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General Skylast

General Skylast
Level 44 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Belsavis
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: General Skylast
Other Sites:

Conversation:

  • 465. - The Esh-kha won't be troubling anyone ever again.
  • 432. <Non-dialogue segment.>
    • 424. - There you are. We were getting worried. Thought maybe I'd sent you to your death down there.
    • 431. - There you are. We were getting worried. Thought maybe I'd sent you all to your deaths down there.
      • 426. - General Skylast told me about the World Razer. Hard to believe something like that's been down in the vaults this whole time.
        • 428. - So, what happened? Did you stop the World Razer?
          • 379. Option - I was too late.Player - The mission was a failure, General. The Esh-kha already freed the World Razer. It will take a long time before it is mobile, though.
          • 383. Option - I'd rather not say.Player - You don't want to know.
            • 384. - That bad, huh?
              • 386. - I'll tell the Jedi Council to expect the worst. Maybe something can be done to buy us time.
                • 440. - At least we've got advance warning. We'll be ready. You've done the Republic a great service here.
                  • 441. <Non-dialogue segment.>
          • 395. Option - Locked away for good.Player - The World Razer's been sealed. He won't be going anywhere for a long time.
          • 399. Option - I handled it. Barely.Player - I ran into some trouble, but it's all over now.
            • 396. - Knew I could count on you. Fine work out there.
          • 403. Option - It's out of our hands.Player - The World Razer's not our concern anymore.
            • 404. - Was hoping for a more thorough debrief, but if you say it's over, I'll take your word for it.
              • 436. - I can't thank you enough for all your contributions. You've done the Republic a real service.
                • 437. <Non-dialogue segment.>
                  • 438. - Project Noble Focus would still be up and running if you hadn't exposed Senator Tudos and stopped those Rattataki.
                  • 439. - We've made huge strides in restoring order to the minimum security wing. Those Condemned inmates shouldn't trouble us anymore.
                  • 444. - And you even took out Gore Claw. Good riddance, I say. That lunatic had it coming.
                    • 407. Option - It's finally over.Player - I guess that puts an end to the Esh-kha's plans once and for all.
                    • 411. Option - Glad I could help.Player - It was my pleasure.
                    • 413. Option - That wrap things up?Player - Are we done here?
                      • 414. - The Esh-kha are still on the lam, but they've taken a big hit today.
                        • 415. <Non-dialogue segment.>
                          • 416. - Still plenty of stragglers, but with Gore Claw dead, a lot of them have started killing each other. Weird, but I can't complain.
                            • 418. - You put a lot on the line to help us out there. The Republic owes you one.
                              • 419. <Conversation Exit>
                          • 454. - Unfortunately, Gore Claw's death has mobilized the Esh-kha. They're desperate now, and it's only made them more dangerous.
                            • 455. <Non-dialogue segment.>
                              • 456. - They're making their final push off this rock. They've plowed through our defenses--they're just a massacre away from clinching their freedom.
  • 245. - The Esh-kha won't set foot off this planet.
  • 237. Player - The Esh-kha general is dead, but he mentioned something about awakening a "World Razer" that would destroy us all.
    • 314. - Wait--the World Razer? He said that?
      • 316. - So maybe it is true. This is bad.
        • 319. Option - To say the least.Player - The Esh-kha seemed to think this World Razer was going to destroy the planet.
          • 354. - Yeah, sounds like what you'd expect from a "World Razer."
        • 317. Option - What's true?Player - Have you heard about the World Razer before?
          • 351. - Just rumors. Not from the most reliable sources, mind you.
        • 318. Option - Don't be gullible.Player - I'm sure he just said that to mess with our heads.
          • 320. - I'm not so sure. I've heard of this World Razer before.
            • 322. - A few deep-cell inmates were babbling about it. Could barely understand a word they said, much less put any stock in it.
              • 325. - Went on about this... thing in the planet's core. Claimed it was massive, as old as the galaxy. I thought it was just superstitious nonsense.
                • 343. Option - Clearly it has merit.Player - The Esh-kha believe in it. That's enough for me.
                  +200 Influence : approves.
                  +200 Influence : approves.
