EdroGrimshell
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Best Twinborn Combinations (Excluding Compounding)
EdroGrimshell replied to DeadFencer's topic in Mistborn
I'm not so sure. Normal air is a bit over 20% oxygen (20.84% specifically), but we breath out air with between 13 and 16% oxygen. If you stored the oxygenation of blood, I'd imagine a lower concentration of Oxygen would come out with each breath, but that doesn't seem to be the case since you need to hyperventilate to get enough oxyge, when there should be more than enough in normal breathing.- 111 replies
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- mistborn
- second era
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Feruchemy has always been my favorite of the metallic arts, largely because I enjoy Resource Management games and the like, and that's exactly what Feruchemy is, resource management that you have very fine control over. That led me to thinking over the individual feruchemical powers and their combat applications and how they could best be used in combat, any aspect of it, including training. This is especially true figuring that Keepers did not like to use their abilities for combat, preferring to hide their abilities so as to keep going, to endure rather than actually get a life going. This doesn't extend so much to ferrings in the AoL era, but I've seen very few of them, personally, and having read up to Shadows of Self I've gotten to see a good bit of the universe. Most overt combat uses of Feruchemy (not compounding or twinborn) was Sazed fighting the koloss, Wayne's healing, and Bleeder's use of Speed, which, IMO, are very wasteful and use up too much all at once (though Sazed's use was warranted). However, two of these examples are not really combat, or at least not overtly. That in mind, I came up with ways to really make use of feruchemy for combat, with the idea that you'll be fighting frequently or for extended periods or won't have many chances to store it up (or just that you have something hard to store up to begin with). Now, some are obviously better for combat than others, such as strength or speed, but I will be covering all of them and how they can be used to improve combat abilities. Not necessarily actively improving your combat abilities in the moment. Before that, I'm gonna say a few things that'll show up in my descriptions. I use the terms shallow and deep for tapping into traits, rather than saying you compound on the charge. A shallow tap is a fraction of a normal amount being drawn out (whatever that is) so you just have a little bit extra for the trait, it drags out the trait and makes it so a small reserve will last longer. Great for ring-based metalminds rather than bracers and other, bigger metalminds. A deep tap is what is thought of when you say compounding a charge, drawing on large amounts of a trait like bloodmaker's need to to heal quickly or like Sazed did against the koloss. Let us start with Iron and the ability to store and tap weight. Now, I will say that this has some interesting applications, even outside of combat. If you can both store weight and strength, you can store both to make it so the loss of strength doesn't make you collapse under your own weight. By that right, Iron can be fairly useful for storing another trait. However, in combat, Iron serves another purpose. By storing it, you become lighter on your feet, as described by Wax, and put less strain on your body from your own weight. You can also make jumps that can carry you quite a ways. You can also tap it to increase momentum in a charge, break through a line, or store to increase your jumping ability, then tap to land with incredible force. While this is likely to injure you in the process, to a degree, it can cause a fair bit of damage to your opponent as well. On top of this, weight is easy to store up. That means you can have a good bit stored up or can convert it into Investiture for Nicrosil, assuming it works like it does in MAG anyway. Next is Steel, one of the more obvious powers and the one that is clearly broken. However, this is balanced by the fact that speed is rusting difficult to store up, and that most tap into it very deeply to just blur away, which I find wasteful. Another way to do it is to tap it shallowly when you are outclassed or evenly matched, and even then only periodically, so that you can outpace them at a critical moment to get a victory. This is a lot like what Ham was trying to teach Vin about allomantic pewter, using it sparingly at the right time can be just as, if not more, effective than using it at a full burn (or a deep tap in this case). That said, if you really, truly need to take out a target right now, tapping deep can be just what you need. However, if you do that, plan the approach and exit beforehand so you can use as little as possible. This saves you the need to store up more of it later somewhat, which is a pain in the neck with how difficult it is to store up. You want to make a steelmind last if you can. Tin, not exactly the most obvious choice, but, if you look at Spook in HoA, he pretty much becomes the Daredevil. While that is allomantic tin, you can achieve the same by tapping into hearing and