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Found 248 results

  1. Simple question: Can Breaths be taken by a spike? I think I saw somebody quoting a WoB that it's not possible but I'm not sure and my searches proved fruitless.
  2. This forum is mainly a response to the thread entitled "Compounding Mechanics", posted by 18th Shard. Here is the link: http://www.17thshard.com/forum/topic/4633-compounding-mechanics/#comment-74496 In that post, 18th Shard theorizes about the mechanics of the magic system and proposes the following possible forms of compounding: Allomancy powering Feruchemy Feruchemy powering Allomancy Allomancy powering Hemalurgy Feruchemy powering Hemalurgy Hemalurgy powering Feruchemy Hemalurgy powering Allomancy This post will cover my personal opinions on the mechanics of these systems as well as the mechanics of the possible compounding types. Feel free to make comments on my theories, propose your own ideas, and mention anything that you believe that I missed. Check out the above link for the mechanics proposed by 18th Shard in his post. First, we have Allomancy powering Feruchemy, or what I call AlloFeru compounding. This type of compounding has been directly proven by the novel, and was used by the Lord Ruler in the first Mistborn novel as well as Miles Hundredlives from the Alloy of Law novel to gain feruchemical power 10x that of the amount stored inside a metalmind by burning it allomantically. I am going over this one because there were debates on how it works. Some people argue that allomancy is merely magnifying the feruchemical effect, but I don't think this is the case. I believe that the feruchemical charge is a filter for the investiture typically gained while burning a metal. So burning a metalmind gives you the same amount of power usually gained from allomantically burning a metal, but in the form of feruchemical power. Also, you only gain the feruchemical effect while burning a metalmind, none of the allomantic effects, so the feruchemical charge in essence creates a new allomantic metal that gives a feruchemical attribute. In a way, the steel without feruchemical charges already has a filter for the investiture, simply by being the right alloy to be an allomantic metal. Let's say, for example, that steel has an innate filter of 0.1 allomantic "charge" (steelpushing) per gram of steel. When burned, investiture is taken from the power of Preservation, and because of the end-positive nature of allomancy, the power is used through the filter, resulting in 10x the power of the filter, in this case 1 allomantic charge per gram. If I were to instead feruchemically invest that piece of steel with 1 feruchemical "charge" (speed) per gram, the steel would adopt the new filter instead, overwriting the original allomantic filter. However, allomancy is still end-positive, so when the steel with the feruchemical filter is burned, the investiture output still results in 10x the power of the filter, or 10 "charges" of speed per gram in this case. I believe the filters and charges for the metals has to do with how the metal views itself in the Cognitive Realm, but that gets into Realmatic Theory, and I am not very experienced in that subject. Next, Feruchemy powering Allomancy, or FeruAllo compounding, seems the most likely other than the already existing AlloFeru compounding. This is the type of compounding that I believe that the Lord Ruler used to drastically increase his Allomantic ability. The original idea proposed for FeruAllo compounding in the post is that you can burn an allomantic metal, then somehow store the allomantic ability in a metalmind instead of using it instantly. This would be beneficial so that the allomantic power could be tapped at much higher rates than possible with normal allomancy for greater power. The difficulty with this theory is that there is no known way to store allomantic power. The first theory presented on the forum argued that because AlloFeru compounding only required that a metalborn be a misting and a ferring in the same metal, the same should be true for FeruAllo compounding. They believed that a metal can store two things: both its feruchemical and allomantic powers. I do not personally support this theory because I feel that AlloFeru compounding works by using both the mechanics of Allomancy and Feruchemy, not by breaking those rules. In Allomancy, one can burn a specific metal and the investiture of Preservation gives them an ability, they are not burning a specific trait or ability, while in Feruchemy they are storing a trait, not a specific metal. So, AlloFeru compounding works because an allomancer can burn the metal independent of what feruchemical traits are attached to that metal, but FeruAllo compounding does not work this way because a feruchemist can only store the specific trait, they cannot store the allomantic abilities that can come from burning that metal. The second theory was that allomantic abilities could be burned and stored by a feruchemist in a nicrosilmind because nicrosil stores investiture. This seemed the most likely to me at first, but when Sanderson released BoM, nicrosil was used in a different way, though I suppose this method could still be possible using a metal with an unknown feruchemical ability (feruchemical lerasium?). The alternate theory that I came up with, which seems the most reasonable to me, has some BoM spoilers so... It is at this point that we get into the more complicated types of compounding, mostly due to the fact that Hemalurgy comes into play. The idea behind Allomancy powering Hemalurgy (AlloHema) is that an allomancer spikes someone to steal a trait from them, then burns that spike, giving the allomancer the stolen trait with increased power. The downside to this is that because the allomancer burns the spike, they gain the trait only as long as they are burning the spike. This theory is somewhat likely, but I believe that there is a slight problem. Similar to when an allomancer burns a metalmind that isn't theirs, the allomancer in this case may be locked out of the power within the spike because it isn't attuned to their spiritweb. The way I see it, there are two different ways to get around this. First, an allomancer could burn a hemalurgic spike that stole an ability from them. The problems with this are