Search the Community

Showing results for tags 'allomancy'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Brandon and Book News
  • Events, Signings, & Giveaways
  • Columns and Features
  • Site News
  • Shardcast

Forums

  • 17th Shard
    • Introduce Yourself!
    • 17th Shard Discussion
    • The Coppermind Wiki
    • Arcanum Discussion
  • Brandon Sanderson
    • General Brandon Discussion
    • Events and Signings
    • Sanderson Fan Works
    • Arcanum, the Brandon Sanderson Archive
  • The Cosmere
    • Cosmere Q&A
    • Cosmere Discussion
    • Stormlight Archive
    • Mistborn
    • Elantris and Emperor's Soul
    • Warbreaker
    • White Sand
    • Cosmere Short Stories
    • Unpublished Works
  • Non-cosmere Works
    • The Reckoners
    • The Rithmatist
    • Skyward
    • Alcatraz
    • Other Stories
    • The Wheel of Time
  • Related Works
    • Writing Excuses
    • Reading Excuses
    • TWG Archive
  • Community
    • General Discussion
    • Entertainment Discussion
    • Science, Tech, and Math Discussion
    • Creator's Corner
    • Role-Playing
    • Social Groups, Clans, and Guilds

Blogs

  • Chaos' Blog
  • Leinton's Blog
  • 17th Shard Blog
  • KChan's Blog
  • Puck's Blag
  • Brandon's Blog
  • The Name of your Blog
  • Darth Squirrely's Blog
  • Tales of a Firebug
  • borborygmus' Blog
  • Zeadman's Blog
  • zas678's Blog
  • The Basement
  • Addy's Avocations
  • Zarepath's Blog
  • First time reading The Well Of Ascension
  • Seshperankh's Blog
  • "I Have Opinions About Books"
  • Test
  • Which actors would you like to see playing the characters of Mistborn?
  • Drifted Mists
  • Jaron's Realm
  • Roshar Speculative Theories
  • ChrisHamatake's Blog
  • Paradox Flint's Blog
  • Deoradhan's Blog
  • Storm Blessed's Blog
  • Elwynn's Blog
  • firstRainbowRose's Blog
  • Rotabush ShardBlog
  • Hoid's Compendium
  • InterContinental Adventures
  • Claincy Creates
  • WoR Thoughts and Questions
  • Blogfalcon
  • David Coppercloud's Blog
  • yurisses' notes and theories
  • Lark Adventures
  • LUNA's Poetry
  • Inspiration Board
  • Trying to be Useful for a Change
  • The Way of Toasters
  • Cosmere Nerd Things
  • Dapper's Music Blog
  • DA blog
  • Wyn's Adventures in Geekiness
  • Words With Ene
  • thirty-two and a half
  • Dapper's Blog
  • Things to talk about, stuff to do
  • Zelly's Healthy-Accountability Blog
  • Silly Stupid Drawings

Calendars

  • Community Calendar

Found 336 results

  1. What kind of abilities would a person get from being able to Compound aluminum, the sort-of anti-magic metal of Scadrial?
  2. Hello All I was wondering what would happen if let's say I was a twinborn from Pewter allomancy and gold feruchemey. Would I be able to burn Pewter to increase my strength and then use that strength to fill my gold metal minds? Pretty much cheating and using the health granted to me by pewter instead of my own health to fill my gold metal minds. Essentially gaining all the benefits that a gold compounder would get but better in some ways as I do not have to burn any gold doing this. Though filling my metal minds would take longer. Or is that not possible at all and I cannot draw on the power of pewter to fill my metal mind and doing this will just draw on my own power to fill the mind which means I'll still be weak physically while the minds are filling though maybe not as weak as usual since I'm burning pewter but overall my feruchemy is still net-zero and I won't be able to be immortal or fill extreme amounts of health using pewter. I've listened to graphic audiobooks for all Mistborn main series and side stories so don't worry about spoilers. Sorry if the formatting of tags and the title is off, I'm new here and plan to be active way more once I finish the rest of the cosmere stories (only Emperor's soul, white sand and Arcanum stories left). It's just this question was left on my mind.
