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{{magic system
 
{{magic system
 
|image=Hemalurgy table.jpg
 
|image=Hemalurgy table.jpg
  +
|system=Hemalurgy
 
|related=[[Ruin]]
 
|related=[[Ruin]]
  +
|focus=Metal
 
|prereq=None
 
|prereq=None
 
|type=End-Negative
 
|type=End-Negative
 
|world=Scadrial
 
|world=Scadrial
 
|universe=[[Cosmere]]
 
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]]
+
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]{{wob ref|8665}}
 
}}
 
}}
{{update|mb7}}
 
 
{{quote
 
{{quote
|Hemalurgy is a power about which I wish I knew far less.
+
| Hemalurgy is a power about which I wish I knew far less.
|The [[Hero of Ages]]{{epigraph ref|mb3|35}}
+
| The [[Hero of Ages]]{{epigraph ref|mb3|35}}
 
}}
 
}}
   
'''Hemalurgy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]]. The natives of that world consider it one of the three [[Metallic Arts]]. People who use Hemalurgic abilities are called '''Hemalurgists'''.{{wob ref|8050}}
+
'''Hemalurgy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]]. The natives of that world consider it one of the three [[Metallic Arts]]. People who use Hemalurgic abilities are called '''Hemalurgists'''.{{annotation ref|mb3|chapter=79}}
   
 
== Mechanics ==
 
== Mechanics ==
Hemalurgy is the transfer of attributes, such as [[Allomancy]], [[Feruchemy]], or innate human strength via [[spiritweb]] theft and splicing. Hemalurgy can transfer almost any type of [[Investiture]].{{wob ref|3088}} In the [[Physical Realm]], a metallic spike is inserted into a bind point, such as the heart, in order to Hemalurgically charge it. The spike, now containing a fragment of stolen spiritweb, is then ripped out and embedded in the recipient, stapling the ability directly into their spiritual DNA (sDNA).{{wob ref|5552}} This causes wear and tear on the spiritweb, creating "holes" through which [[Shard]]s or a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]] can whisper to or even control a Hemalurgical subject.{{book ref|mb2|54}}{{wob ref|4961}}
+
Hemalurgy is the transfer of attributes, such as [[Allomancy]], [[Feruchemy]], or innate human strength via [[Spiritweb]] theft and splicing. Hemalurgy can transfer almost any type of [[Investiture]].{{wob ref|3088}} In the [[Physical Realm]], a metallic spike is inserted into a bind point, such as the heart, in order to Hemalurgically charge it. The spike, now containing a fragment of stolen Spiritweb, is then ripped out and embedded in the recipient, stapling the ability directly into their spiritual DNA (sDNA).{{wob ref|5552}} This causes wear and tear on the Spiritweb, creating "holes" through which [[Shard]]s or a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]] can whisper to or even control a Hemalurgical subject.{{book ref|mb2|54}}{{wob ref|4961}}
   
Hemalurgy is named for a quirk in bind point placement: due to the interaction between the [[Spiritual Realm|Spiritual]] and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute.{{book ref|mb3|42}}{{wob ref|1265}}{{wob ref|2801}} A spike can be charged if the Hemalurgist stabs the donor with the spike or if it is thrown at them, as long as there is [[Intention|Intent]] and it hits the right bind point. Because of this, spike darts or spike guns would be Hemalurgically viable.{{wob ref|12677}}
+
Hemalurgy is named for a quirk in bind point placement: due to the interaction between the [[Spiritual Realm|Spiritual]] and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute.{{wob ref|1265}}{{wob ref|2801}} A spike can be charged if the Hemalurgist stabs the donor with the spike or if it is thrown at them, as long as there is [[Intention|Intent]] and it hits the right bind point.{{wob ref|12677}} Spike guns have also been invented for Hemalurgists to use. Intent is important, but the way Hemalurgy interacts with the [[Cognitive Realm]], if it does so at all, is unknown.
   
