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Sergeant Trila

Sergeant Trila
Level 55 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Daily_area
SubCategory: Oricon
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 2.4.0
Last Seen: 6.2.1a
Star Wars Name: Sergeant Trila
Other Sites:

Conversation:

  • 434. - If you're sticking around, there's plenty of cleanup to do. Wouldn't mind a hand.
  • 507. <Non-dialogue segment.>
    • 353. - Are you real?
      • 355. - I sense no illusion.
        • 357. - Identity confirmed.
          • 359. - Ha! You stink and you're bruised and you're real!
            • 361. - The Dread Masters showed us your death. They wanted our despair. I didn't know what to believe, but these soldiers--they knew the truth.
              • 363. - Yeah, well, it was hope for the best or start digging our own graves. It's good to see you.
                • 364. Option - Good to see you, too, Trila.Player - I'm glad you're alright, Sergeant--and I'm glad I made it back. How are things?
                • 365. Option - Welcome back, Master Jedi.Player - Master? I saw your distress call--it's what brought me to Oricon.
                • 366. Option - That better be the end.Player - The Dread Masters have been a thorn in my side awhile, and this world is a death trap. Are we done here?
                  • 367. - We could use help with the cleanup, but I won't blame you if you've got a war to fight....
                    • 369. - Unidentified life form approaching.
                      • 371. - They're gone. And I remember now... not being afraid.
                        • 376. - Weapons ready!
                          • 378. - My death never came. I am nothing.
                            • 385. Option - You're a Dread Master....Player - You're Lord Calphayus, aren't you? How did you survive? Why are you here?
                              • 416. - I was cold, and there was light.
                            • 384. Option - It's okay--we won't hurt you.Player - Everyone, calm down. Why don't you rest, we'll see to your wounds, and we can talk.
                              • 419. - Why would you do this?
                            • 379. Option - You survived. It won't last.Player - I could have sworn I'd killed you back there. This time, I'll make sure it takes.
                              • 380. - The fear gave us rage. The pain gave us strength. We were chained to one another, enslaved with higher purpose.
                                • 393. - How can a man walk without chains to uplift him? How do you endure?
                                  • 382. - I don't think this man is any threat.
                                    • 386. - You don't know what he did to us.
                                      • 388. - I had a wife, once. I didn't fear her.
                                        • 390. - Take him out, now!
                                          • 391. Option - He's broken. Don't be afraid.Player - Look at him. Look in his eyes, and tell me he's not lost and scared and looking for hope. Tell me he deserves to die. +100
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            • 422. - After everything that happened?
                                              • 423. Player - For all their bluster, the Dread Masters were still human. Now this man has another chance.
                                                • 424. - I'll make sure he's cared for and evaluated by the Jedi. Anything else can wait.
                                                  • 426. - And that's how the nightmare ends, huh?
                                          • 392. Option - He deserves death. [Kill Calphayus]Player - +100
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            +200 Influence : approves.
                                            • 403. Player - Broken or not, the crimes he committed can't be forgiven--and he's too powerful to live.
                                              • 404. - Then the Masters' legacy of fear endures.
                                                • 405. Player - The Empire turns men into monsters. Monsters have to be hunted.
                                                  • 408. - We're grateful for everything--the nightmare you saved us from... we won't forget it.
                                                    • 413. - Messenger module update: Receiving battlefront reports.
                                                      • 410. - Guess it's back to work. We'll handle the loose ends, you go be a hero.
                                                        • 415. Option - You're all heroes here.Player - You survived against extraordinary odds and opened the enemy's fortress. I'm not the one who's a hero.
                                                          • 474. - Yeah, well... I wish more of us were around to hear that.
                                                        • 471. Option - Your team deserves a rest.Player - After what you've been through, don't be afraid to take a breath. You all did extraordinary things; you deserve time to heal.
                                                          • 477. - I'll keep it in mind, Master Jedi. It's still up to our superiors.
                                                        • 472. Option - You did good, Sergeant.Player - You kept the task force together under impossible circumstances. There should be a medal in that--but don't take it personally if they promote you.
