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Found 394 results

  1. We remember the scene where Vin swallowed Sazed’s Metalmind and nothing happened. Because the Identity in the Metalmind didn’t match Vin’s. But what if Sazed had access to aluminum and blanked his Identity while Filling the Metalmind? We know that only people with the relevant Feruchemical ability can extract the power from an Unkeyed Metalmind(Ex. Wayne using an Unkeyed Goldmind). But could a Mistborn, or any Allomancer with the matching metal, gain something from it?
  2. There was a creative challenge that my friend told me and I wanted to share here (feel free to do it if you want to): Basically you are coming up with 2 (you can do more but best to go with an even number 2,4,6,8 etc...) new metals which are fully functioning for the metallic arts. Criteria is bullet pointed below: The metals and their alloys must exist in real life (no god metals) Metals can belong to any of the four quadrants (physical, mental/cognitive, temporal/hybrid or enhancement/spiritual) but both the pure metal and its alloy must belong to the same one. Same goes for external/internal. You cannot make up your own quadrants to categorize them in. The pure metal must be a "pull" metal and its alloy must be a "push" metal. The metals must have an allomantic, feruchemical and hemalurgic power which fit with their quadrants Their hemalurgic power cannot grant allomantic or feruchemical powers. i.e. must be a human attribute <optional> The metal has a kandra blessing with a name. i.e. Blessing of <insert name of blessing here> Come up with a misting and ferring name for each metal. For example, here is my own creation (hidden for those that don't really care and for length):
  3. -> Download Version 0.10 here! <- Hey, y'all! First thread on this forum. I'm a student at Future Games in Stockholm, and this is a pet project I'm working on between classes. I'm working in Unreal Engine 4 and its Blueprint visual coding system. I started this a couple of months ago when I was just done with the Hero of Ages and really into the allomancy magic system. I'm currently on Shadow of Self. No plot spoilers! Goal The goal of this project is to make an FPS-style Mistborn game, where you can play around with some schmexy allomancy. As a fan-made game, this will stay free-to-play. Caveat I want to make a good game representation of the Mistborn books, but some things are blocking the way. School. My time is spontaneously devoted to this project. Me. I'm not the most passionate die-hard fan, I just like the idea of a properly made game, as in true to the material. Controls. I want that feeling of being a cool Mistborn, jumping through the mists, throwing things around. But. Computer/console controls are severely limiting to a magical power that should take your whole body to control (Yeah, who knew, huh?). I want the player to have a good time, regardless of having read the books or not, so I will keep controls from being overly complicated. More advanced moves from the books will probably not be possible, so I will focus on making the general moves feel really cool and make sense for the player. Current features These are the features that I have right now. These will be updated as I go along. The most recent additions are in bold. Steelpushing / Ironpulling Mouse buttons for push / pull (on/off) One target at a time Lock onto target (look around and still control the object) Good-enough physics Coin Drop coin in front of camera Pick up coin from ground (added June 23) Hold coin in front of camera (added July 1) Choice to drop coin on ground and instantly push off it (added July 1) Choice to push coin forward from hand (added July 1) Pewter Switch on/off (added July 11) Greater jump height (added July 11) Faster running speed (added July 11) Extra Health (added July 11) Faster Regeneration (added July 11) Higher tolerance towards fall damage (added July 11) Auto-Pewter @ landing (Reactively take damage to pewter instead of Health if not burning) (added July 12) Breaks Breakable Walls (added Jan 03) Tin Switch on/off (added July 20) Makes mist less impeding (added July 20) Makes damage sight-blur less impeding (added Aug 1) Makes bloodshot screen more impeding (added July 28) Take more damage (added July 31) Darkvision (added Dec 30) Level Luthadel Skaa Suburbs A small Skaa area of Luthadel by the wall Nonsensical metal plates placed in various locations for easy testing (don't @ me) Luthadel Skaa Market A bigger Skaa area with larger buildings (added Aug 22) Noble Keep A stone keep with a massive ball room (added Dec 20) Short intro cinematic (added Dec 26) Doors that open with pushing/pulling (added Dec 21) General Downloaded free 3D assets Pickupable coin pouches (added June 23) Sexy, effective mist (added July 31) Pickupable metal vials (added June 25) Tutorial area with signs (added June 25) Pushable coin pouches (added June 24) Breakable Walls (pewter attack) (added Jan 03) (not in demo yet) Teleporters Between Levels (added Jan 05) Player Coin counter (added June 23) Health tracker (added June 24) Fall damage (added June 24) Regen health (added June 24) Metal tracker (added June 25) Auto-pick up coins and vials you pull towards you (added June 26) Pick up metal vials to inventory (added July 30) Drink metal vials from inventory (added July 30) Melee fighting (no animation) (added Aug 26) Walking / Running (added Jan 08) (not in demo yet) Crouching (added Jan 08) (not in demo yet) NPCs Human Downloaded free asset (added Dec 30) Moving around (added Aug 22) Faction system (who reacts in what way to whom) (added Aug 22) Take damage & die (added Aug 22) Damage player and each-other (added Aug 22) Animated attacks with sword (added Dec 30) Animated taking damage and death depending on how it was attacked (coin or hit) (added Dec 30) Drops sword at Death (added Dec 30) Does not detect sneaking players they can't see (added Jan 08) (not in demo yet) Guard post mode (added Jan 09) (not in demo yet) Koloss Downloaded free asset (added Dec 26) Moving around (added Dec 26) Take damage & die (added Dec 27) Damage player and NPCs (added Dec 27) Chases player and NPCs (added Dec 26) Animated movement (added Dec 27) Animated attacks and death (added Dec 28) GUI Health bar (added June 24) Bloodshot screen while damaged (added June 24) Damage blurs your sight (added July 31) Metal bars Steel (added June 25) Iron (added June 25) Pewter (added July 11) Tin (added July 26) Coin amount (added June 25) Pewter Health bar (added July 11) Screen shakes when falling too fast (added July 12) Hold button to open vial inventory (added Aug 1) Metal icons (added Jan 07) (not in demo yet) Sounds Taking fall damage (added June 24) Dying (added June 24) World music (added June 25) Pick up vial (added Aug 1) Drink vial (added June 25) Pick up coin (added June 25) Coinshot (added July 1) Asset Rights Future features
  4. In the RoW Chapter 6 epigraph it is stated that the fabrial function is determined in part by the metal used. I think it would be worthy to ask Brandon if the metals used in the metallic arts are the same that can produce functional fabrials.
  5. Can you Duralumin burst aluminium? I mean it would be difficult as the aluminium would probably be looking to metabolize the duralumin anyway but can you even duralumin burst aluminium in the first place? What about Nicroburst touching an Allomancer, Mistborn or Misting, burning aluminum? Can you use chromium to leech someone's aluminium?
  6. investiture

    huge fan of the cosmere and hopefully will have some cool discussions on here
  7. It seems like it's a good week for Mistborn fangames. Hello again. It's been a while since my last post about this project of mine, but I've made a lot of progress and I'm finally ready to publish my updates. For those who aren't familiar, I've been making a Mistborn game for fun over the past few years. It's not focused on the events of the books (the fact that the player is a little robot ball might give it away), but it does feature several of the same powers, including Iron, Steel, Pewter, and (Feruchemical) Zinc. The main additions New interludes that explain the powers and setting I eventually want to write a story in New sandbox levels, including a completely reworked Luthadel Challenges (time trials, target shooting…) New control modes for pushing in an Area and in a Bubble Sound and music Surprise, surprise - big changes to the controls I'm comfortable with how the physics work now - I haven't made any major changes since my last post. Here's a summary for how the forces in Pushes and Pulls are calculated: As before, the game is available for free on my GitHub. I'm just about to start my final senior semester, but I was able to get a lot done over the winter break. I'm not sure how much time I'll be able to keep putting into this project going forward. There's not a lot of raw content in this update - it was a lot of creating systems to use as a baseline for the future. I've still got plenty I want to do, and I've still got plenty to learn. Plans for the future Optimization. I still have plenty to learn about optimizing unity games for different hardware. I've got very modern hardware, and at maximum settings and a 2560x1440p resolution, it drops to under 50fps in Luthadel due to a bunch of buildings with small parts. I need to clean those up and organize the LODs better. There's a lot of small things in Unity with material and shader management that can make an improvement, but it's hard to wrap my head around. Story. The interludes set the backdrop, but there's more to what happened at the Metallic Arts Research Lab that I want to explore. I haven't written a lot of fanfic before, and this is a pretty unusual medium. Accessibility and Controls. There's a lot of things that I could change to make the game more accessible, like options for UI scaling or toggling instead of holding buttons for certain actions. The gamepad controls are already kind of messy - I'm thinking about combining "Mark for Pulling" and "Mark for Pushing" into a single "Mark for Pushing/Pulling" option, which would open up a shoulder button/keyboard key for something else. It also would work better for an eventual combat system to have a single "Mark" command. Workflow improvements - I've gotten good at struggling my way through modeling, texturing, and baking lighting for Unity environments, but it's always a pain. I'm hoping something will click and I'll find a way to make building locations easier. I generally prefer to make my own environments instead of using the Unity asset store for consistency reasons (if it's all ugly in the same way, it's not ugly - it's an aesthetic). General polish. Better sound effects, more texture and model diversity, things like that. Have fun, and let me know what you think!
