage dealt to one enemy, requires | *'''Sword of Succor:''' double-damage to one enemy, restores HP & MP by 50% of damage dealt. Requires the Luminary to know [[Miracle Slash]] & Veronica to know [[Drain Magic]]. | ||
*'''The Real Decoy:''' 24~32 to 356~364 damage to one enemy. Requires the Luminary | *'''Tempered Tantrum:''' 360% damage dealt to one enemy, requires the Luminary to know [[Flame Slash]] & Sylvando to know [[Hot Lick]]. | ||
*'''Whacky Sack:''' 78~98 base damage, max 545~565 darkness damage to one group of enemies. Magical might dependent, Rab | *'''The Real Decoy:''' 24~32 to 356~364 damage to one enemy. Requires the Luminary & Erik, with no specific skills. | ||
*'''Whacky Sack:''' 78~98 base damage, max 545~565 darkness damage to one group of enemies. Magical might dependent, requires Rab & Jade with no specific skills. | |||
===Healing Pep Powers=== | ===Healing Pep Powers=== | ||
*'''Arboria's Blessing:''' restores 25% of max HP to party, restores 8% of max HP and MP to party for 5 turns. Requires Veronica | *'''Arboria's Blessing:''' restores 25% of max HP to party, restores 8% of max HP and MP to party for 5 turns. Requires Veronica & Serena, no specific skills. | ||
*'''Brownie Boost:''' raises party's attack by 50%, defence by 100%, and restores HP/MP by 8% for 4~6 turns. Requires the Luminary, Serena, | *'''Brownie Boost:''' raises party's attack by 50%, defence by 100%, and restores HP/MP by 8% for 4~6 turns. Requires the Luminary, Serena, & Jade with no specific skills. | ||
*'''Shocking Twist:''' Sylvando will auto-revive when killed, will draw enemy attention to himself, take only half damage, and will always paralyze an enemy who targets him. These effects last for two turns. Requires Sylvando, the Luminary, | *'''Shocking Twist:''' Sylvando will auto-revive when killed, will draw enemy attention to himself, take only half damage, and will always paralyze an enemy who targets him so long as they are not immune. These effects last for two turns. Requires Sylvando, the Luminary, & Serena with no specific skills. | ||
===Support Pep Powers=== | ===Support Pep Powers=== | ||
*'''0 Zone:''' eliminates MP cost for one ally for 3~5 turns, will not work with | *'''0 Zone:''' eliminates MP cost for one ally for 3~5 turns, will not work with [[Magic Burst]] or [[Kerplunk]]. Requires the Luminary & Rab, with no specific skills. | ||
*'''Arise:''' raises Luminary's attack by 50%, defence by 100%, agility by 40% | *'''Arise:''' raises Luminary's attack by 50%, defence by 100%, agility by 40%, 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 with no specific skills. | ||
*'''Blaze of Glory:''' raises | *'''A Blaze of Glory:''' raises the Luminary and Hendrick's attack by 50%, but lowers defence by 75% for 4~6 turns. Requires the Luminary & Hendrick, with no specific skills. | ||
*'''[[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 | *'''[[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 & Serena, with no specific skills. | ||
*'''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. | *'''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. Requires the Luminary, Jade, & Erik, with no specific skills. | ||
*'''Knight's Mandate:''' allows Hendrik to use knight watch. Requires the Luminary, Serena, | *'''Knight's Mandate:''' allows Hendrik to use knight watch, which makes him invincible and shields the whole party. Requires the Luminary, Serena, & Hendrick, with no specific skills. | ||
*'''Roaring Tirade:''' stuns all enemies for one turn, always works unless the monster is immune. | *'''Roaring Tirade:''' stuns all enemies for one turn, always works unless the monster is immune. Requires the Luminary & Jade, with no specific skills. | ||
*'''Rush of Blood:''' increases Rab's attack by 50%, defence by 100%, agility by 40%, and deftness by 50%, magical might and mending by 50%, haywire spells by 50%, status ailment resistance up. Rab becomes exhausted after performing this move and is reduced to 1 HP. Requires Rab | *'''Rush of Blood:''' increases Rab's attack by 50%, defence by 100%, agility by 40%, and deftness by 50%, magical might and mending by 50%, haywire spells by 50%, status ailment resistance up. Rab becomes exhausted after performing this move and is reduced to 1 HP. Requires Rab to know [[Caster Sugar]] & Jade to know [[Puff-Puff]]. | ||
*'''The Fight Fantastic:''' increases party's attack by 50%. Requires the Luminary | *'''The Fight Fantastic:''' increases party's attack by 50%. Requires the Luminary & Sylvando, with no specific skills. | ||
==Trivia== | ==Trivia== | ||
Revision as of 17:57, 17 September 2020

Pep (ゾーン, Zone, Pep?) is a battle mechanic in the Dragon Quest series, introduced in Dragon Quest XI: Echoes of an Elusive Age. 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 their own 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 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
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.
| Character | Attributes Boosted |
|---|---|
| Hero | Strength +20% (40%), Resilience +20% (40%), Critical Hit Rate |
| Erik | Strength +20% (40%), Deftness +100% (150%), Evasion +100% (150%) |
| Veronica | Magical Might +20% (40%), Resilience +40% (60%), Magic Critical Hit Rate |
| Serena | Magical Mending +20% (40%), Resilience +40% (60%), Magic Critical Hit Rate |
| Sylvando | Strength +20% (40%), Charm +100% (150%), Evasion + 100% (150%) |
| Jade | Agility +100% (150%), Charm +100% (150%), Critical Hit Rate |
| Rab | Magical Might +20% (40%), Magical Mending +20% (40%), Magic Critical Hit Rate |
| Hendrik | Strength +20% (40%), Resilience +20% (40%), Critical Hit Rate |
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. There are some abilities that do not require all participants to be pepped up.
