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Found 233 results

  1. This theory is based on a'>post I made in the Feruchemical Puzzles thread. So, atium is part of the body of Ruin and lerasium is part of the body of Preservation. Allomancy is of Preservation, hemalurgy is of Ruin and feruchemy is a combination of the two. If lerasium is burned (either pure or as an alloy), the burner becomes an allomancer of some kind. Mistborn if pure, misting if alloyed. A hemalurgic spike made of atium can steal any single power from someone with that power (in a messy and usually fatal manner). It has frequently been theorized as to additional effects of burning atium or burning an alloy of atium and lerasium (i.e., such as becoming a feruchemist). However, burning metals is an allomancy thing. So I don't think that burning would be a part of gaining any investiture except for allomancy. Alternatively, I posit that each god metal is universal for the metallic art of the associated shard. In other words, lerasium is universal for allomancy in that if burned in it's pure form, one becomes a full powered mistborn. Atium is hemalurgically universal in that it can be used to steal any power (not limited to allomancy and feruchemy). But what about Feruchemy? I also posit that an alloy of atium and lerasium (likely 50/50 or something close to that) acts as a universal metalmind (i.e., any attribute may be stored within it). So, to point out an area for speculation, one may become an allomancer by burning lerasium (no use of other arts to do so) and anyone can hemalurgically spike someone as per'>WoB. Again, what about feruchemy? How can someone gain access to feruchemy without the genetic heritage (feruchemist bloodline) and without using any other arts (i.e., no spiking)? Or rather, since allomancy and hemalurgy are both in some way universally accessible, in what manner may feruchemy be universally accessible also?
  2. In brief: There are some situations in which burning Duralumin doesn't chew up an Allomancer's entire supply of directly burnable metal (metals not in vials, but immediately burnable) when the surged reserve is consumed. This leads me to theorize that there are ways to "cheat" Duralumin. The argument: Burning Duralumin as well as another Allomantic metal chews up your entire reserve of that metal and gives you a burst of power. This we know. Some Hemalurgically spiked individuals used Duralumin (Zane, Marsh, etc). This we also know. Further we know that it is possible to burn a Hemalurgic spike while it is in your body: 17th Shard: Can you burn the spikes? Like, Allomantically? For example, could they burn the steel in their head spikes? Brandon: (sighs) I considered that and I eventually decided that they could, but it would be an excruciating process that would probably knock them unconscious simply by doing it. The question is of course, why doesn't a Steel Inquisitor, burning both Duralumin and... say... Steel... burn up their own spikes? There are two answers that I can see: A. Hemalurgic Spikes, due to their invested nature, are overwritten in much the same way that a metalmind is. The Steel spikes don't count as the same reserve because you're burning Duralumin with Allomantic Steel (which is obviously identical to real steel given that the metal itself is just a key, not the source of power, let's move on) not Hemalurgic Steel1 or Feruchemical Steel. The key point here is that the metals are distinguished because the Steel the Inquisitors burn is 'blank', but their spikes are not. B. The spikes count as a separate reserve to the ingested metals due to location or disassociation with the ingested reserves. This is the far more awesome explanation2 because it implies that there are ways to "cheat" Duralumin... to gain a burst without burning up all your metal reserves. For example, if Inquisitors can burn their spikes while they are still in the body, it suggests that someone could burn an uncharged steel earring3 or some other metal source separate to the particular reserve in the digestive organs. Note that these answers are not mutually exclusive. It could both be true that location/disassociation separates metal reserves, and also that kinds of charge separates reserves. For example it may be true that an Allomancer-Feruchemist-Hemalugist burning Duralumin and Steel, who has also ingested a Steelmind and Steel Spike, would lose only the 'blank' Steel; but it could equally be the case that that same Allomancer-Feruchemist-Hemalurgist would not lose their uncharged Steel earring, not because of a difference in charge, but because the earring represents a distinct reserve of the same metal. FOOTNOTES 1 I can see there being four flavours of "Hemalurgic Steel" based on the power the Steel holds... but there are other threads discussing the interesting, and usually unhealthy things which happen when you burn a Hemalurgic spike, and so I won't discuss this further. 2 Which is obviously not a measure of its truth value, but still... 3 Unless of course the digestive organs provide a sort of spiritual gateway which is mimicked in the act of spiking someone (which is essentially spiritually stapling), and it is this connection to the spiritual which uniquely allows for the burning of metals.