  3. I was bored, and, like any normal person would, I decided to make my own, non-canon, hypothetical "quadrant" to add to the three Metallic Arts. I used real metals and alloys of those real metals (including the infamous silver), but these effects could easily be Lerasium alloys' effects instead, if you want them to be more canon. 2 of them would be Physical (Cobalt and Nixium, likely would be alloys of Lerasium and iron/steel), and 2 would be Enhancement (Silver and Argentum, would likely be alloys of aluminum and duralumin). I also have a nice little minimalist chart of these 4 set up, just for the fun of it, and for practicing graphic design for later. I'll elaborate on the brief descriptions of the powers in each of the segments of that chart here. - The quadrant itself is the Mystic metals category. It's a nice catch-all term for the somewhat disparate abilities of the metals, without just being "hybrid" again like Feruchemy's hybrid quadrant. - The Mystic Allomantic metals, as mentioned above, are 2 Physical effects and 2 Enhancement effects. Cobalt/Nixium's effects work by altering the overall velocity of a metallic object within reach. Nixium Pushes the metals, adding to their current velocity. However, like Steel, the Pushes are equal and opposite reactions on the Allomancer as well, as if they themselves were Pushing in the same direction that Nixium is adding the velocity in. So to accelerate an object upwards, the Allomancer will be pushed downwards equally in exchange. - Likewise, Cobalt Pulls on metals, reducing their current velocity, including the inevitable pull of gravity, allowing an allomancer to produce hovering footholds with which to leap between. As with Nixium, Cobalt transfers force to the allomancer, meaning that the taken velocity is added to theirs. This results in the allomancer feeling an increased gravitational pull when stopping a metal object from falling, based on the mass of the object being anchored. - Ahh, Silver, silver, silver... A tricky metal to be sure, and quirky enough to explain why it was (and, is) considered Allomantically Inert by all metalborn. Silver works by channeling its power into the "floodgates" of other metals' power, flowing into and through the Allomancer via their other burning metals. When burned by itself, this effect enters a feedback loop of constricting its own power, which induces a nauseating feeling that is almost completely indistinguishable from the sickness of burning a non-allomantic metal or impure alloy. Burning silver and Duralumin amplifies this issue, as the Silver constricts both the duralumin and itself, while the duralumin forces the Silver to expend itself at astronomical rates, causing the silver constriction to intensify to the point where no power can flow, releasing a huge amount of pent-up allomantic power when the constriction wears off, sickening the allomancer deeply, even killing them. Flaring silver and duralumin will kill an allomancer foolish enough to try it. When properly employed, Silver reduces the power output per gram of metal, which may seem purely negative as Aluminum does, but it comes with the added benefit of making the allomancer's metal resources more difficult to Leech or Nicroburst away, keeping them safe from harm while you have Silver to burn. -Argentum, then, is the opposite. It uses the influx of power from Preservation to widen the "floodgates" of other metals burned alongside it. It enhances the power output per gram of metal, which pairs nicely with Duralumin, giving you a further multiplication on power received per second. It also allows you to be a bit more subtle with your burn rate, keeping a low burn while still getting a fair bit of power out of the metals. As you might guess, Argentum-boosted metals are easier to Leech or Nicroburst away. As well, Argentum Savants are not terribly uncommon among Argentum allomancers, due to the fact that by burning Argentum alone, you can have a positive feedback loop of increasing power flowing through via Argentum widening its own "floodgates" over and over. Benefits of Argentum Savantism include a generally improved power output per gram of metal in all metals that the Savant can burn, and an improved ability to control your metals' burn rates. Drawbacks include an addiction-like dependence on Argentum allomancy, as well as a particular vulnerability to being Nicrobursted. Some speculate that the Argentum Allomancer welcomes the rush of power from a Nicroburst on a subconscious level, being familiarized with it from Argentum Allomancy, though this is unconfirmed. - The Mystic Feruchemical metals, then, are quite fun. Cobalt feruchemy is my personal favorite, as it allows the feruchemist to shrink or grow, like ant-man. Cobaltminds are often worn as bracelets at normal size, rings at large size, and a belt at small size, with their standard "big" and "small" sizes being dependent on when the Cobaltmind fits as such. Cobalt Feruchemy also strengthens the body to prevent it from collapsing at larger sizes from the Square-Cube Law, and to allow mobility even at such sizes, much like how Iron feruchemy strengthens the body to allow movement at great weights. - Nixium Feruchemy is rather odd, as it stores Ionic Energy. Fire, Electricity, both can be stored in Nixiumminds, allowing a Nixium feruchemist to quench flames or deplete batteries and charge their metalminds with that type of energy. One Nixiummind cannot store both fire and electrical energy in it at a time, but multiple Nixiumminds can be employed by a Nixium feruchemist to circumvent this. When tapping, the Nixium Feruchemist can direct the stored energy out of their body, typically through the hands, casting lightning bolts or spouts of flame. It's one of the most visually stunning feruchemical powers, to be sure. The Feruchemist is also protected from electrocuting or burning themselves when tapping. - Silver feruchemy stores Light from a small radius around a feruchemist, typically close to their skin, though further out as they store more aggressively. In an enclosed room with a large amount of uncharged silver, a feruchemist can darken the whole room to pitch-black for some time. Tapping Silver causes the Feruchemist to glow, illuminating the area around them. They are also not blinded by the light emitted from their Silver feruchemy, though others can be, making a quick, aggressive tapping of Silver an effective flashbang, of sorts, disorienting foes. (side note: this unintentionally made a pun