Tier: 1-A| 1-A
Name: Hjalti Early-Beard, Talos Atmorsky, Tiber Septim, Dragonborn, Talos , Tal(OS)
Origin: The Elder Scrolls
Gender: Male | The concept does not apply
Age: 68 | The concept does not apply
Classification: Mercenary, General, Traitor, Drakonorozhdёnny, Cloven heir to the throne of Kings, Emperor of Cyrodiil, Dragon, Ysmir, North Dragon, God
Powers and Abilities: manipulation probability (supernatural luck), resistance (magical, spontaneous), resurrection (type 6, and probably others),Transdensuality,Superhuman physical characteristics and emotions, mastery of the sword, the manipulation of reality, ubiquity, manipulation of non-existence, immortality (type 7), magic, flying, manipulation of souls, time manipulation, manipulation of space, manipulating elements and side elements, higher dimensional existence, a huge size (type 1, 8), a change in form (type 8), dimensional manipulation uncausality (type 2) ETC
Attack Potency: Ignores strength CHIM| Should be roughly comparable in strength to Lorkhan Ignores strength CHIM
Lifting Strength: Irrelevant| Irrelevant
Striking Strength: Outerversal| Outerversal
Durability: Because of CHIM, he will only die when he wants| Because of CHIM, he will only die when he wants
Stamina: Limitless |Limitless
Combat skills: Very High
- Imperial Dragon armor - An ancient relic, the armor of the first emperor of the Third Era, Talos. Armor enchanted to resist magic and natural influences.
- Boots of the Apostle - When Talos came down from the mountains, he saddled clouds and raced to the wind in the amazing shoes, which he said he was given Greybeards for his sharp mind and the challenges that he asked them.
- Lucky coin - It looks like a normal sevenths, this coin in certain situations, it may bring good luck to the owner.
- Chim-El Adabal - Stone White Gold Tower. Although Ayleidy and gave the central spire image of Ada Mantle, the general structure of repeated wheel. Eight smaller towers surround one central ring. This structure gave the White-Gold Tower dominion over Creations, incomparable to any other tower. "Ayleidy collected own wheels within wheels." Subject, allowing Talos enjoy the Magic of Dawn.
- Totem of Septim - An artifact that can be used to control the Copper Tower.
- Mantell - A soul gem, along a Vulfharta soul, is a source of power for Numidium.
Magic - clean energy that can be converted into different forms for different purposes. Magic comes from Aetherius (the world of the gods), and Mundus (the human world) it falls through the gaps in Oblivion: The stars and the sun.
- School of Witchcraft - This school is connected with Oblivion, it allows for a variety of magical interaction connected with the measurements of the Daedra. Nature of Witchcraft is different from all other known to us. The essence of it - subordination. With Witchcraft can summon the Daedric or undead, subordinate animals, people or sizes. Unlike classical magic, witch does not subordinate his will flow magic and throws consciousness beyond the bounds of reality, and then suppresses consciousness goals and holds magical connection, using himself as its source. Then, by pulling the connection, trying to snatch the goal of Oblivion.
- Telepathy –in the most general terms, the calling process is to create a connection between the mind and the mind magician called creatures. This connection is very weak, and needs only to lure the creature to keep it and then send back - but the master of magic can greatly enhance it.
- Summon – with the help of Magic can summon Daedra and undead.
- Transliminalnoe movement – acceleration of objects or beings without the aid of permanent giperagonalnyh mediums only transpontinovaya tsirkumpenetratsiya Lyman may allow the movement for more than an infinitesimal interval of time.
School Changes - Changes to the school are spells that create a variety of boards, open locks, increase the loading of the enemy and its own carrying capacity; water breathing and walking on water - is also a Change.
- School of Mysticism - The first school of magic mastered measures. The school of mysticism in nature teaches the practitioner to step back from the logic in order to gain some kind of temporary insanity. Actions spells included in the School of Mysticism, differ quite dramatically, such as:
- Soulcatcher – creating a certain vessel, retaining the spirit of the victim after her death.
- Telekinesis –Control subjects at a distance. But in general, their action is reduced in fact to himself - that is, to the result.
- transfer – the bottom line is that the mystic will transmit itself through the flow of forces, realizing the desire to stay in a different place. In the simplest case, the magician moves his physical body in the energy field, and from then on he chooses the path.
- search – fairly widespread series of techniques Mysticism. Most have stopped on the fact that we were able to feel the key 20 meters away from you, or nix-hound around the corner. The true masters of this fine science is almost gone in Tamriel. A majority of those who stayed - and Dunmeri Altmeri ancient sorcerers, are not willing to share their knowledge. To have survived only a cursory mention of the old mystics, to know the subject of the appointment only touching it.
- School Destruction - Destruction spells can harm living creatures and the undead and include the effects of elemental attacks, exhaustion, injuries, vulnerability and spraying.
- Restoration School - Cooldown manage life energy, allowing the wound to heal, cast out the undead, as well as creating a magical amulets, absorbing both physical and magical damage. Proponents of the School Restoration heal, restore and enhance physical properties and abilities, cure disease, and protect against other harmful effects. Spells recovery can also add or subtract strength, endurance, intelligence, agility, and other physical properties.