that they most likely died from having that part of their spiritweb ripped from the rest of them (though it is possible that they survived), and their spiritweb may not actually be attuned to the ability because that part of their spiritweb was stolen from them. This would also not be very beneficial to them. By burning that spike, they would get increased power for a short time, but as soon as the metal of the spike was gone, they would have lost that ability forever. The other way I see to bypass this is for an allomancer to steal the trait from another person, then spike themself so that the power in the spike is part of their spiritweb. Sanderson has mentioned before that inquisitors could have theoretically burned their eye spikes, but it would have been extremely painful and would have knocked them unconscious. It would most likely be painful because the inquisitor would be burning away part of their spiritweb, ripping it away from them, similar to the way that traits are stolen during Hemalurgy. However, if one could somehow find a way to get rid of or tolerate the pain, they would be able to access the trait given to them by the spike with increased power, even though it would only last as long as they burned the spike. However, it may be impossible to get over the pain, making this form of compounding basically useless. One interesting interaction I thought about was using this form of compounding with, for example, a steel spike granting allomantic steel. By burning the spike, you increase the allomantic power of your steel, which increases the power with which you burn the steel spike, increasing the power again, repeating over and over again almost instantly giving the user infinitely powerful steel allomancy. If this is possible, it would only be possible with metals that could grant their own allomantic ability, such as steel, bronze, aluminum (inert), atium, and one other unknown allomantic temporal metal (not gold- most likely cadmium). The possibilities with these metals (except aluminum) are all interesting; let me know what you think. Next is Feruchemy powering Hemalurgy (FeruHema), where you steal a hemalurgic attribute, then store the attribute in a metalmind to be able to tap at larger rates for greater power. There is a similar problem with this method of compounding as there was with the previous method, namely that the spike's power is not attuned to the compounder. So, similarly, the spike would have to be a trait that was stolen from you, or you would have to spike yourself with the stolen trait. The main debate for this type of compounding is whether feruchemical and hemalurgic charges can interact with each other. If they do, then a feruchemist should be able to directly tap the spike for the stolen trait. My main problem with this theory is that there is no limit to how much hemalurgic charge one can tap from the spike, and though it would probably be related to how powerful the victim was in the stolen trait, it doesn't seem likely that the charges would interact in this way because they are separate systems. My personal theory has spoilers again... Compounding types powered by Hemalurgy, HemaAllo and HemaFeru compounding, are... well... I think they are simpler than they appear. Actually, I believe that they have been used in the series already. The methods for these types of compounding as they were presented in the other post, I believe, are incorrect. Now, this is just a theory, so don't get upset, but compounding is the method of using one of the metallic arts to boost another, and the ideas for those two types of compounding in the post are only used to share investitures with others. For HemaFeru compounding, I believe that feruchemically storing an attribute into a spike would provide a filter, similar to how the feruchemical charge in AlloFeru compounding provided a filter for the power supplied through Allomancy. However, in this case the filter restricts what can be stored and gained during the hemalurgic process. So if I stored feruchemical speed in a spike, I would only be able to steal not only just feruchemical steel, but only my feruchemical steel because the feruchemical charge is attuned to my spiritweb. And, unless I stole my own feruchemical speed through Hemalurgy, I would not be able to steal an attribute from another person because of the filter. Either this is the case, or feruchemical and hemalurgic charges have no interaction with each other, in which case the spike would simply act as it normally would, stealing an attribute, not granting the other person feruchemical charges. For HemaAllo compounding, there is simply no way to store allomantic power in the spike. However, if there was a way, I believe that it would act in a similar way, creating a filter as the feruchemical charge did and having the same result. My theory is that these types of compounding are where you already have an investiture, for example allomantic bronze, and you spike someone and steal their allomantic bronze in order to boost your own allomantic bronze. Sound familiar? If this is the correct way to compound, then Vin was a compounder the entire time. The same goes with HemaFeru compounding, boosting feruchemical power by stealing the same attribute from another person. Its boring, I know, but I believe that it makes the most sense. I wanted to add a little note at the bottom here to suggest the idea that multiple forms of compounding could be used in conjunction with one another, for example AlloFeruAllo compounding, where one stores allomantic investiture, then burns the metalmind for even greater power (or AlloFeruAlloFeruAllo... compounding). There are other combinations that include hemalurgic compounding as well, but I will let you guys look into those on your own. I realize that some of the methods of compounding in this chapter did not follow the compounding rules presented on the forum, but I do not feel that renders these forms of compounding particularly impossible or unlikely. If you feel I have broken fundamental rule of a metallic art, let me know. Edit: If you stored Allomantic Nicrosil investiture in a nicrosilmind and compounded it, it may result in unlimited nicrosil power, and one could compound other nicrosilminds of other investitures to have unlimited power in those Investitures.
