Diferencia entre revisiones de «Kandra»

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;[[Blessing of Presence]]: A pair of [[copper]] spikes that grant increased mental capability.{{book ref|mag|12}} This capability includes the ability to focus despite physical discomfort or distraction, exceptionally sharp memory, resistance to madness, and the inability to lapse into unconsciousness due to shock.{{book ref|mb3|2}}{{book ref|mb3|24}} This Blessing also counters at least some of the mental weakness that is caused by Hemalurgy; kandra with these spikes are much less vulnerable to being controlled by Ruin than is the norm.{{wob ref|5597}}
 
;[[Blessing of Stability]]: Rarely used, the Blessing of Stability is a pair of [[zinc]] spikes that endows its receiver with emotional fortitude, rendering them much more resistant to control by emotional Allomancy.{{epigraph ref|mb3|38}}{{wob ref|7712}}{{book ref|mag|12|2}}
 
A kandra can survive with only one spike, but they lose some of their sanity while doing so.{{book ref|mb6|3}} A kandra with one spike cannot be controlled by [[Ruin]] or [[Harmony]].{{book ref|mb5|7}}
In combat, Kandra can form powerful muscles and heal most wounds immediately, utilizing their ability to shapeshift. By creating a special [[True Body]] for this purpose, they can gain many advantages such as metal bones, hidden weapons, etc. Breaking bones can slow them greatly.
 
Kandra are capable of assuming smaller shapes, but losing too much mass will leavecause a kandra isto be unable to maintain their intelligence.{{wob ref|750}}
 
== Killing a Kandra ==
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