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(Fixed problem with aluminum, filled in some holes with Coppermind info. No idea what Malatium would steal, as it's a God alloy)
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[[File:Mistborn_Steel_Inquisitor_by_Inkthinker.jpg|thumb|A fanart of a Steel Inquisitor by Inkthinker at Deviantart.com. Notice the Hemalurgic spikes in the eyes and torso.]]
 
[[File:Mistborn_Steel_Inquisitor_by_Inkthinker.jpg|thumb|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 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.
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'''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 [[Mistborn|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.
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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.
   
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== Hemalurgic Metals==
   
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=== [[Iron]] ===
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Steals human strength
   
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=== [[Steel]] ===
While [[Mistborn|Allomancy]] is the art of [[Preservation|Preservation]] and [[Feruchemy|Feruchemy]] is the art of balance, Hemalurgy is the art of [[Ruin|Ruin]]
 
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Steals Allomantic physical powers
   
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=== [[Tin]] ===
, as the transfer of power destroys some of it. Allomancy creates power, and Feruchemy doesn't destroy or create any power. Still, Hemalurgy is arguably the best.
 
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Steals human senses
   
== Hemalurgic Metals ==
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=== [[Pewter]] ===
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Steals Feruchemical physical powers
   
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=== [[Brass]] ===
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Steals Feruchemical cognitive attributes
   
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=== [[Zinc]] ===
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Steals human emotional fortitude
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=== [[Copper]] ===
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Steals human mental fortitude, memory, and intelligence
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=== [[Bronze]] ===
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Steals Allomantic mental powers
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=== [[Aluminium|Aluminum]] ===
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Removes all powers
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=== [[Duralumin]] ===
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Steals Connection/Identity
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=== [[Atium]] ===
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Steals all Allomantic and Feruchemical powers
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=== [[Malatium]] ===
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Unknown
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=== [[Gold]] ===
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Steals Feruchemical hybrid powers
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=== [[Electrum]] ===
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Steals Allomantic Enhancement powers
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== Hemalurgy + Allomancy ==
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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.
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What each metal does after Hemalurgically increased is as follows.
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=== Iron ===
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An Allomancer is able to pull much harder. Since [[Steel Inquisitor]]s can pull upon metals inside peoples bodies, it is assumed this power is granted also
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=== Steel ===
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An Allomancer is able to push much harder. Since [[Steel Inquisitor|Steel Inquisitors]] can push upon metals in peoples bodies, it is assumed this power is also granted.
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=== Bronze ===
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A [[Seeker]] can pierce [[Copper]]clouds.
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=== Copper ===
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A [[Smoker]] can prevent his cloud from being pierced, and put his cloud around a wider range.
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=== Brass ===
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A [[Soother]] is able to soothe peoples emotions at more drastic rates
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=== Zinc ===
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A [[Rioter]] is able to Riot peoples emotions at more drastic rates.
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=== Tin ===
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A [[Tineye]] is able to increase their senses to far higher rates.
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=== Pewter ===
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A [[Pewterarm]] is able to have incredible strength when burning pewter.
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==Hemalurgically Enhanced Groups/Characters==
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*[[Steel Inquisitors]] (many spikes in various places in their bodies)
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[[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.
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*[[kandra]] (a pair of spikes called the kandra blessings)
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*[[koloss]] (four spikes positioned in various places in their body)
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*[[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 and likely granted him increased precision with steel)
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[[Spook]] (tip of sword left on his shoulder during a fight allow him to be able to burn [[pewter]]
   
*Couldn't find my "Hero of Ages" book. Will fill in later.
 
 
[[Category:Magic]]
 
[[Category:Magic]]
 
[[Category:Hemalurgist]]
 
[[Category:Hemalurgist]]

Revision as of 18:42, 6 July 2020

Mistborn Steel Inquisitor by Inkthinker

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

Iron

Steals human strength

Steel

Steals Allomantic physical powers

Tin

Steals human senses

Pewter

Steals Feruchemical physical powers

Brass

Steals Feruchemical cognitive attributes

Zinc

Steals human emotional fortitude

Copper

Steals human mental fortitude, memory, and intelligence

Bronze

Steals Allomantic mental powers

Aluminum

Removes all powers

Duralumin

Steals Connection/Identity

Atium

Steals all Allomantic and Feruchemical powers

Malatium

Unknown

Gold

Steals Feruchemical hybrid powers

Electrum

Steals Allomantic Enhancement powers

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.

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

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