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Found 207 results

  1. Ok, so I was reading Secret History and I realized that Vin had on a hemalurgic spike (her earring), and was technically “broken” throughout the book, so why did she not see Kelsier like Spook did? Is this just a rare plot-hole, or is there actually a reason?
  2. Opening Disclaimer: I'm sorry I'm not going to have the exact references directly in front of me, but my Dad has my copy at this time and is a slow reader. The part of Shadows of Self that really caught my attention, was the fact that MeLaan gave Wax his earring personally, on what I assume were Harmony's orders. It is confirmed as being a Hemalurgic spike, but the ability that is charged with the spike is unknown. My theory/hope is that the earring is the same earring as the one Vin wore during the original trilogy (giving it an allomantic bronze charge). I saw a post on here about the earring before, where the poster theorized that the earring has a pewter charge, as Wax is seen to be strengthened by the mists. Well, during HoA, didn't Vin become the Mists when she took the Shard of Preservation and drew all the mists into herself? Could she be giving him a slight physical boost as she did to Elend at the end of HoA? One of the things that made me think this (I'm really sorry about the reference part here) is the short aside from Wax in SoS where he talks about a form moving with him in the mists sometimes. Furthermore, in several sections of the book he muses about Vin and what she would have been like, but what if she is really the form in the mists that he can sense when he is about? Here is where I think about how Vin was able to sense the Mist spirit using her bronze, and maybe the Bronze allomantic charge of his earring allows Wax to be able to sense Vin in the mists. Partially related to the above theory, but how is an allomantically charged hemalurgic spike used? Did inquisitors have to actually ingest the metals they needed before using the abilities, or did the spikes themselves provide a certain measure of the abilities? If they needed to actually ingest them, I could imagine duralumin steelpushes being very dangerous for inquisitors, as how could they see after doing something like that? (First post, Sorry if not put up in the right way)
  3. Alright I'm going to try this again. Here is how I think a medallion is made. Single Power Medallion To start, you need a medallion or spike to grant aluminum Feruchemy to the person who has the power you wish to put in a medallion. This person is a willing participant. They store their Identity, and the power needed is spiked out. You now have an unkeyed hemalurgic spike. Next, you need a person who has, through whatever combination of Spikes, medallions, and natural ability, all of the following. Aluminum, Duralumin, and Nicrosil Feruchemy, and the allomantic ability corresponding to the type of spike that stores the power stolen. This person Stores all of their Identity, and heavily taps Connection (whether this is a general thing, or a specific type of Connection I don't know. I don't think we know enough about it) imprinting their stores with Connection enabling the touch bond of the Medallions. Identity free, and heavily Connected, this person burns the unkeyed Spike, and immediately stores what is produced in a nicrosilmind. You now have a Hemalurgic charge, free of Identity and stored with connection to whoever holds it, tricking their spiritweb into believing that a spike has been properly placed to grant them the power (without the damage that normally occurs, avoiding the issue of hemalurgy's weakness). Multiple Power Medallions and the Reason for the Three Power Limit As you create these medallions, you'll eventually end up with a three power medallion that will give you all three types of Feruchemy needed to make them. No spikes needed in the maker. At this point, you just need to burn and store multiple spikes. No problem. Except for the limit of spikes that a human can have. Three spikes burned, three powers stored...and an attempt at a Fourth puts the maker above the threshold of control. Interference The Connection trick is why multiple medallions interfere with each other. By using Connection to convince the Spiritual Aspect that a spike has been placed, you create this limitation. Multiple medallions attempt to trick the Spiritweb in the same manner and it causes a mixed signal which interferes with both medallions. It's like trying to listen to two radio stations broadcast over the same frequency. Instead of one clear signal, you get a garbled mess of unintelligible noise. Assumptions There are two main assumptions made here, that I know some people disagree with. The nature of Nicrosil Feruchemy. Some people believe that Nicrosil is only capable of storing powers. I believe that Nicrosil can store any part of the Spiritweb, which is coincidentally what hemalurgy steals. If I'm incorrect, this method does not work. Duralumin Feruchemy. Connection is not, in itself, Investiture. It is a property of, or force applied to, Investiture per this WoB. So I believe that while tapping and storing Connection can have immediate effects, as seen with the translation medallions, I think it functions like Aluminum Feruchemy. It changes the level of Connection of the Investiture of the Spiritweb as a whole. As such that Connection, or lack thereof, would be preserved when the Investiture is stored, just as Identity is. Again, if this assumption is incorrect this method fails. Edit: adding in two wobs to this. First, one I asked of Brandon recently Doesn't tell us much, but it does show that the nicrosil in the medallions is not just standard Nicrosil Feruchemy. Next this, which I found while looking for something else, and I think reiterates the point above, and supports the need for Connection manipulation.
