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All Feruchemical powers revealed *Cosmere Spoilers and Discussion*


callumke

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http://goo.gl/tHQAM

That link leads you to the Amazon UK page for the alloy of law. You can "Click to look inside" the book. If you do that, you see the prologue and chapter 1, but also the ars arcanum! It seems to have been written from a Cosmere-conscious point of view...and it is not fully complete. An essay regarding The Metallic arts is is included.

This IS pretty mindblowing.

A short summary of the most juicy bits.

The spiritual metals, known to allomancers as the enhancement metals, seem the most interesting. A feruchemist can store fortune (Chromium), Identity (Aluminum), Connection; you can be ignored while storing and make connections faster when tapping (Duralumin) and most interestingly, Investiture (Nicrosil). This last seems to be a fundamental part of the magic; the essay calls magic a manifestation of Investiture!

A summary of each feruchemical metal and power.

Iron - Stores weight

Steel - Stores speed

Tin - Stores senses

Pewter - Stores strength

Zinc - Stores metal speed

Brass - Stores warmth

Copper - Stores memories

Bronze - Stores wakefulness

Chromium - Stores fortune

Nicrosil - Stores Investiture

Aluminium - Stores identity

Duralumin - Stores connection

Cadmium - Stores breath

Bendalloy - Stores energy

Gold - Stores health

Electrum - Stores determination

The proper names of each different Ferring.

Iron - Skimmer

Steel - Steelrunner

Tin - Windwhisper

Pewter - Brute

Zinc - Sparker

Brass - Firesoul

Copper - Archivist

Bronze - Sentry

Chromium - Spinner

Nicrosil - Soulbearer

Aluminium - Trueself

Duralumin - Connector

Cadmium - Gasper

Bendalloy - Subsumer

Gold - Bloodmaker

Electrum - Pinnacle

The detailed List of Metals, in text form.

LIST OF METALS

ALUMINUM: A Mistborn who burns aluminum instantly metabolizes

all of his or her metals without giving any other effect, wiping all

Allomantic reserves. Mistings who can burn aluminum are called

Aluminum Gnats due to the ineffectiveness of this ability by itself.

Trueself Ferrings can store their spiritual sense of identity in

an aluminum metalmind. This is an art rarely spoken of outside of

Terris communities, and even among them, it is not yet well

understood. Aluminum itself and a few of its alloys are Allomantically

inert; they cannot be Pushed or Pulled and can be used to

shield an individual from emotional Allomancy.

BENDALLOY: Slider Mistings burn bendalloy to compress time in

a bubble around themselves, making it pass more quickly within

the bubble. This causes events outside the bubble to move at a

glacial pace from the point of view of the Slider. Subsumer Ferrings

can store nutrition and calories in a bendalloy metalmind;

they can eat large amounts of food during active storage without

feeling full or gaining weight, and then can go without the need

to eat while tapping the metalmind. A separate bendalloy metalmind

can be used to similarly regulate fluids intake.

BRASS: Soother Mistings burn brass the soothe (dampen) the emotions

of nearby individuals. This can be directed at a single individual

or directed across a general area, and the Soother can focus

on specific emotions. Firesoul Ferrings can store warmth in a brass

metalmind, cooling themselves off while actively storing. They can

tap the metalmind at a later time to warm themselves.

BRONZE: Seeker Mistings burn brass to "hear" pulses given off by

other Allomancers who are burning metals. Different metals produce

different pulses. Sentry Ferrings can store wakefulness in a

bronze metalmind, making themselves drowsy while actively storing.

They can tap the metalmind at a later time to reduce drowsiness

or to heighten their awareness.

CADMIUM: Pulser Mistings burn cadmium to stretch time in a

bubble around themselves, making it pass more slowly inside the

bubble. This causes events outside the bubble to move at blurring

speed from the point of view of the Pulser. Gasper Ferrings can

store breath inside a cadmium metalmind; during active storage

they must hyperventilate in order for their bodies to get enough

air. The breath can be retrieved at a later time, eliminating or

reducing the need to breathe using the lungs while tapping the

metalmind. They can also highly oxygenate their blood.

CHROMIUM: Leecher Mistings who burn chromium while touching

another Allomancer will wipe that Allomancer's metal reserves.