  +
Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and leave faster. Likewise, if a recipient dies, they will take longer to leave, since they are more invested.{{wob ref|1528}}
Hemalurgy can be used anywhere in the [[cosmere]],{{au ref|Scadrian}}{{wob ref|12018}}{{wob ref|5537}} as long as there is an Intent to create a Hemalurgic spike,{{wob ref|6312}} and it has indeed shown up at least once on a different planet, though in a subtle way.{{wob ref|1716}} Hemalurgy can also steal attributes from other forms of Investiture.{{wob ref|1190}} Hemalurgy can be used on animals{{wob ref|6095}} but not on plants.{{wob ref|8173}}
 
   
  +
Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.{{wob ref|10048}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}}
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
 
  +
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
   
  +
{{quote
=== Stealing of Attributes ===
 
  +
| Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is '''always''' involved in the transfer of powers via Hemalurgy. [[Marsh]] once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough.
Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and be pulled to the [[Beyond]] faster. Likewise, if a recipient dies, they will take longer to leave, since they are more Invested.{{wob ref|1528}}
 
  +
| Harmony{{book ref|mb3|13}}
  +
}}
   
  +
After the spike pierces through the initial person and is Hemalurgically charged, the '''Law of Hemalurgic Decay''' states that the spike loses some of its potency.{{epigraph ref|mb3|36}} The longer a spike is outside a body, the weaker it becomes. Thus, when the [[Steel Ministry]] created an [[Inquisitor]], the spikes were outside of a person for as little time as possible. Additionally, spikes which are physically broken into several pieces will split the charge into the broken pieces, and more Hemalurgic power will be lost when spikes are split.{{wob ref|4618}}
Creating a Hemalurgic charge requires physical injury, and generally results in the death of the victim.{{epigraph ref|mb3|13}} It is possible, however, to charge a spike without killing the target,{{wob ref|10048}}{{book ref|mb7|47}} in which case they would be left in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}} In order to charge a spike without killing the victim, one must have the proper Intent, a very thin spike, and to speak a [[Command]] (although this step is not strictly necessary). It apparently requires the needle be threaded carefully through the flesh, as to not strike organs. Doing this leaves the victim with a small portion of their spiritweb torn off, but leaves them alive. This also allows one to collect Investiture from non-Allomancers.{{book ref|mb7|47}}
 
   
  +
Coating a spike with blood can reduce the Hemalurgic decay significantly similar to having it placed inside a body. It is unknown how much blood is necessary to make that effect happen or, for how long blood will maintain this effect before needing to be renewed with a fresh batch.{{book ref|mb5|6}} It is possible that encasing spikes in [[aluminum]] may prevent decay.{{wob ref|5060}} Even outside of blood, a spike will never completely lose its charge.{{wob ref|9534}}
It is not thought to be possible for multiple attributes to be stolen from the same person.{{wob ref|9463}} However, a single spike can take the same attribute from multiple people.{{book ref|mb7|47}}
 
   
  +
It is currently thought not possible in-world for multiple attributes to be stolen from the same person.{{wob ref|9463}} There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.{{wob ref|11327}}
=== Receiving of Attributes ===
 
There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations.{{book ref|mb7|part=ars}}{{wob ref|11327}} The number of spikes a person can take has been reduced since Ruin was merged with Preservation. If too many spikes are added, the soul stops gaining powers. [[Compounding]] is also inaccessible, under normal methods, to any Hemalurgist made after the Shards merged.{{book ref|mb7|28}}{{book ref|mb7|part=ars}} There are ways to bypass this limitation, but said ways are currently unknown. This relates to the nature of Ruin's subservience to Preservation in the current dual vessel of Harmony and something known as "Identity contamination".{{book ref|mb7|28}}{{book ref|mb7|part=ars}}
 
   
  +
Hemalurgy can be used anywhere in the [[Cosmere]],{{wob ref|12018}}{{wob ref|5537}} as long as there is an Intent to create a Hemalurgic spike,{{wob ref|6312}} and it has indeed shown up at least once on a different [[Shardworld]], though in a subtle way.{{wob ref|1716}} Hemalurgy can also steal attributes from other forms of Investiture.{{wob ref|1190}} Hemalurgy can be used on animals,{{wob ref|6095}} however it can't be used on plants.{{wob ref|8173}}
This was likely done without a conscious decision by Harmony, and more of a byproduct of Ruin no longer pushing on the fabric of Scadrial.{{book ref|mb7|part=ars}}
 