                • 332. Option - Don't discount anything.Player - The galaxy is a strange place. Even the most horrible tales can wind up being true.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                • 345. Option - We can't take that chance.Player - No sense in taking risks when the Republic's safety is at stake. We need to look into this.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                • 330. Option - Should've known better.Player - It's a big galaxy. Anything's possible.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 331. - Certainly seen my share of crazy stuff down here.
                • 326. Option - So you ignored it?Player - You didn't even bother looking into it?
                  • 327. - We were too busy fighting prisoners, Imperials and genocidal monsters to confirm a few spook stories.
                • 350. Option - I'm still skeptical.Player - A few prisoners and a dying Esh-kha aren't the most reliable sources.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  • 357. - The prisoners' terror looked real enough. And the Esh-kha may be a lot of things, but they're not liars.
                    • 335. - If this World Razer actually exists, waking it up is probably the worst thing the Esh-kha could do. You've got to stop them.
                      • 337. - Best place to start is the Deep Prison--all kinds of ancient monstrosities sealed away down there. You'll be on your own, though. Watch yourself.
                        • 338. <Conversation Exit>
  • 234. - It's time we ended this.
  • 519. <Non-dialogue segment.>
    • 118. - You did it--and then some. With their leaders dead and their supplies destroyed, the Esh-kha are in a bad way.
      • 120. - They're pulling back now. Should give us time to catch our breath. Thanks.
        • 121. Option - Don't let up.Player - They're vulnerable. Now's the time to keep the pressure on them.
          • 157. - I'm sending a few squads out to retake some of our more defensible outposts. Not much, but it's a start.
        • 164. Option - Where do they come from?Player - What else can you tell me about these Esh-kha?
        • 170. Option - Piece of cake.Player - What can I say? I'm good at what I do.
          • 169. - Wasn't just a fluke, I can see that.
            • 94. - You've probably guessed the Republic didn't build this place. Was constructed thousands of years ago by a species called the Rakata.
              • 96. - The Rakata hated the Esh-kha--wrote about them like they were a plague. Waged a war that engulfed the entire galaxy.
                • 98. - In the end, the Esh-kha were nearly wiped out; the few hundred thousand survivors brought here to be locked away in stasis.
                  • 209. Option - Until the Empire came along.Player - If only the Imperials had known how dangerous the Esh-kha were.
                    • 228. - Idiots were so giddy about making life difficult for us that they didn't notice all the "Do not open" signs.
                  • 211. Option - This is news to me.Player - How have I not heard about any of this?
                    • 212. - SIS has been keeping a lid on this whole affair. "Need-to-know" and all that.
                  • 364. Option - Their imprisonment was unjust.Player - The Rakata didn't use any discretion when they punished the Esh-kha. Just lumped them all together.
                  • 210. Option - Should've wiped them out.Player - The Rakata could have saved us all a lot of heartache by just killing the Esh-kha.
                    • 225. - The Esh-kha still had their uses. Apparently, the Rakata would pull them out of stasis and unleash them on unruly planets.
                      • 226. - The Esh-kha conquered half the galaxy in their heyday, and they'll pick up right where they left off if they ever escape.
                        • 233. - Your raid caught them off guard. They're crippled, shaken. Now's the time to press our advantage and halt their advance for good.
                          • 260. Option - Then let's do it.Player - The less time we give them to recover, the better.
                          • 253. Option - What do you have in mind?Player - Let me guess, you have a plan.
                          • 252. Option - No kidding.Player - I think that pretty much goes without saying.
                            • 247. - We've traced the bulk of the Esh-kha's comm activity back to a small cavern. We think they're using it as a command station.
                              • 249. - Whoever's in there is coordinating the Esh-kha's entire offensive. It's our best shot at taking out their leadership. I want you to take it.
                                • 250. Option - I'm honored.Player - You're putting a lot of trust in me. I won't let you down.
                                • 257. Option - I accept.Player - If it will put an end to this madness.
                                • 297. Option - I won't fail.Player - I haven't let you down yet. Hadn't planned on starting.
                                • 300. Option - Good choice.Player - I do best when the stakes are high.
                                • 299. Option - Let's just get it done.Player - No time to waste.
                                • 513. Option - Not my priority, but...Player - I guess I could have a look.
