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  1. There's a short story about Allomancer Jak interacting with a group of Koloss. Inside the story, he finds a treasure; a pile of old Koloss spikes which are kept within a box lined with aluminum. Now, we know that aluminum can prevent a Hemalurgic spike from leaking Investiture, but I had assumed that it worked like gas under pressure, so aluminum would only work to prevent leakage if it were an air-tight coating sticking to the spike (such as if a previously charged spike were to be dunked into molten aluminum). However, it seems that this story suggests that this isn't the case; you only need to put the spike a box or something of the like to make it work. It may be that it's more of a field effect that aluminum provides, similar to aluminum hats protecting from Emotional Allomancy. So basically, I now think that the aluminum that prevents Hemalurgic decay works like that; it's a field that "confuses" the spikes, making them think that there is nothing else for them to seep into surrounding them, so instead of following their impulse towards seeking equilibrium they just keep their Investiture put. You may not even need to completely coat the spike to prevent decay, you probably just need enough nearby to confuse the spikes.
  2. Let's have a hypothetical scenario; two shady Hemalurgists in trench coats meet one another in a dark alleyway to buy/sell Hemalurgic spikes from one another. What spikes do you think would be most valuable to someone who knows what they do and why? Here's my idea (ranked lowest first, highest last). 1. Allomantic aluminum. Basically useless for nearly any situation. It depletes your metal stores and actively works against your best interests in most cases. 2. Allomantic gold. Unless you find a way to hack Hemalurgy in such a way as to allow Compounding, this power is not all that useful (except maybe for self-reflection). 3. Allomantic cadmium. Unless you have access to Malwish Primer Cubes, this isn't useful in most combat cases. Would potentially help skip time if you're impatient and don't have any concept of how to use time efficiently. 4. Feruchemical Bendalloy. Nice for long travels, but not useful for much else unless you're a Worldhopper (which I won't discuss here). 5. Feruchemical brass. Definitely useful for traveling to extreme locations and maintaining a comfortable temperature no matter the environment. Proper clothing and AC could help nearly as much in most cases though. 6. Feruchemical cadmium. Could allow for extended periods of time diving. Useful for that situation if you don't have scuba gear, or if you are a marine biologist and don't want to disturb the wildlife while you study it. 7. Feruchemical copper. Useful to a creative person for a hodge podge of mental tricks and can allow you to recall desired information if used correctly, but a notebook could probably do that nearly as well. 8. Feruchemical bronze. Could be useful to tap in many circumstances (adding some extra awake-ness when you need it) and would be a lifesaver if you're cramming for a test but storing limits its usefulness to a degree since you could use the time spent storing to do useful work. 9. Allomantic/Feruchemical electrum. Seeing into the future, if in a limited way, could be useful if someone practiced with it. Determination seems like it could be of general benefit to someone no matter the situation, though storing would be a pain. 10. Allomantic copper. Copper can help you hide from Seekers while still using your powers, but due to Hemalurgic decay it's less viable of an option unless you figure out how to put multiple Hemalurgic charges inside a spike or unless you take two or more spikes. 11. Feruchemical iron. could be useful if you are creative or could be combined with Allomantic pewter to add some combat ability. Combined with Allomantic steel it would allow for some truly impressive feats of destruction. 12. Allomantic tin. Useful to enhance senses and increase awareness of your surroundings. Night vision is definitely a plus as well. 13. Feruchemical tin. Similar to A-tin, it's very useful for increasing your awareness of your surroundings, but you have more control over it. Additionally, you can choose to store pain, which would be very useful in a fight or in any situation where you get injured. A lack of night vision is a bummer, but overall I still would prefer it to A-tin. 14. Allomantic nicrosil. Could be useful in a fight to remove an opponent's metal reserves (though that might prove more risky than A-chromium) or to boost an ally Metalborn. 15. Allomantic iron. Less useful than A-steel, but could be useful in a fight or if you want Metalsense. 16. Feruchemical pewter. Useful for combat, can help with physical labor, helps you win that arm wrestling match, and can give you an Olympian bod for when you go to the beach. 17. Allomantic brass/zinc. Can be nice for helping in all sorts of social situations, including convincing others to help you locate Metalborn. Not so useful if aluminum-lined hats ever become fashionable, however. 18. Feruchemical duralumin. Can be used to aid in making friends, reducing people's awareness of you (if you want to quietly slip away from an awkward social situation or are an introvert), can let to speak foreign languages while traveling, and probably has more useses that will be discovered in time. Hiding better would help an aspiring Hemalurgist steal more powers and being able to befriend people more easily would help find more/con more Metalborn. 