Pep

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Revision as of 17:09, 4 December 2018 by Follower of Light (talk | contribs) (Tossed up a dummy list to fill out the page a little more, will continue to add once I get more information.)
The Hero from Dragon Quest XI becoming pepped up in battle.

Pep (ゾーン, Zone) is a mechanic in the 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.

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.

Pep Bonuses

Character Attributes Boosted
Hero Strength, Resilience, Critical Hit Rate
Erik Strength, Deftness, Evasion
Veronica Magical Might, Resilience, Magic Critical Hit Rate
Serena Magical Mending, Resilience, Magic Critical Hit Rate
Sylvando Strength, Charm, Evasion
Jade Agility, Charm, Critical Hit Rate
Rab Magical Might, Magical Mending, Magic Critical Hit Rate
Hendrik Strength, Resilience, 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.

Attack Pep Powers

  • Bolder Toss: 221~291 base damage, 733~803 max earth damage to all enemies. Requires the Luminary, Rab, & Hendrick.
  • 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.
  • Gigaburst: 497~557 to 2970~3030 lightning damage to one enemy. Requires the Luminary and any three characters.
  • Hit Parade: level dependent, hits random enemies eleven times for 11~33 to 55~77 damage. Requires the Luminary & Sylvando.
  • Itemized Kill: 120% flame damage from the luminary to one enemy, secures item as well.
  • Love Hurts: 50~70 to 390~410 damage to a group of enemies, chance to paralyses for 1~4 turns. Requires the Luminary and Sylvando.
  • The Real Decoy: 24~32 to 356~364 damage to one enemy. Requires the Luminary and Erik.
  • Solar Flair: 285~315 to 625~655 light damage to all enemies, chance to increase lightning damage by 25% for 46 turns. If enemy is a zombie then damage is increased by 50%. Requires the Luminary and Rab.
  • Whacky Sack: 78~98 base damage, max 545~565 darkness damage to one group of enemies. Magical might dependent, Rab and Jade participate.

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 and 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, and Jade.
  • 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, and Serena.

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.
  • 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.
  • 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.
  • Knight's Mandate: allows Hendrik to use knight watch. Requires the Luminary, Serena, and Hendrick.
  • Roaring Tirade: stuns all enemies for one turn, always works unless the monster is immune. Uses the Luminary and Jade.
  • 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 and Jade.
  • The Fight Fantastic: increases party's attack by 50%. Requires the Luminary and Sylvando.

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 Yuji Horii produced and supervised.

Gallery