touch, allowing you to feel minute changes in the air currents and hearing when something is coming at you, without the debilitating weakness to light. You can also enhance your sense of balance with it, while this won't directly improve your ability to keep your balance, it can make it so you don't lose your balance as easily to begin with, which can be a life saver. These are also fairly easy to store up and can be augmented with Nicrosil (again, assuming it works like it does in MAG). One issue, though, is that you'd have a learning curve to use this in that way, it's not instinctive. And another inherently combat oriented one comes in the form of Pewter's ability to store strength. Surprisingly, a lot of what applies to steel and speed can be used for pewter. Tapping it shallowly is a good way to outmatch an otherwise equal opponent. It avoids the issues of the physical change, such as increased muscle mass hindering movement. The increase in size also makes you a bigger target, and unless you can heal well, this can be dangerous. On top of that, in an extended fight or war situation, you'll probably have armor of some kind, which can hinder your ability to use pewter somewhat. With all that in mind, showing restraint as you would with speed, to make yourself just good enough to best an opponent, is the way to go. Against vastly stronger foes, such as koloss, conservative goes out the window, but it still pays to be careful how much you tap. Zinc. Obviously one of the more "scholarly" metals, right? Wrong. Zinc is a godsend for fighters. With zinc, you're essentially slowing the world down around you and allowing yourself to react to what your opponent is doing faster than they can react to you. While not quite on the level of allomantic atium, far from it actually, it does let you essentially predict what your opponent will do and just seem more skilled than you really are. Even just a shallow tap will make you seem more skilled in a fight and could actually make it easier to learn to fight. Brass is an interesting one, because it's actually useful both ways. As the body works, it heats up, and if you have on armor in a fight, especially if you're under the sun, you can use brass to cool yourself off, which can prevent heat stroke or heat exhaustion, both killers in their own right. And tapping into it, especially deeply, can allow you to heat up something to burn as well as bludgeon, or to heat metal items to burn and stab. There are issues, of course, such as clothes burning off and residual heat in armor that you'd need to remove before you stop tapping or run out, otherwise you'd be in for a nasty (read: painful) surprise. Obviously, without large amounts stored and a lot of preparation, the storing aspect is the more useful. Now we have one of the ones that is somewhat less useful, Copper. The ability to store memories for later. Quite obviously not very useful in a fight. Even learning to fight this isn't that good. But, it can help you learn tactics. By storing a memory, then relearning, and storing it again and doing this a few times, you can tap the memory several times, essentially embedding the lessons into your mind. It's too bad this doesn't work with Muscle Memory otherwise it'd be perfect for getting fighting down (or, at least, it'd let you see the results more easily ). Next on the list is Bronze, storing wakefulness. Now this one is a little weird, but is very effective. Wakefulness is actually a lot more like restfulness, from what I've seen. And that makes me think it can be tapped to give you the same effect as having rested for a time, which reduces fatigue and refreshes the mind. Both of which can improve combat performance with even a shallow tap. And you really don't need more than a normal tap every now and then to get the benefit. However, this is not a perfect way to reduce fatigue. Rest often involves more than just taking a nap after all, but that's still a major advantage a feruchemist can take advantage of. And one of the other less useful metals, Aluminum. The trueself or identity, this is an interesting one because it's largely dependant on your full identity, who you really are. If you're very definition is that of a warrior, then your identity will enhance that, but if you're not, it won't. A very simple statement and one that makes it difficult for this specifically to be used. I don't know how this one would be used otherwise, however. Another one comes in the form of Duralumin, making both Aluminum and its alloy strangely combat devoid. Duralumin's ability to store and tap connection is difficult to use for direct combat ability. This is the only one that I can't find a way to really use it without delving into theories such as connecting to preservation to get/enhance allomantic abilities. Okay, now this one is fun, Chromium for luck. Luck plays a large part in battle, to be completely honest. Fighting is chaos, and chaos breeds luck, both good and bad. So tapping good fortune from chromium can edge things in your favor. How this manifests is largely varied though. Just a shallow tap of luck can give you a massive edge that will last an entire extended battle. Pure investiture from Nicrosil, assuming it works like it does in