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Found 263 results

  1. So I am curious, if say, a live mistwraith were spiked with the deceased Paalm's spikes (or those of any other deceased kandra), what does anyone imagine would happen? I would expect nothing at all, however I could not find any information upon the topic and was curious about anyone elses theories. Is there any chance of resurrection of the Kandra in question's soul?
  2. Nahel bonded Spren can appear as any shape as long as it is metal, technically they could become a nail right? Could you perform hemalurgy with a spren? Perhaps that would affect the bond and give the radiant allomancy/feruchemy??
  3. After taking the official quiz and cementing myself as a Lightshaper, it made me start thinking about the potential cosmere-wide uses of Soulcasting. Naturally, the Rosharan practice of Soulcasting deceased humans into stone reminded me of Kalad's Phantoms, and I started contemplating the potential enhancements that fine Soulcasting could impart to a Lifeless. By "fine", I mean, like, soulcasting JUST the skin into Steel, for example. Cut into it at the joints so that the awakened bones and muscles can still bend, but turn the skin into steel so that the Lifeless has a durable outer shell (sort of like Singer carapace, actually...). And speaking of awakened muscles, how about Soulcasting those into Wood? Presumably a flexible kind, but one that's still durable or is difficult to rot. Speaking of rotting, let's also Soulcast the blood directly into Ichor-Alcohol. Hmm... Maybe we can do something hacky if we Soulcast the nervous system and the brain into Copper. If we presume our corpse was someone capable of storing their Memories in an Unsealed Coppermind (perhaps via a Medallion prior to death), it could influence the personality of the Lifeless if we stored those Memories inside the copper mind (...ha) prior to Awakening the body. Of course, this would massively increase the Breath requirements if we wanted to Awaken the copper, since it's metal... This might not be worth the Investment. So, scrap that last idea, unless you REALLY wanna make a pseudo-returned in a hacky manner. Hmm... Anything else? Perhaps if we could take it to Sel, we could have an Elantrian carve a series of Aons into the steel to enhance it further. But then it would be fairly restricted to Sel, so maybe not. Darn. Hmm... what else?
  4. I had a thought the other day and after looking around online I didn't find anything so I figured I'd ask here. Would it be possible to use hemalurgy in combat? I don't mean stealing someones powers and fighting with those, I mean carrying around a belt of disposable spikes that you stab people with to tear off pieces of their soul mid-fight. It would essentially be a more messy version of a shardblade but with the upside that if you hit the right point, either through luck or training, your just created a viable hemalurgic spike. The other bit upside being that you can use literally any piece of metal you get your hands on since the main ingredients to make a spike are just the metal and the intent to make the spike. I guess the real question up in the air on this is whether or not making a spike without hitting the right bind point will still tear a person's soul or if it will not work at all and simply stab them. If the former is the case then you essentially have disposable one use shard blades. If the latter is true then you could still potentially have a train hemalurgist martial artist who knows the bind points making spikes mid-battle and using them on themselves to power new stuff on the fly. It seems like theres some untapped potential here. As a P.S. can you guys think of any other unorthodox uses for Cosmere magic?
  5. For a while, I've been wondering what happens when an Allomancer burns a Hemalurgic spike. The Coppermind says that This helps, but I don't understand what it actually means. Does the Allomancer get the attribute in the spike? Is it closer to Allomantic/Feruchemal compounding? Does something completely unrelated happen? (I personally think the first is most likely, but I really don't know.)
  6. So, I was watching a Youtube video about TWOK where spanish streamer Alexelcapo points out to the chapter 57 epigraph, which is this Death Rattle: "I hold the suckling child in my hands, a knife at his throat, and know that all who live wish me to let the blade slip. Spill its blood upon the ground, over my hands, and with it gain us further breath to draw." He then says the 'breath' could be refering to BioChromatic Breath. If this is right, then the POV character of the Rattle is about to kill a newborn to get their Breath. But there are some inconsistencies. We know that normally one can't steal Breath, nor even give it by accident, it has to be given with intent (Intent?), which is something a baby can't do. So, is it possible that the knife in the Rattle is to be used as a hemalurgic spike? The 'let the blade slip' part could mean 'pierce' instead of 'cut their throat'. What I imagine is a scenario in which a group is in dire need of magic to survive something that has already killed many, but their only source of Investidure is the Breath of a newborn who, unable to talk, is unable to use it. So the leader of the group faces the desicion of whether or not to take away their Breath through hemalurgy to save the rest.
