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EdroGrimshell

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Everything posted by EdroGrimshell

  1. Except that if that was the case it wouldn't negate Atium and it's described as projecting multiple shadows when facing against an atium user.
  2. Myles does it with his gold spikes for compounding, IIRC.
  3. Well that's a point of contention with the way compounding is described. The hack is described as using the power of one system with the benefits and drawbacks of another system. So using Feruchemy with Allomancy for compounding gives the power of Feruchemy (ability to store up and tap into traits) with the benefits and drawbacks of allomancy (net gain of power, no physical change in the body, and burns the metal). It's entirely possible that a Pewter Twinborn doesn't have that downside when compounding.
  4. Bands of Mourning gives a better explanation of it but essentially Nicrosil stores the investiture that makes allomancy and feruchemy possible, tapping it makes your allomancy or feruchemy stronger while storing it makes it weaker. It's most likely the trick behind TLR's exceptionally strong allomancy outside of potential hemalurgic enhancement.
  5. Iron: Allomantic. Just for the ironsight. I don't give a damnation about flying around with Steel, and storing weight, while it could be useful, doesn't appeal to me much. Plus being able to pull things towards me is useful. Steel: Feruchemical. The most broken feruchemical power, even if it is hard to actually store up most of the time I'd prefer this over steel allomancy. Being able to go fast would be fun for a change. Tin: Feruchemical. I love this because storing is just as useful as tapping. While it may not enhance my night vision that much, I can learn to be Daredevil and just use my hearing instead. Pewter: Allomantic. Rolls several feruchemical powers together that I can store. I'd love this one so much since I could be Captain America for a while with it. Zinc: Feruchemical. Useful. I usually don't have to worry about thinking fast, and I often think too much. And tapping it would be such an interesting experience, maybe actually let me get my story inspiration going when I get stuck. Brass: Feruchemical. I hate the heat. Summer sucks simply because of heat and humidity. It kills me every year. I am so gonna abuse feruchemical brass to keep that from happening. Copper: Allomantic. While I have a bad memory in general, in the Mistborn universe, this would let me hide my limited allomantic abilities very well. Our world, I'd still take this because of Atium hemalurgy. Bronze: Feruchemical. I'm a night owl and sleep in as it is, why not make good use of it so I can stay up when I need to? Not to mention it cures mental fatigue, which I have issues with during the day. Cadmium: Feruchemical. My favorite feruchemical power, especially with Allomantic Pewter, don't ask why, I have no idea why. Still, the ability to go without breathing could be fun. Bendalloy: Feruchemical. Eat all I want, store up the nutrients and caloric energy, get the taste going, and even lose weight? Sign me up. Seriously, this would be the best way for me to diet ever. Gold: Feruchemical. Who doesn't want damnation near regeneration?! This would be a prime one to get doubled down with Atium or Pewter Hemalurgy. Use it to feign sickness and get out of work, tap to get over being sick for the fun. Or double down to compound and be a superhero. Electrum: Allomantic. I don't need the determination much, while I am prone to moments of lethargy and apathy, I think I can be determined when I need to be. Chromium: Feruchemical. Luck is fun. I love luck based builds in games for the sheer fun of it, plus my money problems would be over once I hit a casino. Nicrosil: Feruchemical. Amplify my allomancy? Sure thing! Even with only Iron, Electrum, Pewter, and Copper, I think I'd like this one a lot. Plus with Aluminum I can hand off my metalminds for other people to use. Fun. Aluminum: Feruchemical. Mainly for the above handing off of metalminds. Duraluminum: Feruchemical. Language! God I want to go to Japan so badly! This would let me speak with people there and make friends quickly. Hell, I'm tempted to grab Allomantic Duralumin with Atium Hemalurgy just for that option! Atium: Hemalurgic. So many ways to do this. Grab Duralumin or Gold allomancy to enhance the feruchemy or grab feruchemical copper to get a perfect memory. Allomantic Tin so I can have the night vision without the other obnoxious senses giving me issues. Allomantic chromium for infinite luck or allomantic nicrosil for infinitely enhanced allomancy. Allomantic Zinc for compounding so I can write better as well as manipulating people some. Allomantic Brass to calm people down since I hate people being angry. Wouldn't compound though, I hate the heat. Maybe Feruchemical Electrum so I can stay on course with my stuff and stop second guessing myself. God I don't know which I'd pick. Probably Feruchemical Copper for the eidetic memory compounding would give me, but there are just so many options!
  6. I'd probably look into a pewterarm, personally. Survivalist type rather than a fighter, uses wits and careful planning as much as he does the extra physical power from Pewter. Possibly a savant, probably not though. If I were to add a feruchemical power, it'd be Zinc, emphasizing his ability to plan out and set up. If he ever got spiked, I'd go with Tin as a kind of reverse of Spook.