   
=== Law of Hemalurgic Decay ===
+
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
After the spike pierces through the initial person and is Hemalurgically charged, the '''Law of Hemalurgic Decay''' states that the spike loses some of its potency.{{epigraph ref|mb3|36}} The longer a spike is outside a body, the weaker it becomes, and a spike will lose most of the power it can lose on the first day outside of a body.{{book ref|mb3|34}}{{wob ref|16299}} Thus, when the [[Steel Ministry]] created an [[Inquisitor]], the spikes were driven directly through a victim into the bindpoint of the Inquisitor below to minimize the spike's time spent outside of a person.{{book ref|mb3|prologue}} Additionally, spikes which are physically broken into several pieces will split the charge into the broken pieces, and more Hemalurgic power will be lost when spikes are split.{{wob ref|4618}}
 
 
Despite the decay, a spike will never completely lose its charge.{{wob ref|9534}}{{wob ref|16299}} As a spike loses its charge, the stolen soul will move on to the Beyond.{{wob ref|16198}}
 
 
==== Reduction of Hemalurgic Decay ====
 
Coating a spike with blood can reduce the Hemalurgic decay significantly. It is unknown how much blood is necessary to make that effect happen;{{book ref|mb5|6}} however, the blood does not need to be fresh nor separated from a body, with cuts of meat large enough to contain the spike also sufficing to reduce decay. This works by 'tricking' the spike into believing that it is buried in a body.{{wob ref|14902}} It is possible that encasing spikes in [[aluminum]] may prevent decay.{{wob ref|5060}}
 
 
Eventually, Arcanists discovered a way to completely avoid Hemalurgic decay outside of the body.{{book ref|mb7|part=ars}}{{wob ref|16192}} However, there is still an amount of Investiture lost during the creation of the spike.{{wob ref|16192}} The exact method behind this is unknown.
 
 
== Side Effects of Hemalurgy ==
 
When an Allomancer can sense Allomantic pulses through a [[Copper|coppercloud]] (known as piercing a coppercloud), it is most often due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a [[Bronze|Seeker]] has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.
 
 
Hemalurgy is a destructive art that twists the body into something almost inhuman (particularly if the spike stole an attribute which is neither Allomantic nor Feruchemical). This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains the physical deformation of the koloss.{{epigraph ref|mb3|41}} In the case of Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eye-spikes. Extracting the spikes of an Inquisitor at such important places inverts the transformation, causing their death.{{book ref|mb1|38}} The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations, and the greater the degree of strain upon the body and soul.{{book ref|mb7|part=ars}}{{wob ref|11327}} Additionally, any children produced by someone with a large number of Hemalurgic spikes, such as an Inquisitor, are likely to encounter complications, although they will also have a higher chance of being an Allomancer.{{wob ref|4148}}
 
 
Hemalurgy was not specifically created by [[Ruin]] but rather arose from the interactions between Preservation, Ruin, and Scadrial itself.{{wob ref|5269}} This Metallic Art has an inherent flaw: each spike creates holes in the mind, making individuals who have received spikes easier to manipulate. This damage to the soul also repulses [[Knights Radiant|Radiant]] [[spren]].{{wob ref|4961}} The influence of Ruin and presumably emotional Allomancers can be reduced by aluminum.{{wob ref|14926}}
 
 
Damage done to a person's spiritweb by Hemalurgy will have implications for said person during the transition period between physical death and passing into the Beyond. These effects are lessened after they pass to the Beyond.{{wob ref|7232}}
 
 
Some binding oaths and vows will be stolen as well.{{wob ref|16291}}
 
 
=== Hemalurgic Control ===
 
Due to the tear on the spiritweb creating "holes" in the recipient, they are left vulnerable to being manipulated by others. This includes [[Shard]]s, a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]],{{wob ref|2797}} or a [[duralumin|Connector]] [[Compounding|Compounder]].{{wob ref|10524}}
 