of Silver-light. I couldn't pass this up after I realized that.) - Argentum Feruchemy stores Sound, a fitting counterpart to Silver. When storing, the feruchemist and his/her immediate surroundings become muted, with the area affected increasing as they store more aggressively. When tapping, sounds produced by the feruchemist become amplified, moreso the more they tap. With enough stored Sound, the feruchemist can create dangerously loud sounds, which is of particular effect against Tineyes or Windwhispers. The feruchemist is also strengthened to be able to withstand the loud noises they produce, unable to deafen themselves. - Cobalt Hemalurgy steals Mystic Allomantic powers. Pretty simple, just like any other allomancy-stealing spike. - Nixium Hemalurgy steals Mystic Feruchemical Powers, which functions just as expected. - Silver Hemalurgy steals Spiritual Fortitude, which is somewhat complex. A spike will enhance the "can't push/pull on metals inside someone" effect, will reinforce the user against Emotional allomantic possession, and even increases the spike threshold for Shardic possession by a net gain of 1 for every silver spike (of average strength). A Silver Kandra Blessing would make them immune to Emotional allomantic possession, and almost fully immune to Shardic possession, in theory being more trouble than it's worth, requiring too much concentration to break through (if we're talking about Ruin trying to control an army of Kandra, Koloss, and Inquisitors, which, isn't likely to happen again. But a Silver Kandra COULD resist Harmony, if they tried hard enough, though that is in part due to his conflicting Intents, rather than the sheer strength of Silver. - Argentum Hemalurgy Steals Physical Immunity, which is to say, potency of your Immune System, and liver. Diseases, and poisons, are reduced in effectiveness against someone with a Nixium spike. So, what do you guys think? These WOULD be more logical as godmetal alloys, i admit, but the idea was too fun to pass up to stave off boredom.
  4. I have a quick question about compounding. We know from Miles Hundredlives that compounding metals exponentially increases your feruchemical abilities. Does this work in reverse? If I were a copper compounder would I be able to make really, really good copperclouds? What does this mean for steelpushing and ironpulling? Thanks! -Channelknight
  5. We know burning duralumin with atium will allow Allomancers (specifically mistborn) to see the ultimate effects of their actions, as Eland did at the end of 'The Hero of Ages'. We know the Lord Ruler had plenty of access to both of these metals and knew their specific effects. And also ruled for a thousand years, which is plenty of time to experiment with all sorts of allomancy (as well as Hemalurgy and Feruchemy) I cannot see any reason why he would not want to try out burning both, or at the very least making another mistborn try it out to see the effects? But I have not seen any mention in the texts of whether that he did try it out or not, or if there was any particular reason he did not want to try it out. If he did use both together though, the consequences for the plot would be weird; he would have known that he would eventually be killed by Vin and exactly what followed in the next two books. Did he follow it through knowing where it would lead maybe? It just seems like an interesting scenario and poses many questions regardless. Was wondering if there is information I've not read yet (has Brandon Sanderson mentioned anything) or general thoughts about it.
  6. So I just thought of something! For atium, you steal one ability hemalurgically, and with lerasium, you steal all of the abilities! This is like the allomancy/ Feruchemy thing! You can only have one or all but what makes this better is that there is one way for you to have two abilities: if you are a twinborn. so what if harmonium hemalurgically steals one of each ability from a magic system! one from Feruchemy, one for allomancy, one for surgebinding, and so on! i feel like this has some merit and I’m losing my spheres/marbles!
  7. We know that Lerasium is the condensed power of preservation, as Atium is to Ruin. The power of shards can exist in material form in solid and liquid states. Logically, it should be able to exist in gaseous form as well (and plasm) which leads me go believe that the Mists are - in fact - Preservation's own power in gaseous form. -Vin is able to absorb the Mists and enhance her Allomancy with it, becoming capable of manipulating metals inside someone else like the LR and perform a Steelpush so powerful it decimates Kredik Shaw. Lerasium turns people into Mistborn, but apparently this is just a side effect. Lerasium's true power is unknown, but we know that using the Mists (a sort of dilute Lerasium) gave Vin a huge boost. According to the wiki, burning enough Lerasium to achieve Savanthood would make one the Shardholder of Preservation; this seems to be what Vin did by absorbing all of the Mists. We know that Leras intended for her to succeed him temporarily, and she Ascended after his death. This makes me wonder, however, what would have happened if Leras still lived and Vin absorbed the Mists - would she have been unable to, as someone already held Preservation? Or, can anyone at anytime take hold of Preservation by burning enough Lerasium? (I know it's unlikely anyone would have access to the relevant amounts) -Lerasium is also unique in that anyone can burn it, thereby becoming Mistborn. Lerasium spikes steal all abilities, much like Atium spikes. The wiki states that Atium spikes are "better" at this than other metals - and I believe that this means Atium spikes lose less power during the transfer. Based on Preservation's intent, however, I believe that: 1- A Lerasium spike is exempt from the Law of Hemalurgic Decay, that is the powers it steals will always remain at full strength, barring that the spike is split. 2- A Lerasium spike isn't just able to steal any ability (like Atium) but will invariably steal and store all abilities. My problem with the second part of this theory is that things beyond Metallic abilities can be stolen, like Investiture and Identity. I'm not sure what the implications of this are. I have no idea what Feruchemical properties Lerasium has. Maybe it can somehow store the Preservation part of people, making the person more destructive while feeding a Lerasium mind, and more Preservative while tapping it? This is, however, rather flimsy guesswork.
