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Found 312 results

  1. I've seen a bunch of discussions on things like this, and people pretty much always have decided that the fullborn would win against people from other magic systems. I do agree that the power of a fullborn are ridiculously overpowered with compounding, but against a herald, the balance could change, as the heralds can be reborn. The reason that this wasn't used in their battles was that they had to stay on Braize to prevent the desolation, while in a fight like this, we could say that they would immediately decide to come back. With this distinction, the fullborn would not be able to kill the herald, while someone at the 10th heightening could create a nightblood2.0 that would be able to kill the herald (although it will feed on their breaths during the usage). Since Nale is the only herald who currently has access to surgebinding, I'd say that he's the herald to put in this fight--of course assuming that he has legal permission. I'd also assume, that for the sake of the fight, the three contestants should be aware of each others abilities. So, who would win: Fullborn(with access to all 16 metals and a coin pouch), Nale(who can be reborn and is a 5th Ideal Skybreaker, with access to a pouch or two of stormlight-infused spheres), or Awakener(who is at the 10th heightening and has assorting things with him to awaken)
  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?
  3. According to the Hemalurgy table Lerasium "steals all powers". My read on this is, that since it is Preservation's God Metal it will preserve the powers it steals. So does this mean it ignores the usual rule of "one power per spike"? And if yes could you use a Lerasium spike on a Full Feruchemist to steal all of his powers? (or for that matter a Mistborn, but that would be idiotic) Also would there still be some power loss?
  4. I finished The Alloy of Law recently and I really like the concept of Compounding metals. I was hoping to start a discussion on what you think the best/coolest metal to compound would be. I would honestly go for steel. Literally nothing could hit you. Let me know your thoughts. : )
  5. Suppose we have a laser beam that is split and one half is sent through a speed bubble. Does any pulse sent on the accelerated route arrive earlier? If not, why? Does a speed bubble change the speed of light? That is a question we can actually answer in the negative. Electrons in atoms are pretty fast in the case of the heavier elements. So fast that their chemical properties are altered by relativistic effects. If you lowered the speed of light by an order of magnitude, it would affect the iron, zinc and cobalt in your enzymes. You would be dead within seconds. Clearly it does not expand space correspondingly, or Wayne couldn't use it to move faster from place to place.
  6. As shadbaldes are made of metal (God Metal, actually), I assume that they can be burned by an allomancer. Does anyone know what this would do?
  7. Something I like to do is make up new metals/powers for the Metallic Arts. I was curious if anyone else ever does this, and what powers they came up with. Here are a few of the ones I've come up with. Cesium: Feruchemy - Stores size (things inside of you shrink/grow as well). Allomancy - Absorb electromagnetic radiation/become invisible (not true invisibility, but more of a shadow shroud). I picked Cesium because it has one of the highest thermal expansions of any metal, and it would be interesting to see someone try to use a metalmind that can melt near room temperature. Cesium-Gold Alloy: Feruchemy - Stores color (become flat grey like a lifeless when storing, gain aura like a Returned when tapping). Allomancy - Emit electromagnetic radiation (pretty much any type, with increasing power required for higher frequencies/eV). Tungsten: Feruchemy - Stores shape (when you store you become soft and gooey like a Kandra. When you tap you become hard *chuckles*. No seriously though, you gain a Superman-like hardness. You can still move, but to external things you would act like something made of wood or metal depending on how fast you tap). Allomancy - Absorb Investiture (you generate a "bubble" of aluminum). Tungsten Steel: Feruchemy - Stores sound (clapping your hands or stomping your feet make almost no sound when storing, the same claps and stomps would sound like gunshots when tapping). Allomancy - Emit Investiture (other peoples powers go haywire near you, but you have basically no control over how. You pretty much become chaos incarnate for other magic users. "Meant to soulcast that into water? Well it turned into live eels instead. Have fun with that."). I tried to keep the Feruchemical powers all in the theme of how you would describe something physically. Size, shape, color and sound. Sound is kind of an odd duck in that group, but I couldn't come up with something better. I can take solace in knowing that bronze and electrum are in the wrong place, so not even Brandon pulled it off perfectly. Well, there's one of my fantasy quadrants on the Metallic Arts table. Hopefully I'm not alone, I would love to hear what kind of crazy stuff other people have thought up.
