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Talan-De

Talan-De
Level 47-65 Ranged
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Voss
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Talan-De
Other Sites:

Conversation:

  • 91. - The Dark Heart holds many more secrets. I protect the Voss who enter.
  • 15. - Return to Voss-Ka. Laryn-Ki waits for you.
  • 13. - Few return from the Dark Heart. Tread carefully, outsider.
  • 19. Player - I'm looking for Talan-De. I need protection against the Nightmare Lands.
    • 20. - Laryn-Ki sent word. You follow the Gormak's path.
    • 21. - Be certain of your need. You risk your life to enter.
  • 10. Player - I've completed Ki-Da's ritual. The Voss are cleansed.
    • 57. - Few outsiders heed my warnings. You are better.
      • 65. - You have strength. The Nightmare Lands cannot harm you.
        • 66. <Non-dialogue segment.>
          • 8. - Laryn-Ki sent you here to follow Jokull's path. You are ready to enter the Dark Heart.
            • 73. - The Gormak king came here alone. We tracked him from Gorma-Koss into the Nightmare Lands.
              • 75. - There are many caves in the Dark Heart. Jokull entered the foulest--the Dark Hollow.
                • 77. Option - Jokull went in for a reason.Player - Was he looking for something? Or just exploring?
                  • 164. - We know this much--he did not seek his power.
                • 76. Option - What will I find inside?Player - What makes the Dark Hollow so dangerous?
                • 78. Option - Foulness doesn't scare me.Player - I completed the ritual. The Dark Hollow can't harm me.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 79. - Madness is not the only danger.
                    • 81. - The Dark Hollow is home to an ancient evil. All are drawn and lost to it.
                      • 83. - Voss, Gormak, outsiders, beasts... if they still live, they will attack you.
                        • 107. Option - They won't stop me.Player - I'll find out how Jokull got his visions, no matter who I have to face.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 177. - The Mystics chose well.
                        • 106. Option - I'll try to help them.Player - Perhaps I can cure their madness.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 166. - They are lost. Focus on Jokull's path.
                        • 105. Option - Any Republic outsiders?Player - I hate fighting my own, even if they are crazy.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 176. - Do not sorrow. Death will be a relief to them.
                        • 84. Option - Better dead than crazy.Player - Shooting first might be doing them a favor.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 167. - There is no path back from madness.
                        • 190. Option - I appreciate the warning.Player - Thanks for all your help.
                          • 183. - You will defeat the Gormak. You must survive.
                        • 175. Option - Bigger fight, bigger win.Player - I like a challenge.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 87. - You are either brave, or a fool.
                            • 89. - The Dark Hollow gave Jokull his power. Find the source.
                              • 90. <Conversation Exit>
          • 68. - You enter alone. War rages in Gorma-Koss. I protect the Voss first.
            • 71. - The Nightmare Lands await. Do what you must.
              • 201. <Conversation Exit>
  • 4. - Complete the ritual or you will go mad.
  • 3. - Stop there. This is no place for outsiders.
    • 17. - The Nightmare Lands have been since the dawn of Voss. They hold many secrets.
      • 25. - Enter lightly, and you will be lost to madness.
        • 109. Option - Can you be more specific?Player - What will happen to me if I enter the Nightmare Lands unprotected?
          • 140. - Voss forget who they are. They run with beasts and hunt their own.
        • 110. Option - You don't seem too lost.Player - You know a lot about surviving down here. Why haven't you gone crazy?
          +200 Influence : approves.
          • 141. - I do as I am told.
        • 108. Option - Don't worry about me.Player - I've seen harsh conditions before. I won't lose my head.
          +200 Influence : approves.
          • 139. - Your mind is the battlefield. Rarely does the darkness lose.
        • 32. Option - Madness is no big deal.Player - So I get a little loopy. Might be fun.
          • 138. - You will die.
        • 161. Option - How can I protect myself?Player - There must be some way to resist the Nightmare Lands' effects.
        • 153. Option - You're underestimating me.Player - Well, I am strong and powerful....
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 135. - We have lost many Voss. You are no better.
            • 35. - The Mystic Ki-Da created a ritual of cleansing. It is our only protection.
              • 39. - If you hope to survive the Nightmare Lands, you must complete Ki-Da's ritual.
                • 41. Option - But I'm not a Voss.Player - Will a Voss ritual work on an outsider?
                  • 121. - It will protect you from madness. Death is another matter.
                • 120. Option - How do I do that?Player - Any idea where I should start?
                • 157. Option - If I really have to.Player - Fine--I'll hear you out.
                  • 43. - You will need a dark crystal. Several grow in caves throughout the Nightmare Lands.
                    • 45. - Deadly vorantiki have made the caves their home. Defeat these beasts to reach the crystals.
                      • 47. - Use the crystal to cleanse the corrupted. It will trap the darkness that drives them mad.
                        • 48. Option - Who are the corrupted?Player - How will I know who needs to be cleansed?
                          • 128. - The corrupted wander blind. They will attack. Be quick.
                        • 49. Option - Okay... and then what?Player - What do I do with this handful of darkness?
                        • 50. Option - Why bother with the rest?Player - Won't this crystal keep me safe on its own?
                          • 51. - Others have said so before. They died.
                            • 55. - After the corrupted have been cleansed, take the crystal to the ruins nearby.
                              • 191. - Place the crystal before the ancient tablets. Meditate.
                                • 94. - You will gain Ki-Da's wisdom. The darkness will no longer harm you.
                                  • 95. Option - Let's review.Player - Find the crystal, use it on the corrupted, take it to the ruins and meditate.
                                  • 117. Option - Piece of cake.Player - This will be trivial.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    • 123. - If you return corrupted, I will end your misery.
                                      • 98. - Follow Ki-Da's ritual. Only then will you be safe.
                                        • 213. <Conversation Exit>
                                  • 150. Option - I'll be fine. [Refuse quest]Player - I don't need your rituals to protect me.
                                    <Aborts Conversation>
                                    • 151. - If you are lost, I cannot save you. Be warned.
                                      • 152. <Conversation Exit>
  • 1. - You are a fool to come here. Return to Voss-Ka.
  • 205. <Non-dialogue segment.>
    • 202. - Your Republic insists they can help Voss. Only you have shown this.
      • 242. - Find your ambassador. He will need your help.
        • 203. <Conversation Exit>
    • 6. - We battle the Gormak. I will waste no time on you.
      • 7. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
FQNnpc.location.voss.world_arc.republic.multi.talan_de
Appearance FQNnpp.location.voss.world_arc.republic.multi.talan_de
ID16140937373087256858
Appearance ID16141105701931055828
Body Typebma
Gender0x00
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    "MinLevel": 47,
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    "Faction": 11,
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        "RepublicReaction": "cbtAttitudeFriendly",
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        "DefendedFactionIds": [
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        "FactionString": "friendly",
        "OpposingFactionIds": [],
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    "Toughness": "Standard",
    "ToughnessId": "0",
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    "DifficultyFlags": 0,
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    "CompanionOverrideId": "0",
    "LootTableId": "0",
    "IsClassTrainer": false,
    "IsVendor": false,
    "VendorPackages": [],
    "MovementPackage": "pkg.movement.npc.regular",
    "CoverPackage": "pkg.cover.npc.regular",
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    "FqnCategory": "location",
    "FqnSubCategory": "voss",
    "CommandXP": 16,
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    "first_seen": "1.0.0a",
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