  3. "You could tell them from the way they walked... Of course the softly glowing red eyes were another sign." -The Bands of Mourning, pg 433 This is the reference to the first of the "other" Kandra. This was the most impressive part for me in the end of BoM. (Well one of three) This is tied directly to the red haze Wax observed encircling Scadrial. Harmony said it was the presence of something else, a power from beyond the planet. Now I know there is speculation that this is Odium, and I think I can confirm it. We know the void spren are of Odium. They are what make the Thunderclast and what is needed to create storm-form in the Parshendi. These forces have been described as red spren moving like lightning. The also turned the Parshendi's eyes red. Some may see this as a generalization, but there is too much consistency here. In the Song of Secrets they sing: Our gods were born splinters of a soul, Of one who seeks to take control, Destroys all lands that he beholds, with spite. They are his spren, his gift, his price. But the nightforms speak of future life... So these spren are Splinters of Odium. That makes sense. What is interesting is that he made his splinters spren. Until now, the Shards of the various worlds each have different forms of magic, splinters, and goals. However Odium seems to be mimicking Cultivation and Honor as he seeks to destroy them and all that they created. Upon reflection this seemed odd to me. Then I remembered the red eyes The Set have their own Kandra, which means they are not of Harmony. Yet here it is again, it seems that someone is mimicking the tools and followers of Harmony. There are these Void Kandra and the Set has somehow learned about Hemalurgy, and knows how to use it. Remember the dog-men who chased Wax in Shadows of Self? They were new unknown creations. The Lord Ruler experimented with Hemalurgy for 1000 years, and he couldn't make anything more than he had created during his ascension. These things are made from something who understands Hemalurgy like Ruin did and it (probably) isn't Harmony. Now the other thought is that this could be another Shard. Well that is possible, and if that's the case then we cannot know more until the next book comes out. However I hope you see that the parallels between Trell on Scadrial and Odium on Roshar are pretty apparent. So I think this is Odium's plan. He creates mimics who use twisted versions of a shard's power, using the powers and investiture of his foes. This somehow gives him an advantage and might be the key to a shards destruction, using their own power against them somehow. I doubt I was the first one to think about this, but i couldn't see anything posted on this in my search. Even so, the possibilities are endless. I wonder if Scadrial is about to face its first Desolation...
  4. Hi. brandon said that Hemalurgy can steal everythink that in spiritual Web. so od we take gold compounder and using multiple spikes rip apart his entire spiritual web ( gold compounder is need because he need to survive all this spiking) and then if we place all this spikes into a body which had no spirit at all ( maybe after the same process) can we transfer the soul, mind memories and connections to the another body??. if this will be possible, can we also transfer human to the body of Kandra ???
  5. I know this was likely discussed many times over the last 12 years but has anyone else noticed that all of the Symbols for the metallic arts have cross lines and at least in the more modern depictions are stylized to look like spikes? i realize this is a throwback to the Inquisitors and the Steel Ministry BUT is it possible that these cross lines could also indicate the Hemaluric bind points for those particular metals? I am going to dig into the remainder of the symbols and see if i can come up with a more intact theory here but i figured i figured i better check and find out if this is already trod ground.