19. Feruchemical zinc. While it doesn't actually boost your raw intellect (merely the speed at which you think and comprehend), and while storing would be a pain, tapping some F-zinc could help with all sorts of situations, be it from assessing a battlefield to coming up with a clever response in a verbal duel, this power has got your back. 20. Allomantic bronze. If you're a Hemalurgist who is morally questionable and plans to steal more Invested powers, this power is your best friend. There are other ways of locating Metalborn however, so this power doesn't rank higher than it already is. 21. Feruchemical chromium. Fortune sounds like a powerful ability to have, and seems like it could be useful for all manner of situations (I don't see a situation where not tapping Fortune would be beneficial), and it may even allow for precognitive abilities. However, not a lot is known about it right now, and the need to store hampers its usefulness a lot. 22. Allomantic steel. Lets you basically have a limited form of flight and telekinesis. Useful for combat, locomotion, some everyday tasks, and it's fun. Steelsight is another useful ability for a creative person. 23. Allomantic Bendalloy. As Wayne shows us, this power can be very useful to a creative person and has some obvious benefits for combat. 24. Allomantic chromium. Useful for fighting Metalborn, particularly if you're a Hemalurgist looking to incapacitate/capture Metalborn to steal powers from. Honestly not sure whether A-chromium or A-pewter is more useful for this kind of thing. 25. Allomantic pewter. Enhances a whole bunch of physical qualities. Extremely useful for a fight, Kinesthetic activities of any kind, and helps keep you alive and running through even terrible injuries that would normally incapacitate or kill you. 26. Allomantic duralumin. Very useful in combat when combined with other powers. You'd have to be careful with it, but it could allow for greater versatility and raw power with other abilities. 27. Feruchemical gold. Can save your life from all but the most destructive attacks (such as being vaporized by a nuke). Could be used by an ambitious individual to generate more Metalborn powers, though without Compounding this would likely be very restricted in its use. 28. Feruchemical steel. Amazingly useful for combat as well as useful for a number of mundane tasks. I'd think that this would be one of the most useful combat metals, particularly for a Hemalurgist who can zip to their opponent and spike their Metalborn power form them before they can even blink. 29. Feruchemical aluminum/nicrosil. By combining these powers through Hemalurgy, you could grant powers to others via Unsealed Metalmind, or potentially grant someone else the ability to store their powers and give them to you temporarily. F-aluminum may also be able to overcome the Identity contamination that Hemalurgy suffers from, which would allow for Compounding (assuming that it works)- which is amazingly powerful with the right power combo. So, what are everybody's else's ideas on this matter?
  3. Okay, so Compounding isn't normally possible via Hemalurgy due to Identity contamination; so long as the Identity of the Hemalurgic spike and that other power (whether it be another spike or a natural Metalborn power) aren't the same. But what if you Forge someone into a Misting for a certain metal, Hemalurgically spike the power from them, use Forgery to turn them into a Ferring for the same kind of metal as they were a Misting for, spike that power out, and then you give them both spikes afterward. Would they be able to Compound since both spikes technically work from the same person? Or, what if you instead give the spikes to someone else? Would they be able to Compound since the spikes share the same Identity, and even though the Hemalurgist's Identity is there to muddy things up, it does so equally to both. So would that still work? Honestly, Forgery and Hemalurgy just go so well together.
  4. I got to wondering (again) about my favorite Cosmere magic system and how to creatively improve its usage. What if you took an un-Invested spike and then charged it by piercing a Metalborn with it- but then left it in them with the Intent to have the spike grant them its power? Could you use this as a way to effectively charge a spike while the person was alive, but while doing minimal damage to them? Most of their Investiture is still there in the spike and could stay there until the person passed away from natural causes. Then you wouldn't have to worry about not getting the chance to charge a spike after someone passed away; the spike would already be Hemalurgically charged, thus preserving the power. Plus, you wouldn't feel the need to cut someone's life short by having them sacrifice themselves for "the greater good". If you want to add some Identity blanking to the mix, you might be able to make an even better deal for the donor. You could have the donor Blank their Identity whilst donating, then give the charged spike to another donor down the line; that way, the second donor gets to keep most of their original Investiture plus whatever is left from the original donor. The process could continue to stack up, increasing the total Investiture in the spike, thus increasing the benefit for the donors and making the process more appealing, which would make more people willing to donate. Assuming the process to program Hemalurgic spikes made from non-Metalborn becomes a reality in Scadrial's future, this process could be extended to all Scadriens, and could allow for every single human being on Scadrial to someday have access to the Metallic Arts due to the ability build up the power in the spikes, contrary to Allomancy's decreasing power. Depending on the effectiveness of Malwish Medallion tech, which TLM suggests is far more limited than previously assumed, this may be the way to comedize the Metallic Arts in Scadrial's future and make all of its people truly equal.
