Jahan

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Jahan
  • Story
  • Explorer
  • Classic
  • Tactician
Statistics
Level
20
STR 18
FIN 18
INT 18
CON 18
MEM 14
WIT 14
Vitality
1642
Physical Armor
0
Magic Armor
0
Statistics
Level
20
STR 18
FIN 18
INT 18
CON 18
MEM 14
WIT 14
Vitality
2190
Physical Armor
0
Magic Armor
0
Statistics
Level
20
STR 18
FIN 18
INT 18
CON 18
MEM 14
WIT 14
Vitality
2738
Physical Armor
0
Magic Armor
0
Statistics
Level
20
STR 18
FIN 18
INT 18
CON 18
MEM 14
WIT 14
Vitality
4107
Physical Armor
0
Magic Armor
0
Action Points
4 Start / 4 Rec / 6 Max
Initiative
0
Movement
500
Tags
  • HUMAN
  • HUMANS
  • MALE
  • Story
  • Explorer
  • Classic
  • Tactician
Statistics
Level
20
STR 33
FIN 33
INT 44
CON 40
MEM 44
WIT 40
Vitality
3917
Physical Armor
834
Magic Armor
2086
Statistics
Level
20
STR 33
FIN 33
INT 44
CON 40
MEM 44
WIT 40
Vitality
5223
Physical Armor
1112
Magic Armor
2781
Statistics
Level
20
STR 33
FIN 33
INT 44
CON 40
MEM 44
WIT 40
Vitality
6529
Physical Armor
1390
Magic Armor
3476
Statistics
Level
20
STR 33
FIN 33
INT 44
CON 40
MEM 44
WIT 40
Vitality
9793
Physical Armor
2086
Magic Armor
5214
Action Points
7 Start / 4 Rec / 7 Max
Initiative
25
Movement
700
Resistances
Fire 80%
Water 80%
Earth 60%
Air 60%
Poison 40%
Talents
Tags
  • IGNORE_UNDEAD_CRIME
  • NOT_MESSING_AROUND
  • TRADER


Jahan is a Wizard.

Background

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A handsome young king who was skilled with magic, Jahan fell in love with a beautiful woman. Due to her demonic dealings, he fell deathly ill and tried everything to cure himself, such as practicing necromancy in the hopes of living on in the likes of one of the creatures he created, which turned out to be a form worthy of pity, — he resorted to summoning a demon when all else failed. The demon, Balberith, told him that the woman he had so loved was also a demon like him and by making a deal with him, Jahan could keep his life. The compact would involve Jahan receiving a thousand years of life and having his health returned to him, but in exchange giving up his throne to the demon right then, as well as having to then spend an eternity in Nemesis, under this demon, after the thousand years were over. Jahan agreed, since there was seemingly no other option. Following this, he spent a period of time living amongst beasts.

By 4 AR Jahan had travelled the world for nearly 1,000 years; looking for a way to keep his soul and escape his fate of eternal torment; coming to loathe dark magic and demons. Jahan expressed regret over the deal he made as the window of opportunity to find this demon was closing. He finally found and defeated Balberith. Since the demon that was supposed to make his soul incarnate in the depths of Nemesis at the end of the 1,000 year period was killed, Jahan kept his immortality. Following Balberith's defeat he slipped into obscurity until 1242 AD when he was on hunt for the Advocate, who resides on Bloodmoon Island. This was in his new role as a demon hunter, the same one Lohse was advised to seek. Before he would attempt to exorcise the demon however, he asked Lohse to eliminate that demon's agent on the island and asked her to learn the demon's name after reporting this back to him.

After Lohse had eliminated the Advocate and uncovered her demon's name, Jahan attempted to exorcise it, however, the exorcism failed. Alongside the exorcism Jahan also offered to expand the Godwoken's Source powers (or alternatively enable them to Summon Inner Demon if they were already a source master) at the cost of the lives of his two demon prisoners, Mhordkan and Shain. Afterwards Jahan joins the Lady Vengeance crew and travelled with the Godwoken until they reached Arx.

After the Godwoken arrive in Arx he ventured off to confront Adramahlihk in the Black House. Unfortunately he was overpowered, imprisoned, and tortured. After the Godwoken saved him he returned to the Lady Vengeance in Hall of Echoes.