Spinner Ferrings can store fortune in a chromium metalmind,

making themselves unlucky during active storage, and can tap it

at a later time to increase their luck.

COPPER: Coppercloud Mistings (also known as Smokers) burn copper

to create an invisible cloud around themselves, which hides

nearby Allomancers from being detected by a Seeker and which

shields nearby individuals from the effects of emotional Allomancy.

Archivist Ferrings can store memories in a copper metalmind

(coppermind); the memory is gone from their head while in

storage, and can be retrieved with perfect recall at a later time.

DURALUMIN: A Mistborn who burns duralumin instantly burns

away any other metals being burned at the same time, releasing an

enormous bursts of those metals' power. Mistings who can burn

Duralumin are called Duralumin Gnats due to the ineffectiveness

of this ability by itself. Connector Ferrings can store spiritual

connection in a duralumin metalmind, reducing other

people's awareness and friendship with them during active storage,

and can tap it at a later time in order to speedily form trust

relationships with others.

ELECTRUM: Oracle Mistings burn electrum to see a vision of possible

paths their future could take. This is usually limited to a few

seconds. Pinnacle Ferrings can store determination in an electrum

metalmind, entering a depressed state during active storage, and

can tap it at a later time to enter a manic phase.

GOLD: Auger Mistings burn gold to see a vision of a past self or

how they would have turned out having made different choices

in the past. Bloodmaker Ferrings can store health in a gold metalmind,

reducing their health while actively storing, and can tap

it at a later time in order to heal quickly or to heal beyond the

body's usual abilities.

IRON: Lurcher Mistings who burn iron can Pull on nearby sources

of metal. Pulls must be directly toward the Lurcher's center of

gravity. Skimmer Ferrings can store physical weight in an iron

metalmind., reducing their effective weight while actively storing,

and can tap it at a later time to increase their effective weight.

NICROSIL: Nicroburst Misitings who burn nicrosil while touching

another Allomancer will instantly burn away any metals being

burned by that Allomancer, releasing an enormous (and perhaps

unexpected) burst of those metals' power within that Allomancer.

Soulbearer Ferrings can store Investiture in a nicrosil

metalmind. This is a power that very few know anything about;

indeed, I'm certain the people of Terris don't truly know what

they are doing when they use these powers.

PEWTER: Pewterarm Mistings (also known as Thugs) burn pewter to

increase their physical strength, speed, and durability, also enhancing

their bodies' ability to heal. Brute Ferrings can store physical

strength in a pewter metalmind, reducing their strength while actively

storing, and can tap it at a later time to increase their strength.

STEEL: Coinshot Mistings who burn steel can Push on nearby

sources of metal. Pushes must be directly away from the Coinshot's

center of gravity. Steelrunner Ferrings can store physical

speed in a steel metalmind, slowing them while actively storing,

and can tap it at later time to increase their speed.

TIN: Tineye Mistings who burn tin increase the sensitivity of their

five senses. All are increased at the same time. Windwhisperer

Ferrings can store the sensitivity of one of the five sense in a tin

metalmind; a different tin metalmind must be used for each

sense. While storing, their sensitivity in that sense is reduced,

and when the metalmind is tapped that sense is enhanced.

ZINC: Rioter Mistings burn zinc to riot (enflame) the emotions of

nearby individuals. This can be directed at a single individual or

directed across a general area, and the Rioter can focus on specific

emotions. Sparker Ferrings can store mental speed in a zinc

metalmind, dulling their ability to think and reason while actively

storing, and can tap it at a later time to think and reason more

quickly.

The full essay, in text form.

ON THE THREE METALLIC ARTS

On Scadrial, there are three prime manifestations of Investiture.

Locally, these are spoken of as the "Metallic Arts", though there are

other names for them.

Allomancy is the most common of the three. It is end-positive,

according to my terminology, meaning that the practitioner draws

in power from an external source. The body then filters it into

various forms. (The actual outlet of the power is not chosen by the

practitioner, but instead is hardwritten into their Spiritweb.) The

key to drawing this power comes in the form of various types of

metals, with specific compositions being required. Though the metal

is consumed in the process, the power itself doesn't actually come

from the metal. The metal is a catalyst, you might say, that begins an

Investiture and keeps it running.