 
The level of control can range from whispers to full control.{{book ref|mb2|54}}{{wob ref|4961}} The control is exerted in the form of mental pressure, which changes the way the mind thinks, tricking the creature into doing exactly what they want.{{wob ref|8050}} Those in control are able to sense where the creature is, and must concentrate for direct orders. Otherwise, they will follow general orders.{{book ref|mb3|15}} Multiple Hemalurgic creatures can be controlled at once.{{book ref|mb3|37}}
 
 
The more spikes a creature has, the easier it is to take control.{{epigraph ref|mb3|67}} At least four spikes are needed before [[Harmony]] can take control of humans, but there are ways around this.{{book ref|mb7|25}} A kandra with one spike cannot be controlled by Ruin or Harmony.{{book ref|mb5|7}} Harmony can theoretically influence off-planet Hemalurgists, but Shards on those planets and other forms of interference can muddy this.{{wob ref|16371}}
 
 
Hemalurgic creatures can fight the control with mental fortitude.{{book ref|mb3|8}}{{book ref|mb3|72}}{{wob ref|5441}}{{wob ref|5597}} They are easier to subdue when they are feeling strong emotions.{{epigraph ref|mb3|67}} [[Sliver]]s are more resistant to being controlled.{{wob ref|15356}} The control of Hemalurgic creatures can be stolen by others, particularly if they are stronger.{{book ref|mb3|65}} When stolen, those in control will feel a powerful ripping sensation.
 
 
For emotional Allomancy, once controlled, the Soothing or Rioting is no longer required.{{book ref|mb6|5}} The control will last even while the Allomancer is sleeping or out of metals. This can be achieved by a single [[Allomancy|Mistborn]] or Hemalurgist burning [[duralumin]] and brass/zinc together, a combination of a [[nicrosil|Nicroburst]] and a Soother/Rioter, or a group of Soothers and/or Rioters working together, though in the early days of [[Final Empire]], when Allomancy was much more powerful, a single Soother or Rioter was able to do it.{{book ref|mb2|54}}{{book ref|mb3|3}}{{epigraph ref|mb3|21}}
 
   
 
== Hemalurgic Constructs ==
 
== Hemalurgic Constructs ==
{{image|Koloss.jpg|width=200px|side=right|Two koloss, one of the types of Hemalurgic constructs}}
+
[[File:Koloss.jpg|200px|thumb|right|Two koloss, one of the types of Hemalurgic constructs]]
  +
Any Hemalurgy warps the Spiritweb, but physical change is required for a subject to be classified as a Hemalurgic Construct.
 
{{quote
 
|
 
I guess what I’m saying is that you shouldn’t experiment too much with this aspect of Hemalurgy. It’s basically useless; there are a million ways to mess up for every one way there is to get a good result. Stick to transferring powers and you’ll be better off. Trust me.
 
| [[Spook]]{{book ref|mb6|6}}
 
}}
 
 
Any Hemalurgy warps the spiritweb, but physical change is required for a subject to be classified as a Hemalurgic Construct.
 
 
Four types of Hemalugic Construct are known on Scadrial:
 
Four types of Hemalugic Construct are known on Scadrial:
   
* [[Steel Inquisitor]]s are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic [[iron]] and [[steel]] to "see" in lieu of eyes. A linchpin spike, placed in the upper back between the shoulder blades, holds their fraying [[spiritweb]]s together; removal results in death. Mistborn and [[Seeker]]s are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce [[Coppercloud]]s.{{book ref|mb3|37}}{{book ref|mb3|45}}
+
* [[Steel Inquisitor]]s are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic [[iron]] and [[steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, holds their fraying [[spiritweb]]s together; removal results in death. [[Seeker]]s are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce [[Coppercloud]]s.{{book ref|mb3|37}}{{book ref|mb3|45}}
   
 
* [[Koloss]] are brutish, monstrous beings created with four iron spikes, each charged with human strength. They lose their intelligence, but gain immense strength. They continue to grow until they die. After the [[Final Ascension]] Harmony changed them into a breeding race.{{wob ref|1381}}
 