                                                          • 480. - Just left an opening for Havoc to save the day, sir.
                                                        • 473. Option - You did good, kid.Player - You had some bad moments out there, but we came out ahead. Keep that in mind when things look bad.
                                                          • 483. - You don't worry much, do you, Captain?
                                                        • 461. Option - Remember: Never fear our foe.Player - Everything you've seen today was the work of people--not myths or spirits. Remember that next time you face the enemy.
                                                          • 467. - Yes, sir. Never was much afraid of people.
                                                            • 469. - But for what it's worth? Whatever you're off to next, we'll remember you. Stay safe.
                                                        • 462. Option - This had better be the end.Player - I don't ever want to hear the words "Dread Masters" again. Don't make me burn this moon to dust.
                                                          • 464. - Anyone tries to pick up where the Masters left off, I'll be right there with the detonite.
                                                            • 463. - But between you and me--what's left to fear?
                                                              • 466. <Conversation Exit>
  • 348. - Looks like they've opened the palace. You'll do good in there.
  • 329. - The way is open. Go ahead inside, and let the Dread Masters know we're here.
  • 292. - Okay. We're holding a speeder route open--that's taking most of our manpower, so once you're inside the fortress, it's up to you.
    • 294. - Not to put on the pressure, but--if we don't take out the Dread Masters today, we lose this sector. And we're all dead.
      • 296. - Death will claim you regardless.
        • 304. - It is time you understood true fear.
          • 306. - Time you faced oblivion. Come.
            • 511. <Non-dialogue segment.>
              • 307. Option - We'll see about that.Player - I saved these people. I stopped your launch. I'm not the one who should be afraid.
              • 308. Option - One more chance: Surrender.Player - There's still time to stop this. Walk out of that fortress and no one has to suffer. You know you can't win.
              • 309. Option - Hold the line, Sergeant.Player - Watch my flank. I'll see you when I get back.
                • 315. - My team will be here for you. Until the end.
                  • 317. - Jedi module expression: May the Force be with you.
                    • 318. <Conversation Exit>
  • 273. <Non-dialogue segment.>
  • 234. - Go. Don't let those ships launch.
  • 210. - We have suffered additional damage since your departure. One Jedi Master and three soldiers have been rendered comatose.
    • 212. - Sergeant Trila threatened to fire upon our troops while hallucinating, but appears to have regained clarity.
      • 214. - ...Yeah.
        • 215. Option - Any way I can help?Player - I know it's hard to shake them off, but you can't let the Masters win. Do you need me to stay here?
        • 221. Option - You're not fit for leadership.Player - Resisting the urge to kill your own people isn't the low bar for command. Find someone to take over, and fast.
          • 222. - Recommendation noted.
            • 216. - Picking up launch signals near the fortress.
              • 217. Player - The Dread Masters are prepping to send tech and bioweapons to population centers. They're launching ships to slaughter the galaxy.
                • 438. - Go. Stop them. Meantime, we'll get those fortress gates open.
                  • 436. - I can approximate a location.
                    • 224. - I would expect the Dread Masters to send key lieutenants to oversee the launch. Given their tendency to "modify" their servants, I advise extreme caution.
                      • 227. <Conversation Exit>
  • 208. - Slicer module query: Have you obtained the computer core?
    • 205. Player - I've got it. It should let us into the Dread Masters' fortress--unless they've changed the gate codes.
      • 206. - Unlikely at this point--though our window of opportunity is narrow.
  • 201. - We'll be okay. Get to the watchtower. Get that computer core.
  • 183. - It's okay. I'm okay. You need to hit the outer watchtower. We spotted it in the crash.
    • 185. - It's a link to the fortress--best guess, that's where we can get the gate codes. Only way we get inside without ordnance.
      • 187. - The Dread Masters use a combination of ancient Sith, Rakata, and Gree technologies. The watchtower computer core should hold the fortress gate codes, but accessing it may prove difficult.
        • 188. Player - I've dealt with ancient tech before. Just be ready when I get back--we can't afford to wait much longer.