  5. I had come up with an idea before on how a Trueself Ferring could blank their Identity while having their power taken Hemalurgically, which would blank the Identity of the spike. The power could be given to other Metalborn, who in turn could blank their Identity to make Compounding and combining Invested charges a viable option with those spikes. This would require that you have willing donors, however, as you can't reliably force someone you're stealing a power from to blank their Identity. I'm now wondering if perhaps I've been overthinking the problem. If you gave a Hemalurgic spike that provided access to Feruchemical aluminum to a Hemalurgist, they could blank their Identity (and that of their spikes, presumably) to make Compounding possible for as long as they blanked their Identity- it wouldn't matter if the spike had an Identity tied to it, since you could blank it anyway. This wouldn't make it possible to stack Investiture in a single spike (no supercharged Hemalurgy ) and you'd need an additional spike to make the Compounding viable (a legitimate concern when you're dealing with a max of three, maybe four or five spikes if you don't mind Shardic intervention), but without the need of a willing donor, this feels like it would be a much more achievable solution to the problem of Compounding via Hemalurgy. I suppose you could upgrade this if you had multiple people working together; a natural Misting (say, a gold Misting) or someone willing to take another Hemalurgic spike could take the Feruchemical side of what they wanted to Compound and Feruchemical aluminum, then they could blank their Identity and Compound large stores of the desired attribute. Since the attribute is now Identity-free, the Hemalurgist's buddies could access those stores for their own use (only one Compounder is needed for the group assuming that you aren't going to be needing a constant intake of whatever power you're using).
  6. The Hemalurgy table says that it concerns itself with the creation of Steel Inquisitors, but it has Bindpoints located for the Spiritual quadrant. Is this just to show a sample of where to expect certain Bindpoints for all Hemalurgic creations, or is it actually just for Inquisitors? Because if it is just for Inquisitors, there are some interesting implications. If Inquisitors actually used spiritual Hemalurgy on themselves, it would probably mean that the attributes granted by such spikes don't warp you into a Hemalurgic monstrosity, otherwise Inquisitors wouldn't be able to use them for obvious reasons. Perhaps it's like with Allomantic Savantism; only the physical metals have serious implications for one's physiology while others have little impact. Do you guys think I'm reading too much into this and jumping to conclusions, or am I onto something? Hemalurgy table link.
  7. Forgery can only allow something reasonable to be changed about someone's past to create a different present version of oneself. Hemalurgy can take pieces of people's Spiritwebs, their Connection and Identity, and staple it on to someone else. So, could you take a part of someone's Spiritweb, give yourself the spike, and then use a Soulstamp on yourself that would have worked on the other person? For example, could a Scadrien Hemalurgist spike something out of Moonlight, give themselves the spike, then take her Elantrian-making Soulstamp and use it one themselves?
  8. Often when people come up with crazy ideas on the 17th Shard we disregard how such a circumstance came to be for the sake of discussion. That's okay, but I think that it makes some theories seem far-fetched because from a meta perspective they would be too game breaking if they were true. Take the ability to combine multiple Hemalurgic charges into a single spike; if you took the power of one hundred Pewterarms and cramed it into a single Hemalurgic spike, the recipient becomes bulletproof (or near it at least), strong enough to casually punch people's heads off, and has their natural healing and physical speed increased to insane amounts. Basically like Shardplate, but you always have it, it helps you in more ways (such as healing quickly), it's easier to use when and wherever you want, and since you have an increase to your dexterity, you don't have to worry as much about breaking stuff accidentally (to a reasonable extent, at least). However, even if such a thing were possible, it would be very, very, very difficult to bring about. First, you'd either have to get a single Misting who was willing to donate their power and heal back parts of their Spiritweb a hundred times over via F-gold- which takes some serious Compounding with H-spikes or medallions (the latter of which may actually not be viable due to the Malwish not having Allomantic Medallions) to achieve- or you'd have to find one hundred Mistings of the same type who were willing to donate their powers, as they'd need to use Hemalurgy or Medallions to blank their Identity to prevent the H-charges from being incompatible with each other. Technically, it is achievable, but you pretty much won't see it happen; it's just not very believable that such a scenario could happen. Another limiting factor is Hemalurgic decay. If my hunch is correct, Hemalurgic decay works a bit like a gas under pressure; the more you try to squeeze into a smaller and smaller space, the more Investiture will leak from the spike within the same window of time. There probably are ways to offset this, such as using Raysium and Perfect Gemstones to collect Hemalurgic charges, but I think that there is one more limiting factor; Identity development. We see with the Southern Scadrien Medallions that they have developed some of their own Identity despite the fact that they would have to be made from Blanked Investiture originally, or else they couldn't be tapped (don't ask me why they can still be tapped; it likely has to do with some mechanic Sanderson has yet to introduce). Basically, I think that if you were to Spike out a Misting's power, let them heal it back with Investiture, then give them some time to recover from the lingering aftereffects, the Hemalurgic charge may end up developing a new Identity, which would prevent it from being combined with other H-charges. So you'd have to harvest all your power in one sitting, likely meaning that you'd have to have lots of Mistings willing to donate their powers to prevent the worst of the side effects, which could be possible, but not likely or easy. Basically, I think that the concept of having a single Hemalurgic spike providing godlike power is pretty neat, and we likely will see some spikes containing a few charges in the future, but I don't think that it would be a world-building pit that unbalances magic systems. And if we do ever see a supercharged spike, it will likely be a very rare occurrence which will be used by villains (kind of like Miles gold Compounding).