  8. Okay, so... First post. Yay. I won't waste your time with that though, cause I want to see if anyone agrees with me on this. So hopefully you know what Compounding is; when someone has the same metal in Allomancy and Feruchemy. They can Allomantically burn a charged metalmind to get "tenfold" the amount of power back out of it, using the End-positive nature of Allomancy to generate that extra Feruchemical aspect. So here's my theory on Reverse Compounding, where one would use Feruchemy to increase the amount of power you get out of burning a metal. STEP ONE: Be a Nicrosil Compounder. This can be done using Hemalurgy spikes, if needed. STEP TWO: Spike yourself with another allomantic metal. Preferably not Aluminum. STEP THREE: Charge the everloving heck out of your Nicrosilmind with your spiked Allomantic metal. STEP FOUR: COMPOUND THAT NICROSILMIND TO HECK. STEP FIVE: BURN THE HECK OUT OF THE CORRESPONDING METAL. STEP SIX: PROFIT. And that's the most basic form of Reverse Compounding! And yes... Reverse Compounding Duralumin with another metal alongside it would be even more insane. But we can discuss those scenarios together. P.S. A Fullborn/Full Compounder can do this with no spikes needed. So that's fun.
  9. You have an allomancer skilled enough to apply forces to parts of objects rather than the entirety of an object. He wants to pick up a brass idol from a pedestal without getting close (scary spiders are at the base of the pedestal). The idol has a mass of 25 kg and its height is 1/6 of the distance between the allomancer and the idol. The bottom of the idol is level with the allomancer's center of mass. For simplicity, assume that gravity on Scadrial creates a downwards acceleration of 10 m/s. In order to overcome gravity, the allomancer needs to exert more than 250 N of upwards force on the ball. Let's double it and say that they want to produce 500 Newtons upward. In order to apply that much vertical force by pushing on the top of the ball, the total force of the push must be (500/sin(9.824°) = 3041.38) N. But this push also results in a perpendicular force of 3000 N away from the allomancer. If he pulls on the bottom of the idol to counteract this force, then the net forces will lift the idol straight upwards. (Also, the idol will start spinning like crazy, so if the allomancer wants to keep applying the force, he needs to be good at juggling his target points.)
  10. Skilled mistborn can hover in midair given multiple firmly anchored target points. If the mistborn is hovering next to a building, pushing and pulling on metal beams, the forces look like the above. The numbers in the image are chosen so that the counterforces from pushing and pulling add to 500 N pointed upwards, which is just enough to make a 50kg allomancer hover in the air. And because the two counterforces apply to the same point on the allomancer, she doesn't need to worry about rotation.
  11. Does anyone want to explain how allomantic powers can remain relatively consistant for about a millenia, then after a mere three centuries it's impossible for a mistborn to exist, only mistings? And Feruchemy, which as far as I can tell, if one is a feruchemist in the first series, you have access to the entire slew of metals, and again, three hundred years later, only one metal is possible? Anyone? (Sorry, this is just driving me crazy, especially since I reread some of them recently.)
  12. What would be the effect of a mistborn burning a piece of metal with hemalurgic charge? I have a few thoughts on what may happen and welcome some more. My theories are as of yet: 1. Nothing new will happen as you have too conflicting magic system interacting. The metal would still be able to produce it's allomantic effects, but the hemalurgic charge would not add anything as the two systems are diametrically opposed. Perhaps the hemalurgic charge could even interfere with the allomancy in some way and lessen it's effectiveness? 2. Burning metal with a hemalurgic charge will recieve an increase of the power stored, similar to compounding. This could take several forms I suppose. The allomancer's allomancy could become more potent (although I doubt that because of point one). It could somehow amplify the hemalurgic charge, fuelling the hemalurgy with allomancy, again as seen in compounding. (I don't like this one as much because I don't really see it working.) 3. The hemalurgic charge is applied to the allomancer. This one is weird but I thought that perhaps burning the charged metal kind of exposed your spirit web and allowed the patch of someone elses spirit web to latch onto yours. This one is really weird and I'm not sure if it would even work. But if it does then that'd be an interesting way to get around stabbing spikes into your body. You would of course still experience the effect of hemalurgy, just without the metal spikes. This may also face issues when it comes to where it attaches to your soul, because it may attach randomly and result in incorrect placement. 4. When burning the hemalurgically charged metal, the fragment of the spirit web stored is released to return to the rest of the soul wherever that may be (likely beyond). So they're my thoughts, I am curious to see what you guys think.
  13. So I feel like Brandon has to have built in some reason why this allomantic trick woudn't work, because it would be entirely too OP and easy to do. Say you have too Bendalloy Mistings, named (by uncreative parents) A and B. They are standing side by side. A makes a speed bubble (Bubble 1) around both of them. T B moves to about the edge of bubble 1 and makes bubble 2. Both mistings are now standing in the area where both bubbles overlap. A walks to B and turns off bubble 1. Then he walks to the edge of bubble 2 and does the same thing. Essentially, two Beldalloy mistings use overlapping speed bubbles to travel leapfrog-style. They could go anywhere they want in the space of a heartbeat. It would take a lot of money (to buy a ton of Bendalloy) and two Bendalloy mistings, but someone like the Set would have figured out how to do this, and then be able to steal whatever they want and assasinate whomever they wish. But as I said, this feels like it breaks Brandon's nice balanced magic system, so there's probably some reason it doesn't work... ...right?