  7. Other way around. Cadmium creates a bubble of slowed time while Bendalloy creates a bubble of accelerated time.
  8. You'd also want Bronze, Brass, Gold, Bendalloy (with hydration rather than calories), and Cadmium so you wouldn't tire while running. And you wouldn't need much of each, a Gold Earring, a Bendalloy and Brass Ring, a Bronze necklace, a Steel Bracelet, and a small Bar of Cadmium (wrapped at most pointz) in your pocket or something so you don't get Cadmium poisoning (I know it's cadmium inhalation but better safe than sorry). A little extra stored (or storing in the case of Brass) up of each could get you somewhere fast without tiring out, and probably without sweating much, if at all.
  9. Zinc, Brass, Tin, Pewter, Steel, and Iron are all pretty easily accessible. Beyond those, though, most of the metals are of limited usefulness. Copperclouds aren't needed in our society and you'd be unlikely to find another allomancer with Bronze unless we'd all get the powers, Aluminum is pretty useless for allomancers and Duralumin, while it could be useful, is rather limited. Same applies for Chromium and Nicrosil. Then Gold is useless and electrum of limited use. Bendalloy might be the most useful of the expensive metals though, being able to speed up your personal time so you can study before a test or finish a report for work or something.
  10. uh, every single one of those metals except Atium and Lerasium are real world metals.
  11. Maybe the Copper/Atium Alloy would store the ability to remember things rather than specific memories... now there's an interesting thought.
  12. Huh, could have sworn it was under her portrait...
  13. This... is interesting. I mean I've heard of storing Bronze Allomancy in Nicrosil then tapping it to pierce copperclouds, but not in tin. Though it may be that it can't since I don't believe Allomantic Tin enhances Allomantic Bronze.
  14. I think it's mentioned in HoA. Pretty sure it's the Blessing of Potency. Yea, it is. Mentioned on the Coppermind Wiki
  15. Feruchemy all the way. It's a godsend in the modern world, plus I love systems that have an inherent resource management.
  16. It is stated somewhere that all investiture changes the body. And Feruchemy is Investiture.
  17. Red is commonly associated with Odium, especially red eyes as shown with the Parshendi entering their Storm Form. It's a common theme that makes me think that Odium is involved, rather than Autonomy or another shard or portion of a shard, like Rust.
  18. Hm, that makes me think of how the Intent of a shard can be changed based on the Interpretation of the Shardholder. Ruin is change, not destruction per se, meaning that if the holder saw the intent as Progress rather than Destruction as Ati seemed to have done, it could have changed the whole dynamic on Scadrial. Same with if Preservation had its intent interpreted as Tradition... That's actually really interesting...
  19. I got this thought pretty randomly, but, it got me thinking. What if Trell is, in fact, one of the shards we have not heard about yet. Better yet, what if Trell is the patron of the Southern Continent of Scadrial in place of Harmony, since he seems to have put most of his attention to Elendel in the north. That thought led to me thinking of potential shards, which got me to a pairing of shards (since they seem to come in pairs) of Progress and Tradition, which may actually both be shards present on Scadrial. If that's the case, then it is possible that Progress is the reason for Allomantic Technology in the Southern Continent, and may in fact be the source of power for it as Preservation was for normal Allomancy. It also holds in line with Paalm, Ruin and Preservation have been in command for too long, and Harmony is just both of them put together. She wants to progress, to free people from Harmony, to progress past Harmony, past Ruin and Preservation. Because he's holding them back, he gave them too much, and they have stopped progressing because of it. As Harmony says himself, they should have advanced more than they have, but have stagnated because they don't need to advance. Progress would be inclined to try and force this advancement, and would have already done so on the southern continent, letting him know what can be done. As for Tradition, all I have to do is look at the Terris people to see the mark of it. The Terris in Era 2 follow a tradition left behind by their people, they make little progress outside of it. It could also be the source of Feruchemy, though I honestly feel that Feruchemy should actually be of Preservation and Allomancy should be the mixing of powers of Ruin and Preservation, but that's beside the point. As it stands, Feruchemy has little explanation as to why it exists in the first place, the Terris people seem to just have the power in them. But where did it come from? While I've seen some say that it's a specific mix of ruin and preservation's power, and I can see that, I just think that another shard might have imbued them with a small amount of its power, sneaking it into the creation of humanity. This would explain a few things about the Terris, such as their hold to tradition and collection of knowledge, yet rarely using that knowledge outside of teaching to pass on the tradition. It also explains, somewhat, where Feruchemy itself comes from, since a blending of Ruin and Preservation's power is what created the world and the imbalance created intelligence, the blend also giving feruchemy seems a little unlikely. This is, however, pure speculation. None of it is even supported, but there are several shards we don't know about as of yet, and I thought this was an interesting take on the idea. I'm likely just blowing hot air, but it fits to me and I like spreading ideas like this around now and again.