  6. Alternate title: Base Metals, Blessings, and the Nature of Hemalurgy, a chart (still poorly constructed, but less so) No spikings or murder were committed in the creation of this chart. This chart assumes that the Adventure Game does not correspond to one of the basics laws Hemalurgy, which is Base Metals steal a human attribute (that anyone has); while alloys steal an Allomantic or Feruchemist attribute. You will notice that the first eight metals follow this pattern, we should assume this is true for ALL metals. In other words, just as we assume that Allomancy and Feruchemy have predictable systems that always follow the same pattern, we should assume that Hemalurgy also follows a similar and predictable pattern. In the end, this chart is meant to help you steal powers and influence people. Originally, I created this chart to predict which Metals should give kandra Blessings and what those possible Blessings might be. The chart itself is based on information provided in the AAs and books (and collected on the coppermind). The purpose of this chart is two fold: to argue that Base Metals always provide Human Attributes and Blessings (making those two things linked), and that one can therefore predict what powers a Spike should steal based on that fact. The charts has been split into four categories (Physical, Cognitive, Temporal, and Spiritual)* and Base Metals have been bolded, while Alloys are italicized and bolded, please follow the directions to read the chart correctly. Reading the chart: First Column: Metal; Second: Allomancy; Third: Feruchemy; Fifth: Hemalurgy; Sixth: Blessing --- Physical Metals Iron | pulls metal | store weight | steals strength | increases strength Steel | pushes metal | stores speed | steals Physical Allomancy | none Tin | improve senses | store/improve senses | steals metal fortitude | increases senses Pewter | improves strength/endurance | stores strength | steals Physical Feruchemy | none --- Cognitive Metals Zinc | riots emotion | stores mental speed | steals emotional fortitude | increases emotional fortitude Brass | sooths emotion | stores heat | Steals Cognitive Feruchemy | none Copper | hides Allomancy | stores memories | steals mental fortitude | increases mental sharpness Bronze | detects Allomancy | stores wakefulness | steals Cognitive Allomancy | none --- A note; it seems that the first two Blessings are to do with the Physical Realm, while the next two are to do with the Cognitive; but still basic human abilities. Nothing especially magical. Assuming that all Based metals (like Dirigible suggests) are INDEED stealing human attributes…we need to rewrite the second table (based on the next eight metals) a little bit. Moreover, it seems that the abilities being stolen are appropriately external/internal; almost seeming to switch between something “more” allomantic related then to something more feruchemical. The most obvious example of this is Zinc and Copper. The second chart covers the Temporal and Spiritual Metals; this is where I argue, more or less, that the information provided by the Adventure Game does not live up to canon. Instead, it follows the same Base Metal-Alloy pattern as seen above in the first chart. Predictions for are in parenthesis. (It should be noted that it is possible that Bendalloy/Duralumin steals Feruchemy and Electrum/Aluminum steal Allomancy instead, however, this pattern fits better with the pattern seen in the original eight metals. --- Temporal Metals Cadmium | Slows time | stores breath | steals human attribute (steals breath/temporal) | blessing (breath/energy) Bendalloy | Hastens time | Stores Energy | steals (Temporal Allomancy) | (none) Gold | Shows Past | Stores health | steals human attribute (general health-related; constitution) | blessing (health/healing) Electrum | Shows future | stores determination | steals ("Temporal" Feruchemy)* | (none)** --- Spiritual (Enhancement) Metals Chromium | Removes another’s metals | stores fortune | steals human attribute (fortune) | blessing (fortune) Nicrosil | Flares another’s metals | stores Investiture | Steals ("Enhancement"/Spiritual Feruchemy) | (none} Aluminum | removes one’s metals | stores identity | steals human attribute (identity) | Blessing (identity) Duralumin | Flares one’s metals | stores connection | Steals (“Enhancement”/”Spiritual” Allomancy) | (none) --- In conclusion, this shows that to Bless a kandra, one needs the appropriate metal base. Thus, if a character like Marasi thinks that a Spike meant to provide a Blessing is made of steel, she is wrong and that spike must either be made of some other metal or meant for another purpose. It may be Atium (for experiments to provide Blessings which were unavailable due to lack of appropriate metals in the Final Empire; Atium steals any human attribute, so it presummably provides any Blessing) or a large chuck of Aluminum (stabilizes Identity, makes for resistant kandra, perhaps), but it is likely a metal she is unfamiliar with. Finally, this chart shows that Blessings and Human Attributes are linked, which suggests that part of the process to create a Blessing is abstracting the proper human attribute from the host. The second part, I think, is emphasized by the term itself, the Intent of the Spiker (or perhaps the person from which the Attribute is stolen, but I doubt it) must be to bless the mistwraith with the Attribute, and endow them with consciousness. In making kandra, proper Intent is mandatory. Briefly and alternatively, Hemalurgy might keep "switching". In the Base Eight, the external physical alloy (steel) steals Allomancy, while the internal physical alloy (pewter) steals Feruchemy; and the external cognitive alloy (Brass) steals Feruchemy, while the internal cognitive alloy (bronze) steals steals Allomancy. It is marked on the coppermind that Aluminum steals Enhancement/Spiritual Allomancy, though no source is given. This seems like a rather random fact to pull out of the first three AAs, and