  8. What effects happen when you burn flare Copper or use Duralamin and Copper or have a lot of smokers burning in one area. Acording to Brandon it does weird things. We know that normally it can hide you from seeking and life sense. It can dampen the color distortions caused by holding a lot of Breath. And IIRC it can with enough strength block a Parshendie from hearing the Rythms. But what do you think the "weired effects" can be.
  9. so I have found out that a-Nicrosil can nicroburst an awakener. That would make the person pump all of their breath into an object they are awakening. What would that do? I’d assume it would not act like nightblood, because that’s just the power of nightblood.
  10. Mistborn Spoilers
  11. Sitting in class the other day, I found myself thinking about Sanderson's works while holding a pencil. I thought it would make a cool projectile for a coinshot until I realized that the position of the ferrule at the back of the pencil wouldn't keep the tip elevated when pushed. My question is: even though graphite is nonmetallic, do its magnetic properties allow it to be affected by a steelpush? This may be a RAFO thing for the later eras, but I thought I'd ask.
  12. I'm sure most people have wondered about or wished that there was more than just Mistings of a single metal and Mistborn with all the metals, or Ferrings and Full Feruchemists. I can't say I know exactly why Brandon limited things to that (though I am aware of his magical philosophy that limitations are more interesting than powers, and I agree, they are), but every now and then I've found myself wondering what would happen if Metalborn could exist with a push/pull pair, or all 4 metals of a quadrant, or all the pulling metals, or all the pushing metals. So I figured I'd make a topic where we can discuss which sets we'd want, or which ones you think are particularly powerful or interesting (tin/pewter pair, for example) or theorycrafting little things like what certain names would be for these hypothetical Metalborn. If I had a push/pull pair of Allomantic metals, I'd probably go with Chromium/Nicrosil. Leeching is super useful against all kinds of Invested things, and Nicrobursting can be even more chaotic or helpful, depending on who you use it on, and whether you're coordinating the timing of the burst or trying to surprise them with it. For feruchemy, even though they're not divided by push/pull & internal/external, I'd probably take the pair of... Well... Chromium and Nicrosil, actually. Fortune manipulation fascinates me, in general, and F-Nicrosil can be powerful and versatile under the right conditions. So what would you pick, if you could have a set of Metalborn powers between Misting/Ferring and Mistborn/Full Feruchemist?
  13. We all know that Hoid has a weakness . If he even thinks about causing harm to someone who is not a cognitive shadow he experiences incapacitating pain . So this got me wondering what all he could do if for example some Fused caught up to him . They are Cognitive shadows so maybe he could hurt them? I also wondered if the 17th Shard tried to take him prisoner could he indirectly fight ? 1. Could he use emotional allomancy to make them fear him so he could scare them off ? Or perhaps talk them into letting him go 2. Could he use Breath and say enchant his cloak and say defend me ? Could he create Lifeless and have them fight for him ? 3. Let’s say there is a pit in the floor and someone is chasing him , could he use lightweaving and make the pit appear to be solid ground ? Or would that cause him pain 4. Let’s say 4 Fused are attacking him . He used lightweaving to appear as a Fused and make another Fused appear as him . The other Fused unwittingly attack there fellow would Hoids weakness key in because he didn’t harm anybody what situations or powers do you think he could get away with and which can’t he . ? I had this idea that he is not helpless . I think he do Alot and get away with it if it’s indirect enough . My favorite is Hoid is in a bar up comes the 17 Shard . Hoid puts some poison in his glass . Then uses emotional allomancy to Riot everyone sense of thirst in the bar , he flairs it in fact and sets his cup of poisoned wine down in front of him as the 17 Shard surrounds him . If one of them drank the poison because he was so thirsty that’s not him harming them , they harmed themselves ... idk what do you guys think ?
  14. I was thinking about a duralumin enhanced atium burst when I came up with a hypothetical scenario say a seer ingested leresium, making him a mistborn. He would have a very enhanced atium burn, but what would that do? Would you be able to see what another person’s reaction is to a certain move you make, allowing you to choose the best way of attack, or would something else happen?