- School of Illusion - School Illusions are spells that make invisible mage completely and partially, spells, calling for light, paralyzing the enemy. Also Illusion spells enchant, soothing, demoralize, inspiring and maddening other creatures. Seasoned magicians are able to obey the command creatures and humanoids.
- Alchemy - This school of magic is the magical properties of conventional materials. These substances are used directly, or are prepared potions to provide long useful action, such as a general treatment or healing of an illness, walking on water, magical protection and promotion of physical properties as well as poisons with inverse properties.
- Enchantment - The ability to enchant a variety of items. For example, to get a full set of armor that can fully reflect or absorb any magical effect, become completely invisible with the help of an enchanted by this necklace and more.
- Magic of Dawn – magic school measures inherited from the time of the Dawn Era. Allows you to pre-arranged by the rituals affect reality like Et'Ada.
- removal – removal of someone (something) not only from the world but from the very structure of opportunities.
- Dragon break – Time destabilization to the state of non-linearity.
- Creature - The creation, alteration and destruction Et'Ada.
Numidium – also known as the Copper and Copper Tower of God - a giant golem Dwemeri origin.("New God", a giant Dwemer y animunkul. Another name - Copper God. This mechanism was presumably created in the First Era dwarven chief architect Kagrenac tonality and his assistants. Sam animunkul had energizes Heart Lorkhan, with directly, which, especially in the kind of Dwemer "religious hysteria" actually made him a man-made god. Powered by Mantella (heart Zurin Arctus Wulfharth and soul). Able to distort time, be in several places Simultaneity create nuclear explosions, the area free of magic, teleport or annihilate objects. Make used by God.
- Tower – It is a design capable of maintaining the balance of the world of people. Helps to keep the mortal plan in a stable state, under the influencing forces of Oblivion and as a consequence of its destruction. With the help of the collection and accumulation of the creation of Etherius, it can distort reality.
- Dragon Break – A temporal anomaly associated with the Akatosh Aedra of time and influencing the course of events. The breakthrough of the Dragon is the reconfiguration of time and space in response to events that disrupt the passage of time. During the Breakthroughs of the Dragon, there were contradictions about the events, the lives of people and regions; Events and wars that occurred at one end of the continent became unknown on the other; Different witnesses interpreted the same events differently. The area affected by the Breakthrough effect varies depending on the events occurring on it.
- Giving strength – With the help of Numidium, Mannimarco became God, in this state he becomes comparable with Arkei, thus, Numidium is able to make the owner, not inferior in strength to Et'Ada.
- Anti-creation – Numidium can combine alternative time lines into one whole.
- Exoneration from magic – The Copper Tower can create antimagic zones where it's impossible to cast spells.
- Acausality – Numidium exists outside of cause-effect relationships and ways to break them.
Dragonborn – («DO-Vah-KiiN») – «Dovahkin» in the dragon tongue) - is the one who is blessed Akatosh "dragon's blood". Because of this master of the art voice. Has the ability to Thu'um - is the art of screaming dragons language is a kind of magic in Nirn. Each cry has a certain strength.
- enantiomorphs – an object and its mirror image, Tiber Septim - it Hjalti, Wulfwart Tsurin Arctus, Ysmir and Underground King. This suggests that Talos is the total personality, a kind of deity.
- Ysmir (North Dragon) – the northern aspect of Talos. He resisted the power of the vote Grizzly Beard long enough to hear their prophecy. Later, many Nords could not look at him without seeing a dragon in his place.
- Dragon – eternal, immortal, immutable and inexorable. They are not born and do not hatch from eggs. They do not mate and produce offspring. So far, no one showed dragon dragon eggs or young. Although they are not born, dragons can die.
Dragons – There is no reliable information about how the dragons appeared. According to the dremora, polled in the League of Whispers, they simply were. Eternal, immortal, unchanging and adamant. They are not born and do not hatch from eggs. They do not mate and do not bring offspring. So far, no one has discovered dragon eggs or dragon cubs. Although they are not born, dragons can die. However, this applies only to the lower dragons. The strongest representatives of the species can not be killed in the world of people, only to destroy the physical shell, after that the dragon can return again.
- Dragon Language – An ancient dialect, native to representatives of the race of dragons. With sufficient mastery of this language, some words can be used as screams, which will lead to the emergence of various magical effects, such as, for example, calling flames, currents of frost, wind, slowing down time or repelling the enemy. These abilities are known as Tu'um .
- Immortality – The strongest dragons possess immortality and are difficult to kill in the world of people, death from ordinary influences means only the destruction of the physical shell. Become vulnerable after applying the concept of mortality.
- Flight – Dragons are capable of developing a fairly high speed and can deftly dodge enemy spears and spells. The strongest representatives of its kind are able to travel between worlds.
- Soul absorption – Like the Dragonborn, dragons can absorb the souls of fallen fellows, they can gain knowledge of the deceased and increase their strength.
- Time – For dragons, time is only a river by which they slip.
- Resistance – Dragons are immune to all known kinds of illusions, also, the strongest dragons have spiritual resistance and their soul is difficult to absorb.