the AAs in the Era 2 books do not provide such information, so it seems likely that this is from the Adventure Games as well (which canonically are disputable). If it is the case, though, it's likely that Enhancement/Spiritual Feruchemy is stolen by Chromium, and that Cadmium (Temporal external) steals Allomancy and Gold (Temporal internal) steals Feruchemy. In this case, the alloys would steal human attributes and Blessines. I don't believe this is the case, though, as it isn't support by the evidence provided by the first eight metals or what we know about the patterns seen in both Allomancy and Feruchemy. --- * Given the name temporal metals, but I do not understand how these attributes (Breath, Energy, Health, and Determination) are linked to the temporal existence of a ferring/feruchemist. That's a subject for another topic, though. ** This might be messed up, though, by the fact that Brass and Electrum were accidentally changed, but I am betting it isn't. P.S.: this chart would not exist without Dirigible; whom suggested, some time ago, that Blessings were linked to base metals. P. S.S.: I thought of including which metals are external and internal, and pulling and pushing, but I will only do so if asked. See! No murders, no spikes, indeed! *stuffs corpses with holes into a fridge*
  7. Let's tackle that topic. Unfortunately we lack WoBs about it (or my theoryland search-fu is weaker than I thought) but we can still discuss about it. Feel free to throw WoBs at me. SOURCES There are four main sources of the differences in Allomantic strength: Inherent difference: some Allomancers are born stronger and some are born weaker (and some rebuild themselves during their Ascension...) . I believe the difference is in the amount of the Innate Investiture. Hemalurgy: after charging a spike with the ability of someone else, it adds up to the strength of the Allomancer. That ability remains tied to the spike and spikes hold Investiture, so they steal and add up the Innate Investiture. Nicrosil Feruchemy: it's possible to store Innate Investiture in nicrosil and upon drawing from that storage the Allomantic strength is increased. This obviously changes the amount of Innate Investiture. Savantism: it widens the cracks in the Spiritweb, allowing more power to flow in. Here I am not so sure it changes the amount of the Innate Investiture. WoB: I believe that the amount of the Innate Investiture is directly proportional to the strength of the Connection to Preservation. MECHANISM Now, we are not really sure how does Allomantic Strength work. The main theory is that it allows the Allomancer to burn metal quicker - the normal burning rate is higher than the average and the flaring burning rate is higher than average flaring burning rate. It also assumes that the Investiture density of the metal is fixed - no matter who burns it, the same amount of the metal will produce the same amount of the Investiture. The other theory is that stronger Allomancers get more Investiture from the fixed amount of metal. So here the Investiture density is tied to Allomancer and is directly proportional to the Allomantic strength of the burner. I could see how the amount of the Innate Investiture you have changes the normal burn rate and flaring burn rate but it seems that's not what is happening with savantism. Savantism cracks the soul more "allowing more Investiture to flow in". So it would mean that the burn rate remains the same but more Investiture flows in. I don't like that conclusion but it seems logical. Soo... thoughts, WoBs, counter-evidence?
  8. It seems I forgot various details and because of that I was under impression that for a group of four metals two steal human attributes, one steals Allomantic powers tied to metals in this group and one steals Feruchemical powers tied to metals in this group. It would work like that: tin and iron steal human attributes, while steel/pewter spikes steal Allomantic/Feruchemical powers of iron, steel, tin and pewter. This is clearly not the case. We know that since pewter steal Physical Feruchemical powers, it can also steal Feruchemical gold. (HoA epigraphs number 36 AND a WoB). But... many of the Feruchemical powers are Physical... how does that work? How are Feruchemical metals grouped? Which spikes steal which powers? Metal/Feruchemical power/Spike type Iron: Weight - Physical attribute : Pewter spike (probably) Steel: Physical speed - Physical attribute : Pewter spike (confirmed - Inquisitors had this power) Tin: Senses - Physical attribute : Pewter spike (probably) Pewter: Strength - Physical attribute : Pewter spike (confirmed - Inquisitors had this power) Zinc: Mental speed - Mental attribute : Brass spike (speculation) Brass: Warmth - Physical attribute : Pewter spike (speculation) Copper: Memories - Mental attribute : Brass spike (speculation) Bronze: Wakefulness - no idea. It can be both physical and mental. Probably mental, it'd fit nicely and complete mental attributes. Cadmium: Breath - Physical attribute : Pewter spike (speculation) Bendalloy: Nutrition - Physical attribute : Pewter spike (speculation) Gold: Health - Physical attribute : Pewter spike (confirmed - Inquisitors had this power + epigraphs + WoB) Electrum: Determination - Mental attribute : Brass spike (speculation) Those four are clearly Spiritual powers, so we don't know what spike to use: Chromium: Fortune Nicrosil: Investiture Aluminum: Identity Duraluminum: Connection So it seems that all of base metals Feruchemy is covered by three spikes (Physical powers, Mental powers, Spiritual powers). But going off what we know about Hemalurgy, there is bound to be four spikes of base sixteen stealing Feruchemical powers... EDIT: The question is: can Feruchemical powers even be grouped properly into four even groupings? Especially considering the fact that 'Hybrid' powers are in fact Physical powers and that one of them, Feruchemical gold is stolen by a pewter spike which makes it a Physical power?