  4. So, the lifeless in warbreaker are obviously very effective soldiers, but could you enhance them with hemalurgy? Since hemalurgy essentially uses the spike to staple a patch of soul onto another, would the same be able to happen to a lifeless since their soul is seemingly so temporary (being simply another's breath)? Further, could you spike a lifeless for their ability to not need food or sustenance? Thanks in advance.
  5. I've only recently finished Elantris and am quite interested in the Elantrian magic system and so have been developing a character for fun. However, if I wish to worldhop as said Elantrian character (who wouldn't if they could) I face the slight disadvantage of being away from Elantris and, oh I don't know, the magic not working. So the crux of my inquiry is, is it possible to somehow capture or store the Dor in some sort of vessel to carry around with you in your adventures? Would these be nicrosilminds? Spheres? Some other Thing™? I do hope it's possible, otherwise Elantrians prove to be pretty worthless worldhoppers.
  6. Hi! It's been a while since I last read Mistborn but after a friend asked me to clarify some things (I didn't, because it was spoilers! told him to RAFO!), this came back to my mind. While I was reading era 1, I painted in my mind a different distribution of Metal Arts and Shards. I think the Arcanum describes Allomancy as "End positive" because power is gained, and links it to Preservation; Hemalurgy is linked to Ruin as it is "end negative", and Feruchemy is neutral, balanced, so it's a mix of both Preservation and Ruin. That goes totally against my headcanon. Yeah, it's headcanon so who cares, but still... IMHO it should be: - Feruchemy - Linked to Preservation: No power is lost, no power is gained. Metalminds are never "used up". Everything is preserved. - Hemalurgy - Linked to Ruin: Power changes "hands" but some is lost in the process. The spikes degrade by themselves too. - Allomancy - Linked to both Preservation and Ruin - Power appears from nowhere, and as payment metal is consumed, disappeared from existence. It is known that Leras and Ati joined because their own powers didn't allow them to create, but it was the mix of both that gave them that ability. Allomancy looks like that, you create a surge of power where there was none, in payment some metal is consumed. Feruchemy gains nothing, what you use is what you saved earlier; and hemalurgy is a lossy power, you get a diminished, stolen power. Sanderson links Allomancy to Preservation and calls it "End Positive" because power is gained... But preservation by itself couldn't create... ANd in the process you are destroying metal... I dunno, it doesn't make any sense to me. Not like it matters much because I'm not the one writing these fantastic books but its an itch I hadn't scratched yet... Does any of you think something along these lines? Or has another viewpoint that helps me see this as Sanderson does?
  7. As we know, using hemalurgy essentially splices a part of a persons spiritual DNA depending on the bind point used and splicing it into another persons spirit web. This can result in different abilities being granted depending on where the spike is placed and the type of spike used. We also know that gold feruchemy can heal a person spiritually, not only restoring their physical bodies but their spiritual self as well. So, would it be possible to have a full feruchemist willingly offer themselves to have one of their feruchemical abilities taken, but they have stored up a LOT of health in a goldmind. As soon as they are spiked they tap this goldmind, restoring their spiritweb and retaining their spiked ability, whilst still allowing the ability to be given to another via the spike. This could be applied to anyone if medallions with enough health are available, and would be more feasible for compounders as I presume an enormous amount of health would be necessary. Anyway, I welcome your thoughts.
  8. Do we currently know exactly how Kelsier's Cognitive Shadow got "anchored" to the Physical Realm? I know he became the Sovereign, but do we have the information about the Realmatics and Hemalurgic reasoning behind it? How did it work? In a nutshell, how is Hemalurgy used to anchor Cognitive Shadows to a physical host?