  3. I was thinking about this last night and knowing that 16 is a big arc number when it comes to the Cosmere and BS, I got to thinking about whether the alloys count towards that number. My reasoning is that it does not; because Shards influence the world and that because alloys are man made things, we have only seen 8 of 16 metals used on Scadrial for the Metallic Arts. Of course if BS has said otherwise I'm totally willing to give up this notion of mine
  4. I was rereading Mistborn: FE recently, and noticed something odd about Inquistors' healing: It leaves scars. Their healing does seem to be due to gold Feruchemy: in the annotations, Brandon says "The Inquisitors can actually heal far more quickly than I've had them do in this book," and later says "Two attributes that can be stored up by Feruchemists, by the way, are healing and the ability to move very quickly," rather heavily implying that gold Feruchemy is how the Inquisitors heal. But, in the scene after Vin is captured (pg 600 of my paperback, chapter 36), she notices that one of the Inquisitors' face is pocked with arrow-head scars, mere hours after her "iron ring behind a stone arrowhead" trick punched a few holes into him. That's right, scars. Scars. After a few hours and using gold Feruchemy. This is bad, and does not at all align with how Gold works in any other context we've seen. I see a few options to explain this. 1) Continuity error. Brandon changed his mind about how gold Feruchemy works. I doubt this, though, because TLR is perfectly fine with being speared and flayed and (mostly) beheaded and burned alive and. . . with nary a scar to be seen. That suggests that "normal" gold Feruchemy works in the scar-less way we know and love, even in this first book. Brandon also wrote all three Mistborn books together, so it seems like he'd catch this. -Still, it's a possibility. It's a rather small reference, and easy to miss. On the flip side, it is rather important to Vin/the reader's realization that the Inquisitors can Heal themselves quickly like TLR can, and one of several routes by which to follow the rabbit trail down to Feruchemy, so Brandon might have left such a relatively minor magic system error in on purpose. 2) The Inquisitor wasn't using gold Feruchemy, but instead some other method. Perhaps an as-yet-unknown Hemalurgic spike, or super-flared double pewter. I seriously doubt this, though. We know from the Brandonothology that "The [inquisitors] alive now pretty much all have healing spikes", so why would our Inquisitor use an inferior methid, especially since he was hurt enough by the arrows to literally had holes blown through him. Add this to Brandon's hints in the annotations about Inquisitors using gold Feruchemy, and it's almost certain that our scarred Inquisitor healed himself with it. 3) Any gold Feruchemy not applied near-instantaneously leaves some scars behind. I doubt this as well: it seems from TES that Cognitive aspects (on which Healing is based) are rather robust and long-lasting, so I can't imagine that a few hours would make "holes punched through my face" the new normal, even putting aside how the Inquisitor would stay alive long enough to have his Cognitive aspect change without using gold Feruchemy. 4) The scarred Inquisitor applied gold Feruchemy in the same way that we usually see--as we see with Wayne, Miles, Sazed, and TLR--and yet was still left with scars. 4.1) This scarring was a result of the Inquisitor being an Inquisitor. Inquisitors are unnatural creatures, not truly human anymore. They seem to grow in height, they become fatigued easily (beyond just resting a lot to store up Feruchemy), and they're unnaturally creepy ( ). Maybe gold Feruchemy just works differently on them. 4.1.1) The otherwise normal gold Feruchemy that Inquisitors use is twisted by their otherwise "Ruinous" dispositions. Whereas a normal person with a single spike for gold Feruchemy might well be able to Heal himself normally, Inquisitors who have been twisted to the point where they need "linchpin" spikes just to stay alive are beyond the pale. This is slightly different from 4.1 in that perhaps a Kandra or othersuch "unnatural" creature could still get "pure" gold Feruchemy. 4.2) Hemalurgic Feruchemical gold is scar-inducing. I'm not sure about this one. It's in line with the above and with how "Ruin likes to Ruin things", with Ruin allowing Healing, but in an "end negative" way that still leaves the user worse off than they were before they were wounded. Perhaps. But it's a rather extreme effect, especially since we've already identified "it's harder to store Health" as our consequence for Hemalurgic decay. I suppose Ruin could take a special interest in deforming the effects of perhaps the most "Preservationy" of the Feruchemical effects. Myself, I'm leaning towards some variant of 4, if you couldn't guess from the detail I went into for that option. 4.1 or 4.1.1, ideally. Your thoughts?
