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Found 10 results

  1. So an Inquisitor can very well become a fullborn even if he/she was born a common human. The downside of course Is that then u would be liable to external control and loss of identity and will ,by a gang of soothers or duralumin / nicroburst enhanced Mistborn or by a shard. The more spikes u have , the easier is it to lose control. But is that really unavoidable. Suppose u were to grant a Inquisitor spikes bestowing allomantic and feruchemical aluminum , electrum and duralumin. This would allow said Inquisitor to compound identity , determination and connection. Identity and determination alone could be enough to shake off any external influence but perhaps connection to one self , one's own goals and ideas could boost ur emotional defense. So could my theory work ? Say Marsh decided to go rogue, say he thought Harmony was doing something very stupid or thought Harmony was too tied up. He could creat new spikes by killing 3 mistings and 3 ferrings . He has done way worse , true he was being governed by Ruin then but he knows about sacrifices required for the greater good , that's how he ended up in the steel ministry in the first place and after the events of the Catecandre I think it will be somewhat less squeamish about the cost , esp if it meant greater prosperity could be created or something like that. I mean Marsh could then single handedly wipe out the Set , something harmony can't do due to his intent and the kandra can't do due to being subservient to harmony and being anti violent to a fault , not to mention they are considerably weaker compared to a mistborn or fullborn Does Marsh have the knowledge as to the spike placement ? Would having so many spikes , esp ones dealing with spiritual aspects warp ur soul and the entire process end up being deleterious ? If so could it be healed by additional gold spikes and gold compounding ? Or will the entire concept not work at all ? Like maybe the cracks in the spirit web can't be protected no matter how much u compound ? Or maybe u would several spikes compounding determination constantly to overcome it ? Any thoughts ?
  2. It seems that various combinations of spikes can make an Inquisitor, and you can keep adding more - Marsh had 11 at the end of the first book (2 in eyes, 1 linchpin in shoulders, 8 in ribs) and had 20-plus by the end of the trilogy. But koloss seem to be always the same, 4 iron spikes. Why? If someone accumulates spikes, what's the line between human and Inquisitor, and what does crossing that line mean? Maybe the point where you become controlled by Ruin or Harmony (Mr Suit says 3 spikes are safe, 4 aren't)? The point where you need a "linchpin spike" to survive? What if you give an Inquisitor 4 iron spikes? Does it turn into a koloss, just die, become a super-strong Inquisitor or what?
  3. I have my own spikes, ready to make my own inquisitors.
  4. So I was just rereading my Mistborn books, and I found a few weird things. Such as Inqusitor healing. All the Inquisitors have super healing, which is said to be feruchemical. But TLR thought he had bred the feruchemy out of the Terrismen. So where did he get the victims to make the spikes? Also, the Nalazen the worshipped the stars. This implies that they could see the stars. Were the pre-Deepness mists sporadic, or really thin, or what?
  5. Re-reading HOA, and now I'm really confused. Vin says at one point that the normal Inquisitor spikes are 2 steel in the eyes, 1 steel in the shoulders, and 6 in the sides/ribs - 4 bronze and 2 steel. That would allow for the basic 8 allomantic metals (with one doubled), but neither steel nor bronze can grant Allomantic Atium or Feruchemical Gold. Now, we know from WOB that the Inquisitors didn't all have those powers, but surely most did - without either, they'd be too vulnerable: Atium's just too overwhelming a weapon. Also, the HOA epigraphs talk about the Inquisitors gaining their healing powers from a pewter spike stealing/granting Feruchemical gold, and the way it's written implies that was part of the "normal" power set. Weird...
  6. hemalurgy

    Mod Note: Split off at Oversleep's request from this thread. Recent discussion inspired me to make a thread about Inquisitor builds. So, what do we know about spikes of Inquisitors? Keep in mind we're talking about Final Empire Era Inquisitors, not rampaging Ruin Inquisitors. They are said to be stronger in Allomantic steel and Allomantic iron than regular Allomancers. I assume they have at least two spikes for each. They do not really need spikes for Allomantic gold and they are said to usually have between 9 and 11 spikes. Assuming they are Allomancers to begin with (and no reason to turn non-Allomancer into Inquisitor): Feruchemical gold (not all of them had that due to trouble with finding Feruchemists) Allomantic: pewter tin double bronze double steel double iron atium (not all of them had that though) That's 9 spikes (one power the Allomancer was born with). We have still two spikes to spare (if we're doing the upper limit of 11 spikes and assume they have Feruchemical gold and Allomantic atium). What else? The Inquisitor Kelsier fought had access to emotional Allomancy.
