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TheArcanist

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  1. Agreed. I think we've pretty satisfactorily determined what Spikes Marsh has. Now we need to know what he can do with them. Any suggestions of what he's capable of, combining compounding, flaring, and savancy in different metals?
  2. Replicas of Cosmere weapons. Who wants a copy of a Shardblade or of Nightblood? Better yet- replica metalminds. Wearable jewlery marked with the appropriate Feruchemical symbol. Even better, one of those "ion bands" done up to look like a pewtermind.
  3. As per the MAG, yes it would. Think about it. Four Spikes were enough to turn a regular person into a Koloss- just one would turn you into... something else. Something twisted and probably mentally unstable. Instead of being a patchwork of minds reduced to apathy and rage, you'd be one mind with a gibbering sidekick. Also let's not forget Feruchemically tapping a pewtermind make you grow in size. Sazed became as large and powerful as the oldest Koloss during the Siege of Luthadel.
  4. He has other ones of Inquisitors in trench coats. With accurate Scadrian lighting. http://inkthinker.deviantart.com/art/Mistborn-Inquisitor-II-96774045
  5. I think Marsh was just tall. He's always been described as imposing, but given that line I'm no longer so sure. However, Marsh still seems perfectly in control of his mind, so I don't think he's using a Human Trait Spike. Also, if I recall correctly, there's a chart depicting the Hemalurgic bindpoints in the MAG, so we should probably find a copy of that for reference as well. In other news, I found this illustration amidst official Mistborn ones by a fellow on deviantART named Inkthinker, who's done most of the official illustrations for Cosmere books- especially all the stuff in Stormlight. This depiction of an Inquisitor just so happens to be one of Marsh, and several of the Spikes are clearly visible. Using my deviantART account, I've asked him if this depiction is accurate to Marsh during Final Empire or Hero of Ages. Personally, I'm leaning towards Final Empire just because of when it was made, but it's still something useful to look at for the purposes of this thread. http://inkthinker.deviantart.com/art/Mistborn-Steel-Inquisitor-96465004?offset=90#comments
  6. 1) Consult the thread, but covering all of them could be... problematic. There's an ungodly amount of them shoved through his ribs. Probably a couple in his shoulders too. If he's wearing voluminous robes, then I wouldn't bother doing most of the ones on the torso. The eye spikes, the linchpin, and the arm bracers would be enough to complete the look. Of course, if you want total accuracy, it's going to take a while. 2) Yes he does. 3) The links that I'm about to post are all official illustrations. Some are used in the MAG, some are just on his deviantART page, but this is the guy who illustrated Stormlight, and did just about all the maps, I think. Use them well. http://inkthinker.deviantart.com/art/Mistborn-Adventure-Game-Peoples-of-Scadrial-350243761 (The guy on the far right under "Steel Ministry". Huge, big axe, spikes, can't miss him) http://inkthinker.deviantart.com/art/Mistborn-Steel-Inquisitor-96465004 http://inkthinker.deviantart.com/art/Mistborn-Inquisitor-II-96774045 http://inkthinker.deviantart.com/art/Inquisitor-Greyscale-96780368
  7. I don't think I have any one favourite character, because even the people in the epigraphs have fully-fleshed character arcs. However, I am in awe of certain characters for sure. Kelsier for his charisma and leadership, Elend because of how he comes to temper practicality with idealism, Sazed because I identify with him strongly as a man of learning and faith with doubts, Vin because of her complimentary strength and vulnerability, and Marsh because of his indomitable will. Seriously, that guy managed to resist Ruin- a literal force of nature -every step of the way. There were even things to admire in Rashek, and I think that's the triumph of Sanderson's books- in spite of the insanity of their worlds, every character is completely human.