Attack Pep Powers
- Bolder Toss: 221~291 base damage, 733~803 max earth damage to all enemies. Requires the Luminary, Rab, & Hendrick to be in the party with no specific skills.
- Chop n' Churn: Multiplies the Luminary's attack by 150% to all enemies, wind element. Requires the Luminary to know Helichopter & Serena to know Woosh.
- Fire and Grimstone: decreases enemy resistance to fire, soil, and darkness damage by 25% for 3~4 turns. 12~60 to 436~484 damage after an enemy's action. Requires the Luminary, Erik, & Rab to be in the party with no specific skills.
- Fiery Fandango: Luminary strikes four times randomly at full power with a burning blade. Requires the Luminary to know Sword Dance & Veronica to know Kafrizzle.
- Gigaburst: 497~557 to 2970~3030 lightning damage to one enemy. Requires the Luminary to know Gigaslash or Gigasmash, along with any three characters.
- Hit Parade: damage is level dependent, hits random enemies eleven times for 11~33 to 55~77 damage. Requires the Luminary & Sylvando with no specific skills.
- Ice n' Slice: 84~94 base damage, maximum 403~413 ice damage to one group of enemies. Small chance to stun enemies. Requires the Luminary to know Frost Fang & Veronica to know Crack.
- Itemized Kill: 120% flame damage from the luminary to one enemy, secures item as well. Requires the Luminary to know Flame Slash & Erik to know Half-Inch.
- Kazapple: Up to 594~654 lightning damage to all enemies, with a high chance to stun them for a turn. Requires the Luminary to know Zapple, Jade to know Lightning Storm, & Rab to be present.
- Kazapstrophe: 527~1986 lightning damage to all enemies. Requires the Luminary to know Kazap & any three companions to be present.
- Love Hurts: 50~70 to 390~410 damage to a group of enemies, chance to paralyses for 1~4 turns. Requires the Luminary to know Sword Stance & Sylvando to know That's Amore.
- Shock Tactics: 70~110 base damage, maximum 210~250 lighting and wind damage to all enemies. Requires the Luminary to know Gigaslash and Jade to know Vacuum Smash.
- Solar Flair: 285~315 to 625~655 light damage to all enemies, chance to increase lightning damage by 25% for 4~6 turns. If enemy is a zombie then damage is increased by 50%. Requires the Luminary to know Quadraslash & Rab to know Pearly Gates.
- Sword of Succor: double-damage to one enemy, restores HP & MP by 50% of damage dealt. Requires the Luminary to know Miracle Slash & Veronica to know Drain Magic.
- Tempered Tantrum: 360% damage dealt to one enemy, requires the Luminary to know Flame Slash & Sylvando to know Hot Lick.
- The Real Decoy: 24~32 to 356~364 damage to one enemy. Requires the Luminary & Erik, with no specific skills.
- Whacky Sack: 78~98 base damage, max 545~565 darkness damage to one group of enemies. Magical might dependent, requires Rab & Jade with no specific skills.
Healing Pep Powers
- Arboria's Blessing: restores 25% of max HP to party, restores 8% of max HP and MP to party for 5 turns. Requires Veronica & Serena, no specific skills.
- Brownie Boost: raises party's attack by 50%, defence by 100%, and restores HP/MP by 8% for 4~6 turns. Requires the Luminary, Serena, & Jade with no specific skills.
- Shocking Twist: Sylvando will auto-revive when killed, will draw enemy attention to himself, take only half damage, and will always paralyze an enemy who targets him so long as they are not immune. These effects last for two turns. Requires Sylvando, the Luminary, & Serena with no specific skills.
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 & Rab, with no specific skills.
- Arise: raises Luminary's attack by 50%, defence by 100%, agility by 40%, 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 with no specific skills.
- A Blaze of Glory: raises the Luminary and Hendrick's attack by 50%, but lowers defence by 75% for 4~6 turns. Requires the Luminary & Hendrick, with no specific skills.
- 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 & Serena, with no specific skills.
- 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. Requires the Luminary, Jade, & Erik, with no specific skills.
- Knight's Mandate: allows Hendrik to use knight watch, which makes him invincible and shields the whole party. Requires the Luminary, Serena, & Hendrick, with no specific skills.
- Roaring Tirade: stuns all enemies for one turn, always works unless the monster is immune. Requires the Luminary & Jade, with no specific skills.
- Rush of Blood: increases Rab's attack by 50%, defence by 100%, agility by 40%, and deftness by 50%, magical might and mending by 50%, haywire spells by 50%, status ailment resistance up. Rab becomes exhausted after performing this move and is reduced to 1 HP. Requires Rab to know Caster Sugar & Jade to know Puff-Puff.
- The Fight Fantastic: increases party's attack by 50%. Requires the Luminary & Sylvando, with no specific skills.
Trivia
The concept of party members combining their powers to pull off advanced moves is reminiscent of the Techs seen in Chrono Trigger, the 1995 Squaresoft RPG that Yūji Horii produced and supervised.
Gallery
-
The Hero, Jade, and Sylvando getting ready to use a Pep Power together