* [[Koloss]] are brutish, monstrous beings created with four iron spikes, each charged with human strength. They lose their intelligence, but gain immense strength. They continue to grow until they die. After the [[Final Ascension]] Harmony changed them into a breeding race.{{wob ref|1381}}
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* [[Kandra]] are former [[Mistwraith]]s given sapience by two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]]. It is possible for a [[Kandra]] to have sapience with only one spike, although their behavior will be more erratic as a result.{{book ref|mb5|21}}
 
* [[Kandra]] are former [[Mistwraith]]s given sapience by two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]]. It is possible for a [[Kandra]] to have sapience with only one spike, although their behavior will be more erratic as a result.{{book ref|mb5|21}}
   
* [[Hemalurgic chimera|Chimeras]] are former humans, and are created with a single [[Trellium|Trellium]] spike, charged with an unknown attribute.{{book ref|mb5|21}} Their single spike makes them invulnerable to [[Harmony]]'s control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.{{wob ref|6303}}{{book ref|mb5|21}}{{wob ref|6300}} The Set has developed a strain of Chimera with two spikes rather than one.{{book ref|mb7|53}} This strain is informally known as "Metal Mutants".{{book ref|mb7|56}}
+
* [[Hemalurgic chimera|Chimeras]] are former humans, and are created with a single spike of an [[Trellium|unknown metal]], charged with an unknown attribute.{{book ref|mb5|21}} Their single spike makes them invulnerable to [[Harmony]]'s control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.{{wob ref|6303}}{{book ref|mb5|21}}{{wob ref|6300}}
  +
  +
The more spikes an entity has, the more their form and body can be changed.{{wob ref|6895}} However, this isn't always the case, such as [[Hemalurgic chimera|chimeras]] are created with a single spike.{{book ref|mb5|21}}
   
 
== Hemalurgic Properties of Metals ==
 
== Hemalurgic Properties of Metals ==
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{{/table}}
 
{{/table}}
 
 
{| width=80% class=infobox style='text-align:center!;' align=center
 
! class=title colspan=3 style='background-color:#bbf;' | God Metals{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}}
 
|-
 
!Metal
 
!Shard
 
!Effect
 
|-
 
| '''[[Atium]]'''
 
| [[Ruin]]
 
| Steals any power. Must be refined.
 
|-
 
| '''[[Malatium]]'''
 
| [[Ruin]]
 
| Unknown
 
|-
 
| '''[[Lerasium]]'''
 
| [[Preservation]]
 
| Steals all abilities
 
|-
 
| '''[[Harmonium]]'''
 
| [[Harmony]]
 
| Unknown
 
|-
 
| '''[[Trellium]]'''
 
| [[Autonomy]]
 
| Unknown
 
|-
 
| '''[[Raysium]]'''
 
| [[Odium]]
 
| Unknown
 
|-
 
|}
 
   
 
== Bind Points ==
 
== Bind Points ==
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}}
 
}}
   
The points which can be used for Hemalurgy are known as "bind points" and there are between 200 and 300 in the human body with different points being useful for distinct sets of effects.{{book ref|mb3|42}} Seeing into the Spiritual Realm, perhaps by burning atium, helps with placing spikes.{{wob ref|545}}
+
The points which can be used for Hemalurgy are known as "Bind points" and there are between 200 and 300 in the human body which can be pierced depending on the effect needed.{{book ref|mb3|42}}
   
Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal a power or attribute, and then placed in another point on the recipient to tap into their spiritweb. Most common attributes are stolen through the heart. If a spike is placed in the wrong location it can have unforeseen effects, such as killing the recipient, granting the wrong power, or possibly not granting any power at all.{{wob ref|12283}} Beyond that, bind points may function differently if the victim has a sufficiently altered spiritweb.{{wob ref|16322}}
+
Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal a power or attribute, and then placed in another point on the recipient to tap into their Spiritweb. Most common attributes are stolen through the heart. If a spike is placed in the wrong location it can have unforeseen effects, such as killing the recipient, granting the wrong power, or possibly not granting any power at all.{{wob ref|12283}}{{wob ref|12292}}
   
  +
{| class=infobox width=100%
There are other ways to use spikes than to place them in bind points.{{wob ref|3529}}
 