                                  • 302. - There's a lot of extra comm chatter coming out of that station. Not sure what all the commotion is about, but we can't wait to find out.
                                    • 304. - Find the station, take out the leadership, then maybe we can go back to pushing the Imperials off this rock.
                                      • 535. <Conversation Exit>
    • 114. - You were true to your word--the Esh-kha leaders are down and their grunts are scrambling to reorganize.
  • 520. <Non-dialogue segment.>
    • 115. - You did it. Once the Esh-kha realized their supplies were being wiped out, they turned tail, just like we hoped.
  • 93. - Hit those Esh-kha with everything you've got.
  • 14. - Agh... chest... hurts....
    • 1. - Try not to breathe, son. Rib's broken, almost punctured your lung. Gonna try and move it....
      • 3. - General Skylast! We've lost the bridge! Enemy's smashed through, heading right for us.
        • 5. - Knew we couldn't hold them long. Tell everyone to fall back. We'll make our stand here.
          • 6. <Non-dialogue segment.>
            • 7. - Welcome to the fight for Belsavis, Master Jedi. You're just in time to be torn apart by a horde of escaped warmongers.
            • 24. - Welcome to the new front line, Major. Better check your gear. Got a battalion of crazed warmongers on their way here now.
            • 25. - Welcome to the front lines, Captain. Hope you're looking for a fight. Pretty soon, we'll be up to our elbows in kill-crazy warmongers.
            • 73. - Might want to think about turning back. Got an army of escaped warmongers on the way.
              • 99. Option - Maybe I should help.Player - The Force brought me here for a reason. Perhaps I can stem this tide.
                +200 Influence : approves.
                +200 Influence : approves.
              • 75. Option - No diplomacy, then?Player - I suppose negotiating with them is out of the question.
              • 26. Option - I'm not afraid.Player - Havoc Squad's faced down superior forces before, sir. I'm with you until the end.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                • 36. - Glad to hear it, soldier. Could use the extra blaster.
              • 8. Option - Live a little, while you can.Player - I'm not going anywhere; not while your men still have credits to their name. Pazaak, anyone?
                +200 Influence : approves.
                +200 Influence : approves.
              • 122. Option - Who's coming?Player - You'll need to be more specific. What are we dealing with here?
              • 137. Option - You coward.Player - What's the matter? Afraid?
                +200 Influence : approves.
                +50 Influence : disapproves.
                +50 Influence : disapproves.
                +50 Influence : disapproves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                • 11. - Fear keeps a soldier from running willy-nilly into blaster fire. It saves lives.
                  • 13. - Imperials got careless, opened something they shouldn't have. Unleashed an entire army on us--some species we've never seen.
                    • 17. - They're called "Esh-kha." Remnants of a galaxy-spanning civilization predating the Republic. Couldn't play nice and got sentenced here. Permanently.
                      • 368. Option - They aren't all bad.Player - Not all Esh-kha are violent; some tried to facilitate a peaceful coexistence with other species.
                        • 369. - If you say so. Have yet to meet one who wasn't trying to take my head off.
                      • 18. Option - It just keeps getting worse.Player - Things were bad enough when we only had riots to deal with. Now we've got a whole army on the loose?
                        • 71. - At least they're not taking sides. Imperials have been getting hit as hard as we have.
                      • 22. Option - How'd they get here?Player - If the Republic didn't lock them up, then who did?
                        • 34. - A species even older than the Esh-kha. Had the right notion, keeping them here--too bad it didn't take.
                      • 198. Option - They haven't changed.Player - Didn't seem to do much for their temperament. They still don't play nice.
                        +200 Influence : approves.
                        • 199. - You'd think a few thousand years in stasis would've cooled them off a bit. No such luck.
                          • 42. - These Esh-kha are relentless. Been hammering us nonstop. Won't be long before they overrun us.
                            • 49. - We need a diversion--something to put them on the defensive and stall their momentum. That's where you come in.
                              • 149. Option - It's worth a try.Player - Take the fight to them? Risky, but it just might work.
                              • 205. Option - They won't be expecting it.Player - The Esh-kha's victories will have made them overconfident. We may yet catch them by surprise.
