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Lord Medechas

Lord Medechas
Level 44 Duelist
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: Lord Medechas
Other Sites:

Conversation:

  • 1159. <Non-dialogue segment.>
    • 1133. - I hear the Dread Masters are on the loose once more. Well done.
    • 56. - The landing zone site remains secure.
  • 55. - That was a rare occasion. We had half their numbers and still handed them their heads!
    • 486. <Non-dialogue segment.>
      • 972. - Ruger must have been furious. I can only imagine the thrill of snuffing out his life.
        • 975. Option - This was just the beginning.Player - I'll only be thrilled when this prison is wiped clean of the Republic.
          +200 Influence : approves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 993. - Then you won't have to wait long. With Ruger out of the picture, our landing zone's untouchable.
            • 1117. <Non-dialogue segment.>
        • 974. Option - You don't know the half of it.Player - "Thrilling" doesn't begin to describe what it felt like to stick that lawman.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          • 992. - And as Ruger's screams fade, we know our landing zone won't be threatened again.
            • 1118. <Non-dialogue segment.>
        • 973. Option - Just another job.Player - Ruger's dead. I save my excitement for payday.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 990. - You've more than earned it. With Ruger gone, no one can threaten our landing zone. Not even the incompetent warden.
            • 1119. <Non-dialogue segment.>
        • 976. Option - Actually, I felt nothing.Player - Ruger was one more casualty of our war with the Republic. Nothing more.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 999. - I imagine your detachment served you well against Ruger. And with him gone, our landing zone's finally secure.
            • 1120. <Non-dialogue segment.>
        • 995. Option - There's no thrill in murder.Player - I take no pleasure in that.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
        • 979. Option - Ruger's history. Now what?Player - What now?
          • 988. - I will fortify our landing zone and feed the riot.
            • 1121. <Non-dialogue segment.>
      • 971. - I hear you spared Ruger. At least you managed to squeeze a ransom out of the poor warden. He sent this payment to you, with well wishes.
        • 982. Option - Well wishes? I doubt that.Player - The warden wasn't particularly friendly when we parted ways.
          • 983. - You ruined his prize lawman, turned his prison into a circus. I'm surprised he didn't send you a grenade.
            • 1111. <Non-dialogue segment.>
        • 977. Option - This better be everything.Player - I trust you didn't skim any off the top.
          • 981. - I wouldn't dream of denying you your spoils. Not when you kicked Ruger off Belsavis for good.
            • 1112. <Non-dialogue segment.>
        • 980. Option - Ruger didn't need to die.Player - There are other routes than violence.
          • 984. - I'll never understand that argument. But at least we can agree that with Ruger gone, our landing zone's finally secure.
            • 1098. <Non-dialogue segment.>
              • 1099. - If you'll excuse me, duty calls. I must re-establish contact with Commander Calum.
                • 1204. <Non-dialogue segment.>
                  • 1106. - He'll be glad to hear how you handled the riots--and Ellis Ruger. You've served the Empire well.
              • 507. - Lord Medechas. Come in, Lord Medechas.
                • 509. - I am here, Commander Calum. What is your will?
                  • 511. - Ellis Ruger was blocking our signal. Your men re-established contact once he fell, but I've heard nothing from our other operations groups.
                    • 512. <Non-dialogue segment.>
                      • 499. - Captain Vandorn must be reached. Our mission is still in jeopardy.
                        • 1001. Option - I'll find Captain Vandorn.Player - Leave this mission to me. Lord Medechas will guard the rear.
                          • 1002. - I give the orders. But yes--you are best suited to meet the lost operations group.
                            • 1008. - Secure the landing zone, Lord Medechas. And stay in constant contact. Commander Calum out.
                        • 501. Option - Is there a new threat?Player - I've defeated Ruger, the Republic's dealing with the riot. What's left?
                          • 503. - The Republic may be the least of our worries in this prison.
                            • 906. - Lord Medechas is right. That's why he'll defend the landing zone against further Republic interference. You will perform the rendezvous.
                        • 1006. Option - Don't fret so much, Commander.Player - I'm sure everything is fine.
                          • 1010. - The Dread Masters will help us defeat the Republic. I'll stop worrying when they're free of Belsavis's chains.