  9. Through my re-read of TLM, I noticed a few things. One of which was that Gave Entrone was a high-ranking Set member (at least he seems to be), and seemed to have access to Allomantic pewter, Feuchemical gold, and because of the special lock in his house it seems likely that he also has both Allomantic steel and iron. He has four powers granted by Hemalurgy and is hit by an enormous wave of Emotional Allomancy fueled by purified Dor, but isn't controlled by the Allomancer. This means that Trellium Hemalurgy isn't just a "smokescreen" from Shards, or a severing of Connection to the Shard (removing the "bridge" between the Hemalurgist and the Shard in question) that prevents Shards from controlling the Hemalurgist (as I had previously thought), but that it is a protection that no one can breech to control them (with the exception of Autonomy, likely because it is her Investiture protecting the Hemalurgist, and therefore her control isn't considered a "hostile Investiture"). I believe that @alder24 originally came up with the idea on another thread talking about Trellium Hemalurgy's mechanics about how Trellium Hemalurgy protected Hemalurgists from being controlled by "filling" the cracks in their Spiritweb made by the Hemalurgic spikes with Autonomy's. I now believe this to be the case. Autonomy's Investiture repels other sources of Investiture, which is probably why even Shards and hyper-powered Allomancers cannot control Hemalurgists pierced with four or more spikes so long as they are also pierced by a Trellium spike. It isn't a merely a matter of Connection to the Shard, but a filling of the cracks in the Spiritweb with an Investiture that repulses other sources of Investiture seeking to get inside (it should be noted that a Shard would still need sufficient Connection to a Hemalurgist to control them- . i.e., Odium couldn't just take over someone sufficiently pierced by Hemalurgy who visited Roshar- but Trellium's method works differently all together). Which is even more interesting than what I thought before, since the strength of Investiture held within a Trellium spike and a Shard seeking to control the Hemalurgist clearly isn't even remotely equal. But somehow, the strength of the being trying to control the Hemalurgist doesn't matter at all when compared to what a Trellium spike's effects, suggesting that it isn't brute force shielding the Hemalurgist's soul by repelling other sources of Investiture, but an actual fiddling with the mechanics that would leave a being susceptible to being controlled.
  10. I recently made a post talking about using Rhythms to program powers into Hemalurgic spikes made from non-Allomancers. I'm now wondering if perhaps one could change the actual Intent of the Investiture within the spikes, thereby changing the Connection from Ruin to another Shard. After all, we've seen in RoW that you can use Voidlight to fuel a Radiant's powers if they have a sufficient Connection to Odium, so the powers inside the spikes should be left unmarred. I think that this would work as another work around if you wanted to prevent Ruin specifically from taking control of you since Marsh and the Kandra weren't vulnerable to Autonomy's control, but those that were Connected to her via Trellium spikes were; Connection matters just as much as having an open soul if a Shard wants to control a Hemalurgic construct. It would also be cool to see if Trellium could be alloyed with another Godmetal to disConnect it from Autonomy, but still have Hemalurgic spikes made from the new metal protect from other outside influences.