  7. Do they use the genitalia of the organisms that they've consumed? Do they just divide asexually like cells? Do they have genders? Kandra seem to but I don't know how that might correspond to actual reproductive capacity since they're shapeshifters and creating new Kandra requires Hemalurgic spikes and a Mistwraith not a Kandra mommy and Kandra daddy or Kandra and a clinic. Kandra gender is probably a matter of self-identification rather than reproduction.
  8. On the Hemalurgy page of the Coppermind, it says that you can use it on animals (but not plants). Does this mean that you could make a koloss out of a chicken instead of a human?!
  9. There was a WoB somewhere that said that it would be possible to spike a spren, so would it be possible to spike a seon, since they are “similar” in some respects? What would happen if seon were spiked? What attributes would be given? Etc, etc.
  10. What happens if a Kandra were created with two spikes of different metals? It should work, as only one spike is basically enough. But what blessings would they convey? Neither? Both but in reduced intensity? Both? Will they make a resonance?
  11. What happens if a hemalurgic construct that gained sentience by hemalurgy formed a Nahel Bond and then got its spikes ripped out? Does the spren become stupid as it cannot gain sentience from its partner? Is the bond broken?
  12. I'm new here so sorry if this has been discussed before. So the definition of a shardblade is "A highly invested weapon". Taking that and running with it, wouldn't it be possible to make a shardblade with Hemalurgy? It's kind of morbid to think about how many people you would have to kill, and it would still lose its investiture. I would think also that since Hemalurgic spikes change what they do based on what metal they are made of the blades would have different properties. Pewter would do more physical damage than the others, while aluminum might ground out the investiture in something instead of killing it. What are y'all's thoughts on this theory?
  13. We are frequently assuming that medaillons are based on the feruchemy of nicrosil. That requires a leap of faith on how somebody who is not a feruchemist should be able to tap a nicrosil metalmind. But there is a way to grant such powers. Is it possible that ettmetal or its alloys give you the ability to make a hemalurgic spike that works by mere touch of the recipient? The name 'exciser' sounds pretty hemalurgical. If Kelsier really was the Survivor he had knowledge about hemalurgy and even advanced techniques used to staple back a shadow.
  14. Since Sazed currently holds Ruin, Hemalurgy is of him now. Since he also holds Preservation, calling the combination Harmony, he also has an entirely new godmetal that we saw in BoM. Duscovered by the Southern Scadrians, who call it Ettmetal and use it to power their ships, create powerful bombs as well as Allomantic grenades. This metal is explosive on contact with water, Brandon compared it with Cesium. As we saw with the Inquisitors, Hemalurgic constructs can survive wounds inflicted by the spike and in fact, alter the receiver's biology so that they can survive being impaled. The Inquisitors' brains itself was reshaped to allow the spikes to pass through, as well as, it seems their skeletal structure and muscular structure as well as possibly a few internal organs and their circulatory system. So couldn't their body do something to accommodate a Harmonium spike? It doesn't solve the problem of the spike degrading or getting damaged or exploding while it's still... passing through the donor, but I'm hoping you all could provide some theories for that end. Now, assuming success of such a venture, what power(s) do(es) Harmonium steal? Feruchemy can sidestep the godmetal's reaction with water, provided the Feruchemist takes a few precautions like covering up their metalmind so as to not expose it to water. So what would a Harmonium metalmind store?
  15. So I've been thinking, I know ive seen somewhere that Brando Sando has said that there are ways to use hemalurgy without killing the person you're taking power from. So I thought hard about this because mostly I feel bad for Duralumin gnats. And especially with allomancy, feruchemy and hemalurgy becoming more mechanical and capitalistic in nature. What if they discover a way to transfer powers without killing the base person. By making use of the bind points and possibly stealing small portions of the power. Therefore in the day of capitalism and mechanical uses of the magic systems I was thinking duralumin gnats could sell their power out to people for a high price in long needled syringes filled the needles being the hemalurgic spike and the syringe being filled with the duralumin solution. Essentially being a super boost for an allomancer. A tad dramatic but honestly I think it's fun. Anyways what do you guys think?
  16. 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.