In truth, this isn't much different from the form-based Investiture

one finds on Sel, where specific shape is the key - here, however,

the interactions are more limited. Still, one cannot deny the

raw power of Allomancy. It is instinctive and intuitive for the

practitioner, as opposed to requiring a great deal of study and

exactness, as one finds in the form bases Investitures of Sel.

Allomancy is raw, brutal and powerful. There are sixteen base

metals that work, though two others - named the God Metals

locally - can be used in alloy to craft an entirely different set of

sixteen each. As these God Metals are no longer commonly

available, however, the other metals are not in wide use.

Feruchemy, is still widely known and used at this point in

Scadrial. Indeed, you might say that it is more present today than it

has been in many eras past, when it was confined to distant Terris

or hidden from sight by the Keepers.

Feruchemy is an end-neutral art, meaning that power is neither

gained nor lost. The art also requires metal as a focus, but instead

of being consumed, the metal acts as a medium by which abilities

within the practitioner are shuttled through time. Invest that metal

on one day, withdraw the power on another day. It is a well-rounded

art, with some feelers in the Physical, some in the Cognitive and

even some in the Spiritual. The last powers are under heavy experimentation

by the Terris community, and aren't spoken of to outsiders.

It should be noted that the inbreeding of the Feruchemists with

the general populations has diluted the power in some ways. It is

now common for people to be born with access to only of the

sixteen Feruchemical abilities. It is hypothesized that if one could

make metalminds out of alloys with the God Metals, other abilities

could be discovered.

Hemalurgy is widely unknown in the modern world of Scadrial.

Its secrets were kept close by those who survived the world's

rebirth, and the only known practitioners of it now are the kandra,

who (for the most part) serve Harmony.

Hemalurgy is an end-negative art. Some power is lost in the

practice of it. Though many though history have maligned it as

an "evil" art, none of the Investitures are actually evil. At its core,

Hemalurgy deals with removing abilities - or attributes - from one

person and bestowing them on another. It is primarily concerned

with things of the Spiritual realm, and is of the greatest to me.

If one of these three arts is of great interest to the Cosmere, it

is this one. I think there are great possibilities for its use.

EDIT: Have added the full text of the Ars Arcanum.

Edited by FireArcadia
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AWESOME! that thing raises all kinds of questions. especially regarding chromium.

stores fortune? like, you spend a day stubbing your toe on every corner, dropping hot coffee in your pants and so on, and then the next day, you fire blindly into the air and kill your oldest nemesis after 16 ricochets???? i'd like to see the technical theorists from the iron feruchemy thread try to explain THAT in scientific terms.

Edited by Sunblesser
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O THE DISTRESS SHOULD I LOOK?

i dont get to read it until Thanksgiving.

I must confess that I looked. No major damage to my psyche. I found the detailed descriptions of the effects of the metals to be useful.

As for possible spoilers: I don't think the two external enhancement metals are known of by at least the end of the preview chapters, and they may play a role in the plot. We also don't "know" feurchemical effects of many of the newer metals yet.

I will now discuss the contents of the Ars Arcanum

Am I the only one who's surprised that Copperclouds protect the emotions of everyone within the cloud, not just the Smoker? I thought that the original Mistborn trilogy spelled out that only the Smoker him/her-self was immune from emotional Allomancy.

Edited by Kurkistan
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I'm more interested in

storing investiture- does anyone know for sure what that means? I've got some ideas, but I'm not sure they're correct...

Based on the last section, I'd say that it is:

Storing Investiture would be storing the ability to use magic (practically restricted to the Metallic Arts). If I understand it correctly, it would be amazingly powerful; a twinborn could constantly store allomantic ability when it is not in use. This could be how TLR combined Allomancy and Feruchemy for more dramatic effects, as well as his huge strength. One could also get a hemalurgic spike, store the ability, remove the spike, and still have a limited supply of the ability in a metalmind.

Note that this is all just speculation based off of a sentence or two. It would be cool, but it's probably not quite right.

Edited by ulyssessword
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Important question for Chaos: is it too soon to add the Feruchemical information - nicknames, abilities - to the wiki?