  8. ---- Main topic here! Download the current demo here! Imagine you're a Mistborn in Luthadel and you're jumping over rooftops through the mists. That's what this game project is. It's 100% spoiler free if you're familiar with the basic allomantic powers. I'm a student at Future Games in Stockholm, and this is a pet project I'm working on between classes. I'm working in Unreal Engine 4 and its Blueprint visual coding system. I started this a couple of months ago when I was just done with the Hero of Ages and really into the allomancy magic system. The goal of this project is to make an FPS-style Mistborn game, where you can play around with some schmexy allomancy. It's not finished, and probably won't be for a while. However! I'm updating the demo as I go along, so you can see where it's going. What's in it? Currently, it's a playground with the physical powers (steel, iron, pewter and tin), set in Skaa areas of Luthadel by the wall. There are a couple of NPCs (some friends, some not), a koloss, the fabulous mist, coins, vials and plates. There are some tutorial signs posted in the level to help you control your powers. Read the main topic (linked above) to get specifics about the content. What's coming? The mental powers, a progression system, levels and storyline. It'll take a while, but I'm going at it when school's not overwhelming! What now? I dunno! Go play it and tell me what you think!
  9. no row spoilers

    So on Roshar we have the ten surges. The Heralds were given special magic swords, later known as the Honorblades, which granted them access to these mystical powers. As a matter of fact, anyone who bonds one of these blades is granted access to its surges. We also know that spren saw this, and decided they could mimic it. If a spren bonds with a human, through a process known as the Nahel bond, they can grant said human access to the surges as well, and even manifest physically as a replica of one of these swords. Jump cut to Scadrial, where we have a different kind of bond. But is it really so different after all? Sure, the powers are a little different, and you get them not by acting a certain way, but just by having the right amount of investiture in your bloodline. Remember though - something of the Nahel bond is hereditary too. No, not the powers, unfortunately, but there is a physiological difference between the offspring of a surgebinder and the offspring of anyone else. Their eyes. Okay, so what exactly is @Narcoleptic Axolotl proposing here, (you might ask yourself)? Well, I'm glad you asked. . . . yourself. . . . Whatever. I think it's reasonable that Harmony could create weapons that would bestow upon the holder all the powers of a mistborn and full feruchemist. Not totally unlike what the Bands did. You would still need your own metals and metalminds, just like Szeth still needed his own stormlight. And, just like the honorblades, these 'harmonyblades' wouldn't allow for quite the level of efficiency that an invested person can operate with. That meaning, you would have to flare your metals higher to get the same strength a mistborn has. And, while it's not clear what a lack of efficiency in feruchemy would mean, you'd have that too. Now, let's consider the last of the metallic arts. Hemalurgy. I don't think it makes any sense to think the harmonyblade would grant hemalurgic power, unless holding it made you perfectly aware of all the hemalurgic bind points. As useful as that might be, that's not the most interesting aspect of the harmonyblade with hemalurgy. We can assume that the honorblades, like shardblades, are made of Honor's godmetal, Tanavastium. (This WoB is a little confusing, but I've highlighted the part that matters.) So presumably these harmonyblades (maybe harmony-spears, given the spear's significance in Scadrian history) would be made of Harmony's godmetal, Harmonium aka Ettmetal. So, hypothetical scenario, someone's using a harmonyspear and stabs a metalborn. What happens? What attribute is stolen? Surely not nothing. We know godmetals can steal attributes: (again, you need only read the highlighted part.) Well, that's where I come up short. According to the coppermind, Harmonium is extremely reactive with water, and of course blood is like 98% water. (Disclaimer: don't know for sure about that and don't care.) So a spike made of harmonium would be pretty impractical. Maybe stabbing someone with your harmonyspear is a bad idea, because as soon as it pierces the skin, your spearhead starts exploding. Imagine that. Maybe go with a warhammer then? Maybe don't use it as a weapon. After all, its most useful aspect is granting you all allomantic and feruchemical powers. With those, you almost don't need a sword. Just go with obsidian daggers or something, that's stylish in its own way. Okay, that's all I got. Interesting stuff, right?