  17. There is more to Cultivation's magic than just Surgebinding or Old Magic. If you think about it, it does make sense that there would be more. Half of the Nahel Bond spren are theorised to be more aligned towards Cultivation but the overall system of Surgebinding is more of Honor. The Nightwatcher too is one spren, there should be more than just her boons and banes. We do know that something like Cultivationlight exists, Cultivation's Investiture in gaseous form: Some people assume that Fabrials are Cultivation's magic, due to some WoBs like: Which makes it seem like there are one for each of the Shards. But I don't think so, after all aren't Fabrials just an outgrowth of the Surges? They are the same forces, being tapped into via artificial rather than the more organic means of spren bonding that we occurring on Roshar including the Parshendi/Singer/Listener (what would be the correct way to refer to them now?) Forms of Power, as well as the Nahel Bond itself. We do also have this WoB though: And that made me wonder, what if, in regards to Cultivation's magic, Fabrials are, once again, "a part of it" Let's observe the Old Magic then, which is confirmed to come from Cultivation for clues Now that's interesting... There is also the magic from Ashyn which is related: Okay, then what do they all have in common? I think this: This has been theorized before, of course, notably here: And it's only fitting, I suppose, that the Roshar and Scadrial comparisons come full circle here. Much like Feruchemy, Surgebinding is of two Shards but leans towards one, magitech! Fabrials and medallions (when will we get a canon name for this?) and this unnamed magic and Hemalurgy. I'm proposing that Cultivation's magic might be a... metamagic like Hemalurgy. That it can be used to modify things via the metaphysical realms but in a more broader sense than Hemalurgy. I suspect that we've already seen an example of this happening: Vyre's knife. A knife with a sapphire on the pommel that glowed when used against the Herald Jezrien. It shouldn't be impossible for Odium's forces to use it, after all: We do see situations close to what's described above in multiple Cosmere books. The Fused have access to the Surges, Allomancy being stolen via Hemalurgy.
  18. 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!
  19. 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.
  20. Must metals be ingested to burn? Or do they only have to be inside the body? When I first read the Era 1 Mistborn series I thought about this when learning about the Steel Inquisitors. Can they burn part of the spikes penetrating their bodies in an emergency? If so, I imagine relying on the spikes as a source to fuel allomancy would eventually wear/waste them away.
  21. 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
  22. 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!
  23. Now what if someone were able to compound electrum and gain infinite access to determination. Would that be enough to gain multiple hemalurgic spikes and still maintain ur Autonomy ?
  24. 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 ?
  25. So with just one hemalurgic spike, Spook and Quellion ("The Citizen of Urtreau") could see and hear visions of Ruin impersonating Kelsier, Wax can communicate with Harmony (via earring), and in Mistborn: Secret History, With just two spikes, a a kandra is subject to the direct control of Ruin/Harmony - though by their own admission, they are "weaker than other hemalurgic constructs" in this regard. On the other hand, koloss have four and that's enough, and Inquisitors have at least ten, and Marsh has way more than even that ("upwards of twenty"). We've seen that using a "trellium" spike - an unknown god-metal - can work in new and different ways, both in terms of being invisible to Harmony, and it terms of what they can steal/do with just one spike (create mutants, allow Bleeder to steal Feruchemical and Allomantic abilities without a second spike). However, hemalurgy as a magical art is still fundamentally something drawing on Ruin's power, and so a second spike as small as Wax's earring turned into a bullet was enough to subject Bleeder to Harmony's control again, even though the other spike was trellium. The "spike count" included the trellium one, even if Harmony couldn't leverage that spike to see/communicate with Bleeder. Given that, how can Edwarn and Telsin have spiked themselves enough to gain multiple powers, both Allomantic and Feruchemical, without Harmony's understanding? In particular, Harmony should have been able to witness his interaction with the non-kandra, Trell-serving Faceless Immortal that blew him up. Then I remembered that Edwarn/Suit commented to Wax that "if you spike yourself too much, you become subject to Harmony's... interference", and that he is "limited to three boons, even if we have discovered how to make someone else be weak, while we gain the benefit." Meaning they have a way to have up to three spikes without Harmony's awareness. At first, I interpreted this as them just using trellium spikes to steal attributes, and that only after three spikes would the trellium nature of the spikes get superceded by the fundamental mechanics of hemalurgy. But then I noticed the comment "make someone else be weak", not "kill someone". We know the Set are not above the torture and killing of people for power and information; see what they did to Allik's crewmates. There must be a reason for Edwarn to use such an awkardly precise turn of phrase. Per a Tweet of Brandon, it is possible to "partially spike" someone with hemalurgy: And what would be "worse than being a drab"? I can think of something else we've seen. Perhaps the twisted, trellium-spiked hemalurgic constructs that Wax and TenSoon encountered in the original kandra Homeland in the caverns under Elendel are the original Allomancers or Feruchemists the Set have used as "donors" to steal attributes? First spiked, but not killed, in such a way as to steal their power, with that spike being given to another person - and then being given another trellium spike to complete their transformation? Brrr.