I will now discuss the contents of the Ars Arcanum

Am I the only one who's surprised that Copperclouds protect the emotions of everyone within the cloud, not just the Smoker? I thought that the original Mistborn trilogy spelled out that only the Smoker him/her-self was immune from emotional Allomancy.

I don't think this needs to be hidden by a spoiler tag, as it addresses things from the original trilogy, but I'll respond in one just in case.

Actually, I don't think anyone in those books knew that copperclouds could protect from emotional allomancy. Remember when Kelsier is getting the crew together, Clubs refused to be in the same room as Breeze. He said you can't trust yourself when a Soother or a Rioter is around. That means that Clubs himself didn't know that he was immune to emotional allomancy.

ADMIN EDIT: Please no doubleposting. Thanks. --KChan

Edited by KChan
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That makes sense. That sounds like something Clubs would have said. Okay, I stand corrected on that part.

Now that I think about it a little more, the "whole cloud" vs. "just the Smoker" bit is a little surprising to me. When Kel was giving his recruitment talks to the skaa masses, he had emotional allomancers helping out. I would have thought that that much Rioting and Soothing would be like a lighthouse to any Ministry Seeker-goons that were anywhere near the vicinity of those talks, which would make me think that a coppercloud would be needed to keep everything under wraps.

We have some decent evidence that the Rioters and Soothers were successful in their attempts, so either Kel was taking a terrible risk by doing this without any copperclouds, or something changed. (Maybe Harmony changed it so copperclouds protected everyone and not just the Soother?)

I don't have my book on me to check that one scene, but Chapter 10 is the first of Kel's talks. Is there a mention of Smokers?

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"Anyone burning copper is immune to emotional Allomancy. In addition, copper's influence occurs in a bubble around you. This cloud, called a copper-cloud, hides anyone inside it from the senses of a Seeker, though it won't make them immune to emotional Allomancy, like it will you." - Kelsier, Chapter 7. Sorry, don't have a page reference, it's from my ebook.

This does seem to present a contradiction; this must have been tested. An error then? I wonder if the Ars Arcanum is present in the ARC, and if this issue is present there, also.

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"Anyone burning copper is immune to emotional Allomancy. In addition, copper's influence occurs in a bubble around you. This cloud, called a copper-cloud, hides anyone inside it from the senses of a Seeker, though it won't make them immune to emotional Allomancy, like it will you." - Kelsier, Chapter 7. Sorry, don't have a page reference, it's from my ebook.

This does seem to present a contradiction; this must have been tested. An error then? I wonder if the Ars Arcanum is present in the ARC, and if this issue is present there, also.

Thanks for the quote. I wish I had my copy with me so that I wouldn't be stuck just making vague, unsubstantiated statements. :unsure:

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The inconsistency is probably my fault.

Ah. Sorry about that. It's not a huge mistake, at least, like saying that Koloss are all secretly unicorns or something.

Out of curiosity, how are these things normally resolved?

  1. Will the next Ars Arcanum have a special note?
  2. Will Brandon issue a public apology for the vast, vast wrong he has done to the entire human race and pledge to buy back all copies of AoL in order to reissue another edition correcting the mistake? :angry:
  3. Or would the world at large be best served to just assume that Kelsier's description is correct, with future editions of the Ars Arcanum silently correcting the discrepancy?

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The inconsistency is probably my fault.

That's ok, I'm not sure who would notice other than us.

I marked this as spoiler, since one of these metals is probably the Alloy of Law mentioned in the title. Every Cosmere book thus far has a title directly relating to something in world, so I guess the Alloy of law in question is an alloy from the enhancement/spiritual or temporal metals.

Anyway, this also reveals the in world proper term for magic! A magic system is a manifestation of investiture. So does

Nicrosil store a strength in magic? Or what?

Edited by FireArcadia
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I am now putting a Cosmere spoiler tag on this thread, because we need to go in that direction here. I may move this to General Theories eventually.

Okay, so, these powers are amazing. Can I just say that? I'm feeling hyper right now.

I need to collect my thoughts, but some initial reactions:

1. I want a definition of Investiture. This is not a completely unfamiliar term to me, as it was discovered quite some time ago here:

Note, everyone, that on Nalthis, the planet of Warbreaker, they use the term BioChromatic Investiture.