  9. So with the news that a full hemalurgy chart is delayed until who knows when, I decided to try my hand at figuring it out for myself. I'm stumped. At first it looked pretty easy: the pure elements steal innate traits, the alloys steal Metallic Arts powers. But then why would Aluminum steal Enhancement Allomancy? I can only come up with three possibilities: It's an in-universe mistake. Khriss is simply wrong about what Aluminum does, which is totally possible, since Brandon has said that the little Ars Arcana are in-universe reference documents that can be wrong. It's an out-of-universe mistake. Brandon just hasn't gotten around to correcting it, and is going to play it off like he did with brass and electrum being reversed. The final two quadrants are genuinely "backwards" in Hemalurgy, and the table is a different shape than we think. Or at least the groups are arranged differently than we think they are, like how the periodic table has a zig-zaggy section for the "metalloid" elements. So with all that in mind, this is my best guess so far: Even aside from leaving Nicrosil, Bendalloy, and Electrum blank, I'm really not happy with how the green and purple sections seemingly reverse the pattern. The only thing I can think of is maybe the shape is wrong. Maybe the Metallic Arts stealing metals should be up against each other, forming a "stripe" (or a "spike?") shape section through the middle of the chart? That sounds weird and contrived, though. Does anyone else have any ideas? Am I missing something here?
  10. It is stated that in end-negative systems, hemalurgy being the prime example, investiture is lost during the process. However, it is also said that investiture can not be created or destroyed, so what happens to it? Does it return to the shards?
  11. What would happen if a ferruchemist or ferring got a spike containing a ferruchemichal ability (in the ferring's case it would contain his ability). Would it improve the storing capabilities making it no longer end neutral? Or would it have another effect
  12. I might have gotten some of this wrong, but in Edgedancer it seems as though Lift can touch Wyndle. Theoretically, could she hemalurgically spike him and if so what would happen?
  13. So performing hemalurgy on someone is going to result in their death or grievous injury. However, when a spike is received, the body accepts it, molding around it even if placing a non-hemlurgical spike in the same place would be fatal. The eye spikes of an inquisitor are a good example of this. A person can have a spike made from them, and if they survive, regain the ability by having the spike given back. But what if the spike is never removed in the first place? Does merely driving the spike in and stealing an attribute result in grievous injury and death, or does the subsequent removal from the body cause the mortal injury? Is it possible to make a spike and leave it in place? In another thread we were talking about spiking forged abilities, but I think that there might be additional times that self-spiking can be helpful... For example, a lot has been said about dying people donating their abilities. One of the biggest challenges with this is that the hemalurgy is probably going to kill them. What if you could spike someone, and let them continue with their lives until they die, after which the spike could be collected. I think that if the knowledge was given to the Koloss tribes, they could adopt it as a way to make new spikes. Either non-spiked members of the tribe could be spiked, and when they eventually die, the spike could be collected to make new spiked koloss. Or they might even have tournaments where each participant is spiked, and the participants then fight with the victor taking the spikes of the defeated. Kandra could get new blessings. I imagine that some Pathians might agree to have a blessing spike made from them, if it didn't cause injury and death. The Kandra wouldn't have the quandary of using blessings with violent providence.
  14. I'll keep this simple. You can spike out allomancy from someone soulstamped to be an allomancer. But there were reservations about how viable that is. But a delicious new WoB indicates stamping someone to temporarily be an allomancer is easier than we thought because fooling the magic via Connection and Identity is not so hard. Manufacturing allomancers has moved into the realm of reasonable. Long live Forgery, the Cosmere's most delicious low-investiture magic. Long live Shai's unstoppable army of allomancers.