MAG, is a big one. And the one I'd carry in large quantities. Being able to tap nicrosil and another metal to double down on the benefits can be incredibly useful. And with Iron and Brass storing traits you don't really need to worry about tapping into much, you can fill it up fairly easily. Used to supplement other metals, this one can give a lot of benefit. Again, this only really applies if it works like it does in MAG. And the last of the big ones, Gold and health. This one has the unfortunate problem of needing to be tapped deeply to have an immediately noticeable effect, but its effects can't be argued against with how we see Wayne using it. Supplement with Nicrosil so it won't drain as quickly and you don't need to store as much of it later. And now Electrum and determination, never back down again, if you don't want to. Or get Rock Lee level determination and stand up to fight even when it should be physically impossible and while unconscious. But in all seriousness, determination is not as big a factor in a fight, it makes it so you'll push your limits and have a greater drive than your opponent, which can unnerve them at times. Cadmium is my favorite one of the metals, I don't know why, but it is. The ability to store up and tap breath just seems fun to me and I love it. Now for the combat applications. Breath itself might not seem like much outside of letting you "breath" underwater and acting like an oxygen tank for a diver, but it can also oxygenate the blood, which increases physical performance and reduces fatigue. One of the three in pairing with Bronze and Bendalloy. And the last one, Bendalloy lets you store caloric energy and hydration. Well, guess what gets used up in a fight? When you rest, you often drink or have a small snack to replenish your energy and cool off a little, this forgoes that and makes it instant, reducing fatigue further and giving you the energy needed to keep going a lot longer than your opponent. If you can avoid getting hit, this can give you the edge in just outlasting your opponent. And that's my take on it. Thoughts?
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I like Acumen in place of Intelligence (which was the one that let you learn quicker) and Inspiration in place of Creativity. I do have the emotion one on here, and that's exactly the way it works. I like the idea and it works.
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It'd probably have to be a full-blood feruchemist or a twinborn, or the ability to drain investiture from a Hemalurgic Spike. And Hemalurgic decay, as I understand it (and I may be very wrong here) is the loss of investiture from the metal as it leaks off, weakening the Spirit Web as it goes and thus reducing the power for an End-Negative Power. With Feruchemy, you'd have to store up power (easy to do, probably requires draining the investiture from a hemalurgic spike or two... likely earrings so they aren't lethal when removed) and then putting that into the other spikes to stop the loss of power OR to empower the spike by binding the investiture more tightly as if it were a metalmind. Of course, you'd also need to find a way to channel the investiture into the spike. Again, this is speculation and I have no idea if it'd actually work, but it's an idea that might work based on my perception of the system, which, again, may be flawed.
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Soulbearer using Hemalurgy, infuses the metal spike with investiture to stop the loss of power, making the use of Hemalurgy End-Neutral. Would take work to actually do that though. Then a Trueself could Store their Identity when getting spiked to potentially overwrite their spiritual DNA more closely, rather than overlaying it, mitigating some of the issues of the spike, like being able to "unspike" and keep the ability. Just a couple ideas. I think the first might work, but the second is very iffy at best.
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Well, IIRC, the magic systems being hacked together have the benefits and drawbacks of the Transit system, namely that enhancing Feruchemy with Allomancy (Compounding) has the benefits of being End-Positive and the extra power comes from an outside source, the downside is it burns the metal. Benefits of Hemalurgy are that you steal the ability and anyone can learn it, downside is that it's End-Negative. Of course, technically Hemalurgy is already a "hack" to the system, allowing you to enhance Feruchemy or Allomancy by getting a spike with the power in it. Benefits of Feruchemy are that it's End-Neutral and you can tap it at an increased rate, downside is you need to store up all of the abilities yourself. (This is why I think that the "Storing Allomantic Investiture in Nicrosil" for enhancing allomancy with feruchemy works.) Hemalurgy already hacks the system as a Transit ability, since it steals the abilities to grant them to others, so you can't compound it, unless you reverse it and enhance hemalurgy through allomancy or feruchemy. So I think that getting spiked with an allomantic/feruchemical skill you already have is technically Hemalurgic Compounding. The other way around, however, seems like it'd be the more interesting question.