  8. Before the arrival of the Elantrian students, Hogwarts underwent massive renovations to become a focus for AonDor and other Selian magic systems. When they finally did arrive, students from all parts of Sel had come to attend. The Elantrians were, of course, the most spectacular of these. The nature of AonDor made them exceptional in academic areas, the art focusing on study and complex magical equations. When it became apparent to Ministry researchers that their earthling wizards could tap into the Dor due to similarities between the two systems of magic, the Ravenclaws quickly became practitioners to the best of their ability. Professor McGonagall quickly became fascinated with the possibility of studying Forgery as an offset of Transfiguration, but the Ministry made it very clear that only certain types of Forgery would be accepted. Soul-Forging was strictly forbidden, and Forgery outside the classroom and the watchful eye of a professor was considered academic misconduct, though people did try to cheat on tests with it, and alter grades after the fact. ChayShan quickly added some well-needed spark to the duelling club, as it finally gave the wizards- Gryfindor especially loved this art -something of a fighting chance against Allomancers, Feruchemists, and Surgebinders; all of whom possessed unconventional abilities that the wizard's magic had little chance of countering. Disarming was pointless, and all three types of magic-user resisted stunning like it hadn't even happened. Bloodsealing and illegal forms of Forgery became popular among the Death Eaters, who were acquiring quite the arsenal of nasty magic. Already with Hemalurgy and some form of Voidbinding in their arsenal, Dakhor was added to horrific effect. The Imperius curse required the nearly constant attention of a Death Eater, while Hemalurgy allowed emotional Allomancy to be used. Even more horrific effects were brought on by Soul-Forging and Bloodsealing. Voldemort's already horrific Inferni became terrifying monsters through the use of Dakhor, Hemalurgy, and Bloodsealing in concert. Anyone controlled by an Imperius curse didn't stay that way for long- clever Soul-Forging made them willing accomplices. The Death Eaters were quickly becoming something the Aurors couldn't possibly control- refusing to recruit from or learn any system of magic other than their own. Meanwhile, the Vorin students began to complain up-roarously against divination classes, stubbornly repeating the same mantra, over and over, "Seeing the future is not of Honour." As divination was an elective class in later years, they were not required to take it, and in the years it was a requirement it was substituted... with extra courses in history.
  9. Also, think about it this way- Marsh could probably do what Wax did, which is detonate a building. Maybe even what Vin did, given enough stores- which is blow up Kredik Shaw.
  10. Alright, so I think we have sufficiently determined what Spikes and powers, both Feruchemical and Allomantic, Marsh possesses. Now, the real question is, what's the full extent of damage he could do with them?
  11. I am of the opinion that their power gives them a chance to be more dexterous, as opposed to being inherently more subtle. You're forgetting a few things here- one, Zane was trained effectively from birth to be a perfect intelligence agent, Kelsier barely needed Allomancy to get people to do what he wanted- it just made it easier -and Vin was doing it instinctively from birth. She was Preservation's Heir, Vin was more than just a skilled Allomancer, she was Allomancy, Allomancy was in her blood. Think of Elend and his clumsiness with everything Allomantic. Even given the same amount of proper training Vin had, he still stumbled on landing, he still didn't really understand the grace and flow of an Allomantic duel. He was like a kid far too strong for his age. In a similar way, Marsh's clumsiness reads to me as power- if he was clumsy and weak, she wouldn't have responded at all, but would have resisted the manipulation. I seriously doubt Marsh possesses any God Metals other than Atium. He still had a substantial stash of Atium that he stole off the rogue kandra fleeing the Homeland- it was reportedly quite a large sack -and Brandon has stated that a single bead of Atium, sufficiently compounded, could turn a grown man into a child. That Atium stash would quite blatantly serve Marsh's needs until the natural Atium cycle returns to normal, which should be right around the time of Alloy of Law. I agree entirely with Porridge's list of Spikes and powers Marsh possesses, as it makes perfect sense. While a regular Inquisitor is thrown back by Elend's sheer Allomantic power, Marsh can match him Push to Push and Pull to Pull, which would indicate a doubling of typical Allomantic ability similar to a Lerasium Mistborn as supported by Vin being able to pierce Copperclouds like Rashek could. I think it's fairly safe to assume any Lerasium Mistborn is twice as strong in everything than your average "pure" Allomancer. I doubt Marsh has a Spike to increase his mental fortitude. That might increase processing speed and intelligence, sure, but it also increases willpower- and Marsh by himself was almost strong enough in his convictions to resist Ruin, a literal force of nature. I seriously doubt Ruin would have allowed that when burning Atium does effectively the same thing, and he wouldn't really have required independent thought out of the Inquisitors.
  12. Well there has to be some reason that Ruin or Rashek- but probably Ruin -wanted Inquisitors to have Feruchemical atium. There are, admittedly, very few reasons to use Feruchemical atium, but that's assuming you can't compound it. If you can, it suddenly becomes very, very useful. My guess? Ruin wanted to spread his influence Cosmere-wide... messily.
  13. Oh, I don't suppose I sold anything for others to buy. The Southern Scadrians have some sort of vital use for silver, regardless of the fact it's Allomantically inert.
  14. I doubt that. Hemalurgy doesn't appear to work that way. It's not like surgically grafting skin onto a person to patch them up, but much more like flaying a guy then stapling said skin onto yourself then going on a homicidal rampage with obsidian axes.
  15. The Coppermind says that your average Inquisitor had nine spikes- and they give the count for the first time when Marsh loses his robes trying to kill the Lord Ruler. I got to the count of roughly twenty-four as Marsh was said to have "upwards of twenty spikes", the lowest limit we can give him is twenty-one Spikes, but as that seems a little too close to twenty to identify as "upwards of twenty" at a bit of a distance, I'd judge it's closer to twenty-four Spikes as a minimum.