  9. Do we have anything more on this "soul proximity thing"? I mean, is it harder to Push on the spike in person than the sum of how hard is to affect a spike and a normal metal piercing person? (spike in person > spike + in person ?)
  10. So this is really obvious but I hadn't considered it until now. Harmony, being part Ruin can still talk to people with Hemalurgic spikes and according to a WoB I just read on the coppermind, Hemalurgy is not tied to Scadrial specifically. Apparently Hemalurgy will eventually be important to later cosmere stuff. I just got to thinking about it. Harmony could potentially talk to anyone spiked by a metal on any one of the other worlds. Granted the "Spiker" would have to have knowledge of Hemalurgy as intent plays a crucial part. It makes me wonder how far Harmony can already stretch. It's known that there are Kandra somewhere on Roshar already. Can he use them as his eyes and ears? Is Harmony seeding planets with Kandra in hopes of piecing together the mystery of Adonalsium? Most importantly should we be keeping our eyes peeled for anyone with piercings to pop up on the other worlds?
  11. I found two confliciting WoBs about who can perform Hemalurgy: This one is from 2015: Any WoBs I missed on this? EDIT: And this one is from 16/02/2016: So I think it pretty much confirms that anyone can use Hemalurgy.
  12. Hey Sharders! Just something fun to do, and I wanted to see what you could come up with. Basically, you take any superhero, like Hulk for instance, and then translate their powers into the Mistborn magic system. For Hulk, I think it fits that he is a Pewter Compounder. For some heroes, it's okay to break the rules-ish. Take Iron Man--He would need both Allowmantic steel and iron to "fly", and he's Iron Man, so naturally he would use some spikes. Obviously, some powers can't really translate. Feruchemy in Green, Allowmancy in Blue, and Hemalurgy in Red. Examples: Hulk--Pewter, Pewter. Iron Man--Steel, Iron, Tin. You don't have to use this system if you know all the terms and such, like Coinshot. Or you can just say F-Atium ect. Whatever works best for you! Have fun, maybe! Edit: If you don't know Marvel/DC, I guess you can do other things, like anime, but as a last resort.
  13. There is a WoB that hemalurgy can work on animals. That makes me belive that if somebody stole human aspect like strength, he could give it to an animal. But how faar can it go? Could it be posssible to stal an aspect from animal and give it to another one,? Maybe someone could even steal it from animals and give it to humans? If it would be possible people could farm animals for their hemalurgic strength of body and senses by creating blessings similar to ones made from kandra. It would be also possible to create incredibly strong hounds or horses, with impresive senses. We could make diffrent animals more loyal with zinc spikes made from dogs (preferably these ones who are so old or sick that should be put to sleep), or improwe their mental capabilities with copper spikes. It would open a whole new ways of changing human body considering how much a kandra can do regardless of what hemalurgical charge is in their spikes. Do you think it is possible? What else could be made with these capabilities?
  14. So I read a WoB that Hemalurgy can be done by someone with right spiritual genes (perhaps there was something about Connection, too). If it's in spiritweb, it can be spiked. So you could spike out out of someone ability to use Hemalurgy or store it in nicrosil... The question is: what would having a stronger ability to do Hemalurgy actually do?
  15. Why did Inquisitors have spikes driven through their eyes in the first place? I mean, there are so many bindpoints that those spikes could surely be inserted somewhere else, so what's the point in depraving them of one of the most basic senses? Did TLR made this deliberately so they'd have another weak point?
  16. So I went to coppermind and I'm confused. For example, page for Hemalurgy says that duraluminium "steals Spiritual Feruchemical powers" while page for duraluminium says that it's unknown what property it steals What do we have confirmed, either by book or WoB? Iron: human strenght Steel: Allomantic Physical powers Tin: human senses Pewter: Feruchemical Physical powers Zinc: human emotional stability Brass: Feruchemical Hybrid powers Copper: human mental fortitude Bronze: Allomantic mental powers Cadmium: ??? Bendalloy: ??? Gold: ??? Electrum: ??? Chromium: ??? Nicrosil: ??? Aluminium: Allomantic enhancement powers Duraluminium: ??? Is that right or did I get something messed up? Or maybe there are some WoBs I don't know about?