  10. Remember, how in The Well of Ascension, Zane saw Vin's Atium shadow split when he countered a blow that she hadn't yet dealt? What if you could split your own Electrum shadow with Feruchemical Zinc? If you were analyzing what is happening to your shadow faster than your body can start to act, the effect should theoretically be the same. It can be useful in bomb disposal or electrical maintenance of dangerous systems.
  11. I didn't want to start a new topic about this, but I scoured the forums, the coppermind, and even a few WoB's and I didn't find anything helpful. According to one small blip on the coppermind: That's very nice, but it makes no mention of dust or beads. I know just from memory that both of those were somewhat common ways to ingest metals. Kelsier and Vin take beads of pewter when they run to try to stop Yeden from getting the army slaughtered. Atium seems to only come in bead form, due to the nature of the pits, so I won't focus too much on that. (And I don't know where exactly the Lerasium beads came from, so I won't focus on that either.) Then, we also hear about Spook swallowing tin dust in Urteau, and I'm pretty sure Breeze eats brass dust at some point. Okay, that's not really why I'm here. What I really want to know is how big the beads are. At first, I imagined about the size of a blueberry, before I realized how hard that would be for many people to swallow whole. Now I'm imagining roughly pea-sized, although that might still make them hard to swallow if you're doing several at once. I suppose they could be tiny prills of metal. That would make sense, and be closer to the size of dust and flakes. But no, because when Zane give Vin a bead of what looks like atium, it turns out to be a bead of lead that was just coated with atium. So they can't be that small. And the beads of lerasium probably aren't quite that small either. If we have to continue relying on conjecture alone, I will assume that either: beads of metal vary in size depending on what kind of metal they are, where you got them, etc. Or most beads are roughly pea-sized, maybe a little smaller. I guess I'm kind of pitching this out there to see if anyone has some information I couldn't find. But, since many of the minds on here are more brilliant than I, feel free to theorize further on this ultimately inconsequential topic.
  12. I know nightblood is extremely hard to be pushed, but because it is sentient is it possible to push or pull nightbloods emotions?
  13. Atium let’s whoever is burning it see into the future. Steel compounding allows you to move at unimaginable speeds. Let’s say that a steel compounder saves up steel for years, hiding in his home. A Mistborn saves up atium for years. At the end of x amount of years, they both have a seemingly infinite amount of either speed or atium. (Technically a compounder doesn’t need to save up much speed, but for the scenario we will say they do. We are also going to assume that the Mistborn doesn’t have access to any of the other metals, just atium) I think that the steel compounder would beat the atium burner. Even if you can see into the future, that doesn’t matter if your enemy can move faster than you can react. Thoughts?
  14. Can stormlight be used to fill a metal mind or fuel allomancy? Can burning metal or tapping a metal mind be used to fuel surges? If either is true can they be used to fuel other forms of investiture in the cosmere such as Chromatic Breaths or be fueled by other forms of Investiture? I saw it stated somewhere that Chromatic Breaths can fuel surges.
