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Found 16 results

  1. 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.
  2. So, been on the Cosmere reddit page. and people seem to think they KNOW where the bind points are on the body. with (from what I've seen) these being "common knowledge" Mental Allomancy: Earlobe (Vin's earring) Physical Allomancy: Heart/Chest (Zane's spike, Spook's spike) Temporal Allomancy: ??? Enhancement Allomancy: ??? I think this is wrong. because (A) we only see this from people who have BEEN spiked and (B) it just Doesn't add up. there are cases of people being spiked with the "known" attributes in different places. so here is my theory on bind-points: 1. The bind points are only involved in the STEALING of attributes, not the giving of it, with inquisitors having spikes of steel in the eyes, and Zane being spiked through the chest. 2. Where they are gifted DO matter, but they give different attributes, like how being spiked through the eye gives steel-vision and being spiked through the chest gives enhanced steelpushing powers. 3. The metal matters, but the INTENT matters more. I think each allomatic/feruchemical metal steals the "human" power AND can steal the matching allomantic/feruchemical abilities, depending on the intent of the spike. PS: I think that the "evil faceless immortal" seen at the end of Alloy of Law ISN'T a hemalurgic construct. but of odium, I think he (and his proxies) are working on scadrial at the time of BoM. and the set matches his goals. but more on that in another theory.
  3. 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...
  4. Hi! Kell here. So, I have a strange question. Let's say John is a Fullborn Feruchemist. One day he finds a tiny Hemalurgic spike. It's made of steel, so he decides to turn it into a Metalmind. When he stored his speed into it, he was also actively filling an aluminum Metalmind, so anyone could use the spike as a storage. Then, one day, a Mistborn or Coinshot/Crasher/whatever finds the spike, and burns it. It's a Feruchemical storage that he/she can use, so it obviously compounds, but what about the Hemalurgic part? What will it do? Ising the me of wanting the you to post opinion of you below.
  5. Let's tackle that topic. Unfortunately we lack WoBs about it (or my theoryland search-fu is weaker than I thought) but we can still discuss about it. Feel free to throw WoBs at me. SOURCES There are four main sources of the differences in Allomantic strength: Inherent difference: some Allomancers are born stronger and some are born weaker (and some rebuild themselves during their Ascension...) . I believe the difference is in the amount of the Innate Investiture. Hemalurgy: after charging a spike with the ability of someone else, it adds up to the strength of the Allomancer. That ability remains tied to the spike and spikes hold Investiture, so they steal and add up the Innate Investiture. Nicrosil Feruchemy: it's possible to store Innate Investiture in nicrosil and upon drawing from that storage the Allomantic strength is increased. This obviously changes the amount of Innate Investiture. Savantism: it widens the cracks in the Spiritweb, allowing more power to flow in. Here I am not so sure it changes the amount of the Innate Investiture. WoB: I believe that the amount of the Innate Investiture is directly proportional to the strength of the Connection to Preservation. MECHANISM Now, we are not really sure how does Allomantic Strength work. The main theory is that it allows the Allomancer to burn metal quicker - the normal burning rate is higher than the average and the flaring burning rate is higher than average flaring burning rate. It also assumes that the Investiture density of the metal is fixed - no matter who burns it, the same amount of the metal will produce the same amount of the Investiture. The other theory is that stronger Allomancers get more Investiture from the fixed amount of metal. So here the Investiture density is tied to Allomancer and is directly proportional to the Allomantic strength of the burner. I could see how the amount of the Innate Investiture you have changes the normal burn rate and flaring burn rate but it seems that's not what is happening with savantism. Savantism cracks the soul more "allowing more Investiture to flow in". So it would mean that the burn rate remains the same but more Investiture flows in. I don't like that conclusion but it seems logical. Soo... thoughts, WoBs, counter-evidence?
  6. Do we have anything more on this "soul proximity thing"? I mean, is it harder to Push on the spike in person than the sum of how hard is to affect a spike and a normal metal piercing person? (spike in person > spike + in person ?)
  7. 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?
