A fanart of a Steel Inquisitor by Inkthinker at Deviantart.com. Notice the Hemalurgic spikes in the eyes and torso.

Hemalurgy is the third magic system in the Mistborn Series. To use Hemalurgy, a metal spike must be driven through someone's heart. Then the spike is taken and stabbed into the body of another person, the location of which determines the power transferred. The preferred method is to stab it directly through the heart into the other person, as the longer it is left out of the body the more power is lost. While Allomancy is the art of Preservation and Feruchemy is the art of balance, Hemalurgy is the art of Ruin, as the transfer of power destroys some of it. Allomancy creates power, and Feruchemy does not destroy or create, but preserves. Having a hemalurgic enhancement makes one susceptible to Ruin's influence (e.g. Zane, to whom Ruin could directly communicate; and Vin, who occasionally heard Ruin's voice in her head, though she mistook it for memories of her brother, Reen) or even to his control (e.g. Steel Inquisitors in books two and three). This, along with the fact that kandra and koloss, both of which are hemalurgically enhanced, can be controlled by Soothing, leads to the further speculation that hemalurgic enhancement of any kind makes one susceptible to being controlled by an outside force.

Hemalurgic Metals[edit | edit source]

Iron[edit | edit source]

Steals human strength

Steel[edit | edit source]

Steals Allomantic physical powers

Tin[edit | edit source]

Steals human senses

Pewter[edit | edit source]

Steals Feruchemical physical powers

Brass[edit | edit source]

Steals Feruchemical cognitive attributes

Zinc[edit | edit source]

Steals human emotional fortitude

Copper[edit | edit source]

Steals human mental fortitude, memory, and intelligence

Bronze[edit | edit source]

Steals Allomantic mental powers

Aluminum[edit | edit source]

Removes all powers

Duralumin[edit | edit source]

Steals Connection/Identity

Atium[edit | edit source]

Steals all Allomantic and Feruchemical powers

Malatium[edit | edit source]


Gold[edit | edit source]

Steals Feruchemical hybrid powers

Electrum[edit | edit source]

Steals Allomantic Enhancement powers

Hemalurgy + Allomancy[edit | edit source]

When an Allomancer increases a certain aspect of themselves using Hemalurgy this aspect can gain new powers assuming the Allomancer can already use this power.

What each metal does after Hemalurgically increased is as follows.

Iron[edit | edit source]

An Allomancer is able to pull much harder. Since Steel Inquisitors can pull upon metals inside peoples bodies, it is assumed this power is granted also

Steel[edit | edit source]

An Allomancer is able to push much harder. Since Steel Inquisitors can push upon metals in peoples bodies, it is assumed this power is also granted.

Bronze[edit | edit source]

A Seeker can pierce Copperclouds.

Copper[edit | edit source]

A Smoker can prevent his cloud from being pierced, and put his cloud around a wider range.

Brass[edit | edit source]

A Soother is able to soothe peoples emotions at more drastic rates

Zinc[edit | edit source]

A Rioter is able to Riot peoples emotions at more drastic rates.

Tin[edit | edit source]

A Tineye is able to increase their senses to far higher rates.

Pewter[edit | edit source]

A Pewterarm is able to have incredible strength when burning pewter.

Hemalurgically Enhanced Groups/Characters[edit | edit source]

Marsh - He became a Steel Inquisitor at the end of book one and provided the crew with more in-depth knowledge of the nature of the Inquisitors.

  • kandra (a pair of spikes called the kandra blessings)
  • koloss (four spikes positioned in various places in their body)
  • Vin (earring that her mother gave to her)
  • Zane (spike through the middle of his chest that allowed the God Ruin to speak to him and likely granted him increased precision with steel)

Spook (tip of sword left on his shoulder during a fight allow him to be able to burn pewter

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