  15. So, during the first few chapters of Rhythm of War, we read Navani's lecture before the beginning of each chapter, and my mom who just started reading noticed something. Each of the metals pointed out in the lecture are all Allomantic and the effects it's stated to have on spren almost exactly match up. For example: Zinc (aka Rioting) - Causes spren to more strongly manifest in gemstones Brass (aka Soothing) - Causes spren to weaken and withdraw in gemstones Bronze (aka Seeking) - Creates warning Fabrials that can detect objects or entities nearby Pewter (aka Thugs) - Causes a spren's attributes to "express its attribute in force" She also noticed that in Chapter 8, whatever Renarin did to Moash strongly resembled the Eleventh Metal, although I am less sure of the connection between that event and Allomancy. Has anyone else noticed this?
  16. I was doing some digging around on the Coppermind and I had an idea. We know already that metals used to make fabrials often have similar effects as the same metal's use in Allomancy. For example, iron in a fabrial housing makes an attractor, while steel makes a repellent. We see the Fused making use of a fabrial that blocks Radiant powers, and Urithiru has defenses that block Fused powers. What if these fabrials are using chromium housings? Chromium is used in Allomancy to wipe out someone else's metal reserves, but there's also this little tidbit: These effects can be seen: All this being said, I can't actually remember if the metal in the fabrial used by the Fused was identified or not. So I might be entirely wrong. Not sure if I need to spoiler tag things, but I did just in case...
  17. All right. This is something I once thought of: is there a theme for each metal that can fit through the Metallic Arts? I know that tin seems to have one - senses - but I'm trying to find a general pattern to all the metals. I don't have a specific idea, but I think we should work in the general direction of pushing/pulling metals. Here is the list of what metals do in each Metallic Art: Iron - A: pulls on metals. Fe: stores weight. H: steals strength. Steel - A: pushes on metals. Fe: stores physical speed. H: steals physical allomantic powers. Tin - A: enhances senses. Fe: stores senses. H: steals senses. Pewter - A: enhances strength and balance. Fe: storing physical strength. H: steals physical feruchemical powers. Zinc - A: riots emotions. Fe: stores mental speed. H: steals emotional fortitude. Brass - A: soothes emotions. Fe: stores warmth. H: steals cognitive feruchemy. Copper - A: hides allomantic pulses. Fe: stores memory. H: steals mental fortitude, memory, and intelligence. Bronze - A: allows to hear allomantic pulses. Fe: stores wakefulness. H: steals mental allomancy. Aluminum - A: wipes internal allomantic reserves. Fe: stores Identity. H: removes all powers. Duralumin - A: quickly burns any burning metals in powerful burst. Fe: stores connection. H: steals connection and identity. Chromium - A: wipes out target's allomantic reserves. Fe: stores furtune. H: might steal destiny? Nicrosil - A: enhances allomantic burn of target. Fe: stores investiture. H: steals investiture. Gold - A: shows past self (or alternative present self). Fe: stores health. H: steals hybrid feruchemy. Electrum - A: shows possible future of the burner. Fe: stores determination. H: steals enhancement allomancy. Cadmium - A: slows down time. Fe: stores breath. H: steals temporal allomancy. Bendalloy - A: speeds up time. Fe: stores energy. H: steals spiritual feruchemy. Proceed to read the spoiler with caution - it's not too spoilery, but it always pays to be cautious.
  18. Apologies if I'm very late to the party with this, it's been some time since I frequented this forum, so I'm a bit behind on the current WoB's and theories. With Rhythm of War's chapter headings, we now know that I am eager to see your responses. Remember that Sanderson has a tendency for obfuscation when describing things, as evidenced by Roshar's wines, and Aluminum's many descriptors.
