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Darth Baras

Darth Baras
Level 50 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Taris_imperial
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Darth Baras
Other Sites:

Conversation:

  • 675. <Conversation Exit>
  • 986. <Non-dialogue segment.>
    • 611. Player - I am here. Let the war begin.
      • 110. - Yes, time is of the essence. Lieutenant Pierce, Captain Quinn, bring my apprentice up to speed on our enemy's activity.
        • 124. - Yes, my lord. It's a fairly complex situation....
          • 126. - General Faraire, the War Trust's most senior member, is garrisoned in a fortified wing of the Republic's main base.
            • 128. - He's got a huge army protecting him, more reinforcements on the way. We're outnumbered eight-to-one.
              • 130. - My lord, the lieutenant's statistics are inexact, but the general thrust is sound. The numbers favor Faraire, but there are ways around that.
                • 131. Option - I'm all ears.Player - If you have a plan, let's hear it.
                • 133. Option - Listen to Quinn, Pierce.Player - Stick close to the captain, Lieutenant; you might learn a thing or two.
                  +200 Influence : approves.
                • 137. Option - You sound perturbed.Player - Does Lieutenant Pierce rub you the wrong way, Quinn?
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  • 138. - I'm sure it's just a product of his enthusiasm.
                    • 142. - Now, to maximize our chances, we must coordinate three simultaneous strikes. One will destroy the base's power station....
                      • 365. - Another will sabotage its spaceport force field to thwart any reinforcements, and the last will force the conscripted regiments of Faraire's army to flee.
                        • 147. Option - It's straightforward then.Player - Sounds straightforward enough.
                        • 145. Option - Give me the details.Player - What do these strikes entail?
                          • 616. - The details will be forthcoming, apprentice, but I do not need to hear them.
                        • 149. Option - That's a lot to deal with.Player - What have I gotten myself into?
                          +200 Influence : approves.
                          • 150. - War is never simple, apprentice.
                            • 156. - Quinn will coordinate from the base, and you will lead the front line offensive. Beyond that, decide how to assign your men. Goodbye.
                              • 158. - I'm the best choice for front line work. You need a soldier.
                                • 166. - I disagree. If the frontal assault isn't handled correctly, your route into the command center will be clogged with run-over battlefield soldiers.
                                  • 185. - In my opinion, Jaesa should join you. She can use her power to see into the hearts of the enemy and identify the insecure ranks.
                                    • 199. Option - Jaesa will go.Player - I want Jaesa's insights on the battlefield.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      • 799. - Very good, my lord.
                                        • 801. - That leaves Pierce and Vette to handle the power station demolition and the spaceport sabotage.
                                    • 203. Option - Pierce will go.Player - Suit up, Lieutenant. I want to see you in action firsthand.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                    • 205. Option - Vette will go.Player - I want Vette to learn more combat skills. She comes.
                                      +200 Influence : approves.
                                      • 206. - Whatever you wish, my lord.
                                        • 207. <Non-dialogue segment.>
                                          • 210. - That leaves Pierce and Jaesa for the power station demolition and spaceport sabotage.
                                          • 227. - That leaves Vette and Jaesa for the power station demolition and spaceport sabotage.
                                            • 234. - If the traps and mines that protect the power station aren't circumvented in time, you'll be under constant turret fire inside the Republic base.
                                              • 240. Option - Vette is best suited for that.Player - Vette, clear the way so the power station can be destroyed.
                                                +200 Influence : approves.
                                                • 241. - Child's play.
                                                  • 242. <Non-dialogue segment.>
                                                    • 243. - Unless Jaesa is able to lock the spaceport force field, Faraire's reinforcements will arrive in time to fight you inside the base.
                                                      • 244. <Non-dialogue segment.>
                                              • 251. Option - Jaesa will handle that.Player - Jaesa, take out that power station.
                                                • 759. <Non-dialogue segment.>
                                                • 760. <Non-dialogue segment.>
                                                  • 716. - I'll do what I can, master.
                                                  • 252. - I will do my best, my lord.
                                                    • 253. <Non-dialogue segment.>
                                                      • 255. - Unless Pierce can lock the spaceport force field in time, you'll face Faraire's reinforcements inside the base.
                                              • 261. Option - Pierce will handle that.Player - Lieutenant, take out that power station.
                                                • 262. - Done.