  11. I've actually been wondering about this for a while now, and actually did come up with a post about it long ago, but I think that I may have changed my mind on the concept. Hemalurgy is a fascinating thing in the Cosmere, and it has lots of potential. But would it really be the best thing to practice openly on Scadrial, or anywhere in the Cosmere? Hemalurgy can; (1) grant powers to people of your choice, (2) take powers from those of your choice, (3) transform people into different kind of creatures. Power granting: With this ability, you could give your constables Invested powers, such as Allomantic pewter, Allomantic steel, or Feruchemical gold, making them much better at their jobs. You could also give certain other government officials powers to improve their jobs, such as Feruchemical copper, zinc, or bronze. This should increase their efficiency, which would then improve their society. If people got too selfish or irresponsible with their newfound power, you could remove the spikes and give them to someone else. However, a better alternative seems to already exist. Malwish Medallion tech also provides Invested powers and does not need to rely on Hemalurgic spiking to do so. It would also be easier to remove a medallion from an abuser, since they need to be recharged. Hemalurgic spikes do not, and they also cause pain to the donor and the recipient. This brings us to out next issue. Power removal: Using Hemalurgy, you can remove powers from Metalborn who abuse their natural talents and recycle them for something (hypothetically) good. Many outlaws exist in the Roughs who have access to the Metallic Arts, and having the very real threat of having their sticks taken away from them might push them to shape up. However, this could end up doing even more bad than it solves. When you introduce motivation to place blame on someone with a natural advantage, one that you might possibly get to have if they lose it, you will undoubtedly see people in positions of power abuse the laws that make it possible to steal other's Investiture. This doesn't just apply to government officials either. If Hemalurgic spikes were to become monetized rather than simply being a tool for the government, the rich would almost certainly be the ones to benefit, since they have the actual means to grab such powers; you wouldn't be putting power in the hands of the people, you'd likely end up putting even more power in the hands of a handful of privileged nobility. It's true, you could have people voluntarily give up their powers to trusted individuals or desendants if they were terminally ill, or perhaps if you found a way to non-lethally remove powers, but you'd have to be careful not to abuse such an occurrence. Transforming people: This is probably the least useful aspects of Hemalurgy, at least as it stands now. If you've read Shadows of Self... it's hard to forget the Chimera. That is evil. There just isn't a good way to use that application of Hemalurgy. Now, I could see the analytical insights provided by Hemalurgy's mechanics being used in a beneficial manner, but only if controlled carefully. It would be like CRISPR in the Cosmere, or at least researching Hemalurgy could lead to such knowledge. That is useful, and I think could be worth pursuing. It would likely require access to the Spiritual Realm to achieve any useful insights in this area though, but such a thing wouldn't be unattainable to those with the resources and knowledge. My conclusion: after considering all of this, my personal thinking is that knowledge of Hemalurgy should become widespread but should have strict laws placed upon its usage. Then, any secret organizations like the Set cannot use it as effectively since awareness of its existence will be common knowledge, and research into its uses for Spiritweb manipulation could be pursued on a societal level. I no longer think that powers should be regularly given and taken though, and Scadrial's laws should reflect such; it's just too easy to abuse, and Unsealed Metalminds seem like a better alternative to granting Invested powers to more people anyway. I think that power donation via Hemalurgy could still be useful in certain individual cases (Wax, Wayne and Marasi could use a power-up by recyling Set agent spikes to better deal with the rest of the Set, for example), but on a societal scale, it isn't something I'd hazard. What are your thoughts on the matter?
  12. I recently made another thread on how one might be able to use specific Rhythms of Invested powers to program the Investiture and make that power usable for things like Feruchemy (although TLM shows Unkeyed Dor, which works just fine for any Invested power, so this strategy of programming isn't all that useful). However, I now wonder if it would be possible to take a Hemalurgic spike powered by non-Metalborn and use a combination of Rhythms emitted by Invested powers and Intent to program the spike to have the power you want. My thinking of how someone would go about creating Hemalurgic power spikes from non-Metalborn currently looks something like this. 1. Use Hemalurgy to take an Invested charge from a person. A. Make sure to either give the donor access to F-aluminum (via Hemalurgy or Unsealed Metalmind) to blank their Identity while you harvest their Innate Investiture (so that it can be combined with other donor's Investiture; Identity contamination is a real thorn in the side if not handled properly) or give the donor access to F-gold (with lots of stores saved ahead of time) to replace lost Spiritweb fragments. Identity-blanked Spiritweb fragments may also be more susceptible to being programmed (as a Feruchemist blanking Identity is susceptible to "all kinds of things"), so even if you provide them with F-gold you may also want to give them F-aluminum anyway. B. Also, make sure the spike is made of the right kind of metal to properly channel the Investiture (i.e., if you plan to program it with A-pewter, use a steel spike for physical Allomancy), otherwise you'll end up with the same kind of situation if you alloyed an Invested Metalmind into another type of metal (Investiture is there, but can't be accessed). 2. After sufficiently charging the spike, use Navani's method of changing an Investiture's Tone but instead learn and use the Rhythm (the pulse that A-bronze can sense) of the Invested power you want the spike to have. A. Might have to be a very skilled Seeker to achieve the necessary insight. It might also help to travel to Roshar and Hemalurgically take Connection from a Singer, but that may not be strictly necessary. 3. Now that the spike has been charged and exposed (with Intent) to the Rhythm of the power you desire, it should change its function to grant the power you want.