  19. TL;DR: ALL of Investiture in the cosmere seems to be, like Stormlight or Voidlight, composed of unique vibrations or pulses. And so, like Stormlight and Voidlight - can it all somehow be combined and/or inverted? I had something of a revelation today, while writing gay fic of all things, and I thought I would share and try to get other peoples' thoughts. Because I might have noticed a connection, but I'm definitely not smart enough to figure out what it means, lol. So, one of Navani's biggest breakthroughs in understanding the various forms of Light on Roshar was realising that Stormlight, Voidlight, Lifelight etc are not just light, not liquid, but sound. Vibration. This allowed her to combine the lights with Raboniel, and it also allowed her to discover its opposite. A large breakthrough for understanding Investiture on Roshar. Except that this is not the only kind of Investiture in the Cosmere we've seen that has vibration as a core part of its nature. Allomancy. Allomancy gives off allomantic pulses to seekers who are burning bronze. Allomancy gives off DISTINCT allomantic pulses, as we saw in the scene where Marsh shows Vin how to use it in The Final Empire. Each metal, when burned, gives off a distinct and unique vibration. Something that can be used to determine a pulling/pushing metal, to determine which specific metal is being burned, and even if it's being flared. The power at the Well of Ascension also pulsed, and so did the 'mist spirit'. Allomancy, as Investiture, also has a unique vibration attached to each source. In Warbreaker, Breaths require sound to activate - they require a carefully, clearly spoken Commands in order to Awaken. They also grant a holder perfect pitch. The Iridescent Tones form a core part of the Nalthis belief system. While not as explicit as in Mistborn, Investiture here also has a clear vibrational component. In Elantris, seons pulse when they speak, and their aons glow. Raoden explains and understands accessing the Dor via drawing different shapes (aons) through which the power can access the physical realm from where it is trapped in the cognitive realm. However, he notes that his books on the topic describe the process via 'pulse length and frequency', which he doesn't understand, but, in the context of all Investiture having a unique vibration to it, makes sense to me. Do I have any idea what this means in real-terms for the cosmere going forwards, and the potential applications of this knowledge in terms of combining, inverting, or altering different forms of Investiture, but this is why I'm posting it here for you smart people to engage with and give me the answers.
  20. Invested objects resist other investiture. A big example of this is Feruchemical metalminds resisting being pushed. But Intent changes how things work. What if an allomancer wielded Nightblood, and communicated with him. Nightblood agreed to letting himself be pushed, so the allomancer tried. This is the conundrum. An invested object resists being pushed, but has given its consent and its Intent it to be pushed. What would happen?
  21. Theory: The four Allomantic quadrants correlate to the Dawnshard quadrants, and the Shardic groupings. I mean: four groups of four for a total of sixteen? Where else have we seen that? Do the Shard groups have internal and external Shards? Pushing and pulling? If Cultivation, Endowment and Ruin are three parts of the ‘Change’ group, then there’s a very good argument for it. E internal; R & C external. R pulling; E & C pushing. I think this group would probably match the physical quadrant. The other likely possible threesome is Honor, Devotion and Dominion. H & De would be internal; Do would be external. H would be pulling and De would be pushing. I’m not sure whether Do would be pulling or pushing. They’d correspond to the Spiritual/ Enhancement quadrant. This grouping would have a Dawnshard about bonds. Unity? I think Ambition and Autonomy are together. If Odium is telling the truth about being ‘Passion’ then it goes here too. Assuming they form a three parts of four: Am & O are internal; Au is external. Am is pulling and O & Au are pushing. This group would probably correlate to the Cognitive/Mental group. This Dawnshard probably has something to do with drive or will. Preservation would be the only known member of the fourth group (unless Odium is actually ‘Void’). P would be external pushing, and the quadrant would correlate to the Temporal/Hybrid group. This Dawnshard probably has something to do with existence/survival. (Possibly irrelevant, because of two feruchemical metals being swapped, but the Hybrid grouping of Feruchemy includes elements necessary for survival - air, food, health, and the will to survive.) If I’m right about all this, then: Change: Cultivation, Endowment, Ruin. Missing: Internal Pulling Shardic intent. Unify?: Honor, Devotion, Dominion. Missing: External Shardic intent; push/pull status unknown. Act?: Ambition, Autonomy, Odium? Missing: External Pulling Shardic intent. Survive?: Preservation. Missing: Internal pushing and pulling and External pulling. Note: I see Pulling as more active and Pushing as more passive. So Ruin ‘pulls’ things toward destruction, while Cultivation ‘pushes’ them to accomplish. I also think ‘pushing’ Shards may be better at seeing the future, but that that is further varied by intent. Thoughts?
