Autopatrolled, Editors
8,718
edits
m (updated update tag) |
m (→Allomantic Metals: changed quote to sidequote) |
||
== Allomantic Metals ==
{{quote
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
}}
There are sixteen basic Allomantic metals (though, despite being called "Allomantic" metals, these same metals are shared in all three Metallic Arts). The metals come in pairs: one metal is a pure metal, and it is paired with an alloy (a mixture) of that base metal. These pairs have complementary effects. [[Iron]] Pulls on nearby metals, while [[steel]] (an alloy of iron) Pushes on metals. Similarly, each unalloyed metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.{{annotation ref|mb1|chapter=38-1}} The purity of the metals is important. The more pure a metal, the more effective they are. Alloys require precise metal percentages for maximum power. Burning an impure alloy may cause sickness,{{book ref|mb1|7}} while metals that are not Allomantically viable cannot be burned after being ingested.{{wob ref|13503}}
{{sidequote
|[[Kelsier]] to [[Vin]]{{book ref|mb1|7}} (note that more metals were discovered after Kelsier's time)
|side=right|size=300px
}}
In addition to Pulling and Pushing classifications, there are external and internal metals. External powers influence things outside an Allomancer's body, while internal powers influence the Allomancer. This naturally divides the sixteen Allomantic metals into four groups of four metals each: physical, mental, temporal, and enhancement powers. Each quadrant has a metal and alloy pair of an external power, and another pair of internal powers. For example, the external physical powers are iron and steel, while the internal physical powers are [[tin]]--which enhances the Allomancer's senses--and [[pewter]]--which enhances the Allomancer's physical attributes.
|