Zam: Difference between revisions

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'''Zam''' is a spell in the [[Dragon Quest (series)|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. It made its first appearance in [[Dragon Quest Monsters: Joker]].
'''Zam''' is a spell in the [[Dragon Quest (series)|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. It made its first appearance in [[Dragon Quest Monsters: Joker]].


==Appearances==
==Appearances==
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===''[[Dragon Quest X]]''===
===''[[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.
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.
==={{DQ11}}===
[[Row]] 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]]''===
===''[[Dragon Quest Monsters: Joker]]''===
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[[Category:Dragon Quest IX spells]]
[[Category:Dragon Quest IX spells]]
[[Category:Dragon Quest X spells]]
[[Category:Dragon Quest X spells]]
[[Category:Dragon Quest XI spells]]
[[Category:Dragon Quest Monsters: Joker spells]]
[[Category:Dragon Quest Monsters: Joker spells]]
[[Category:Dragon Quest Heroes spells]]
[[Category:Dragon Quest Heroes spells]]

Revision as of 14:13, 17 November 2017

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. 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.

Zam will deal 10~25 damage when cast by an enemy.

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

Row 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 the Bang & Zam, Crack & Zam, Dark Knight, Diabolist, Frizz & Zam, Muspell, Niflheim, Reaper, Woosh & Zam skillsets.

Dragon Quest Heroes

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.