                            • 1012. - Lord Medechas--secure the landing zone. You--rendezvous with our lost operations group. Do not delay.
                              • 1268. <Non-dialogue segment.>
                                • 504. - Captain Vandorn was last seen in the high security wing. Find his camp, but be wary. The Republic is conducting strange experiments with the inmates there.
                                  • 518. <Conversation Exit>
                                • 1172. <Non-dialogue segment.>
                                  • 1179. <Conversation Exit>
                                • 1185. <Conversation Exit>
                                • 1269. <Conversation Exit>
  • 54. - Don't delay. We can't give Ruger a chance to detect our attack.
  • 460. Player - It's done. I have the key to the security fields.
    • 461. - We must strike quickly, before word of Gholan's death spreads.
      • 636. - Ruger is finally vulnerable. If you're ready, we can end his campaign and secure this landing zone for good.
        • 637. Option - I'm ready.Player - Tell me where this lawman is, and our problems are over.
          • 638. - Ruger and his men are in a guard station. He believes it's more secure than the main intake building.
        • 658. Option - What defenses are we facing?Player - How much resistance is Ruger packing?
          • 659. - He lacks his Crisis Response Unit, but the guard station will be full of veteran soldiers. Expect the worst.
        • 1085. Option - Hurry before Ruger catches on.Player - No time to waste.
          • 661. - Use the security key to drop their shields. My teams will cut off Ruger's backup. No one gets in, no one gets out.
            • 663. - We'll give you time to work. Just make sure Ruger doesn't escape.
              • 641. Option - He'll get what's coming.Player - I've been waiting to get my hands on Ellis Ruger.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                • 642. - His men know what to do in battle. Any shock we cause will wear off quickly.
              • 645. Option - A solid plan.Player - Makes sense to me.
                • 646. - Prepare yourself. Just because Ruger hasn't risked himself before doesn't mean he's easy prey.
                  • 648. - This is his stronghold. Bring everything you have, and every ally you trust. We will get no second chance.
              • 650. Option - And once it's over?Player - What happens when Ruger and his men are captured or dead?
                • 651. - Then it's done. The warden will have only stragglers to enforce his will. Our shuttles will be free to fly out anyone we desire.
                  • 653. - But let's not speculate. Go to the guard station and strike at Ruger. We will be behind you.
                    • 1263. <Conversation Exit>
  • 51. - Secure Gholan's key, and Ellis Ruger will be exposed.
  • 944. Player - There was only enough power to thaw the best prisoners.
    • 945. <Non-dialogue segment.>
      • 1081. Player - We released the psychopaths. They'll show those rioters how to really fight.
      • 946. Player - I unleashed the worst murderers I could find.
        • 162. - The convicts were violent before. With psychopaths at the helm, there's no telling what crimes they'll commit. Ruger will not be pleased.
      • 1082. Player - We unleashed the agitators. They'll whip this riot into shape.
      • 947. Player - I freed the agitators. They'll give these prisoners a purpose.
  • 48. - Thaw out the most sadistic monsters you can. Fear is our ally.
  • 57. Player - The warden droids are no more. I hope the rioters took note.
  • 45. - The warden droids are easy to spot. Look for clouds of tear gas and writhing prisoners.
  • 2. <Non-dialogue segment.>
    • 1138. - Welcome, my lord. I assumed Commander Calum sent you to help.
    • 1140. - Welcome, agent. I take it Commander Calum sent you to lend us your talents.
    • 1139. - Hunter... welcome. I take it Commander Calum conscripted your services.
    • 1141. - Welcome, welcome. I knew Commander Calum would send assistance once we lost contact.
      • 1137. - I'm Lord Medechas, leader of Operations Group Five. We started this riot by arming prisoners and pointing them at their Republic captors.
        • 915. <Non-dialogue segment.>
          • 916. - But our primary goal is to extract certain inmates held deep within the prison.
            • 6. Option - Dread Masters, if I recall.Player - Commander Calum said they were Sith Lords.
            • 7. Option - How has the fighting been?Player - What's the status of this riot?
              • 77. - The violence is coming to a boil. But our primary orders are to free several Sith Lords known as the Dread Masters.