  14. What would happen if a kandra were to burn a lerasium bead? We know that when they consume a body they don't gain their allomantic abilities. But if one were to burn lerasium would their spirit web be changed to make them a mistborn? If this were to be combined with what kandra can already do with their malleable bodies, and their blessings, then I imagine you'd have an incredibly effective assassin.
  15. I'm not sure if this has been confirmed, but I've been thinking about the possibility of excessive surgebinding having side effects. On Scadrial, Allomantic savants are, while somewhat rare, not difficult to create. There are already signs that stormlight could be addictive, and I was thinking that if it was possible to gather enough stormlight to be constantly infused for a long period of time they could become not only addicted but perhaps stretch their bodies like an allomancer who flared their metals for too long. If this is possible, what could the effects be? Perhaps become more susceptible to stormlight, and be able to hold it longer? Be able too draw out more power with less infusion? In White Sand, overusing their power increased it greatly, and in Mistborn, it did so as well. Allomantic savants have drawbacks, as shown by Spook in the second and third books, but it definitely increased his power. There's plenty of examples to be found all over the cosmere, and I want to know what it might do to a surgebinder.
  16. Since aluminum is allomantically inert, is there another metal, perhaps duralumin, or (more likely) nicrosil, that doubles allomantic effects? Would steel pushing nicrosil push twice as hard? Or could wearing a nicrosil lined hat double the range or power of emotional allomancy (as subject or object)?
  17. From the album Vin

    This is Vin at the middle of the Final Empire. It is the finnished sketch.
  18. From the album Vin

    A less cropped Vin.
  19. From the album Vin

    This was a very quick sketch. I posted it before I was finnished. It reflects in the art, dosn't it. It is also badly cropped to be able to fit. But yeah, this is Vin at the middle of the Final Empire.
  20. If a normal human on Scadrial were to drink from the Well of Ascension, would they become an Allomancer? Would a human on Sel drinking from the Pool become an Reod Elantrian, as they don't have the Dominion part of the Dor in their body? What would happen if someone drank world-specific Investiture?
  21. So, completely unrelated to Cosmere work, I was doing some research into the nature of metallurgy, specifically carbon structures in steel, and came up with a problem that I haven't seen answered before. It has been well established that allomantic alloys must have precise percentages in order to be effective. For true metallic alloys such as bronze, pewter, and brass, this is not a problem, as the alloy process involves combining the elements involved by heating the components to liquid form. But steel is a problem. Carbon does not liquefy, and often neither does the iron (depending on furnace technology) during the steel forging process. As such, carbon is not evenly distributed through the steel. In larger products, this is mostly irrelevant, as the distribution of the carbon crystal structures in the iron is even enough function. However, this idea falls apart when considering something as small as the metal flakes consumed by allomancers. Because steel is not fully liquefied like other alloys, these flakes cannot possibly have even distribution of carbon in them, and thus will not match the perfect ratio necessary for allomantic efficacy, or even safety as it is strongly implied and in some places stated outright that a bad alloy can kill an allomancer when they burn it. Has this issue been addressed before and I just missed it? What are your thoughts on it? It seems a pretty large hole in one of the key rules of allomancy to have gone completely unnoticed, and I was quite surprised to not find anything on the topic.
  22. *mistborn/Wax and Wayne spoilers* So far we've seen that Aluminum can block emotional allomancy, and that it can't be pushed or pulled by steel/iron. Can it intercept any kind of allomancy? If you put an aluminum sheet between a coinshot and a metal object, would he be able to sense or push it? How about bronze? would aluminum shielding block an allomancer from being sensed by a Seeker? Etc. I'd love to hear if there are any Words of Brandon to this effect, but theories are also welcome. It seems like we're just starting to learn what aluminum can do.
  23. The honorblades are basically Honor's god metal, a condensed aspect of his essence in solid form. If an allomancer were to somehow consume an honorblade, or part of one (a hypothetical situation as I'm not sure it'd be possible) would they be able to burn it and achieve an affect from the metal? If so, I find it interesting that perhaps burning part of Tanavast's power, an allomancer would gain access to the surges in some way? I welcome your thoughts on the matter.
  24. It's been a while since I've been on, but I had a thought while rereading Hero of Ages that is worth some consideration. Allomantic Savants are created by constantly flaring an allomantic metal long enough that it causes physical changes to the body. This prompted a 2 part question. 1) Can someone who gained their allomantic ability via a hemalurgic spike become an Allomantic Savant? 2) If so, what would happen if the spike was subsequently removed? I have my own ideas, but I'm curious what the Shard's hivemind thinks before I taint the pool with my original thoughts. So please, discuss.
  25. If you could find a misting that was hemalurgically enhanced with duralumin, and then you got a nicrosil misting to touch them, could they theoretically stack and multiply the original misting's power?