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Zam is a recurring 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.
Making its main series debut, 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. It is also used by mushroom mages and raving lunaticks in battle.
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, with the initial maximum range for the spell is 15 meters. It is also used by bone bats, bludgerigars, jiangshi ghosts, and Bedora in battle against their enemies.
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. It is also used by succubats, fruity succubats, drohl diabolists, fromage flays, Jasper during his first fight, Rab during the MMA Tournament, and his Shadows in the Void of Angri-La. It is also used alongside Jade's Multifeet for the Black Boot Pep Power.
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.
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.
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