So we kind of knew it was a term, and Brandon's mentioned that Shardblades can't be Pushed on because they are Invested.

Right now, I want a firm definition of what it means to have an Investiture.

2. Spiritweb. Remember that in the Hero of Ages annotations, that Brandon said Hemalurgy was sort of like acupuncture. He mentioned spiritual overlays at some point. So, the Spiritweb is the thing that, if you knew everything about it, you could use Hemalurgy perfectly.

Unrelated, but did you know Crafty Games confirmed that everyone has three aspects? We heavily postulated that, but it's good to have confirmation.

Anyways, the Spiritweb seems to be that Spiritual aspect. Or maybe just part of it. It's like a spatial-dependent form of DNA. That's why Allomancy doesn't descend as nicely as regular genetics do, I think, because there can be so many variations of Spiritwebs.

Also note that there should be ways to use the power by choosing it, rather than hardwriting it into the Spiritweb. The author mentions that Sel works like that. What if an Allomancer can learn to manipulate things in another way, and that's how you get to Shadesmar?

3. I don't know if it's Hoid. Maybe. It's at least a worldhopper. The way the author suggests "end positive, according to my terminology" suggests that he is more learning these concepts as he is moving along. Hoid would know these concepts inside and out, judging from how long he has lived.

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1. I want a definition of Investiture. This is not a completely unfamiliar term to me, as it was discovered quite some time ago here:

Note, everyone, that on Nalthis, the planet of Warbreaker, they use the term BioChromatic Investiture.

So we kind of knew it was a term, and Brandon's mentioned that Shardblades can't be Pushed on because they are Invested.

Right now, I want a firm definition of what it means to have an Investiture.

A good thing to add to the Brandon questions list? I might ask him when he is on tour in the UK later this month.

2. Spiritweb. Remember that in the Hero of Ages annotations, that Brandon said Hemalurgy was sort of like acupuncture. He mentioned spiritual overlays at some point. So, the Spiritweb is the thing that, if you knew everything about it, you could use Hemalurgy perfectly.

Anyways, the Spiritweb seems to be that Spiritual aspect. Or maybe just part of it. It's like a spatial-dependent form of DNA. That's why Allomancy doesn't descend as nicely as regular genetics do, I think, because there can be so many variations of Spiritwebs.

Also note that there should be ways to use the power by choosing it, rather than hardwriting it into the Spiritweb. The author mentions that Sel works like that. What if an Allomancer can learn to manipulate things in another way, and that's how you get to Shadesmar?

This was my thought as well.

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I think that the writer might be Hoid or the Seventeenth Shard. Either that or they know of them. Either way, I think it seems highly probable that it's the same person who wrote the Ars Arcanum for the Stormlight Archive at least, and quite possible other ones too.

It makes me wonder though- why does he find Hemalurgy interesting? Could Hemalurgy be used to steal a non-Scadrial power? The implications of that are... daunting. If we look under Hoid's cloak, will we see little metal rings?

Also, I find another thing interesting. The writer mentions that "most" of the Kandra serve Harmony. I wonder what the implications of this are. Are there evil Kandra, like the Mistwraith stories of old? Is TenSoon one of those? Is that why Bloody Tan saw him (as Kelsier) and Marsh meeting? Did they talk to him specifically?

A worse question- Did they turn him into a who he became? He talks about being a "puppet". Is this a self-imposed? Or literal?

Oooh. Or what if a Connector Ferring has him so crazily loyal that he has to do whatever they say. That would explain the "puppetness".

Questions questions questions....

And I love the sort of stories that these powers open up. I mean the slightest change in characters could be explained by any number of these. And I love that Fortune is a real and present thing that can be influenced. As well as Calories. Yum.

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could investiture just be an object having and using magic, people included.

Every example of an invested object we have is something that has an amount of a Shards power in it, like shardblades, or awakened objects, or hemalurgic spikes, but feruchemical storages aren't invested (they can be pushed) maybe its because they're batteries, rather than invested and if you could make some kind allomantic robot that burned steel and iron and flew around the place it would be invested too. we know people and things inside them cant be pushed or pulled, maybe thats because of the piece of a shard inside them, they are invested people, and if you have a significantly greater investment you can over come your targets investment and still affect them

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