Diferencia entre revisiones de «Hemalurgia»

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* [[Steel Inquisitors]] are created from nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
* [[Koloss]] are created from four spikes, each charged with human strength. By twisting the power of creation and putting it into a human, the target is extremely warped, turning them into this strange koloss. No one can be blamed for not knowing koloss came from humans, given that they appear so alien.
* [[Kandra]] are created from two spikes, both charged with the same human attribute. To the kandra, this is known as a Blessing. Unlike koloss, however, these spikes are placed into mistwraiths. Instead of twisting a person as is the case with koloss, this gives the kandra sapience. There are four different blessings available to make a kandra. The first is the Blessing of Awareness, which grants a kandra increased senses, similar to Allomantically burning tin.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref> The second is the Blessing of Potency, which gives a kandra more strenth that is like an Allomancer burning pewter.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref> It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter. The third Blessing is the Blessing of Presence which grants increased mental capability. <ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref>This Blessing counters the mental weakness that is caused by Hemalurgy, so the kandra with these spikes are much less vulnerable to being controlled through emotional Allomancy. The fourth Blessing is rarely used. It is the Blessing of Stability and it endows it's receiver with emotional fortitude.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover </ref>
 
== Hemalurgic Properties of Metals ==
Editors, Keepers, Synod
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