Let loose

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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[edit | edit source]

Dragon Quest VII Reimagined[edit | edit source]

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 get 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 from Dragon Quest XI in that the affected character does not gain any stat boost by simply getting worked up or using the associated vocational skill.

If a character is moonlighting, they can freely choose between the 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 Vocational perk
Fledgling Fisherman Ocean's Devotion: Each ally will neutralize the next attack that targets them.
Mini Mayoress Shrewd Operator: See through enemy resistances, making elemental attacks more effective.
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.
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[edit | edit source]

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.