(→Atium) Tags: Visual edit apiedit |
Tags: Visual edit apiedit |
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*[[koloss]] (four spikes positioned in various places in their body) |
*[[koloss]] (four spikes positioned in various places in their body) |
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*[[Vin]] (earring that her mother gave to her) |
*[[Vin]] (earring that her mother gave to her) |
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− | *[[Zane]] (spike through the middle of his chest that allowed the God [[Ruin]] to speak to him) |
+ | *[[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]]) |
*[[Spook]] (tip of sword left on his shoulder during a fight allow him to be able to burn [[pewter]]) |
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[[Category:Magic]] |
[[Category:Magic]] |
Revision as of 02:40, 22 March 2016
Hemalurgy is the third magic system in the Mistborn Series. To use Hemalurgy, a metal spike must be driven through the heart of someone. Then the spike is taken and stabbed into a body of another person, the spot depending on the power transferred. The prefered 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
Iron
Steals human strength
Steel
Steals Allomantic physical powers
Tin
Steals human senses
Pewter
Steals Feruchemical physical powers
Brass
Steals Feruchemical mental attributes
Zinc
Steals human emotional fortitude
Copper
Steals human mental fortitude
Bronze
Steals Allomantic mental powers
Aluminum
Steals Allomantic enhancement powers
Duralumin
Has the ability to amplify another metal burning by accelerating the burn rate dramatically.
Atium
Steals Allomantic powers
Malatium
Unknown
Gold
Steals Feruchemical Temporal powers
Electrum
Creates Temporal shadows for the Allomacer using it. As if they were burning Atium, but without the future foresight.
Hemalurgy + Allomancy
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
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
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
A Seeker can pierce Copperclouds. Vin possesses this ability
Copper
A Smoker can prevent his cloud from being pierced, and put his cloud around a wider range.
Brass
A Soother is able to soothe peoples emotions at more drastic rates
Zinc
A Rioter is able to Riot peoples emotions at more drastic rates.
Tin
A Tineye is able to increase their senses to far higher rates.
Pewter
A Pewterarm is able to have incredible strength when burning pewter.
Hemalurgically Enhanced Groups/Characters
- Steel Inquisitors (many spikes in various places in their bodies)
- 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)