  17. Brandon repeatedly stated that TLR used Hemalurgy on himself; that TLR "used Hemalurgy to pull off his most dramatic effects" and that it was the reason he heard Ruin. The thing is, even after BoM and its revelations about the remaining metals, there is no reason for TLR to have spikes. Absolutely zero. There was a WoB that his bracers acted as his spikes, but to act as spikes they had to actually hold a Hemalurgic charge. Are there any WoBs out there which hold more information? Or maybe it was decanonised?
  18. So I finished Secret History and Bands of Mourning recently and I got a super creepy vibe from post-death Kelsier. Despite the fact that he helped the Southern Scadrians, I got the sense that he may be up to no good, with some seriously inscrutiable ulterior motives. In my opinion, he had kind of a negative influence on Spook, since he encouraged Spook to help him experiment with Hemalurgy and Spook later wrote that it might be a good idea to get old or disabled Metalborn to sacrifice themselves to give their power to others. I thought that was pretty creepy for Kell. Plus, the Set has been experimenting with Hemalurgy and they had to learn it somewhere. I dunno, maybe Kell is being influenced by Trell and his "coming back to the Physical Realm" hack has to do with Trellish unknown metals? Something less than savory is going on, and it has me worried. What do you think?
  19. A thing that bothered my mind for a long, long time. How did people of Shardworlds discover the magic in the first place? You see, some are far easier to discover than others. Here's a list. Sel AonDor: Medium before Elantris was built and easy after that. It only requires to wave your hand in the air. At some point someone definitely tried to draw the shape of the country and it went from there. ChayShan: specifical movement. Easy. DakHor: no idea how they discovered it in the first place. Scadrial things get a little complicated when you start to consider the alloys, but there always is some pure base metal around. Feruchemy: easiest of the three - Feruchemist feel a natural draw when they touch the metal, nothing complicated, really. Allomancy: the most unintuitive of all the Shardworlds. How on the tenth name of Damnation would somebody get the idea to swallow metals???? Sure, after Rashek Ascended he easily kicked it off, but we have WoBs on Allomancers being born before. How did they discover their powers? We have a WoB on Alendi being a Seeker. Hemalurgy: even more unintuitive than Allomancy. Not only would somebody had to have the idea to stab somebody and after that get the idea to stab himself with it, but also bindpoints come in play. No idea how it was discovered in the pre-Rashek times (there is a WoB that it was used). Nalthis Breath is noticeable and when somebody said the right words things happened to it. And after that it's just research. Roshar Spren bond people naturally and Stormlight can be inhaled reflexively (as seen many times before Kaladin knew what he was doing) and Surges can be used intuitively. On the easy end of the scope. Discuss.
  20. So as I've been listening through the books again and reading through the forums, I've been trying to figure out something. If magic comes from the Shards, then which Shard made Allomancy? According to Sazed, Allomancy is of Preservation, but look at most of what it does. Most of the applications are short term and often destructive. That sounds more like Ruins pervue than Preservation, yet the mists (which is of preservation) react to Allomancers. My theory is thus: Because Ruin and Preservation couldn't do much of anything without the other having a hand in it (read: the constant struggle for either to get anything done at the end of HoA) then all three Metallic Arts carry both within them, but favor one or the other. Feruchemy is the art of preserving, hands down. You store away your attributes for later use, either in a time of need or to supercharge what is already there. It's long term and deliberate, it's of Preservation. But, there is enough of Ruin in it for copperminds to suffer the same corruption as non-metallic recordings. Allomancy is the flip. It's short term, and often only for immediate or near to immediate use. It relies on metal as a catlyst to burn the investiture inside the person. It is closer to Ruin, which is easiest to see in the power Atium gives. Quick bursts of flashing insight in to the immediate world around them, making them better to kill. While we don't know if that notion of Atium helps to kill is a product of Atium itself or the world it lives in, Elends final chapters make the thought ambiguous. Allomancy favors Ruin, but is birthed by Preservation. That Lerasium burns for everyone says something. Hemalurgy is the most directly built by Ruin. It is destructive in nature. However, I find it ironic that it does, albeit not perfectly, preserves the power it stored. It's leaking, but it's holding in the power. This is me just trying to get my thoughts out and seeing how other people see it. I'm not sure if it's been discussed before.