  15. Assume you are a worldhopper with a ready supply of some useful Godmetal, and you know ALL the secrets of Metallurgy (Unkeyed Coppermind, tutored by Ati's own ghost, whatever). Now also assume you dont think (or dont care) that too much hemaurgy on one person can potentially cause bad, unintended side effects. You just want to use Spikes to get ALL the power. What would your shopping/hit list look like? Mine so far: -General physical and mental enhancement -All Mistborn -All Feruchemy -a Divine Breathe (to anchor the Heightenings and grant some control over my Physical form, Id still buy an awakening supply. Still need to feed it weekly if granted via hemalurgy and not the natural Cognitive Shadow method?) -The Royal Locks (for infinite Color, assume purchase of normal Breaths) -Elantrian-ness (maybe, I dont need to be able to use the Dor Offworld, but Id want to be able to travel unrestricted) -a Nahel Bond (not sure the preferred Order yet, need to see the options) -A Larkin's ability to Eat Investiture -Lift's Stormlight Metabolism, assuming wouldnt block other Investiture sources like the Larking ability or metallic arts, etc -Mr.T's Boon/Curse, which I think could be well balanced and/or mitigated with Feruchemy, specifically Zinc, Copper, and Electrum) -The Rhythms Thoughts? Other options?
  16. Hi, I've been wondering what will happen if you spike an animel with a charged spike. Is there any mention of this in the WoBs? Do animals even have a Spiritweb?
  17. We know that Sazed looks down upon the usage of his very own Hemalurgy but apart from the usage of existing hemalurgic spikes with supervision(Kandra or Harmony's approval) but judging from the way things are going that Hemalurgy is going to play an important role in Cosmere. What do you would be ethical usage of hemalurgy in which Harmony allows in Scadrial or his servants ? Or is the medallions gonna make hemalurgy irrelevant in Scadrial(which harmony might likely planned for this) ? Of course apart from Sazed's own application of hemalurgy for his plans(regardless if it is ethical or not .. he is basically god he'll do whatever he wants.)
  18. How exactly does one steal the investiture of a radiant using hemalurgy? I would assume an atium spike is needed since atium is supposed to be able to steal any attribute, but when you steal their investiture do you force the spren to bond to you via the spike or do you simply take their ability to use stormlight without the spren?
  19. DISCLAIMER: While I don't think this argument is definitive by any means, I do think the case for "Trell-as-Cultivation" is just as strong as "Trell-as-Autonomy," perhaps stronger. It sounds nutty, but honestly I think that's because people here are assuming we know a lot more about Autonomy than we actually do. I'll explain: I'm going to start with what I think is the strongest point in favor of Trell being Cultivation: the weird Hemalurgic properties of the godmetal trellium. This may seem like digression, but I promise you this is going somewhere. Trellium acts like no metal we've ever seen. From the Coppermind: That's pretty strange, isn't it? Trellium is the only metal we know of that affects kandra like that. I know there are technically the human quality-stealing metals that grant the Blessings, but this is clearly a blessing of a totally different variety. Trellium seems to work a lot like atium, in that it can steal any Allomantic/Feruchemical ability, but it only seems to do that with kandra. But what about the chimeras from Shadows of Self? Again, from the Coppermind: Another trellium anomaly! Again, we see this godmetal acting weird. What other Hemalurgic construct even approaches this level of sheer inhumanity? All the other constructs we know of are warped from the human baseline, yes, but they remain human or humanoid in some way. Steel Inquisitors are basically artificial Mistborn. Koloss are extremely buff, extremely dumb humans with a skin condition. The kandra aren't human, but Hemalurgy turns them from mindless blobs of mush into sentient beings, so you could argue that the Blessings increase their "human-ness." But with chimeras, one trellium spike gives them some unknown quality, while warping their bodies and minds into something animalistic. Almost like koloss. Only instead of being given a human quality like strength, they were given an animal quality that twisted them into wild beasts. But how to we square this with the other Hemalurgic property of trellium, giving Metallic Arts abilities to kandra? Simple: THEORY: Hemalurgic trellium is a "universal spike" like atium, but with restrictions. It can transfer any strait or ability, but only between humans and non-humans. Meaning that a trellium spike only transfers qualities if either the spike's victim or recipient is not human. They work human-to-nonhuman, or nonhuman-to-human. This is the only way I can think of to square the two abilities of trellium that we know of. (As an aside, it also ties into a theory I'm