Skills

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GLO Jahan

Meteor Shower
Pyrokinetic
4 AP
1 SP
4 Turn CD
Range 13m
Radius 5m
6 fireballs come crashing from the sky. Each does 18-23% Fire Damage within a 3 range from impact.
Source Vampirism
Source
1 AP
2 Turn CD
Range 4m
Consume a corpse to gain a Source Point, or steal a Source Point from a living character.
Fire Whip
Pyrokinetic
3 AP
3 Turn CD
Range 8m
Long-range attack that deals 150-160% Fire Damage damage to a single target, leaving them Blind and Burning.
Laser Ray
Pyrokinetic
3 AP
3 Turn CD
Line of intense heat that deals 145-155% Fire Damage to characters and leaves fire clouds behind.
Spontaneous Combustion
Pyrokinetic
2 AP
3 Turn CD
Range 13m
Deal 65-85% Fire Damage to target character. If the character is affected by Burning or Necrofire, remove those statuses and deal additional damage for each turn of duration remaining.
Haste
Pyrokinetic
1 AP
3 Turn CD
Range 13m
Sets Hasted on target character. Haste increases movement speed by 2m per AP and gives an additional 1 AP per turn. Clears Slowed and Crippled.
Restoration
Hydrosophist
1 AP
4 Turn CD
Range 13m
Restore Vitality of a target character. Restoration also cures Poisoned, Bleeding.
Soothing Cold
Hydrosophist
1 AP
3 Turn CD
Radius 5m
Regenerate Magic Armour for all allies around caster.
Healing Ritual
Hydrosophist
2 AP
5 Turn CD
Range 13m
Radius 13m
Send a wave of healing to target another character. The wave travels to nearby allies, healing with each movement.
Arcane Stitch
Hydrosophist
3 AP
1 SP
4 Turn CD
Range 13m
Fully restore target character's Magic Armour. Removes Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, Mad.
Rain
Hydrosophist
1 AP
6 Turn CD
Range 8m
Radius 10m
Create a spreading water surface which douses fires. Set Wet status on characters in the area.
Ice Breaker
Hydrosophist
1 AP
3 Turn CD
Radius 13m
Sets off a chain reaction that causes ice areas to explode into water puddles, dealing water damage and setting Chilled.
Impalement
Geomancer
2 AP
4 Turn CD
Range 13m
Radius 3m
Spikes impale all characters and items, setting Crippled and dealing 95-105% Earth Damage. Also creates an oil puddle.
Shade Shift
Aerotheurge
1 AP
1 Turn CD
Range 15m
Radius 15m
Teleportation
Aerotheurge
2 AP
4 Turn CD
Range 13m
Radius 13m
Teleport a target character or item to a point of your choosing.
Nether Swap
Aerotheurge
1 AP
3 Turn CD
Range 13m
Radius 13m
Make two characters switch places. One of the characters can be you.
Favourable Wind
Aerotheurge
1 AP
6 Turn CD
Radius 10m
Control the forces of nature, increasing the movement speed of you and your allies by 1.5m (as long as your allies stay within 10m of you).
Chain Lightning
Aerotheurge
2 AP
1 SP
5 Turn CD
Range 13m
Radius 8m
Shoot a stunning bolt of lightning that forks up to 8 times in a 8 radius and deals 145-155% Air Damage to each target.
Fortify
Geomancer
1 AP
4 Turn CD
Range 13m
Provides 40. While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying.
Dazing Bolt
Aerotheurge
3 AP
4 Turn CD
Range 13m
Radius 3m
An electrical bolt falls from the sky, dealing 115-125% Air Damage to characters in the area and setting Shocked status.

Locations

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Variant/LocationLevelRegionSpawnsMap
GEN HumanCitizen20Act 41Show Map
GLO Jahan20Act 21Show Map
[edit | edit source]

Trades

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ItemQtyChance
Unlocked at Level 1
RC_BF_DemonHunter-100.0%
Specific_NormalBooks-100.0%
[Category] Book
1100.0%
Mug Of Blood1100.0%
Blood Sucker Skillbook1100.0%
Mosquito Swarm Skillbook1100.0%
Decaying Touch Skillbook1100.0%
Raise Bloated Corpse Skillbook1100.0%
Unlocked at Level 4
Shackles of Pain Skillbook1100.0%
Infect Skillbook1100.0%
Death Wish Skillbook1100.0%
Unlocked at Level 9
Black Shroud Skillbook1100.0%
Living on the Edge Skillbook1100.0%
Raise Bone Widow Skillbook1100.0%
Bone Cage Skillbook1100.0%
Unlocked at Level 13
Grasp of the Starved Skillbook1100.0%
Unlocked at Level 16
Silencing Stare Skillbook1100.0%
Last Rites Skillbook1100.0%
Totems of the Necromancer Skillbook1100.0%
Source / ItemQtyChance
Slot #1 (Guaranteed) - Picks 1-100.0%
Slot #2 (Guaranteed) - Picks 1-100.0%
Specific_NormalBooks-100.0%
Selection (Picks 2-3)-100.0%
[Category] Book
1100.0%
Slot #3 (Guaranteed) - Picks 1-100.0%
Mug Of Blood1100.0%

Inventory

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Item Amount
Key 1

Notes

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  • "Immortality" here means the ability to not grow old with age, it does not mean being invincible.