          • 189. - It's not the wait that's driving us crazy. Go.
            • 190. <Conversation Exit>
  • 151. - You've done well, my friend. Their power to cast fear... not gone, but diminished.
    • 153. - We aren't done "diminishing" them, either.
      • 154. <Non-dialogue segment.>
        • 155. - Looking good, people. You just bought us a tonne of space to maneuver.
        • 156. - Looks like it's a good day for Jedi all around. You just bought us a tonne of space to maneuver.
        • 157. - Major! You ask me, Havoc Squad can tag along on all our ops.
        • 158. - Hey, Captain! You ever kick a nightmare's butt before? You're doing pretty good.
          • 159. Player - Everything secure here?
            • 163. - We're about ready to hit the fortress. Still need one thing, though.
                • 169. - Ah!
                  • 175. - I'm sorry. I'm so sorry for the mess. Sorry about the speeder. I miss you... I'll kill you, I swear.
                    • 176. Option - Calm down--it's okay.Player - Stay focused, Sergeant. What you're seeing isn't real. Come back to us. Help us stop these people.
                    • 177. Option - Face me, Dread Masters!Player - Enough hiding! Enough whispering from the shadows. If you want to meet, name the place.
                      • 196. - Guess... guess it's back to "Plan A": attacking the fortress.
                    • 178. Option - Snap out of it, Sergeant.Player - Now is not the time to snivel. You said we needed one more thing before moving on the fortress--what is it?
  • 108. - Check out those energy readings. Whatever they are, they've got to be linked to the Dread Masters' fortress.
  • 88. - Warlord module update: We will now be overrun by Dread Guard in two hours, one minute.
    • 90. - Well, that's an improvement. So--we're dead if we stick around, dead if we try a full withdrawal. Best bet is finish the mission.
      • 92. - But the Dread Masters are in a fortress under heavy guard--sent a recon party, didn't make it within a klick before we lost contact.
        • 93. Player - So let's deal with the defenses. What do we know?
          • 94. - Scans of this area are distorted, but we have located two high-power signatures. Exact source unknown. Likely hostile.
            • 96. - Okay. If you can scout those out, neutralize the threats, maybe we can move on the fortress without getting killed.
              • 98. - We'll prep for assault and stay on the comm. You need us, well... we'll do what we can.
                • 99. <Non-dialogue segment.>
                  • 558. <Conversation Exit>
                  • 560. <Conversation Exit>
  • 80. Player - Did everyone get back to camp?
  • 64. - You want to hit the Dread Masters? You want to get off this rock? Find our people and regroup here!
  • 40. - Damn it. I'd love to talk strategy, but we've got our hands full and no manpower. You all they sent?
    • 31. Player - There's no one else coming. Are there other survivors?
      • 34. - We think so, but they're lost in the kill zone. You find them, maybe--maybe--we can regroup, plan a counterattack.
        • 35. Option - Hold the fort. I'll be back.Player - All right. I want you to keep this place and these people safe. I'm going to look for your comrades.
          • 52. - Transmitting crash locations.
            • 54. - Watch your back out there. I don't know how much is real, but... those things we're fighting are bad.
        • 39. Option - You're in no shape to fight.Player - Your people need evacuation, not a battle strategy.
          • 56. - I doubt anyone would complain about an evac. But until we've got breathing room, any retreat would be a slaughter.
            • 60. - Find our people out there--and be careful. Transmitting crash coordinates.
        • 36. Option - Maybe I should attack now.Player - You don't make a bad distraction. Maybe I'll hit the Dread Masters now while you keep their army occupied....
          • 42. - You're a piece of work, aren't you?
            • 46. - Analysis suggests that penetration of the Dread Masters' fortress is best accomplished with full military backup.
              • 48. - He's right. I want them as dead as you do, but you won't get in without us.
                • 50. - Transmitting coordinates of crash locations. And if you won't help, get out of my way.
                  • 51. <Conversation Exit>
  • 6. - Don't move! Identify yourself!
    • 7. Player - The Supreme Chancellor sent me. I'm on a rescue mission.