  5. Does the spike placement on the... "donor" matter in Hemalurgy? In the recipient, it does matter for sure, this much has been confirmed. The main trilogy implies that most powers are take through the hearth. Sure, that works for Mistings (and Ferrings), since they have only one power. But what about a full Feruchemist or Mistborn? If i want to take Duralumin from a Mistborn, do i drive the spike through the Mistborn's hearth and just plant it the correct location on the recipient, or do i need to take it from the correct place as well? BS says that Hemalurgy steals a piece of the victim's soul (Spirit Web) (and also says that the victim doesn't have to die actually*). A piece. Now it could mean the whole "power" part of ones Spirit Web, and jury-rig only one part of the stolen piece of soul to work on the recipient, but that would mean one could remove the spike and place it elsewhere to change his or her powers, if the spike is created from a Mistborn or Feruchemist. This would mean that spikes created from Mistborn or Feruchemists would be strictly speaking much better due to their flexibility, though not necessarily more powerful. The RPG doesn't directly state either way but implies that what is stolen from the victim is chosen during the creation of the spike, the only way this choice can work, as far as i can see, is for the stealing location to matter. For example, pewter, which steals all 8 physical (a bit of a retcon, there's a thread about this here) Feruchemical powers. (This requires for the Steel Inquisitors to carry goldminds with them by the way.) *Not sure where i read this, probably some QA EDIT Answer Right. Looks like the killing method does matter. So... case closed.
  6. From what I understand of Aluminum Feruchemy, it can allow you to reset your identity, personality and such, to the way it was at an earlier point. This seems to me a possible cure to the ill effects of certain kinds of Hemalurgy, such as Copper... which stores intelligence and memory... but also tends to cause insanity given you're essentially splicing part of someone else's mind into yours. The way I see this working is that you could either cleanse yourself of the spliced personality by storing it (that is storing the spliced personality...) either perpetually if it continually upwells from the spike, or all at once if that is possible, ridding you of it entirely. Alternatively, perhaps you can reinforce your own personality by drawing on aluminium charges stored before the spiking... draw enough and perhaps you can burn the residual personality out, in a similar way to how the MAG describes drawing enough Aluminum as wiping your personality clean... Another possible use I can see is that it could allow you to shake off some of the unusual effects of BURNING a Hemalurgic spike... assuming there is a use to burning a spike (which is of course a whole different 'kettle of fish'/'bag of cheese'/'coppermind of contentious ideas') Thoughts? Reflections? Harsh rebuttals with little consideration for my feelings ?
  7. When I finished the first Mistborn book one of the most interesting abilities was tin, by the end The Hero of Ages it was my favorite ability. After thinking about how tin works I have three main questions that. Feruchemical tin enhances senses in a different way then allomantic tin does, since feruchemical sight simply works like a zoom button. So the first question I have is what thoughts do people have on how the other four feruchemical senses. The first twinborn combo I thought of was double tin not for compounding but to have as much control over your senses as possible. So the second question I have is what are your thoughts on how tapping and burning tin at the same time works. When you use Hemalurgy to spike a allomancer with an ability they already have it enhances it power. So the last question is what do people think would happen if you spike a Tineye with a spike endowed with tin. Not sure if any of these have solid answers already through other sources, was just curious about other people's thoughts.
  8. I'm not sure if this is old, old news, but I just noticed this tidbit from the interview database: If this isn't simply Brandon misspeaking, then this implies that only Scadralians can actually use Hemalurgy, at least to one degree or another. It could mean that a Scadralian needs to be the onle to place the spike (in the victim and/or the recipient) and/or it could be that a Scadrialian is the only one who can benefit from a spike. We already know that spikes can steal anything they please, so you don't need to be special to be a victim of Hemalurgy. Any way you slice it, it makes spikes a bit less "oh, you got a metal splinter? There goes your magic!" and a bit more deliberate. I'm inclined to think that this means that only sentient Scadralians can actually create Hemalurgic spikes, and that they must be in contact with the spike at the moment when they use it on their victim. This would explain why bullets haven't spiked out Mile's Augur or Bloodmaker abilities yet, at the very least. We then have this possibly conflicting bit: Eh. Could go either way. He doesn't specify Hemalurgy as the one that people could discover by accident, so it could just be that you'd need some worldhopper DNA before you could do anything. --- Just wanted to get this out there and spur some discussion, back the Shardblades and Hemalurgic decay!