  22. Having re-read both Mistborn and White Sand in close proximity, I’ve developed a theory. Although this theory mainly relates to the use of Bendalloy Compounding and Sand Mastery conjunctively, it could be expanded upon to include other topics of how the two most prominent Scadrian magic systems interact with Sand Mastery. Anyways, introduction out of the way, I’ll try to explain how to hack Sand Mastery via Compounding. First of all, I’ll try to explain Sand Mastery. At least, from how I understand it from reading the comics and researching on the Coppermind. Sand Mastery is an end negative result magic, maybe. To use this form of Investiture it requires both water from the body, and the presence of Kinetic Investiture. After using the sand however, the Sand Master becomes dehydrated, and the Kinetic Investiture stored in the sand is lost, meaning not only can the Sand Master risk death, but the sand itself has less Investiture than before. Next, I’ll explain Bendalloy. I’m sure we are all well aware of how it works Allomantically. A Bendalloy Misting creates a bubble of sped up time, quite simple. Though, Feruchemical Bendalloy is interesting in my opinion. A Ferring would be able to store both calories, and hydration, albeit in separate metal minds. So, if one compounded Bendalloy they would no longer need to eat or drink, as their metal minds would be able to sustain their need for calories and water. Now, we reach the cusp of my theory of how to achieve unlimited Sand Mastery. As we’ve already established, to use Sand Mastery, one must be hydrated. Though, if a Sand Master has the ability to Compound Hydration in a Bendalloy Metalmind, they would theoretically be able to fuel their Sand Mastery directly from that Metal Mind. This could lead to some interesting effects. For instance, we know a Feruchemist can draw out their stored attributes at different rates, so if a Bendalloy Twinborn Sand Master drew upon their hydration-mind, how would that affect their Sand Mastery, if it would affect it at all? Would they be able to control more ribbons? Or would it simply just affect the strength of their pre-existing ones? The real main benefit of this, however, is that a Sand Master who is also a Bendalloy Compounder would be able to endlessly Sand Master, as long as there is Invested Sand for them to manipulate. This leads me to the next part of my theory. As stated before, the Sand on the Dayside of Taldain is charged via exposure to Kinetic Investiture. In most cases this is in the form of the Sun of Taldain, though it has been stated that other forms of Kinetic Investiture would be able to fill that role, such as the Rosharan Highstorms, giving use to Sand Mastery across the Cosmere. This is one of the more uncertain parts of this theory, but by this principle, would the Kinetic Investiture released by Allomancy, in this case, Bendalloy Speed Bubble, be enough to recharge Taldainian Sand? If this is the case, the it appears that a Bendalloy Compounder would make the ultimate Sand Master. They would be able to limitlessly Sand Master via the use of Compounding hydration and recharge the Sand they expend via burning Bendalloy. Obviously this is only speculation, as we don’t know if the Kinetic Investiture of a Bendalloy bubble would be enough to re-Invest the Sand as the Sun or a Highstorm would, but I think there is some merit to this theory.
  23. Okay, this may be a stupid question... But, theoretically, could a bronze misting (or mistborn) become a bronze savant? Like the bronze equivalent of what happened to spook in HoA? If so, what would happen? Would they potentially be able to sense through copperclouds, like vin with hemalurgy? Or would they just be able to sense the pulses more clearly?
  24. I was thinking about compounding, and steel crossed my mind. As one of the most useful metals to store an attribute in, as well as one of the most useful allomantic metals to burn, I think steel might be the best metal to be able to compound. You get the power of a coinshot, which is largely accepted to be one of the most useful (and versatile) allomantic power, and also you get to compound speed, which Sazed says in the first book is "one of the most difficult attributes to store up." Besides that, steel is really easy to acquire in large amounts, so you'd practically never have to go without. (Admittedly, you would have to worry about having the right alloy, or you could give yourself a headache when you burn it, but that's a minor trouble.) So you get basically unlimited speed, as well as a limited form of flying/telekinesis I've made my case. Now I invite you to make yours. If you think there's another metal that's more useful to compound, then 1) What is it, and 2) Why is it useful?