  8. So, I recently visited the dark alley, and a thought came to me: what if you spiked someone who only had powers through hemalurgy through the heart and took their powers. Would they lose their powers, or would the hemalurgy simply fail?
  9. ... and came up with an odd idea. So, hemalurgic spikes allow Ruin to speak to their users, right (in the first era, anyway)? So, say this is before the truth about Ruin and Preservation comes out. There's an obligator along the lines of Yomen who wants to better understand the dichotomy between good and evil, and so he takes a spike he steals from a killed Inquisitor (at great personal risk), uses it himself, and BOOM, you've got the Scadrial version of Jekyll and Hyde. I think I might need to start listening to a different soundtrack at work.
  10. Question from a confused person. Did Paalm have one spike (the silver+red one), or two spikes in her (silver+red, and a Harmony spike)? If she just had one spike, did that spike just give her full Twinborn powers, then? Since she uses speed and steelpushes and so forth. Do we ever see her actually changing spikes by falling on them, like MeLaan mentioned?
  11. I don't know if someone already brought this up, but Wax's earring is a hermalurgic spoke, right? Hermalurgic spikes give powers of the metallic arts. Can anyone see Wax helping to resolve the plot by suddenly pulling a piece of metal, instead of pushing? Or maybe cloaking his allomancy with copper? A sudden burst of feruchemal speed would be cool.
  12. 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.
  13. TheoryMaker's put this question on the Shardcast thread: What happens when a Kandra gets cut by a Shardblade? My Friend and I tried to answer this question, and failed. A shardblade affects the flesh away from the heart and brain, by cutting away Either the Spiritual of Cognitive Connection. But a Kandra needs no Heart or Brain. Their sentience comes directly from their Spikes. So, If a Shardblade does cut off a Limb, could the Kandra reabsorb it, and heal the flesh? Would it actually cut the bone, since it's techniccly dead already? If you beheaded a Kandra, would it Survive? Can you cut through a Hemalurgic Spike with a Shardblade?
  14. My Friends and I are going to put together a MAG campaign, and my friend decided to be a kandra assassin. A Kandra who has broken the First contract. So he decided to strengthen his bones. He wanted to make them unbreakable, and unpushable, so he made them out of obsidian, then he had a better Idea, and just used weapons. His Ribs are daggers, hiss leg is a Mace. He has full on swords in his arms. Then he started throwing in Hemalurgic Spikes. I'm just wondering, do the Kandra have enough Muscle control to pull something like this off? Could they weapons as bones?
  15. So, today's crazy topic is based on creating a Spike Farm that would work economically based on Feruchemical gold/Allomantic gold mining of Allomantic and Feruchemic (or any power you want, if you breed people correctly, want unlimited Breath? JUST FARM IT!) powers using Hemalurgic spikes! The classic "power farm" scenario, but one that considers the economic effects of such farming could have on [future] Scadrial and how one could do it without "upsetting the balance". The discussion is based on the discussion in this topic here: http://www.17thshard.com/forum/topic/14995-goodreads-qa/page-5#entry169867 And is particularly based on Moogle's last post (quoted for your convenience!) Miles no longer felt pain. Spiking him would only be a minor inconvenience for him, and he could be compensated for his time. (Or, I mean, instead of executing him they could have harvested spikes from him unwillingly. It would end up saving more lives.) Harmony's stated ideology is to allow people to have as much choice as possible, and allowing those born without Allomancy to gain it through hard work (ie. paying loads of cash) seems right up his alley. You'd just have to make sure you don't torture people (Sazed might have issues there) and let economics decide how many spikes exist. A down-on-his-luck Coinshot could just visit his local Hemalurgy store and sign up to be a donor, get spiked a few times and then given a huge paycheck. (Maybe less of a paycheck if he has to pay for his own Feruchemical gold/Allomantic gold spike, but then he'd still be up.) Sazed still doesn't seem quite willing to stop pain and suffering, though. The Set seems to have successfully taken a number of women hostage who will be used as brood mares. You'd think Sazed would be intervening around that point, but it doesn't seem he has except for the barest exertion of power teleporting Wax some guns (which he may or may not have even done). You also wouldn't expect someone holding Ruin to be very focused on stopping pain and destruction... This is probably a conversation for a different thread, though. I enjoy Hemalurgy discussions. As you can see, Moogle threatened to Spike me if I didn't make topic convinced me to start this topic to continue this discussion here. So, here you go guys! Have fun Spiking!