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Or have an articulated set of bones that can be manipulated with muscle motions only a Kandra could do to change appearance with some practice.
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My question is, what would Feruchemy do to those senses? I mean, there's a book for a Space Age Tech Level apparently, so that may well be a part of it. As for the actual question, the inner ear is part of balance, as is sight, and one other trait of the human body. And since those are enhanced by tin, I think it would increase your sense of balance. Pewter, however, enhances your ability to keep your balance.
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Wrong Kandra.
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Well, the idea I had for a Kandra Blooded was that they'd have very minor shapeshifting powers, but would be enhanced through gaining a hemalurgic blessing as a Kandra would (like a koloss blooded becoming a full koloss on being given their spikes). I don't think this would be as big a shift, but it'd enhance their ability to move and manipulate their overall musculature. It's like... It'd be more along the lines of making your muscles denser, increasing both defense and offensive ability, amplifying muscle groups for additional speed or strength, close wounds to stop bleeding (wouldn't remove the damage, just mitigate it somewhat), altering pigmentation to aid in disguises, change their voice, and the little "Flesh Pockets" mentioned before. As they wouldn't be full-blood kandra, they wouldn't be able to take on new shapes entirely or the like, just alter their existing one somewhat. Even with the idea that Hemalurgic Blessings would enhance these powers they'd never be able to go as far as a full-blood kandra could. Adding in Ferring or Misting abilities just adds to the fun.
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I think I'm going to go with the Entropic metals. I can't think of another set of four outside of those. EDIT: Only step now is sorting the metals to place everything together.
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Allomancy, E=mc^2, and the Law of Conservation of Energy.
EdroGrimshell replied to Thermophile's topic in Mistborn
WoB has the metals returning to Scadrial in some fashion when burned. Also, Vin's barely 5ft tall, the average for that height is 90-110lbs, 150lbs is overweight, even with her clothes and the horseshoes included, it'd be about 130lbs maximum. I'd imagine she's on the lighter side too, so I'd put it more likely at around 100-110lbs for how much she weighed in that particular scenario. Just a nitpick more than anything else, I do like the look of the analysis. -
Best Twinborn Combinations (Excluding Compounding)
EdroGrimshell replied to DeadFencer's topic in Mistborn
Feruchemical Nicrosil + Any Allomantic Metal. Burn metal, and rather than using it, store the investiture produced for use later so that you can always have your metal on hand, without the downsides of them getting pulled or pushed (a metalmind can be pushed but its harder to do when it's filled). Keep a spike of Nicrosil implanted and you pretty much always have some extra investiture for your allomancy. My favorite one is Allomantic Pewter for a combination metal. Additionally, you can compound the charge of the stored investiture, unlike when burning metals, to give you greatly increased allomantic abilities. Even a Compounder for Nicrosil can make great use of it, boosting their allies and always having enough Investiture to use. Add in a hemalurgic spike and boom, near infinite allomantic power. Allomantic Bendalloy + Any Feruchemical Metal Set up a bubble and start storing. When it collapses stop. Store up feruchemical charges fast, very fast. Some are obviously better than others, such as Steel, Zinc, Gold, Cadmium, and Chromium. We actually see the benefits of A-Bendalloy and F-Gold with Wayne in Era 2 for a decent example for what you can do with it outside of just storing up. Allomantic Pewter + Feruchemical Cadmium Something I thought of a while back. While this may seem like an odd combination, my thoughts were more of the idea of oxygenating the blood. In a fight you burn pewter, while you'll not feel the exhaustion unless you are doing a pewter drag, by briefly tapping breath