  13. I have an idea. Since hemalurgy can be used to steal Connection, could one use hemalurgy to steal an Elantrian’s Connection to Elantris, then give that Connection to another person? In addition, could one give said Connection to a Dakor monk, and how would Aon Dor interact with the monk?
  14. I was re-reading TLM when I noticed something that I had overlooked before. Dumad, the Sequence trying to copy Wax, has five Allomantic powers. Wax comments on his skill and considers that he might be a naturally born Coinshot because of this. Previously, I had assumed that this was probably the case, but as I re-read the section where Wax and Wayne spike themselves I saw that Wayne took Dumad's steel Allomancy, meaning that it had to be provided by Hemalurgy. This doesn't necessarily mean that he isn't a natural Misting, but now we know for certain that he isn't a natural Coinshot and therefore great skill with any of his particular powers (such as his Allomantic bronze) doesn't mean he is a natural Misting. This also may mean that five spikes may be the upper limit to what modern Hemalurgy can provide, not four.
  15. We've seen with Bleeder and with Set members that Trellium can be used to Hemalurgically grant someone Metalborn powers, but we've also seen that it can be used to create Hemalurgic constructs- the Chimera- which is normally only doable with human attributes. I wonder then, if the Bindpoint placement is even more important than I had previously imagined. Could you perhaps keep someone a human while using Hemalurgy to staple on extra human attributes, since it seems that you can do the opposite- staple the portion of a Spiritweb meant to grant powers to someone else onto a human and turn them into a Hemalurgic construct?
  16. So, I'm almost certain others have theorized this already, but after some extensive searching, I was unable to find anyone on here who did. So, here we go. In Epilogue 7, Marsh approaches Wax, Steris, and Marasi before Wayne's statue. When asked on how he walks about without drawing attention, he passes it off as emotional Allomancy. Still, Wax expresses his doubts. I think all Cosmerenauts on all worlds stirred in their beds with that phrase. But regardless, this moves on to my theory. I think Marsh moves about unseen through a combination of emotional Allomancy... and Feruchemical duralumin. To quote from the Coppermind, Feruchmeical duralumin functions as such. This seems a very likely explanation for that "something more" Wax postulates. Granted, don't know if Marsh was given spikes following the Catacendre, and there is no way of knowing if Rashek was aware of duralumin's Feruchemical properties. Still, he was a Feruchemist himself, and discovered duralumin. It makes sense he would test it. Anyway, there's my three cents. Thoughts? ~Longshot97
  17. Trusk'our

    Steel Inquisitor

    This is the first drawing I've submitted to the 17th Shard, so I hope you guys like it! I know it's only mediocre at best compared to some of the absolutely amazing artwork I've seen here, but I'll keep trying to develop my skills and improve!
  18. I found a quote that may have some interesting implications. Except, we don't see Miles exhibiting any extra powers from Hemalurgy, and we know that Miles likes to pierce his own body with gold spikes (not Hemalurgic ones) to act as Feruchemical storages. For reasons seen in TLM he may have a single Hemalurgic Trellium spike, but one spike is never enough to control a being. I think that it may be possible that if someone pierces their body with a Feruchemically charged metal, it may allow external forces to influence, maybe even control them similar to Hemalurgic spikes (though you may need far more Metalminds than spikes to achieve this effect). Investiture exists in all three realms, so if an Invested metal pierces your body, maybe that opens a hole for other things to get in, though likely it wouldn't as pronounced with Feruchemy as with Hemalurgy. TLR also may have inadvertently made himself more vulnerable to Ruin's influence by doing this, especially since Atium- Ruin's own essence- was what his primary Metalminds were made of.
  19. In a previous question, a person asked whether or not a person could Awaken a piece of steak and then stab it with Hemalurgy to produce a proto-Human. In response Brandon replied that was plausable but soulcasting would be better. Using this concept I thought that perhaps, using soulcasting to carve or create a body then stabbing it with a Hemalurgic spike you could perhaps create some form of clone. But then I considered the possibilities and then realized how insane you could get with concepts such as this and how you could possibly make entire new species if done well enough. So reply and say your crazy ideas with all of this
  20. This was inspired by a comment by @IlstrawberrySeed the thread "how to become ludicrously strong". A Kandra can shape its body pretty much any way they like, so long as it obeys the laws of physics (i.e., they can't go too big since it would crush them and they can't go too small because they need enough mass to support cognitive functions). Therefore, you get a two-hundred-ton sphere of nicrosil, might need Soulcasting, put a (relatively) small amount of Identity-blanked Feruchemical nicrosil in it to reprogram the potential Invested output (it spreads out like a gas, so you don't need a ton), and have the Kandra engulf it like an amoeba. Then, you give the Kandra access to Allomantic nicrosil as well as Allomantic duralumin via Hemalurgic spikes. Now the Kandra burns the metal- with the aid of duralumin- gives themselves insanely large quantities of Investiture. Hopefully, the Kandra will ascend (similar to the Well of Ascension) and briefly become a god. Plus, since you gave the power to burn the nicrosil with Hemalurgy, they will most likely fuel their Ascension with Ruin's Investiture. So basically, that's how you create an invested meatball-god of death! A way to improve this would be to increase the potency of the Hemalurgically granted A-nicrosil. Probably stacking multiple Identity-blanked Hemalurgic charges together in the same spike so that the amount of Investiture the Kandra gets per the amount of metal is increased.