  15. Summing up this one Q&A at the starsight release thing. It's not on the Arcanum WoB thing yet but someone should put it on there. Link to the question is at the bottom. Basically, he says it is indeed possible for a Mistborn to burn a piece of a Shardblade, though it would be hard to make happen. If a Mistborn were to do this, it would act as an alloy of the godmetal of Honor and would do something (of course, what it does is a RAFO). Now, I appreciate y'all's thoughts on this or what it might do, though I don't think we can go very far there. However, I would also like to point to the fact that, including all the godmetals and their alloys and all that, there should be a lot of different metals, each (likely) with Allomantic, Feruchemical, and Hemalurgic abilities. My main problem is I am, really, out of ideas when it comes to what any of these new and unknown metals would be able to do. Like, what we already have covers a lot. What else is there? And that is where I invite ideas on new powers and abilities for metals. Check out all the ideas (not necessarily theories) inside the spoiler thing. I will edit it when new ideas come along. Thoughts? The ideas don't even have to be viable, just interesting. https://www.youtube.com/watch?v=a9lgxCojYzY at point 55:49
  16. Hey guys, I've been working for a while now on the prototype for The Children of Preservation, a Mistborn themed 2D Platformer. It started as a fan tribute to Mistborn, I wanted to learn Unity with a cool project. But the first version had a good response from the community (I shared it mostly on Facebook groups). So I worked to make the prototype a bit more immersive, added more metals to burn, and other features like Hemalurgy. Before you try it out, I want to make sure you know a few things. 1 Everything needs to be polished. 2 I made custom artwork for the prototype so it was more immersive, but I'm no designer. The artwork would improve for a full version of the game. 3 I appreciate any feedback. Please don't hold back any notes. Those will be really helpful if there's a full version of the game. You can download the prototype for free here: https://dnxgaming.itch.io/the-children-of-preservation You can also take a look at the short teaser I made: Sadly, I don't have the resources to make a full version of the game on my own. I would need either a crowdfunding campaign or a publisher to get the right people and amount of time to develop it. In order to get that I would need a license. Which is not going to be easy. So, I'm asking for the support of the community to give the concept some momentum. If you want to see a full version of The Children of Preservation with awesome graphics and polished mechanics please drop a review at Itch.io or like the Facebook Page. Thanks!
  17. So I have just backed the 'Mistborn Metal Dice' project on Kickstarter by Crafty Games - they ahve created the Mistborn RPGs and the Mistborn: House War tabletop game in the past... Therefore, anything which they produce, usually has high involvement from Brandon. In the description of the dice, the 20 of which all are based around a different Allomantic metal, it describes Harmonium as the following: (God, Internal, Pushing) - Unknown in the Classis Era, Harmonium replicates the effects of nearby Allomantic or Feruchemical metals DISCUSS!
  18. Can Allomancy be used in the Cognitive Realm? In Secret History, Kelsier cannot use Allomancy while in the Cognitive Realm. I realize this could also be due to him not having any connection with the Physical Realm as a Cognitive Shadow but he also noted that "the souls of metal and men are the same", both glowing when viewed from the Cognitive Realm. I simply took it to mean that Allomancy doesn't work in the Cognitive but now I'm not so sure. After all, metal can be brought to the Cognitive Realm, but can they be burned while in the Cognitive Realm? Same question about Feruchemy. Can one store or tap an attribute in the Cognitive Realm? I think yes... With Hemalurgy, I want to ask who fuels it? I mean Hemalurgy is Ruin's magic, I think Ruin only fuels the theft and grafting of the stolen attributes, and that he does not provide the Investiture to fuel any stolen Investiture art, that either the original Shard still provides the necessary Investiture or that it goes through Ruin somehow, who corrupts the Investiture then passes it to the Hemalurgist. Preservation used Ruin's Investiture in the form of Atium to fuel Allomancy, but how did it also work with Feruchemy, which is of both Ruin and Preservation? I understood the concept of Atium as just a source of Investiture within Preservation's system of Allomancy but what about Hemalurgy? Trell is doing the reverse with Trellium in Ruin's system, now Harmony's system, of Hemalurgy. Shouldn't Harmony be able to sense something? The use of Hemalurgy isn't instantaneous, it's a two step process: first you have to spike someone's attributes, then you have to spike yourself. I would say Harmony should be able to sense both, even if all he's providing the Investiture for is the theft and the grafting. Plus, at the end of 'Bands of Mourning', he told Wax that "[Harmony] always take the time to have this walk". Yet he missed the spiked souls? Don't tell me that the Set managed to keep the spiked ones alive after doing that!
  19. So, I was wondering, how would Allomancers and Ferochemists be used in today's society? What would their jobs be? How would the public cope? Would the power go to them, or would they be used as weapons? Or would they be feared? What are your thoughts?