  16. Maybe it has something to do with his intent. Devotion (The Elantrians), Endowment, Cultivation, and Honour are all concepts with intents predisposed to supporting and maintaing life. Ruin has raw Investiture at his disposal, but without the Intent to be able to use it to extend life. Ruin, who is most definitely smart enough to see this, would probably have to come up with another way to keep Marsh alive and compounding Atium is probably the only way that could happen. There's definitely extra room for more Allomantic brass/Allomantic zinc, and still more room for Allomantic steel/Allomantic iron, but there's a major downside to giving Marsh 'human attributes'. Using Iron turned the Koloss into monsters useless for intellect and cunning, and they're very well suited for brutality, but Inquisitors are Ruin's officers and hunters- intelligent, cunning, homicidal, and with complex enough emotions that they're easier to control. A Koloss is fairly easy to control by being very simple; apathy and rage, with rage giving them some form of freedom. Inquisitors required a stronger grip, and severe micromanaging. I imagine using a Tin Spike could be useful, as it permanently enhances the senses, but other metals that steal human traits would be useless. Ruin wants a puppet- what benefit could come from a Copper or Zinc Spike that could give an Inquisitor like Marsh the emotional and mental fortitude to resist? As it was, being just a normal person, Marsh was astoundingly resistant to Ruin's will. It was spread thin, admittedly, but it was still a literal force of nature.
  17. Sell. No way that's happening- its Hoid's origin story.
  18. Ah, thank-you. Now, there's still seven Spikes and powers unaccounted for- any idea of what they might be?
  19. Well, Vin Steelpushed them out the broken window while Rashek dramatically aged and desperately tried to grab hold of them. They fell down to the palace streets below. Some rioting skaa probably got themselves very, very rich. There aren't two Allomantic bronze Spikes on the list- one of them is Feruchemical bronze. I agree that Allomantic copper is entirely useless to Marsh, and considering that Marasi felt that same, dramatic shift in emotions that Straff did when Vin used a duralumin fuelled Soothing on him. Which would either mean Marsh has multiple Allomantic zinc and Allomantic brass Spikes, or he did exactly what Vin did and used duralumin to supercharge an emotional Push or Pull. With regards as to why Ruin would waste a Feruchemist to give Marsh an- effectively redundant -Spike, we have to remember something very, very important. Marsh was Ruin's champion. While every other Inquisitor only had between two and five extra Spikes (Giving them eleven to fourteen Spikes, as opposed to the standard nine) Marsh had upwards of twenty, which I judged to be somewhere in the vicinity of twenty-four. This is a massive expenditure of resources, but Ruin deemed it quite necessary, as he had Marsh constantly under his direct control- unlike the other Inquisitors who were homicidal enough that they didn't need micromanaging -and in fact used him almost as an avatar in the same way Vin used Elend as one during their confrontation in Hero of Ages. While Elend streamed Mist, Marsh streamed black smoke- both of these were representative of them being fuelled Investiture directly by their respective Shards. As Ruin was expecting to use Marsh as a finely tooled weapon, he probably wouldn't have wanted to hold back any resources in enhancing Marsh's power. Another thing to remember- Marsh had a whole religion raised up around him; Sliverism. We know very little about it, but Steris seemed to view it with great distaste. It would be quite easy for Marsh to stay healthy with the support of Harmony, and a small religion probably totally willing to sacrifice different resources for him, though I doubt after the very long time he spent "on the ledge" while under Ruin's control that he would voluntarily continue working with Hemalurgy. And even if he did, he mentioned that he actually didn't know the bind points- Ruin guided his hand, and I doubt Sazed would be quite so helpful.
  20. Absolutely. - Eye Spikes: One of these is Allomantic Steel, the other Allomantic Iron. The Inquisitor, needing to see, quickly become a Savant in both. - Sternum: A Steel spike doubling the base strength in Allomantic Steel. - Linchpin Spike: This is unconfirmed as far as I know, but the most logical place I could find for the Pewter spike that granted the Inquisitors Feruchemical Gold healing. - Rib Spikes: Four Bronze Spikes, one Iron Spike. The Bronze Spikes granted Allomantic Brass, Allomantic Zinc, Allomantic Copper, and a second dosage of Allomantic Bronze. The Iron Spike probably granted Allomantic Pewter, because what would an Inquisitor need with Tin? Maybe they changed it up, Inquisitor to Inquisitor, I don't know. - Rib Spike (?): A hypothetical Steel Spike granting a second does of Allomantic Iron to increase the base strength of Marsh's pulls to balance it out in comparison to his Allomantic Steel. - Armbands: Both armbands are Atium, one Allomantic and the other Feruchemical. It's how Marsh has survived this long, by compounding like Rashek was. - Heart Spike: A Pewter Spike which grants Feruchemical Steel. Scenes in Hero of Ages seem to imply that this was standard for most, if not all, Inquisitors once Ruin had been freed. - Unknown Placement: An Aluminum Spike of unknown placement granting Allomantic Duralumin. This is highly theoretical, as it has not been outright confirmed, but Marsh did act- and I think it mentioned -as though he was capable of using Allomantic Duralumin. - Unknown Placement: A Pewter Spike of unknown placement to give Marsh Feruchemical Iron. Possibly in the ribs. This appears to have become standard for Inquisitors following Ruin's release and the massacre of the Keepers. - Unknown Placement: A Pewter Spike of unknown placement to give Marsh Feruchemical Pewter. Certain scenes in Hero of Ages, Marsh's fight with Elend in particular, seem to indicate that he had one. - Unknown Placement: A Brass Spike of unknown placement to give Marsh Feruchemical Bronze. Inferred due to the fact that when Marsh is active during the events of Hero of Ages he seems to not sleep at all, but Inquisitors in general need to rest frequently to recharge their metalminds. I added some other notes to my previous points on the list, just some musings about the logic behind it. The count is now seventeen Spikes, leaving seven Spikes of unknown purpose to be determined to give Marsh his minimum power set.