Mantling On the one hand, to Mantling comes already formed personality, as mantling - this phenomenon is extremely conscious. On the other hand, its purpose is obvious merger of the two names, and the conscious incarnation of a deceased person. Mantling, apparently, is not possible for everyone, for the first steps along this path requires the original, albeit superficial kinship of souls. As soon as a person begins to consciously walk in the footsteps of his idol, gradually adjusting to the hero's name in the space Snorukavnom resonance occurs between their behalf. It increases, its amplitude increases, touching all the new aspects of personality Mantler, and so continues as long as under the influence of the personality of the hero, his personality Mantler is not converted into its almost complete likeness of his idol. At this point, the individual merge. – This phenomenon is extremely conscious, its purpose is obvious merger of the two names, and the conscious incarnation of a deceased person. As soon as a person begins to consciously walk in the footsteps of his idol, gradually adjusting to the hero name, in Snorukavnom space between their names resonance occurs, it is amplified, its amplitude increases, touching all the new aspects of personality Mantler, and so continues as long as under the influence the individual character, his personality Mantler is not converted into its almost complete likeness of his idol. At this point, the individual merge. Mantling of Tiber Septim - Lorkhan.
- Shezarrin - Talos is the epitome of dead god people Lorkhan, he became an echo-myth, where he walked, are obvious forms were first push ...
"For centuries Storm Crown languished without knowing worthy chela.
His breath Now we grant it to you in the name of Kin, in the name of Shore and in the name Atmora minushih centuries.
' Now you Ysmir, North Dragon. Hear these things.
- CHIM- King . The realization that reality is a lie and sleep, and the ability to change the dream. We should be afraid of a zero sum. It may lead to the awakening divinity, and all sleep over. As the process of delicious apotheosis when being bent inward and outward in the "form, which is always new." Those who are unable to reach this state, called "denote", experiencing an indescribable feeling of divinity and become free from the world egg restrictions. In simple terms, the state of CHIM provides relief from all the known laws of the divine worlds. This return to the first panel, Anu-pad ', where stasis and change to create opportunities. ( It is the realization that the whole world, the whole of life - in fact do not exist. They exist only as a dream forces, which, for lack of a better word, is called God. All things, including you yourself, in God there is only a dream, and you - a piece of his mind for a split second is able to gain self-awareness. Most are not capable of long-term possession of self-consciousness. Their minds can not bear two contradicting the truth: "I exist" and "I do not exist", resulting in a final denial of personality known as "zero sum". 1 + (-1) = 0. "Pronulsummirovatsya" means literally vaporize. To achieve CHIM, you need to take the next step - to realize the two truths simultaneously. Fold one and minus one, and get anything other than zero.)
- I have broken the world with his left hand - he said - but in the right hand I have his chance to destroy me. Love is controlled only by my will. "
- Fixed warrior never gets tired. He cuts sleep holes in the middle of the battle to regain their strength.
- ... put on his armor and stepped into the non-spatial gap , making lethal interactions and intangible information map of all minds ever known - an event developed by the likeness of the divine spark.
- projection of death – Death of Talos projection back into the waking world.
- Interrupting zero-sum - is able to ignore the multiplication by zero on deity.
- Zero-sum - directs dissatisfaction deity the enemy.
- acausality – Vivek exists outside of time and space and can move freely between them and the "middle world".
- Manipulating logic – Talos ignore logic and within the same phenomenon may be several variations thereof.
- Endless variations – Talos is in the form of its endless variations in endless changes of its history.
- Endless possibilities - Between the ubiquitous laws of Divinity, with endless variations and the overall structure c0das Aurbis and subgradients within most c0das, there are dreams. Having learned CHIM, Talos found them and got endless possibilities.
- C0das – These are endless changes Dovahkiin's own history, which tend to focus around a particular pattern of events, but nevertheless contain versions that he did not. You can think of this as a simple number. Most integers are not important (most c0das are not very different from the general pattern), but, within an infinite set of integers, an infinite set of beginnings (within the infinite set of c0das, their infinite sum really differs from the general pattern).
- God of Man – Talos took place Lorkhan becoming Et'Ada. His presence strengthens Wheel Assembly and binds souls to the mortal plane.
- Et'Ada – Talos is a being of higher dimensions to the world of three-dimensional beings in general does not look, because you can not see the mortal Lord of the Void. Under the weight of the Gods steps, the physical appearance of the mortal plane and even the timeless continuity of existence becomes unstable.
Mifopei – the process of forming or changing the reality under the influence of faith or belief Nirn sufficiently large group of people (or people of believers). And when beliefs or myths vary, so does the reality described in these myths.
The three main properties mifopei:
- If in something believe quite a number of deaths, it could become a reality. Therefore heretics persecuted.
- If something was real, and it is widely believed that it is impossible to determine exactly what the cause of it, and that - a consequence. Therefore, even the history of the past can be changed.
- If there are multiple versions of the common justification of anything contrary to each other, then it is possible that they are both correct. Therefore, equally valid, and the myths and science.
Mark: Tiber Septim | Talos