Zam
Zam is a spell in the Dragon Quest series. It damages a single target with dark energy, and is the first spell to introduce a new element category to the series since Dragon Quest III. It made its first appearance in Dragon Quest Monsters: Joker, and is related to the stronger spells Zammle, Kazam, & Kazammle.
Zam | |
---|---|
Japanese | ドルマ |
Rōmaji | Doruma |
Type | Offensive |
Appearances
Dragon Quest IX: Sentinels of the Starry Skies
Zam is available only to Sages at level 2. It costs 4 MP to cast, its base damage is 16~32, and the cap is 131~147.
Dragon Quest X
Sages and Demon Swordsmen start off knowing Zam, and can cast it for 4 MP. Base damage range is 9~15, with calculations for higher levels being (Magical might - 60) x 0.18 + 3 for a maximum range of 77~83 at 500 magical might. Maximum range for the spell is 15 meters.
Dragon Quest XI: Echoes of an Elusive Age
Rab joins the party already knowing Zam. It costs 6 MP to cast and deals 51~59 base damage before reaching a cap of 73~81 at 145 magical might.
Dragon Quest Monsters: Joker
Zam makes its first appearance in the series. It costs 4 MP to cast, a maximum damage range of 133~147, and can be learned from:
- Bang & Zam (11 points)
- Crack & Zam (14 points)
- Dark Knight (5 points)
- Diabolist (24 points)
- Frizz & Zam (6 points)
- Muspell (10 points)
- Niflheim (16 points)
- Reaper (8 points)
- Woosh & Zam (10 points)
Dragon Quest Monsters: Joker 2
Zam deals 22~25 base damage and can reach a maximum of 142~145. It can no longer be learned from Diabolist, Muspell, or Reaper. It can now be learned with 6 points in Sizz & Zam.
Dragon Quest Monsters: Joker 3
Zam costs 3 MP and deals 23~26 damage. Once the caster's wisdom reaches 49, the spell will deal 133~144 damage.
Terry's Wonderland 3D & Iru and Luca's Marvelous Mysterious Key
Zam has the same attributes as in Joker 3.
Dragon Quest Heroes: The World Tree's Woe and the Blight Below
Zam is a spell that can be learned by Psaro for 4 skill points. It sends out three orbs of darkness that spread out in front of him for 6 MP. Psaro can upgrade the spell and also cast Kazam and Kazammle by charging up Zam.
Dragon Quest Heroes II: Twin Kings and the Prophecy's End
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Dragon Quest Tact
Zam is known naturally by Bone baron, Fightgeist, Ghost, Grim keeper, Lump wizard, Purrestidigitator, and Teeny sanguini at level 1 and can be learned by Lump mage and Winky at level 16. It costs 4 MP to cast, has a range of three squares away from the caster in any direction, and inflicts minor Zam-type spell damage to a single enemy. It can also be taught to any unit by using an ability scroll.
Zam | |||
Role * | Type * | Element | MP cost |
Attack | Spell | 4 | |
Range | Additional effects | ||
3 |
None | ||
Description | |||
Deals minor Zam-type spell damage to 1 enemy | |||
Naturally learnt by | |||
Bone baron, Fightgeist, Lump wizard, Lump mage, Ghost, Grim keeper, Purrestidigitator, Teeny sanguini, Winky |
Dragon Quest Treasures
Zam slings a small ball of negative energy at one target, homing in on the nearest enemy. It costs only 3 MP to cast and is learned by Drackies, Shadow ministers, Sham hamwitchs, and Umbras.
Enemy versions
Zam will deal 10~25 damage when cast by an enemy.
Other Languages
Battle Visuals