  20. A duralumin Ferring can store Connection, and a duralumin Compounder can have unlimited Connection. How can our Compounder use this to become a Mistborn? Lerasium Lerasium, Preservation's godmetal, grants Allomancy. To do this, it rewrites your Spiritual DNA, increasing your Connection to Preservation. For Allomancers, metals are a 'key' that lets them use Preservation's Investiture through the Connection. Duralumin Feruchemy: A duralumin Ferring can store Connection. Since tin and nicrosil Ferrings can store selectively, duralumin Ferrings should be able to do the same. Everyone on Scadrial is Connected to Preservation, so a duralumin Ferring should be able to store this once he knows what he's looking for. Allomancy: A duralumin Misting can burn duralumin. If he's also a duralumin Ferring, he can burn his own metalminds for tenfold return-this is called compounding. It's not really infinite Feruchemy, though-a compounder is still limited by how fast they can burn their metalminds. With just a few flakes of steel, Wax can Steelpush for quite a while, so burning seems pretty slow. It would take a while for a normal compounder to get through a metalmind. Our duralumin compounder is not a normal compounder, though. Duralumin Allomancy burns through metals instantly and releases all the power at once, so our compounder is not limited by burning speed. He can get absurd amounts of Connection to Preservation instantly. Savancy: Using lots of Investiture rewrites your Spiritweb, making you a savant. If you're constantly tapping huge amounts of Connection to Preservation, savancy might rewrite your sDNA to have a permanent Connection with Preservation. If it doesn't, then a duralumin compounder can still be a Mistborn-he just has to tap Connection when he wants to use Allomancy. Other Theories The Set's breeding program: As of Bands of Mourning, the Set seem to have changed their goals. Even if the breeding program continues, a child of two Allomancers should have around the same Allomantic potential as their parents, so where does the Mistborn come from? Hemalurgy: That would take a lot of spikes. Harmony could control them easily, and if he didn't care about it, a regular Soother supported by a Nicroburst would do the trick too. It wouldn't be hard to deal with a Mistborn made this way. Nicrosil Compounding: Unsealed metalminds interfere with each other, but if that's solved, then a nicrosil compounder could become Mistborn with medallions. However, since they can compound the ability to use Allomancy, their Allomancy could be as powerful as the Lord Ruler's. That's too powerful-a serial killer with the Lord Ruler's Allomancy could kill everyone in a city with Rioting alone. Kelsier: He made the Bands of Mourning. He's probably Fullborn, so he can only lose by act of God. Also, removing Kelsier's eye-spike would remove his Connection to the Physical Realm, and that sounds a lot like 'removing the Lord Ruler's bracers means that he ages to dust'.
  21. So Atium removes all powers right ? So suppose I spiked a mistborn and used it on myself . Would I became a Mistborn with all 16 powers ?? What if I spiked Tlr ? Would I become Fullborn , all 32 abilities and compounding included ? Would Tlr survive the process ? If he does , would he still be Fullborn ? Or would he become a normie human ? Would he be ' worse than a drab ' ? Would a single spike accomplish all this ?
  22. Update 1.2.1 – The Zinc Peripheral In Invested 1.2.1, the sphere's had a zinc peripheral installed, letting it use feruchemical zinc to increase its processing speed and slow down time. This makes it easier to fire coins while flying and select targets for Pushing and Pulling in the heat of the moment. See the changelog for all changes, but here's one in particular: you don't have to select targets before Pushing or Pulling on them. Trying to Push with no targets selected will Push on whatever metal you're looking at (dubbed "vacuous" Push/Pulling). This means you can fly around Luthadel without touching the keyboard. Since some of the controls have changed, be sure to check the in-game Help Overlay as a refresher. Next step: Means of quickly choosing different methods of controlling Pushes and Pulls. One of these will be a method for Pushing on all targets in a general direction, which Wax does a lot in the books. Another is the famous steel bubble. If math gets anyone excited, here's the fun differential equation I wrote for the intensity of the visual effect during zinc time. Fiddle with the variables and try to figure out what they're for, 'cause I ain't telling. X-axis is percentage of zinc remaining in the bank, and y-axis is intensity. Hope everyone's having a good summer. As always, let me know your thoughts. Update 1.2 Last year, I began working on a game/simulation implementing the magic system of Allomancy. I made a thread several months ago to document the initial state of the game and discuss different ways to mathematically model Pushing and Pulling. I establish a lot of the physics of the game there, so I recommend you read it if you haven't already. I've worked on the project a lot over the past few months. This post will be separated into three main sections: the first, focusing on the physics; the second, focusing on the game (with an interlude for more physics); and my plans for the future. Here is the second update on the progress of Invested. The Physics In Pagerunner's famous thread, I made several simulations comparing different models of Pushing and Pulling, showing off how Pushing duels could work as well as what happens when the coin you're Pushing suddenly hits a solid wall/ground. Those simulations can be all viewed in-game, so feel free to examine them yourself and experiment with the Allomancy settings. If we assume anchors do nothing special for your Pushes, Allomancy behaves like an undamped spring. If you push off of a coin into the air, you'll oscillate up to your max height, then fall all