            • 88. Option - How do we free them?Player - Do you have a plan?
              • 79. - It's complicated. The Sith we're after are known as the Dread Masters. They're held somewhere in Belsavis's most secure wing.
                • 11. - They can reach out through the Force and pierce their enemies with terror. Whole armadas surrender to them without firing a shot.
                  • 13. - The Republic claimed the Dread Masters were killed in the last war. Returning them to the field would be a crowning achievement.
                    • 14. Option - So go get them already.Player - Why haven't you broken them out?
                      • 92. - The Republic evaded our forces and took the Dread Masters into the Deep Prison.
                    • 15. Option - Where are they now?Player - Do you have a fix on the Dread Masters' location?
                      • 20. - The Republic moved them into the Deep Prison. We've heard nothing since.
                    • 16. Option - Sounds worthy of my efforts.Player - I can work with that.
                      • 17. - Free the Dread Masters and you'll find much to your advantage. Unfortunately, the Republic's moved them to the Deep Prison.
          • 22. - Meanwhile, the warden brought in a hardheaded offworld enforcer, Ellis Ruger. He's here to close our exit corridor.
            • 19. - If the Republic isn't stopped, they'll retake this landing zone. Without an exit, our prison break will fail.
              • 930. Option - Then we hold the landing zone.Player - Don't give an inch of ground to the Republic.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                • 931. - We're trying, but the prison guards aren't helping matters. They're hiding behind force fields, and they've just deployed mechanical peacekeepers.
              • 27. Option - I fear no soldiers.Player - I've held off army units. Prison guards will be like wading through dung.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +200 Influence : approves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +200 Influence : approves.
                +50 Influence : disapproves.
                +50 Influence : disapproves.
                • 96. - Just the attitude we need to break them. They're cowering behind force fields, sending droids to do their dirty work.
              • 26. Option - But aren't you winning?Player - You have prisoners rioting all over. Can the Republic truly retake this area?
                • 28. - We have more than lawmen to contend with. The Republic have built new machines to cower behind.
                  • 30. - These Warden droids have enough firepower to incapacitate a small army.
                    • 32. - The rioters are losing hope, but we can reignite their rage. Destroy enough droids and the convicts will smell blood. They'll practically defend our landing zone for us.
                      • 104. Option - I will set an example.Player - When the convicts witness my strength, they'll throw themselves before every droid left standing.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                      • 106. Option - I will fuel their anger.Player - If a few broken droids will spark the convicts' fury, I'll set this riot ablaze.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 134. - Impress the rioters with your power, and the droids' weakness. Then they'll fight our enemy for us.
                      • 105. Option - I'll do it, but not for free.Player - Stirring up a riot is dangerous business--and risk demands hazard pay.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 132. - Let's hope the convicts learn from your strength and not your mercenary attitude. I could hardly afford to pay them all.
                          • 919. - Defeat enough warden droids to inspire the prisoners' confidence. Then they'll fight our enemy for us.
                      • 102. Option - I can incite their movement.Player - Crowds are so easily manipulated. Once I dispatch the droids, the prisoners will run to follow suit.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 107. - Like nerf to the slaughter. Simply defeat enough warden droids to inspire the rioters' confidence. Then they'll fight our enemy for us.
                      • 923. Option - I'm obligated to help.Player - It's my duty as a Jedi to help.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +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.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 924. - There's more to this fight than duty. Wreck the warden droids, make it look easy and the rioters will follow your lead.
                          • 42. <Conversation Exit>
                      • 1244. Option - It won't be my top priority.Player - I'll see if I can find the time.
                        +200 Influence : approves.
                        • 922. - Crush the warden droids beneath the might of the Force. Inspire the rioters' confidence, and they'll gladly fight our enemy for us.
  • 44. - Nothing to do? I suppose you could hunt down a few guards.
  • 1087. <Non-dialogue segment.>
    • 33. Option - You handle it. [Refuse quest]Player - This place is anarchy as it is. You'll do fine without me.
      <Aborts Conversation>
    • 728. - It's time someone ends Ruger's career. We've found a way to strike at him directly.
      • 729. <Conversation Exit>
  • 1265. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc30 seconds4m5011.0.0
Npc6 seconds4m011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
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