  21. Can you steal ANY ability like sand mastery or surges?
  22. We still haven't seen any Hemalurgy of the spiritual quadrant at work. I really, really want to know what these things do though. Unfortunately, this seems unlikely until Brandon Sanderson decides it's time, but for now I will settle for educated guesswork. Here's what I think with my current, limited knowledge: Hemalurgic aluminum: Pretty straightforward, we know it removes all Invested powers from someone, but since it's aluminum, it doesn't keep the Invested charge and the powers are effectively destroyed. I am extremely confident in this particular take on this particular power. The next three are assumptions with what I feel is good reasoning behind them, but are to be taken with a grain of salt until they are proven (or disproven) to be the case. Hemalurgic nicrosil: Steals Investiture. It was mentioned by Sanderson that this is referring to raw Investiture rather than it being a "wild card" and taking any power like Atium. I assume from this that you could give someone Heightening-like effects from Hemalurgic Nicrosil, though unless you found a way to increase the number of charges you could put inside a spike, it wouldn't be very useful (you might be able to do this by Feruchemically blanking the Identity of the donor). What would be most interesting about this though, is that it is a human attribute, not an Invested power. Because of this, it would likely twist you into some inhuman creature, similar to a Koloss or Chimera. So, if someone ever learns to use Hemalurgic nicrosil to extend their lifespan, Scadrial might have a new race of creatures that are a bit like vampires: once humans who gave up their humanity to become effectively immortal. Hemalurgic duralumin: this allows you to take someone else's Identity and Connection. This is a bit confusing, since all Hemalurgy takes a portion of someone else's Identity along with the Power or attribute. I think that it might be done more wholly in this case, perhaps because Connection and Identity are more closely related than we'd once thought? In any case, I think that the Connection part might be useful for transferring skills (similar to Selish Forgery), known languages (like the Malwish medallions), emotional bonds, or even one's tie to time of birth, which might be useful to reduce one's age, but without needing to Compounding Atium since you own Connection to birth would balance with the new Connection, perhaps giving you some kind of "median age" that you'd become. You'd still age, but you could replace the spike with someone else who was youthful eventually (actually sounds a lot like a vampire now. Also, quite possibly evil). The Identity portion might also have some interesting consequences. We know that Singers can change their forms by toggling their Identity via Spren Bonds, so perhaps by using a duralumin spike you could change your race, biological sex, or other facets of your appearance. It really depends on whether you would get extreme changes like we see with most Hemalurgic constructs, or if it works a bit differently for duralumin (which we don't have proof for yet, but Sanderson has done things like this before, such as with aluminum Allomancy or copper Feruchemy; some powers work differently, mostly just because it follows the rule of cool). Hemalurgic chromium: the only metal that we're told only might do something; steal destiny. My current assumption is that this somehow works by manipulating Fortune, which is some kind of "gut feeling" that every person has. I think that Hemalurgic chromium takes someone else's Fortune, but since it has actual pieces of their Spiritweb, it has portions of their Connection and Identity, that it is still "shaped" or "directed" along the same path the donor would have been nudged to take. Perhaps this mean that the Hemalurgist with the new spike would get gut impressions to do things the other person would do, but their own destiny would interfere and push them to make other decisions and their memories, personality, culture, and previous life choices would interfere, altering the path of said destiny. this means that you could try to steal someone else's destiny, but it isn't guaranteed, since destiny is tied to personal choices, past, and location as well as instincts. This is definitely to be taken with a grain of salt though, since we don't have a clear idea of what Fortune really is yet. In any case, these are the headcannons of mine as to what the spiritual Hemalurgic metals can do. I'd love to hear what all of you guys think though, and am open to new ideas as to their functions!
  23. In The Lost Metal, the Set scientists don't know how to program the Investiture in the spikes they make from non-Allomancers. I bet that you could take a Hemalurgic spike that already had an Invested power, then split the spike into multiple smaller spikes. Even though each spike now has a fraction of the power it once provided, you could refill it by spiking some non-Allomancers, possible while using a specialized Command to have the new unprogrammed Investiture use the previously existing investiture as a model to follow. OR, you skip the splitting step and just fuel up a Hemalurgic spike with extra non-Allomancers, and supercharge the power to Lord Ruler levels.