the way back down to the ground, then back up, and so on. Changing the relationship between distance and strength doesn’t change the behavior of the system. Pushing duels work in a similar way. The 10 cubes are allomancers, anchored to the ground. Without any dampening, you get a boring spring. The only model I could find that solved both of these problems was the infamous theory that the strength of Pushes is a function of velocity. In case you haven't been following those conversations, this theory (in its most basic form) claims "the higher the relative velocity between the Allomancer and target, the weaker the Allomantic force." Pushes on anchored coins will be stronger than Pushes on unanchored coins because anchored coins are completely stationary (that is, the relative velocity between the Allomancer and target is much smaller). The flavor of this theory that works best in the game (in my opinion) reverses the effect when the relative velocity is negative, i.e. when the Allomancer and target are moving towards each other. This means that Pushes on targets flying towards you are even more stronger than Pushes on targets flying away from you. When you're falling and throw a coin down, your Push will be weak until the coin hits the ground. Then, your relative velocity will be negative, and the Allomantic force will increase significantly, giving you a "jolt" as soon as the coin hits. This is the effect we see in the books, so it's what I have enabled by default in the game. With this model, Allomancers stabilize near their maximum height, rather than oscillate about it: Changing the constant used in the calculation of this velocity factor makes the system more critically/under-damped: Watch how duels play out. I've also unanchored the Allomancers, and this looks a lot more like how I envision Pushing duels in the books. The strength of the Allomancer is important, but weight determines who will move in the end. Again, you can experiment with these settings at any moment. The Game The player is a "primer sphere" - an Allomechanical construct or fabrial. It is an experimental device designed to test the limits of Scadrian magic. The sphere's mechanical nature gives it full control of its body and moment, allowing it to roll across surfaces and jump. This is enhanced by the first metal the sphere can burn: pewter. This is used for sprinting and pewter-jumping. By passively burning pewter, the sphere exerts a greater force while moving, allowing it to better anchor itself or move while Pushing and Pulling. While burning pewter and jumping, the sphere jumps further in that direction and can jump off or up walls or kick away small objects. Secondly, the primer sphere can burn iron and steel. Passively burning either of these metals reveals all nearby sources of metals. The wider the line, the heavier the source. The brighter the line, the stronger the potential Push on that metal. The sphere can "Pull-target" and "Push-target" one or more metals at once. When a metal is Pull-targeted, it can be Pulled on - likewise for Push-targets and Pushing. (Interlude: physics) After all the calculations are done, the player has some Allomantic Force they exert on the target. The mass of iron or steel burned is directly proportional to the net force they exert. If you're pushing with 1000N of force, you're burning 1000mg, or 1g, of iron every second. There's actually a WoB that mildly contradicts this: according to Brandon, metal burning speed is proportional to power drawn, not force. There are two reasons for why I make burn rate proportional to force. First, I can't be sure if Brandon is talking about "power" with the definition used in physics (i.e. a change in energy over time). If not, then there's nothing to worry about; the novels are wobbly enough to not be sure how precisely metals are burned. Still, in the future, I might shift things around to have all calculations work around power/energy rather than force, but the former is harder to calculate than the latter. My college-level textbook only talks about power in regards to applying a force to an object such that it moves at a constant velocity, so the math would get… difficult. I'm working on a model called "Distributed Power" based off of Pagerunner's model 3 that does something similar to this, but it's a work in progress. The main difference between force and power (in this context) is that power is a function of velocity; but, if we're using the Exponential with Velocity model, force still changes with velocity, just with a different relationship. There's potential for a fair bit of discussion in regards to this. The second, more important reason for making burn rate a function of force is reduce obfuscation - if you're consistently Pushing with 1000N, you know you're losing exactly 1g of steel every second. If you have only 10g of steel left, your intelligent lizard brain can figure out how long you can keep up that push. This relationship is more intuitive for the player, and changing this to power would lose that clarity. (end interlude) It wouldn't be Mistborn if you couldn't throw coins. You can toss coins. If you Push while doing this, you'll fire coins directly towards the crosshair. Holding "jump" while tossing a coin will throw it downward, useful for cruising above the ground or a smooth landing. There's also a "Coinshot mode." With this, holding down Push (right-click) and pressing Pull (left-click) will instead throw a coin. This makes throwing coins work more like a conventional FPS where the LMB fires bullets. This (along with all of the controls, I guess) is a WIP. There are a few scenes for the player to play around in: a tutorial and several sandboxes (as well as the Sandbox, which has some fun zero-gravity targets). cracks knuckles cries in GTX 965M Turns On Motion Blur it's gamer time (recorded back when I only had my laptop at school) There is an assortment of other videos here. The Future We've talked a lot about