Let Loose
Let Loose (バースト basuto) is a vocational command found in Dragon Quest VII Reimagined that grants a character access to an especially powerful ability once they become sufficiently worked up in battle.
Localization history[edit]
In the original Japanese language the let loose status has the same name as the frenzied state found in Dragon Quest Monsters: The Dark Prince. The functionality in the spin-off title is different than this mainline entry, however, being a super mode that sharply increases several of a monster's stats and is sustained over a period of many turns.
Appearances[edit]
Dragon Quest VII Reimagined[edit]
When a character is attacked by a monster in battle he or she has a chance to enter a state where they are surrounded by a blue aura, with the option to let loose being added to the top of their command menu for a few turns. This empowered state differs from Pep in that it does not increase their attributes, but it can persist after battle if the let loose command is not used―effectively "saving" the option to use the technique against a powerful monster such as a boss or metal slime. Note that monsters also have a chance to become worked up in battle, and their let loose abilities just as likely to turn the tide in their favor as the party's.
The let loose command is available to players from the onset of the journey, and each vocation comes with its own unique ability themed around that profession:
| Vocation | Ability | Description |
|---|---|---|
| Chevalier | True Chivalry | Provides cover for the ally with the lowest HP and then delivers a counter-attack |
| Destiny's Dancer | Perfect Lockstep | Allows a portion of the user's positive status effects to be passed on to a neighbouring ally |
| Fledgling Fisherman | Ocean's Devotion | Each ally will neutralize the next attack that targets them |
| Heir Apparent | Royal Flush | Reduces defence while significantly increasing attack power and critical hit chance |
| Mini Mayoress | Shrewd Operator | See through enemy resistances, making elemental attacks more effective |
| Wolf Boy | Born to be Wild | Causes the user to perform two arbitrary actions per turn, before tiring and falling asleep |
| Vocation | Ability | Description |
|---|---|---|
| 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 |
| Mage | Mage's Rage | Guarantees that all of the user's spells will land critical hits for a few turns |
| Martial Artist | Critical Stance | Adopt a supremely powerful pose which ensures a critical hit |
| Priest | Born Again | Restores all allies' HP, removes any status ailments and revives any unconcious allies with a 100% success rate |
| Sailor | Gritty Ditty | Significantly increases all allies' attack power and agility |
| Shepherd | Woolly Bullies | Summons a flock of sheep that merrily join in with the user's attacks |
| Thief | Repeat Offender | Allows another action to be performed every time a status ailment is inflicted on an enemy |
| Troubadour | Encore | A potent performance that temporarily reduces all allies' MP costs to 0 |
| Warrior | Art of Chivalry | Provides cover for the ally with the lowest HP and then delivers a counter-attack |
| Vocation | Ability | Description |
|---|---|---|
| Armamentalist | Elementary | Makes use of a mastery of the elements to significantly increase elemental attack power and elemental resistance |
| Gladiator | Flashback | Abandons all attempts at defence in order to dramatically increase the power of physical attacks |
| Luminary | Showtime! | Makes it easier for all allies besides the user to get worked up |
| Monster Master | Positive Reinforcement | Makes it more likely that a powerful monster will answer the call when performing a summon |
| Paladin | Knight Watch | Adopts a knightly stance that reduces damage taken while increasing the likelihood of blocking attacks to its absolute maximum |
| Pirate | Deck the Swabs | Boosts attack power and defence with every attack that is unleashed and also restores HP to boot |
| Sage | Twocus Pocus | Allows spells that are cast to also unleash echoes of themselves |
| Vocation | Ability | Description |
|---|---|---|
| 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 |
Trivia[edit]
- Aishe and Sir Mervyn's personal vocations have let loose commands that are identical to those of the Dancer and Warrior and are less powerful than those of the Hero, Kiefer, and Maribel. This reflects the two joining the party at a later phase in the game when the player has total access to the vocation system through Alltrades Abbey, and isn't dependent on a handful of fixed abilities