  24. One of the interesting things about Investiture is that the Intent of what Investiture you are using matters. For example, you can only alter yourself so much with Awakening's standard system because Endowment's Intent permeates the Investiture you are using. I think that if you could find a way to craft an Invested power from Endowment's Investiture then, you may be able to transfer it as you would BioChromatic-Breaths. Here's a method that I thought of. Step one: get an Unsealed Metalmind that provides the ability to use Feruchemical gold and aluminum (health and Identity) or a pair of Hemalurgic spikes that provide the same powers. Step two: give the powers to a willing Nalthian who then stores a ton of health while blanking their Identity. NO COMPOUNDING. The health must come from the Nalthian's own Spiritweb. Step three: excise the Invested power of another willing individual via Hemalurgy without killing them (probably an Allomancer or Ferring, though it may be that other Invested powers that are innately part of someone's Spiritweb could work). Step four: have the donor tap the healing from the Unsealed metalmind (or Hemalurgic spikes) to replace the power. And at this point, it is important to know that when you heal a part of someone's Spiritweb, you actually graft an entirely new piece of Investiture on. And in this case, that Investiture came entirely from Endowment, as Nalthian's Spiritwebs are made up entirely of her essence. So now we have an Invested power made up entirely of Endowment's Investiture. This may mean that you could transfer it as you could normal Breaths, though you may have to Connect the donor to Nalthis in order to gain the ability to do so. If this is the case, you could create very powerful individuals, but without the vulnerabilities and limitations of Hemalurgy- though the powers may be able to be drained by things like larken and chromium Mistings, but I'm not sure; this is entirely theoretical. Let me guys know what you think!
  25. In both Feruchemy and Hemalurgy, nicrosil stores Investiture. Yet, I don’t think they function the same, even accounting for different Hemalurgic spikes used on Allomancy and Feruchemy. In particular, Hemalurgy distinguishes between “powers” and “investiture”: both Atium and aluminum mention it Pagerunner The Hemalurgy table, you wrote down "atium steals any power, lerasium is all abilities, nicrosil is Investiture"; what's the difference between those three? Hemalurgic atium, lerasium, and nicrosil. What's powers, abilities, and Investiture? Brandon Sanderson People are Invested in ways that do not give them active powers. So for instance, everyone on Nalthis is Invested. Everyone in the cosmere is, really. You want to steal their Investiture, but they don't have a power. You're still ripping off a piece of their soul. So there is a distinction between the actual Investiture that's in a human being and a specific power that they have. So that distinction is pretty easy. You can also, with Hemalurgy, steal specific things. You can steal just general Investiture. You can steal, if you want--this is where the kandra Blessings come from. You can instead steal specific things that are not like stealing Allomancy. Stealing, for instance, someone's mental acuity. Pagerunner So abilities is like the half that's all the strength, speed, all that kind of stuff? Those are abilities, versus the Metallic Arts are all powers? Brandon Sanderson Yes. Pagerunner Then Investiture, is that offworld magics? Brandon Sanderson No, no, it's the raw power. Pagerunner Nicrosil is their soul? Brandon Sanderson Yes. A piece of their soul, essentially. Pagerunner So how would you go about stealing an offworld power? Brandon Sanderson It's going to depend. A Breath, you would steal with nicrosil. It's general Investiture, is what you would probably going call that. You could forcibly remove someone's Breath from them. The ability to be a Sand Master you would steal with the power ability. JordanCon 2021 (July 16, 2021) The impression I got was that for off world magics, nicrosil would take end neutral magics (you need Investiture from yourself) and end positive would be Atium. Hence why you need to steal Breath with the former and Sand Mastery with the latter. Yet, we know Nicrosil stores both Allomancy and Feruchemy. On top of that, nicrosil metalminds should be able to store Surgebinding kingbirdy (paraphrased) Could Feruchemical nicrosil be used to store other Invested abilities, such as a Returned Breath or the abilities of the Knights Radiant? Brandon Sanderson (paraphrased) Yes, that's possible. DragonCon 2016 (Sept. 4, 2016) So my question is this: does Feruchemy just lack that distinction altogether? I assume so. Hemalurgy is a different system and it makes sense that it might function differently. In that case, you should be able to store Sand Mastery in nicrosil, but not use spikes that way. You could also argue that Atium, as a true wild card, can also steal Investiture. However, that makes aluminum Hemalurgy a bit weird since it removes (not steals) all powers. If all Invesiture were included in aluminum, that implies that it affects the very soul and likely destroys it Nightblood style. Anyway, what do you guys think? Am I missing something here? Let me know your thoughts.
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