                                +200 Influence : approves.
                                +200 Influence : approves.
                                • 162. - It's a long shot, but it's all we've got.
                              • 44. Option - Count me in.Player - Just give me a chance to get behind their lines. You'll get your diversion.
                                +200 Influence : approves.
                                +200 Influence : approves.
                              • 85. Option - Let's talk payment first.Player - It's also where my compensation comes in.
                                +200 Influence : approves.
                                +200 Influence : approves.
                                • 107. - You do your part, you'll get your credits.
                              • 45. Option - That'll only delay them.Player - A diversion will slow them down, but it won't stop them.
                                • 141. - This diversion could be the game-changing act we need to turn the tide of this battle.
                              • 82. Option - Uh-oh.Player - I don't like the sound of this.
                                • 83. - What I'm proposing is dangerous, but it beats waiting for the Esh-kha to wipe us out.
                                  • 56. - We've pinpointed two potential targets: a supply depot and an outpost housing some of the Esh-kha's key leaders.
                                    • 58. - Hitting either of those ought to draw their warriors back and allow us to retake some ground.
                                      • 59. Option - The leaders.Player - The Esh-kha will be nothing without a chain of command.
                                        • 144. - They're holed up in an outpost right now, probably planning something horrible for us. Kill every last one of them.
                                          • 146. - You're still welcome to go after the supply depot. Dangerous, but every bit helps.
                                      • 60. Option - The supply depot.Player - Taking out that depot ought to slow down the Esh-kha.
                                        • 86. - The depot is packed with munitions and medical supplies. Destroy it all.
                                          • 134. - You're also welcome to take a crack at those lieutenants. Risky, but every bit helps.
                                            • 88. - I'll see if I can get some more answers about these Esh-kha while you're out. Good hunting.
                                              • 376. <Conversation Exit>
  • 21. - We've got incoming hostiles. Lots.
  • 514. <Non-dialogue segment.>
    • 570. <Non-dialogue segment.>
      • 174. - We finally meet. The Esh-kha are making their final push off this rock... just a massacre away from clinching their freedom.
        • 175. Option - That won't happen.Player - Their onslaught stops here.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 217. - It better. We've got nowhere else to run.
        • 177. Option - That would be catastrophic.Player - The Esh-kha will bring only mayhem and death to the galaxy. They mustn't escape.
          +200 Influence : approves.
          +200 Influence : approves.
          • 214. - Don't know that we'll have much say in the matter.
        • 178. Option - I know how to win.Player - I've seen how these Esh-kha operate. I beat them once, I'll do it again.
          +200 Influence : approves.
          +200 Influence : approves.
        • 176. Option - Here we go again.Player - And here I just finished scraping those last few Esh-kha off my boot.
          +200 Influence : approves.
          +200 Influence : approves.
          • 192. - Was quite a licking you gave them last time. Hope you've got another in you.
        • 179. Option - Any reinforcements coming?Player - Is the Republic sending any more troops our way?
          • 181. - Hard to recruit soldiers for a war nobody knows about. Took every bit of clout I had just to get this many here.
        • 189. Option - So?Player - What do you expect me to do about it?
          • 190. - You fought them before. We need your experience.
            • 185. - The Esh-kha have already overrun all our defensive outposts. This is our last shot at stopping them.
    • 236. Player - The Esh-kha general is dead.
      • 261. - Good. Losing their leader will demoralize the Esh-kha; they'll be disoriented and disorganized.
        • 263. - Pretty soon, we'll be able to scatter their forces and drive them back to the vaults.
          • 289. Option - Then I leave this to you.Player - Looks like you don't need me anymore.
          • 280. Option - Have fun with that.Player - Wish I had time to stay and see the fun / join the party /etc
            • 286. - It'll still be a slow, tedious process, but we'll get it done.
          • 281. Option - Can I finally leave?Player - Are we done here?
            • 284. - I think it's safe to say the Esh-kha threat has finally been neutralized. Good work.
              • 539. <Conversation Exit>
    • 339. Option - I'm busy. [Refuse quest]Player - I have better things to expend effort on.
      <Aborts Conversation>
      • 340. - We may not get another opportunity like this.
        • 341. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
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01.0.0a
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