you can oxygenate your blood, mitigate some of that underlying fatigue, and improve physical performance a little bit further for a surprise burst against an opponent. This is actually my favorite use of Feruchemical Cadmium, even more so than just tapping to not need to breath, for, let's say, diving. Brief bursts of breath, just like how Ham describes brief and subtle bursts of pewter, can be more helpful than constantly using it. Feruchemical Zinc + Allomantic Pewter Enhanced Physical and Metal abilities together. Use the increased mental speed to predict enemy movements and counter them with greater speed and strength. Can even make it so you can beat more skilled Pewterarms by simply reacting faster than they can counter. Seems like a generally fun combo to me in particular.- 111 replies
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- mistborn
- second era
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I'm really beginning to like the Entropic Metals, in a way, it's akin to Temporal Metals but in a more focused manner. Especially the External Pushing Metal. Lets you play out Gambit. Though I'll have to limit it some as well. However, I'm exploring options, so next on the list is an interesting concept I thought of that could be the start of something. Internal Pushing, the investiture channeled by the metal is forced out of the body, forming a mist around the user. The more they burn and the faster they burn it, the more mist is produced and the longer it lingers. I'm thinking this mist could be breathed in like Stormlight or charged with allomantic power, possibly being able to be infused like a metalmind or something of the sort to let others breath it in and gain the benefit. I'm not 100% on what I'd actually do with this one, but it's a concept I think could be fun or interesting.
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You kidding? Kenny's a Gold Compounder if I've ever seen one. He dies nearly, if not every episode, and is back the very next episode, sometimes even the very next scene. If that's not Gold Compounding I don't know what is.
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Ah, sorry. Zoro is a swordsman and thus constantly has steel on his person in the form of his swords, plus storing power in a sword makes it harder to affect allomantically, and as a physical fighter pewter is incredibly useful for him in general. Not to mention he uses three sword (one in each hand + one in his mouth) so some of his stances are a bit awkward, so the increased balance from pewter would aid him greatly.
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Continuing on the One Piece thing Feruchemical Gold and Allomantic Zinc for Nami. The first because she's already a goldbug with her obsession with treasure and the second because she can convince people to part with their hard earned money more easily by rioting their emotions. Feruchemical Steel and Allomantic Pewter for Zoro, for mostly obvious reasons. Feruchemical Zinc and a Copper Spike for Chopper. As a doctor he needs to be smart and Copper improves intelligence while feruchemical zinc lets him think of the stuff he needs faster. Useful. Feruchemical Cadmium and Allomantic Tin for Usopp. Sniper. Not needing to breath stops the constant movement of the chest which can throw off aim while allomantic tin improves his aim even further than he already has it. Brass Twinborn for Sanji, for the sheer number of times he's blown up or set himself on fire. Also for his Diable Jambe attack, which heats his leg up significantly. Compounding heat, he can keep that going for a long time and probably protect himself from physical hits. Useful. Feruchemical Pewter and Feruchemical Steel for Brook. Since he doesn't have muscle, but has the benefit of it regardless, he can use Pewter immensely without the downside of super-bulking up that'd normally restrict his movements and he's already one of the fastest characters besides Luffy using Gear Second, meaning he can store in steel more easily and tap it for a MASSIVE boost to speed. Copper Twinborn for Robin, if it is in fact the one that grants perfect memory, making memories eidetic. Feruchemical Iron and Steel for Franky because, come on, he's made of the stuff. Having it constantly available and unable to be taken away makes it incredibly useful.