Newton's third law a lot, but let's take a look at Sanderson's third law: "Expand on what you have already, before you add something new." Better ways of throwing coins Changing between semi-automatic and fully-automatic coin-throwing Throwing multiple coins in different patterns Oftentimes in the books, you see Mistborn throwing a "spray" of coins at an enemy like a shotgun blast. Pewter From the start, my plan with pewter was for it to work like a shield in other games, where burning it will prevent you directly losing health. Once health actually becomes a thing, pewter will serve this purpose. HUD General polish is needed. It should be more clear when metal reserves are refilled, coins are picked up, on-screen text changes, etc. Sound The game's completely mute at the moment. I have little experience with sound design and production, so having a meaningful sound system is still a ways away. Controls I've been living in my own bubble, so I've grown accustomed my choice in keybinds. I am absolutely certain think that they're not the most intuitive. If you play the game, please let me know which controls make sense and which ones don't. Argent threw in the idea of using bullet time (or, perhaps, Feruchemical zinc time) for steel and iron. It would help a lot to make Pushing, Pulling, and target selection easier. In general, make target selection better. When you're surrounded by metal objects, there is a lot of visual clutter on the screen. I need to make a better system of prioritizing target selection so that you can say "I want to choose this target" and not accidentally select a target in front of or behind it. I definitely plan on adding macros/techniques for Pushing and Pulling. Vin's Horseshoe Wheel is one example. What I call the "centrifuge" is another - Pulling an object such that it orbits around your body, then releasing it such that it flies in the targeted direction. Lurchers never got their fair share of offensive combat in the books, so I want to show how formidable they can be, with a spicy little feedback loop or two. Other Allomantic metals Tin: zooming in, informative HUD elements about the environment, dispelling mists/visible stars in Luthadel. Bronze: see nearby sources of kinetic Investiture, such as puzzle elements or enemies that would try to Push on you. My requests for you: Play the game! You can download it from my GitHub. What controls make the most sense for you? What bugs and physics kinks do you find? Sanderson's 0th law says to err on the side of awesome. What should I add that would be fun? Mistborn is a fantasy novel, after all - so what are your fantasies for Allomancy in a game?
  23. We have seen in era 2 that allomancy is integrated into every day life on Northern Scadrial. We see this with the postal crevice using coinshots to deliver mail, leaches being used in the police, rioters and soother in politics and I assume pewter arms in labor. I was wondering what other uses of allomancy (not tech based) would be out there that we do not see. I would say that there are definitely coinshots and tineyes in the music industry. Imagine a really skilled coinshot or lurcher pushing or pulling on the strings of a violin or guitar. They could literally play with no hands and tineyes are a no brainer (perfect pitch anyone). When electricity becomes wide spread I can just see coinshots or lurches being used to spin turbines (obviously before the use of Harmonium becomes wide spread). what are some other everyday jobs you can see allomancers (or Ferrings for that matter) doing on Scadrial.
  24. I have come to the conclusion that we are on the brink of technological breakthrough, where it is possible someone as invisible as the Lord ruler. The other powers may also be acquired (like strong field paramagnetic equipment). Anyways the basic powers for invisibility are of two components, no aging and near instantaneous healing. Instantaneous healing can be achieved by nanobotic immunity. A group of nanobots programmed to certain tasks such as 3d print cells of the body, immune cells, muscle cells. These nanobots are going to be floating around in the blood stream, the blood viscosity may be troublesome but manageable. A spear pierced right through the chest, the nanobots seal the wound instantaneously. I pull it out, the aorta is sealed shut brand new. Aging can be checked by gene modification. Nature already has the solution. NAKED MOLE RATS don't die of aging or cancer. Their gees can be forced expressed nd isolated and an the gene can be injected by various means. So, we are ready to hit the technological satisfaction. The end (for at least a thousand years I believe). PS Sorry for the long post, but I am a nerd in college and started reading the books. Being a medical student I came to my view scientifically. I didn't know where to post but accept this as an introduction post.
  25. My question for you all is, are there advance skills in steel pushing and Iron pulling that we haven't seen yet. I have a few ideas on abilities that steel and iron allomancy should be able to do. Create steel and iron lines not from one center of gravity. Allomancers can see non metallic objects due to the trace metals in those objects. This is due probably to a change in perception (as we know that perception can limit or expand on a magic users abilities). So if the Allomancer is able to trick him/her self into thinking say their hand is their center of gravity, then I see no reason that the can't the blue line come form there. Bend or twist the blue lines. Again this will hinge on whether perception can interfere in an allomancers ability with there metal. If an Allomancer perceives that the blue don't have to all ways be straight then they should be able to make them bend or twist. This will mean that then can push or pull on an angle. what other abilities that you think allomancers should be able to accomplish but are can't because they are putting artificial limits on themselves.