                                                  • 263. <Non-dialogue segment.>
                                                    • 276. - Unless Jaesa and Moff Hurdenn's technicians can lock the spaceport force field in time, you'll face Faraire's reinforcements inside the base.
                                                      • 277. <Non-dialogue segment.>
                                                        • 714. - I'm not wild about being sent to tinker, but I'll give it my best, master.
                                                        • 245. - I will try to figure out the Republic's systems swiftly, my lord.
                                                    • 270. - Unless Vette and Moff Hurdenn's technicians can lock the spaceport force field in time, you'll face Faraire's reinforcements inside the base.
                                                      • 272. - Not exactly my forte, but I'll do the best I can.
                                              • 309. Option - Let the lieutenant pick.Player - Pierce, since I denied you your preference, choose which of these assaults you want.
                                                +200 Influence : approves.
                                                • 310. - I know how the Republic systems work. I can sabotage their spaceport.
                                                  • 312. - And I can dismantle the traps and mines at the power station with my eyes closed. But, uh, I'll keep one open anyway.
                                                  • 311. <Non-dialogue segment.>
                                                    • 723. - I guess that leaves the power station for me. Not the excitement I was hoping for, but I'll do my best.
                                                    • 318. - And I'll do everything I can to knock out that power station.
                                                      • 320. - Unless Pierce locks the spaceport force field, Faraire's reinforcements will arrive in time to fight you inside the base.
                                              • 282. Option - Who do you suggest, Quinn?Player - In your opinion, who is better suited for this assault?
                                                +200 Influence : approves.
                                                +50 Influence : disapproves.
                                                • 283. - With help form Moff Hurdenn's technicians, Jaesa may be able to sabotage the spaceport force field in time.
                                                  • 288. - But with Vette's background in breaking and entering, she should make quick work of the power station traps.
                                                    • 289. Option - I wholeheartedly agree.Player - Vette, destroy that power station; Jaesa, sabotage the spaceport.
                                                      +200 Influence : approves.
                                                    • 291. Option - I disagree.Player - I want Vette to sabotage the spaceport and Jaesa to destroy the power station.
                                                      • 721. <Non-dialogue segment.>
                                                    • 706. Option - I don't care.Player - If that makes sense to you, assign them as you see fit.
                                                      • 707. - In that case, yes, Vette, you will destroy the power station. Jaesa, do the best you can to sabotage that force field.
                                                        • 677. <Non-dialogue segment.>
                                                          • 722. - Doesn't excite me, but I'll do my best.
                                                          • 292. - I'll be as swift as I can be.
                                                            • 293. <Non-dialogue segment.>
                                                              • 301. - Yeah, I'll try to figure that out.
                                                              • 305. - Mines and traps are like kid toys to me. No problem.
                                                                • 343. - Assaults have been assigned, my lord. Once you've cleared the way on the front, invade General Faraire's command center at will.
                                                                  • 345. - Let's get this war started! My lord, any final words for the troops?
                                                                    • 346. Option - Succeed or else.Player - If you value your lives, do not fail me. The consequences will be dire.
                                                                      +200 Influence : approves.
                                                                    • 350. Option - Together, we triumph.Player - Today, we fight as one. I believe in every one of you. Join me in victory!
                                                                      +200 Influence : approves.
                                                                      +200 Influence : approves.
                                                                    • 354. Option - They don't need a pep talk.Player - I'm about action, not speeches.
                                                                      +200 Influence : approves.
                                                                      +200 Influence : approves.
                                                                      • 355. - Brilliant.
                                                                        • 357. - Good luck, my lord. I'll be coordinating the attacks via holo.
                                                                          • 359. - Don't worry, Captain. The real soldiers have got this one.
                                                                            • 777. <Non-dialogue segment.>
                                                                              • 780. <Conversation Exit>
                                                                              • 781. <Conversation Exit>
  • 630. Player - My lord, I am preparing for my assault on Taris.
    • 634. - Excellent. Your mission on Taris is to take down the Republic's entire Strategic High Command.
      • 636. - The War Trust--the four generals who implement the bulk of the Republic military force's strategic planning--are all on Taris as we speak.
        • 638. - Normally they're never together in one place. This is an incredible opportunity.
          • 639. Option - I shall seize it.Player - The Republic will pay for such a blunder.
            +200 Influence : approves.
            • 640. - It won't be easy. The War Trust generals are master strategists.