      • 10. - You see salvation, when in reality, an enemy comes.
        • 12. - Your eyes lie. Fire. Kill.
          • 14. - Shut up! Dee-Ex, I need confirmation!
            • 15. <Non-dialogue segment.>
              • 16. - Identities confirmed. They are authorized agents of the Republic military.
              • 17. - Identity confirmed. Her Republic security clearance supersedes my own.
              • 19. - Identity confirmed. His Republic security clearance supersedes my own.
                • 22. - It's a blasted start. Sergeant Trila. I'm the highest ranking person on Oricon who's not dead, insane or in a trance.
                  • 25. Option - Bring me up to speed.Player - I saw the last message from your fleet. What's happened since then?
                  • 26. Option - Were those the Dread Masters?Player - That wasn't just you--I heard those voices. The Dread Masters?
                    • 41. - They talk a lot. They make us see things. Master Ogan-Dei and the others are trying to shield us.
                  • 27. Option - That's not very promising.Player - If those are your standards, we really are in trouble. What happened to your Jedi?
                    • 28. - When we hit ground, Master Ogan-Dei... he and the other Jedi are trying to shield us from the Dread Masters.
                      • 32. - I was on Belsavis when they escaped. The visions, the voices... they were never this bad before.
                        • 30. - Warlord module update: We will be overrun by Dread Guard within eighty-nine minutes.
  • 4. - Stay alert. It's not safe here--not even close.
  • 236. <Non-dialogue segment.>
    • 239. - Radiation signatures detected. The Dread Masters' weapons are being loaded, and ships are readying for launch.
    • 269. - The remaining ships should not pose a significant threat. I have sent a signal for the Republic to intercept.
      • 271. - The Dread Masters' assault is over. We're ready to counterattack. See you soon.
    • 241. <Non-dialogue segment.>
      • 242. - On Ord Mantell, soldiers in the thrall of hallucinogens shall slaughter refugees. After that, the chaos will be unstoppable.
      • 243. - Spores will grow in the air filters of Carrick Station. Murder, madness and death will follow.
      • 244. - My machine-arms will burrow into the soil of Alderaan and drag palaces underground.
      • 245. - Even if you slay our servants, we will simply launch another day.
      • 246. - Hunt. Kill.
      • 247. - Enemy reinforcements are approaching your position. However--we are opening a path to the fortress gates.
  • 129. <Non-dialogue segment.>
    • 132. - Getting some readings... what is that stuff? There's chemicals in the air, electromagnetic radiation...
      • 134. - Neurobiologist module analysis: Bioformed specimens increase mental suggestibility and heighten flight response.
    • 139. - Atmospheric readings are improving. Whatever you're doing, keep doing it.
    • 146. - I think--I think my head's a little clearer now. I think you did good.
    • 141. <Non-dialogue segment.>
  • 110. <Non-dialogue segment.>
    • 113. - So much beauty. So peaceful.
    • 116. - Geo-scanning module analysis: Attempting to track subsurface movements. Those creatures are burrowing from a nearby location.
    • 123. - Demolitionist module update: The central device is now vulnerable!
    • 124. - The power source has gone offline. This section of the fortress defenses has been negated.
    • 118. <Non-dialogue segment.>
  • 70. <Non-dialogue segment.>
    • 75. <Non-dialogue segment.>
      • 76. - Rescue module update: We are attempting to alert all survivors to your actions. Hope is on the way.
      • 77. - Be careful--a lot of them don't know what's real and what's not. Just... go gentle.
      • 78. - You rescue broken men. When they snap, they will take others with them.
      • 103. - How many will you gather? How many will you send to their deaths?
      • 104. - In oblivion, they would find salvation. You extend their pain.
      • 105. - You have not learned fear. Not yet. But you will.
      • 202. - Birth. Pain. Fear. Death.
    • 73. - That's everyone in range. They'd be dead without you, so thanks; now get back here.
NameCooldownRangeAI Use PriorityLevel
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ItemCategorySubCategoryLevelAdded In
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