  21. Using a combination of the Hemalurgy chart in the Hero of Ages Ars Arcanum and the Ars Arcanum from Bands of Mourning, I've complied a chart of what the remaining seven metals do as spikes. NOTE: These are educated guesses, based off of patterns and similarities that I've seen NOTE 2: Where it says "Steals Human ___", that means I don't know what it is, but it steals a human attribute like Senses, Strength, Mental Fortitude, etc. HEMALURGIC POWER Iron: Steals Human Strength Steel: Steals Allomantic Physical Powers Tin: Steals Human Senses Pewter: Steals Feruchemical Physical Powers Zinc: Steals Human Emotional Fortitude Brass: Steals Feruchemical Mental Powers Copper: Steals Human Mental Fortitude Bronze: Steals Allomantic Mental Powers Cadmium: Steals Allomantic Temporal Powers Bendalloy: Steals Human ___ Gold: Steals Feruchemical Temporal Powers Electrum: Steals Human ___ Chromium: Steals Feruchemical Enhancement Powers Nicrosil: Steals Human ___ Aluminum: Steals Allomantic Enhancement Powers Duralumin: Steals Human ___ The way I came up with these is that I figured out that the Physical Pushing metals steal Allomantic and Feruchemical powers, in the order of Allomatic, then Feruchemical. The Mental Pushing metals do the same, in the order of Feruchemical, then Allomatic. Going off of what Aluminum did, I guessed that the Temporal Pulling metals work in the order of Allomantic, and then Feruchemical, and finally, the Enhancement Pulling metals work in order of Feruchemical, and then Allomantic. Or, Physical: Pushing A-F Mental: Pushing F-A Temporal: Pulling A-F Enhancement: Pulling F-A The final thing: I have no idea what Human ___s would be, especially related to Temporal and Enhancement effects. Does anyone have any ideas?
  22. This theory is based on the fact that every magic system we have encountered so far can stand on its own. While some magic systems such as the metallic arts interact easily with each other (which can be explained by them being on the same planet) most other systems require various hacks to get them to interact. My theory is that the powers stealing aspect of hemalurgy is actually such a hack. This may sound weird because of the way we have seen hemalurgy so far, where it is mostly used to steal powers. We need to remember however that two of the three hemalurgic creations of TLR we have seen so far didn't have anything to do with allomatic or feruchemical powers. It also would have been weird that a magic system would be created with the only purpose of interacting with other magic systems. My conclusion is that the original purpose of hemalurgy is the transformation of creatures and to give yourself limited boosts, such as a bit more strength or intelligence. The stealing of powers is just a (perhaps intended) side effect.
  23. According to the coppermind, Aluminium acts as an investiture sink, so any investiture which is put into it will just be "soaked up" by the aluminium, but Aluminium can also be used as a hemalurgic spike, which works on the premise of ripping off a chunk of one's spiritweb, and in a sense 'stapling' into onto the recipient, and to my understanding, your spiritweb and investiture are basically the same thing, so wouldn't the aluminium just absorb it? Have I missed something, if so someone point it out please, and also please correct any wrong facts i've stated
  24. I was going through the forums and looking at all of the theories about investiture, and was thinking about several things. First off, a ton of people(I feel) are getting the power of storing investiture wrong. I'm pretty sure it works(very basically) like this: Let's say you have a Twinborn, with F: Nicrosil, and A: Steel. He/She also has a Hemalurgic spike granting F: Aluminum. He/She decides that they are going to make one of those cool bracelet things that let others have their power. He/She Stores Aluminum, Then Stores Nicrosil into the Nicrosil part of the bracelet. That means that anyone who taps that(anyone can, apparently) Nicrosil will be granted the powers of F: Nicrosil and Aluminum, and A: Steel. Some people thought that Nicrosil gave any ability. Are they right? On another topic, do you remember when Allik said that it was impossible to make a bracelet with 4 powers? Based on what I'm thinking, that is because they need to get Hemalurgic spikes that give them those powers, and that having four puts them under Harmony's influence. So, what would happen if you were to get 16 Allomancers and 16 Feruchemists together and gave them one bracelet each that gave them F: Nicrosil and Aluminum, then had each of them try to store into one Nicrosil bracelet? Since all of their power is unbranded, would it make something like the bands of mourning, or would it not allow them to put all of their powers into one Nicrosil bracelet?
  25. So, I recently visited the dark alley, and a thought came to me: what if you spiked someone who only had powers through hemalurgy through the heart and took their powers. Would they lose their powers, or would the hemalurgy simply fail?