  16. Ok, so I was thinking about invested objects we have seen in the Cosmere to try and find some commonalities in order to gain some insight into the construction and nature of Shardblades and Shardplate. The big headline invested objects we know of are: Nightblood Metalminds Hemalurgic Spikes Fabrials (modern) Making Invested ObjectsFirstly, we know how Nighblood, Metalminds, Spikes and Fabrials are made: Nightblood was a regular sword invested with a huge number of breaths (1000?) and given a Command. The breaths provide the investiture and the Command is the focus of Nalthian magic. Metalminds - The Feruchemist 'saves' an attribute into the appropriate metal for use later. The investiture comes from the Feruchemist and the focus is the metal. Hemalurgic Spikes – the appropriate metal is stabbed into (or through?) an individual with the appropriate power, in the correct location and therefore gets charged with the power. This can them be grafted onto the recipient by stabbing them with the spike (again on the correct location). The Investiture comes from the donor and the metal is again the focus. Fabrials (modern) – A spren is trapped in a gem that is cut in a certain way and mounted in a framework. The cut and type of gem determines the species spren that is trapped and the framework determines the final application of power available. In this case the Spren seems to be providing the investiture and focus seems to be the gemstone. (I am far less certain about this as the metal framework seem to have an impact on the application of the final fabrial). In all the cases above, the common theme is that they all began life as mundane objects, even if specific materials or shapes were required. This may seem obvious but I think it is worth noting. Invested Objects in ActionWhen we look at the various types of invested objects in use, there are also some general commonalities. Nightblood – Acts as a self aware sword and consumes breath from the wielder. In this case, I believe the Breath is acting as a power source for Nightblood’s abilities. Fabrials (modern) – Have a single function as defines by the makeup. IT is not explicitly stated I the book but I have always assumed that the gemstones in the fabrial must be infused for them to work. This would be consistent with our knowledge of how magic works on Roshar. Therefore the Stormlight is acting as a power source for the fabrial’s abilities. Metalminds – Returns stored attributes for use. No real power source here, I think, due to the end neutral nature of Feruchemy. You can only use what you store so there is no need for a power source. Spikes – Imbue recipient with power though spiking. Again no power source required since it is end negative. The maximum you could graft to the recipient is the total of what you stole from the donor. This is more shaky ground but I believe each end positive result requires an active power source to make the objects function as required. Shardblades and ShardplateSo now I come to the theory aspect of my post. First, I believe that both Plate and Blade are end positive as we do not see any diminishing qualities in either of these. Neither do thay seem to have a trade off of power with the holder / wearer. So looking at the above discussions I have come to the following conclusions. Plate / Blade started life as regular swords / armor and were invested afterwards making / forging. (Given the ornate nature of many blades, they may have been carved in wood and then soulcast into metal before being invested). Given this is it logical that different weapons could be invested in the same manner. So swords were merely a convention with the KR rather than a necessity of construction. By the same logic a ShardShield (along similar lines to Plate) would also be possible. Blades draw power / stormlight from somewhere*. Plate is clearly powered by stormlight in the form of gemstones (if it was powered differently in the past, I believe it still required a power source). I am not going to theorise about how this investiture occurs. Maybe one of the Surges / Orders we have not yet seen allows the constriction of the Blade / Plate. Maybe only a full KR is able to make them. Maybe a spren needs to sacrifice itself to make them. Maybe the Heralds made them. Maybe a wizard did it! The big question to answer this is: What is the focus of magic on Roshar? Either way I think the above are fairly logical conclusions Why do you guys think? (* I suppose a possible work around to this could be that the investiture of the blades makes it special abilities properties of the blade rather than abilities. However given that the Plate does not behave this way, I think it unlikely)