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Battah'elin

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    Level 2 Elsecaller
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    Cosmere.

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  1. All Allomantic metals have the ability to hold Feruchemical charge. Feruchemists can tell if a metal can hold charge or not by touch. Of course, since Feruchemists are hidden during Classical Scadrial, research is more difficult, although metallurgists know that each Pulling metal is pure and has one alloy to create a Pushing metal. They probably just have a mistborn burn a very slight quantity and hope they don't get metal sickness?
  2. I remember something about Honor having ten purposes (possibly reflected in the ten Radiant Orders (Justice, Mercy, Passion, Unity etc?) but anything further was RAFO'd. Perhaps Ruin's number is 1? The symmetry of perfect opposition to Preservation would make sense, Ruin has one "purpose" (whatever that means) (destruction), and one (probably) figures prominently in Mistborn (one Lord Ruler).
  3. Hey! If you have extra copies, I'd love one.
  4. Nightblood's weight has something to do with it being "broken/twisted". Shardblades are lighter than would be expected, and Nightblood is a Shardblade. Weight might be related to presence in the Physical Realm? Besides, "granting this gravity-enhancing effect on Szeth" would give him the amazing and novel magical power of being able to make himself heavy, without Feruchemical safeguards.
  5. I always thought that her not Soulcasting was just because she didn't want to remind Shallan; she knew Shallan was in turmoil over the murder and so she just didn't do it in front of her for a while, because Shallan couldn't analyze her actions if she was paralyzed by the sight of Soulcasting. She probably also felt bad.
  6. Allomancy has medium utility, low power, medium flexibility, low output (soothing strength, push strength,) that can be increased via Savantism, an easy condition, (consume metal), a limit that can be increased via Duralumin or Savantism, and a low time cost. High range (Coinshot) Feruchemy has high utility, high power, medium flexibility, high output (at the cost of stored power), an easy condition (have metal on you) and a hard limit (Power stored), as well as a high time cost. Low range. Hemalurgy has some kind of utility that depends on who is around you, low power on its own, medium flexibility, ??? output, hardish condition (spike knowledge required along with ability to subdue target long enough to spike them), and a hard limit: it's end-negative. Time cost depends on the power stolen (although tracking somebody down and stabbing them and the knowledge required for spike cost are constraints). Low range for spiking. Surgebinding has varying utility, high power, low flexibility (although you get two surges + an ability), high output, a fairly easy condition on a planet covered in Highstorms, hard limits on use depending on your Order, although you also get a Shardblade, which improves combat capability immensely. Time cost is low (activation) and high (must follow ideals constantly). Range varies. Awakening has high utility, medium power, high flexibility (if you know Commands, which most do not), medium output, a hardish condition, a limit based on your Breath, and a five-second time cost while you tell your opponent exactly what you are planning. Long range, so long as you phrase Commands properly. AonDor has high utility, high power, insane flexibility, high output, requires you to be chosen as Elantrian, limits based on drawing speed, and a time cost that requires you to spend your entire life learning to draw absolutely perfectly, or else. Range is long, but weakens the further you go from Elantris. Dakhor has medium-high utility, ??? power, ??? flexibility, ??? output, requires that you be born in a region, that you attend a certain monastery, that you have a ton of people willing to die for you (also a limit) and... no time cost really, except that of indoctrination for your followers. Presumably has a range? Fabrials have high utility, decent power, high overall flexibility (but not per fabrial), ??? output, requirements for capturing spren, limits via spren and stormlight, and require Artifabrian knowledge and time to create. Some are ranged, some are not. Voidbinding has ten levels and can apparently let you see the future. That's all we know there, really. Chayshan has ??? utility, ??? power, makes you flexible but probably has other applications, requires that you be born somewhere, and that you exercise regularly. Forging takes crazy amounts of time for no instantaneous combat (barring Soulstamps). Bloodsealing requires blood.
  7. The Shardhunt was enough to pull me out of my long-time (years) lurking state.
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