Zam
Zam | |
---|---|
Japanese | ドルマ |
Rōmaji | Doruma |
Type | Offensive |
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 appears to be a dark counterpart to the Zap family of spells, being a blast of stygian lightning instead of holy bolts. It made its first appearance in Dragon Quest Monsters: Joker.
Appearances
Dragon Quest IX
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 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 x 0.155 + 2 for a maximum range of 77~83. 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.
Dragon Quest Monsters: Joker
Zam makes its first appearance in the series. It costs 4 MP to cast 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 can be learned from:
- Sizz & Zam (6 points)
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.
Enemy versions
Zam will deal 10~25 damage when cast by an enemy.