  20. So, I've decided to extend this a bit by including the 16 Feruchemical Traits I thought up for the fun of it when I first joined the site. Most of the metals themselves are more mental in nature, rather than physical like standard feruchemy, making them quite a bit less useful in a fight, but I decided to give it a shot anyway. And here's the result (note: No metals are assigned to the abilities, so there will be no references to metals). First on the list is Mental Stability, the ability to not panic in extreme situations. Good for cutting down on PTSD and not getting caught up in the frenzy of battle. With this, you can keep a level head while in a fight and plan a strategy without dealing with the chaos of battle. This one is more useful in training where you are pushed, mentally and physically, to your limit. Next up, Instinct. Being able to rely on your instincts in a fight is key, especially if you get a hunch on how strong your opponent is compared to you. Use it deeply at the start of a one on one fight to get a measure of your opponent or in a multi-person fight to help decide where you'd be best suited to go and shift to a shallow tap so you can get that gut reaction of "I need to get out of here" if it comes up, or just not use it at all if you have the ability developed enough normally. The early read can be a life saver, regardless, as it can keep you from underestimating or overestimating your opponent, at least partially. This can also enhance your instincts in regards to how to react to certain situations, like a danger sense to let you know when your opponent's about to pulls something that could hurt you. One of the more useless ones for a fight is Language. Great for scholars, not so much for a fight. However, in a wartime scenario, this is actually decent for spies, as it'd let them comprehend coded documents or similar. While not combat feruchemy, it is still something to bring up after thinking on it for a time. Now we get to the big one, the ability to store and tap Skill. Store your ability to fight when not in a fight, leave it alone while training or sparring, and tap it against more skilled opponents to patch the weakness. This becomes far more drastic the more skilled you already are in a particular area, meaning the more seasoned a combatant you are, the more potent tapping the skill becomes. On another note, you can store up your skill at managing your metalminds' reserves, which can be quite handy for maximizing your potential. And, as before, the more skilled at it you already are, the greater the results. And now, Inspiration, or creative thinking, as it were. This one, while largely scholarly or artistic, can be good for having moments of inspired combat tactics that can win you a battle if handled right. This is actually a good one to tap deeply, along with zinc, before a battle to come up with a proper battle strategy, making it great for strategists and generals more so than soldiers. But even in a normal fight, it can be great for coming up with a unique solution to the opponent you're fighting against. Another of the big ones, Acumen is one's ability to learn and process information. This includes Muscle Memory, which can greatly enhance the benefits of training before a fight even starts. Same with tactics and other useful applications that can turn you into Sherlock Holmes. Great when combined with Zinc. This can even help a soldier learn in an extremely short amount of time by tapping deeply. And the first one that is good both for storing and tapping, Emotion. Store up fear while tapping rage to become a berserker or store rage and tap calm to think logically through a fight. The possibilities here are extremely high. However, this is one of the few traits that can very easily backfire. Storing fear can impede the fight or flight response, making you prone to staying in a fight long after you should have fled. Counteracting this is the fact that you can convert the stored emotions into Investiture for Nicrosil, making this still a very valuable trait to store up. Presence is sort of like what I've seen many people reference Duralumin as, and is good both for tapping and storing. Storing it allows you to seem unimportant to your opponent, they'll underestimate you or ignore you completely, allowing you to come up and surprise them. Tapping, however, allows you to draw aggro, making your allies seem less important than you are, and, if you're the biggest threat there, this can save a lot of lives, as well as give them a chance to counter the drawn aggro. Alternatively, the presence you had can be transferred over to Nicrosil to be used elsewhere. And now for Awareness. Like storing a large amount of breath in Warbreaker, this one lets you be aware of people's positions around you, sensing their location. This also applies to things around you as well, however, letting you navigate your battlefield with increased ease and use that to possibly position your opponent into an unfavorable condition that can make it easier to win. This is also great for a general or someone coordinating the fight because they can get a better scope of the battle and deploy troops better in larger scale battles. Clarity is a lot like flaring tin, without the increased senses, clearing the head and allowing for a faster recovering from blows to the head or to ignore exhaustion's effect on the mind. While not as useful as other traits, this can replace the effects of tapping Tin to clear your head, which involves intentionally tapping your sense of touch to flare your pains, thus allowing you to convert touch into raw investiture and use Clarity instead. Now we come to Light, one of the more interesting ones. Since tapping sight is very different for a feruchemist, being more like telescopic vision, this has the effect of mimicking the effects of burning tin, allowing you to see better in dark conditions. Which can be a great advantage