          • 643. Option - What could they be up to?Player - It must be something very important for them to expose themselves like this.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 644. - Truthfully, I don't care about their agenda--the War Trust generals themselves are the true threat.
          • 647. Option - Who are they?Player - Tell me about these generals.
            • 648. - The War Trust has stretched the Republic's resources and fought us to a standstill time and again. They are master strategists.
              • 650. - Generals Faraire, Minst, Durant and Frellka should not be taken lightly.
                • 652. - Each will likely be protected by his own elite guard, and they have all the Republic forces on Taris at their disposal.
                  • 653. Option - I'll defeat all our enemies.Player - All enemies of the (Empire / Republic) will die before me.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    • 654. - If the War Trust can be killed, that is in effect what will be achieved.
                  • 657. Option - Bad news.Player - That doesn't sound good.
                    +200 Influence : approves.
                    • 658. - This will likely be the largest scale assault you have ever undertaken.
                  • 661. Option - Sounds thrilling.Player - This is going to be fun.
                    • 662. - Do not approach this endeavor frivolously, apprentice. Your task on Taris represents the largest scale assault of your career.
                      • 664. - Moff Hurdenn leads the Imperial forces on the planet. He will provide whatever resources he can.
                        • 666. - Shuttle to the surface and seek him out, immediately.
                          • 667. <Conversation Exit>
  • 727. <Non-dialogue segment.>
    Progresses:
    • 728. <Non-dialogue segment.>
      • 669. - Why have you gone to Taris? I specifically directed you to stop the siege of Darth Vengean's flagship and kill Admiral Monk.
        • 671. - Monk is the most elusive of your targets. This is our chance to destroy him.
          • 673. - Handle the conflict in space first, apprentice. That is an order.
            • 674. <Conversation Exit>
      • 631. - Excellent. Now that Admiral Monk and the Jedi have been neutralized, the Republic's Strategic High Command is all that remains.
    • 782. <Non-dialogue segment.>
      • 708. - In that case, yes, Vette, you will destroy the power station. Broonmark, do the best you can to sabotage that force field.
        • 299. - We are ready! We are unleashed!
          • 300. <Conversation Exit>
      • 264. - Unless Broonmark and Moff Hurdenn's technicians can lock the spaceport force field in time, you'll face Faraire's reinforcements inside the base.
        • 266. - We break anything. We are ready!
      • 286. - With help from Moff Hurdenn's technicians, Broonmark may be able to sabotage the spaceport force field in time.
      • 188. - In my opinion, Broonmark should join you. If you are able to identify the conscripted regiments, he can strike the most fear into them.
        • 193. Option - Pierce and Broonmark will go.Player - The lieutenant is savvy enough to identify the conscripts, and the Talz will do the intimidating.
        • 195. Option - Jaesa and Vette will go.Player - I want the benefit of Jaesa's insights, and Vette needs to work on intimidation.
        • 197. Option - Broonmark will go.Player - The Talz is best suited to terrorize the enemy.
          • 689. <Conversation Exit>
      • 180. - Jaesa and Broonmark should join you. Jaesa can see into the hearts of the enemy and identify the insecure ranks, and Broonmark will be best at intimidating them into running.
        • 191. Option - Jaesa and Broonmark will go.Player - Quinn's right. I want the benefit of Jaesa's insights, and the Talz can terrorize like no other.
          • 687. <Conversation Exit>
      • 215. <Non-dialogue segment.>
        • 216. - That leaves Pierce and Broonmark for the power station demolition and spaceport sabotage.
        • 221. - That leaves Vette and Broonmark for the power station demolition and spaceport sabotage.
      • 183. - My lord, with you overseeing the frontal assault, that leaves Pierce and Vette to handle the power station demolition and spaceport sabotage.
      • 783. <Non-dialogue segment.>
        • 298. Option - I disagree.Player - I want Vette to sabotage the spaceport and Broonmark to destroy the power station.
        • 296. Option - I wholeheartedly agree.Player - Vette, destroy that power station; Broonmark, sabotage the spaceport.
        • 315. - Then we are ready for war. Ready to destroy the enemy's power now!
        • 235. Option - I choose BroonmarkPlayer - Broonmark, clear the way so the power station can be destroyed.
          • 236. - We are ready, clan leader.
            • 237. <Non-dialogue segment.>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
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Appearance FQNnpp.location.multi.class.sith_warrior.darth_baras
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Body Typebmf
Gender0x00
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