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Showing results for tags 'hemalurgic decay'.
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We know that hemalurgy weakens over time, in hemalurgic decay, but if you've seen a decay graph you know that it never reaches 0. does that mean that once something is hemalurgic it will be so for the rest of eternity. That means that you could theoretically turn all metal hemalurgic by constantly diluting then splitting it to make more. Even though the effects you get from it would probably be miniscule, it would still grant a connection to Ruin. Era 2 spoiler.
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There's a short story about Allomancer Jak interacting with a group of Koloss. Inside the story, he finds a treasure; a pile of old Koloss spikes which are kept within a box lined with aluminum. Now, we know that aluminum can prevent a Hemalurgic spike from leaking Investiture, but I had assumed that it worked like gas under pressure, so aluminum would only work to prevent leakage if it were an air-tight coating sticking to the spike (such as if a previously charged spike were to be dunked into molten aluminum). However, it seems that this story suggests that this isn't the case; you only need to put the spike a box or something of the like to make it work. It may be that it's more of a field effect that aluminum provides, similar to aluminum hats protecting from Emotional Allomancy. So basically, I now think that the aluminum that prevents Hemalurgic decay works like that; it's a field that "confuses" the spikes, making them think that there is nothing else for them to seep into surrounding them, so instead of following their impulse towards seeking equilibrium they just keep their Investiture put. You may not even need to completely coat the spike to prevent decay, you probably just need enough nearby to confuse the spikes.