working on about Hemalurgic godmetals, but I don't even know if I still take my own side on that one yet.) Now, if we assume that my theory on trellium is correct, we have an interesting corollary on this godmetal: its powers within the Metallic Arts, from what we've seen, appear to be deeply tied to interactions between humans, the natural world, and the interplay between them. The connection between trellium's properties and the Intent of Cultivation seems pretty clear to me. We also know from the text that Trell's agents appear to be deeply concerned with order, micromanaging affairs, and long-term planning. All of this fits very well with Cultivation's Intent. Given that we also know that a Shard's Intent affects how well they can predict the future, and that Cultivation is reportedly very, very good at predicting the future, we have a Shard interfering on Scadrial who shares a suspiciously similar MO with Cultivation. MY THEORY: Cultivation is attempting to partially invest herself on Scadrial as a backup plan in case greater Roshar falls to Odium. It's probably safe to assume at this point that Odium's hatred of Cultivation has gotten personal, and Cultivation knows that if things go wrong, she's going to be the next Shard he comes after. So she's investing herself on Scadrial, using it as a "Shardic lifeboat" of sorts to ensure that she can't be trapped on Roshar/Ashyn and Splintered like Tanavast. This growing influence manifests itself as the new godmetal "trellium," whose known Hemalurgic properties seem to fit thematically with her Intent. The only real counter-argument I can think of is that Cultivation seems pretty pre-occupied on Roshar, what with the Last Desolation and all. But is that really an argument, or is it just an assumption based on what little we've seen so far? Odium is trapped by the Oathpact, not Cultivation. She may be heavily invested, but as Autonomy shows being invested on a world is no barrier to sowing Investiture other places like a Shardic Johnny Appleseed. Is this a stretch? Maybe. Am I missing something? Quite possibly, yes. But I still think this Trell-as-Cultivation theory is worth considering, if for no other reason than that it helps us look at the question with new eyes.
  20. Another awakened hemalurgic spike question. If you spiked the breath out of someone, so the spike is now charged with breaths, could it self-awaken? We'll say 2000ish breaths were spiked. I know you can awaken something with no command and the breath will just sit there. But what if you have a pile of breaths sitting there, with no awakening having occurred in the first place? Because an awakening without a command could be interpreted by the breaths as specifically 'do nothing'. Would breaths spiked out without any awakening or command lack the default of 'do nothing' and be able to gain sentience by themselves? As the investiture breaths come from seem more inclined to life than any other.
  21. I think that Hemalurgic Atium should be much more powerful, because of the resonance between Ruin's godmetals and Ruin's Metallic Art. I mean, stealing anything is neat, but not as amazingly Op as lerasium in Allomancy, which also has a strong resonance (I think?). My theories are: H-Atium spikes do not degrade H-Atium spikes can hold multiple Hemalurgic charges So I think that unless the current version of H-Atium is WoB -proven, we don't know all about it. (though it's probably already been proven because I can't find any mention of it in the series) Any of you WoB-ninjas? Help? Please?
  22. Hey, if someone like the Lord Ruler was shot with say a hemalurgic spike gun that shot with enough power to make the spike penetrate all the way through his body, could it be crafted to take away his feruchemical ability to store age? And could he be killed in this manner?
  23. As I understand it, in hemalurgy, atium is a universal spike capable of stealing any attribute (if the person making the spike has the proper knowledge). We also know the feruchemical and allomatic properties of Atium. We don't know any of the feruchemical, allomatic, or hemalurgical properties of Lerasium. Assuming that Lerasium can be used in hemalurgy (which seems reasonable, Trellium is hemalurgically viable), I propose that it would make spikes that don't suffer from hemalurgical decay. The attributes are preserved. Lerasium shouldn't compete with Atium as a universal spike. Without any real evidence, I'll suggest that Lerasium spikes can steal allomatic power (since it is Preservation's magic system), and perhaps human attributes (since there is a little more of Preservation in humans than Ruin.) Further theory: Harmonium, if it can be used without blowing up, is both a universal spike (from Ruin), and doesn't suffer from hemalurgical decay (from Preservation). sidenote: Is Trellium a universal spike? In shadows of self, it steals both allomatic and feruchemical abilities, and is used to make the hemalurgical constructs (apparantly from stolen animal attributes)