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Expanding on an Idea Entropic Metals - Manipulating Entropy, these metals take the concepts of Preservation and Ruin to new heights. Note: None of these metals are actually linked to the shards of Preservation or Ruin, they are simply labelled that way for their general effects being similar in concept. The external pulling metal pulls entropy away from objects, allowing for them to return to an earlier state, namely, repairing themselves (though leaving it on for too long will cause it to essentially unwork itself, but that also lets you have a "redo" on crafting stuff). This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. The external pushing metal pushes entropy into objects, causing a damaging effect, namely, violently exploding an object affected by the metal. This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. The internal pulling metal would pull entropy into the body, which is normally bad, but in this case can be used for various purposes, such as burning other metals quicker for improved benefits, burning out diseases and poisons, destroying bits of metal in the body (effectively allowing you to remove hemalurgic spikes and letting you safely burn away harmful metals like pewter or aluminum), and remove add-ons to your Spiritual DNA (again, often via hemalurgy). The internal pushing metal, you guessed it, pushes entropy away from the body in an attempt to keep it protected. Like the internal pulling metal it has a number of uses, from bolstering health to repairing holes in your Spiritual DNA to causing your body and mind to maintain their peak performance for longer. The most common use, however, is a "barrier" of sorts, similar to tapping luck for a feruchemist, it causes entropic/damaging effects to simply avoid the user, to a degree.
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Probably by waiting until he was transitioning bodies, which takes time. TenSoon would have had a body already and would thus have OreSeur at his mercy before he killed and consumed him, then he would have just taken the dog body for himself to use and boom, we have OreSeur's replacement.
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What about storing your identity in Aluminum? Wouldn't that make it so he wouldn't immediately revert to his spiritual state since he's "storing" that spiritual state? Or at least slow the process of aging back to his original age to dampen the process somewhat? Another thing of note is that when storing identity (according to MAG, so not canon until WoB says otherwise), you become easier to influence, which could very well be how Ruin got to him and made him such an arrogant bastard in the series, and thus making people hate him in general to further Ruin's plans to a degree.
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This, I like. A lot.
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Some ideas for the final category Warp/Space for the duality with time. Continue Temporal somehow Spiritual Connections Supernatural (more traditional magics like fireballs) Life/Death Duality Mutation/Evolution/Devolution Ruin/Preservation based Powers (Ruin is destruction so having something like a pushing metal to cause things to blow up and a preservation one to repair for example) Those are really it for ideas ATM, but they give a starting point at the very least.
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Oh, fun. I like the Iron/Steel + Atium Alloy ideas, they give some measure of the Atium stuff for opponents wielding metal weapons and a time delay push/pull just seems damnation useful. Do have a question, however, does the push/pull attract to your position at the time of the delay or where you are when the push/pull happen? So, say, you make a delayed push on a vision of a sword coming to your position, then you move to avoid the sword anyway, is it pushed from the position you were in before you moved or after? That can be a major advantage if it's based on your original position as it can be used by a coinshot as it won't exert any force on them but would on the objects. If not, it's still a pretty big advantage, just requires a little more planning and better timing to work. The bubble abilities, however, seem interesting. Less to ask about them really but still interesting nonetheless. I imagine that version wouldn't slow/speed time in the bubble as well, that'd be a bit much, even if it wouldn't be that useful against trapped enemies. Though a mistborn with bendalloy and the atium/bendalloy mix would have an interesting trick to pull in the field. Pause a battle then set up the atium bubble effect to see what they're going to do before surging out with an understanding of what's gonna happen for a, relatively, short time frame, that can have a major effect on a battle from a tactical standpoint and would require the individual to be sent out strategically to aid squads that are in a bad situation. Seems fun to me.
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Vin's precognition (The Final Empire spoilers)
EdroGrimshell replied to Stormgate's topic in Mistborn
I'm pretty sure he wasn't able to influence anyone without a hemalurgic spike implanted in them, including emotions. Meaning that, unless the Inquisitors themselves were the ones rioting her in that early point, I don't think Ruin could have done that at all without the earring. -
Vin's precognition (The Final Empire spoilers)
EdroGrimshell replied to Stormgate's topic in Mistborn
wasn't that event before she put in the earring that gave Ruin influence over her? She didn't start wearing that until after they left the building and she intended to run IIRC. That'd make it purely her instincts and gut feeling about the situation.