  7. Hey, doing my annual re-read of the original mistborn trilogy. I noticed that Kelsier says that his imposter, OreSeur, can't get near an Inquisitor for fear of being revealed. Is this because Inquisitor Bronze vision would pick up the metal spikes in kandra bodies. While this makes sense I was under the impression that Kelsier didn't understand how Inquisitor vision worked. Thoughts?
  8. Why did Inquisitors have spikes driven through their eyes in the first place? I mean, there are so many bindpoints that those spikes could surely be inserted somewhere else, so what's the point in depraving them of one of the most basic senses? Did TLR made this deliberately so they'd have another weak point?
  9. Hi guys! I have been discussing in the spanish Facebook group about If the inquisitors need drink vials for use the abilities in his spikes. A lot of people agrees with that. It's true that if they drink a vial his power increases but they not "need" drink vials to use the ability, at least this is the way I understand it because the blood on the spike is what metabolized the ability on the spike right?
  10. I've seen this come up in many threads but have yet to see a thread devoted specifically to the topic so it seemed appropriate to start one. The question here is, what exactly do we know about the process of Hemalurgic decay? Take particular note of any apparent contradictions as they likely mean a gap in knowledge where we can start to speculate. Below are the points that we know. This is only what is actually evidenced in the books or confirmed in a WoB, not dealing with theories on the subject (we'll get to those). For the sake of this discussion we should have some standardized terms. The terms to be used (so we all know what we are talking about) will be as follows: Hemalurgist: The one performing the act of spiking Donor: The one whose power or attribute is being taken Host (Changed from Beneficiary): The one who is being spiked and thus gaining the trait Hemalurgic Construct: A creature like a Koloss or Kandra who has gained or lost traits through Hemalurgy that are not directly connected with the powers or attributes granted by the spikes. Note that Inquisitors are not in this category as we have no direct evidence that they have any effects from Hemalurgy other than the direct powers of the spikes themselves. Laws of Hemalurgic Decay A spike left outside of a body loses charge at an indeterminate rate for an indeterminate amount of time to an indeterminate minimum. Inquisitors took great pains (as well as inflicting great pains) as they made spikes to ensure they spent as little time outside a body as possible. Spikes can be reused. When as spike is reused it is also important to get it back into a body as quickly as possible (as seen by Human rushing to make a new Koloss as quickly as he could with the spike1). A spike kept in a body intermittently will still maintain some degree of a charge (Vin's and Wax's earrings), though what degree of charge is indeterminate. Spikes may be divided, separate pieces maintaining some charge, but a lesser amount each. This process heightens Hemalurgic decay in some indeterminate way. Please note any other laws/evidence I have missed and this list will be updated. Similarly note anything you think I have misphrased or misrepresented and with appropriate evidence the list will be altered. Remember this list is for provable, verifiable facts, not extrapolations and theories. Now the list was not really the intended subject of this thread, but it is a good starting point. The issues of the earrings have plagued us for far too long and it is time we put our collective obsessive minds to work on trying to figure out hemalurgic decay. Maybe it will come to nothing as we simply don't have enough information yet to make a definite conclusion on, or maybe we'll find that nugget buried somewhere that cracks this all wide open. Below I'll keep updated a synopsis of each possible theory based on our list of laws that seems to explain all of our gathered evidence. As long as a theory remains sound it keeps its place on the list. I'll use a series of codes to indicate usefulness of said theory. Since I'm starting and organizing this discussion the categories are at my discretion and opinion though if anyone disagrees with a categorization make your case and I can probably be persuaded. Plain Text = Possible theory, takes all points into account and has not been fundamentally disproved but cannot really be proved either. Strikethrough = Debunked theory, disproven via direct undeniable evidence. Italics = Unlikely or tenuous theory. Technically possible but unlikely due to other known factors. Bold = Highly likely theory. Takes all points into account and elegantly explains the inconsistencies. Blue = Wild stab in the dark. Theory technically possible but not really based on presented evidence. Pink = Mocking. 17th Sharders taking the piss as we are often wont to do. The first theory presented is one of mine for this, but I'm ready to admit it doesn't really belong as anything but plain text by my codes. Possible Extrapolations from the Laws of Hemalurgic Decay Spikes continually lose charge at a relatively quick rate whenever they are outside a body. The decay rate is constant but exponentially decreasing (basically a half-life, though not necessarily based on a factor of 2) to some bounded minimum charge. This minimum is some factor of the original charge placed in the spike, not an absolute. Spikes lose charge quickly until they are first attuned to a Host, at which point they stop losing charge even while not actually in the Host anymore. (Attributed to Outis, full theory link here) Please join in this discussion. It's long since time we got organized on this one. If this format works out, it might also be something to try for other head-scratchers that plague us all. Footnotes 1. Supporting evidence debunked. Law #4 changed to Wild Stab in the Dark due to lack of supporting evidence.