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== Weaknesses ==
Steel Inquisitors were very powerful and - with feruchemical healing - nearly invincible. Rumors in the skaa underground held that Inquisitors were immortal, that they could see into people's souls and that they were warriors with no equal.{{book ref|mb1|3}} However, removing spikes from an Inquisitor could effectively kill it, most notably the linchpin spike located between their shoulder blades. This was a weakness buildbuilt into them by The Lord Ruler. Similarly, Inquisitors could not survive beheading this is because the chain of spikes in a inquisitor would be broken. Removing one eye spike is not enough to kill most inquisitors. Inquisitors also required more rest and sleep than a normal human would.
 
Another major weakness in Inquisitors came from the Hemalurgic spikes they bore, though this was not a problem before Ruin was released. Any spike in a person allows for influence to be more easily pushed on a person via the tears in their spirit web. These tears allow for people to control a hemalurgic construct using allomancy. This weakness is present in both kandra and koloss. This also allowed them to be controlled by [[Ruin]] the more spikes they had, the greater the weakness was. However the stronger a creature's will is the more it can resist that influence or even break free from it for a time. Because of their hemalurgic origins, all Steel Inquisitors were able to hear the voice of [[Ruin]].
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