  21. If I remember correctly, I think at one point in Hero of Ages Marsh shows that he can tap and store Feruchemical Pewter. He also would probably have his Allomantic Iron doubled up to match the strength of his Allomantic Steel. I doubt Marsh would have Feruchemical Zinc- that sort of power would lessen Ruin or the Lord Ruler's control over him, so I doubt any member of the Inquisitors would have possessed a Spike like that. Logically, Feruchemical Iron and Feruchemical Bronze would be extremely useful for an Inquisitor, especially after Marsh saw Sazed in action- it would be reasonable for Ruin to push him to acquire that sort of power. - Rib Spike (?): A hypothetical Steel Spike granting a second does of Allomantic Iron to increase the base strength of Marsh's pulls. - Unknown Placement: A Pewter Spike of unknown placement to give Marsh Feruchemical Iron. Possibly in the ribs. - Unknown Placement: A Pewter Spike of unknown placement to give Marsh Feruchemical Pewter - Unknown Placement: A Brass Spike of unknown placement to give Marsh Feruchemical Bronze. This now brings Marsh up to seventeen Spikes of varying placement and powers, which means that there're roughly seven- at minimum -Spikes that I have left unaccounted for. I'm perfectly open to suggestions about what those Spikes may be used for.
  22. In any case, if this is actually going to get anywhere, we need to go by process of elimination and figure out roughly what spikes Marsh has, seeing as he's quite probably the most powerful Steel Inquisitor ever created. So I'll refer again to my incomplete list from the previous page. - Eye Spikes: One of these is Allomantic Steel, the other Allomantic Iron. The Inquisitor, needing to see, quickly become a Savant in both. - Sternum: A Steel spike doubling the base strength in Allomantic Steel. - Linchpin Spike: This is unconfirmed as far as I know, but the most logical place I could find for the Pewter spike that granted the Inquisitors Feruchemical Gold healing. - Rib Spikes: Four Bronze Spikes, one Iron Spike. The Bronze Spikes granted Allomantic Brass, Allomantic Zinc, Allomantic Copper, and a second dosage of Allomantic Bronze. The Iron Spike probably granted Allomantic Pewter, because what would an Inquisitor need with Tin? Maybe they changed it up, Inquisitor to Inquisitor, I don't know. - Armbands: Both armbands are Atium, one Allomantic and the other Feruchemical. It's how Marsh has survived this long, by compounding like Rashek was. - Heart Spike: A Pewter Spike which grants Feruchemical Steel. Scenes in Hero of Ages seem to imply that this was standard for most, if not all, Inquisitors once Ruin had been freed. - Unknown Placement: An Aluminum Spike of unknown placement granting Allomantic Duralumin. This is highly theoretical, as it has not been outright confirmed, but Marsh did act- and I think it mentioned -as though he was capable of using Allomantic Duralumin. As Marsh was said to have "upwards of twenty spikes", the lowest limit we can give him is twenty-one Spikes, but as that seems a little too close to twenty to identify as "upwards of twenty" at a bit of a distance, I'd judge it's closer to twenty-four Spikes as a minimum. Above I have outlined thirteen spikes, of which twelve we can say with near-certainty are accurate. That means that there are still eleven spikes Marsh has which are unaccounted for, and which grant him more powers. Process of elimination given what Marsh can do should show us what other powers he has, which will give us a fairly accurate yardstick by which to measure his abilities against Kaladin's.
  23. Sell. As much as the Church of the Stick would like it to be true. Shallan will kill Pattern, but will be forced into it by circumstance.
  24. Or a couple of Shardbearers, but I think we're just doing non-human creatures in these.
  25. That sounds about right to me, but the annoyance wouldn't last long. Each swing would eliminate half a dozen skeletals- absolutely obliterating them.
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