if it is late or if you are out in the mists. Storing can also be used in the day, if the sun is at your opponent's back, you can store light to mitigate the glare and keep from being blinded by the light. Another good one for combat, as well as one of the few physical ones in this set, Durability. While a light tap can mimic the effects of allomantic pewter, keeping bones from breaking from falls and allowing one to stay on their feet longer, a deep tap, briefly flared out, can be used to stop a wound from ever taking hold. This is especially true with blunt force trauma. Combined with gold, this can make you a juggernaut on the battlefield. And now Coordination. You really don't want to trip in the middle of a fight, and Coordination improves your balance, not just your sense of balance as Tin can do. This can also help to deflect attacks using a weapon by using very fine movements, refining an existing base to a higher level for a time. Combine with Skill and a little Speed or Mental Speed, and this can be quite useful. Next up is an odd one for a fight, Flexibility. Useful in its own right, flexibility can help in dodging, as well as allowing you to surprise your opponent with odd or unexpected angles to your own attacks. It can also make grappling easier as you won't be as discomforted in awkward positions and can put your opponent into even more uncomfortable positions than what they could put you in. And now, the most useless of the feruchemical traits for combat, Beauty. It's main use is to be stored and converted into Investiture for Nicrosil. I don't doubt that some might try to store a lot of it at once to try and startle with how ugly they'd end up, or tap deeply to stun with unnatural beauty, but it's likely to only work once and is very unlikely to be effective against experienced opponents. Regardless, I think this is one of the more useless traits for straight up combat. And finally, one of my favorites, Voice. While this might not seem very combat oriented, this can be a heavy damage dealer. Sound can be dangerous, and tapping voice deeply enough can make your screams deafening, if not incredibly painful. With a large enough reserve, it may even be possible to cause severe damage with the reverberations of your voice, just be sure no allies are around when you try this though, because even if the sound doesn't go straight towards them, it can still deafen or harm their hearing. And there you have it. This was mainly just for the fun of it, as was the original post, but I figured I'd put it out here anyway to see what everyone things. Also nets some additional support for my original project by simply giving a bit more of a description for it.
  21. Yea, that was a big thing I noticed as well, no one ever seems to use Feruchemy to train themselves up. It would make for a perfect method of training a soldier up, and yet, they don't do it. Although I will admit that in Era 2 that's pretty difficult to pull off since full feruchemists seem to be unheard of (though still technically possible with a pure enough bloodline). Of course, even a single feruchemical power can be a great boon to the average soldier. The thing is, feruchemy seems to be largely underutilized or used in a way that doesn't work well for a proper soldier, everything being compounded on itself to give great benefit all at once, but losing out on time. You'd think such a conservative people would be better with a magic system that epitomizes the idea of resource management. Indeed, I know the arguement there, and agree with it. I don't agree with what MistLord said about Zinc not improving reaction time, since as WoB states... ...it'll still bullet time ya. I was simply stating that you do react faster because everything is slower except your mind, you're still just as fast as everyone else (meaning you seem slower to your own mind), but you still can react faster to external stimuli because your brain processes them faster (the speed of light is a constant, so you see things near instantly, meaning you have more time to process the information and react to it when tapping zinc). This is the basis of my arguement for the way Zinc works as I described it in the OP, you react faster to the information you're given, you don't move faster, but you do react faster, because reaction time has nothing to do with speed, per se, it has everything to do with how fast you process the information you're picking up.
  22. WoB is that Zinc does "bullet time" to a degree, less than tapping steel, but it still does so. Or, at the very least, it's implied that that's the case. So, technically my take on Zinc is correct, just that tapping steel does the same. Tap both slightly to compound on the effect.
  23. Note, I said Balance. Not equality. Just like having the right balance of carbon in iron will turn it into steel.
  24. I agree with this to an extent. I personally see Feruchemy being a balance of Ruin and Preservation, since you use Ruin to weaken yourself and preservation to store it. Tapping the power is just you bridging the gap to preserve the balance and compounding that reserve uses Ruin as a bridge to get the reserves to collapse in on themselves (hence the power lost to the collapse). My thoughts in that regard is that the Terris people were some of the earliest humans, and all that came after didn't have the proper balance of power to give them feruchemy.
  25. I may have gotten another use of Duralumin, theoretically. It's a major bit of conjecture and one I don't know if it'd work or not with what we currently know or not. Tapping Duralumin to connect to your Metalminds to increase your efficiency with tapping and storing them. Like I said, I don't know if this would work, but if it does, it'd allow you a good bit of extra power. Even a shallow tap for this purpose would effectively increase how much power you've got stored up.
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