  +
{{row|Bind Point|Spike Types|Hemalurgic Effect|Seen in|pre=!}}
 
  +
{{row|Heart|
{| class="infobox sortable" width=100%
 
  +
#Bronze
{{row|Bind Point|Spike Material|Hemalurgic Effect|Seen in|pre=!}}
 
  +
#Pewter
{{row|Interscapular Space|Varies. Also known as a linchpin spike.|Unknown; binds other spikes together to keep the receiver alive|Normal Inquisitors{{book ref|mb3|5}}}}
 
  +
|
{{row|Left Eyesocket|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Steel#Allomantic Use|Allomantic Steel]] and/or [[Iron#Allomantic Use|Iron]]|Normal Inquisitors{{book ref|mb3|5}}}}
 
  +
#Allomantic Copper{{book ref|mb3|34}}
{{row|Right Eyesocket|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Steel#Allomantic Use|Allomantic Steel]] and/or [[Iron#Allomantic Use|Iron]]|Normal Inquisitors,{{book ref|mb3|5}} [[Kelsier]]{{book ref|mb7|40}}}}
 
  +
#Feruchemical Steel|
{{row|Between Ribs|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Pewter#Allomantic Use|Allomantic Pewter]] and/or [[Tin#Allomantic Use|Tin]]|Normal Inquisitors{{book ref|mb3|5}}}}
 
  +
#Penrod
{{row|Between Ribs|[[Bronze#Hemalurgic Use|Bronze]]|[[Brass#Allomantic Use|Allomantic Brass]], [[Zinc#Allomantic Use|Zinc]], [[Copper#Allomantic Use|Copper]], and [[Bronze#Allomantic Use|Bronze]]|Normal Inquisitors{{book ref|mb3|5}}}}
 
  +
#The Inquisitor at Vetitan}}
{{row|Between Ribs|[[Electrum#Hemalurgic Use|Electrum]]|[[Duralumin#Allomantic Use|Allomantic Duralumin]]|[[Wax]]{{book ref|mb7|69}}}}
 
  +
{{row|Sternum|Steel|Allomantic Steel|Zane}}
{{row|Between Ribs|[[Gold#Hemalurgic Use|Gold]]|[[Gold#Feruchemical Use|Feruchemical Gold]]|Normal Inquisitors{{ref|text=The early editions of the books said Feruchemical healing was granted by pewter spikes,{{epigraph ref|mb3|36}} even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}} And the early editions didn't mention the health spike in The Hero of Ages chapter 5.{{book ref|mb3|5}} Later editions of the books changed that to a gold spike in both places.}}}}
 
{{row|Chest{{book ref|mb1|Epilogue}}|[[Atium#Hemalurgic Use|Atium]]|[[Atium#Allomantic Use|Allomantic Atium]]|Normal Inquisitors{{book ref|mb1|34}}}}
+
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors}}
  +
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
{{row|Heart|[[Pewter#Hemalurgic Use|Pewter]]|[[Steel#Feruchemical Use|Feruchemical Steel]]|The Inquisitor at Vetitan{{book ref|mb3|5}}}}
 
  +
{{row|Between Ribs|
{{row|Heart|[[Bronze#Hemalurgic Use|Bronze]]|[[Copper#Allomantic Use|Allomantic Copper]]|[[Penrod]]{{book ref|mb3|34}}}}
 
  +
#Steel
{{row|Sternum|[[Steel#Hemalurgic Use|Steel]]|[[Steel#Allomantic Use|Allomantic Steel]]|[[Zane]]}}
 
  +
#Bronze
{{row|Earlobe|[[Bronze#Hemalurgic Use|Bronze]]|[[Bronze#Allomantic Use|Allomantic Bronze]]|[[Vin]]}}
 
  +
|
{{row|Upper Arm|[[Bronze#Hemalurgic Use|Bronze]]|[[Bronze#Allomantic Use|Allomantic Bronze]]|[[Quellion]]}}
 
  +
#Unconfirmed, likely Allomantic Pewter and Tin
{{row|Shoulders|[[Steel#Hemalurgic Use|Steel]]|[[Pewter#Allomantic Use|Allomantic Pewter]]|[[Spook]]}}
 
  +
#Allomantic Brass, Zinc, Copper, and Bronze|
{{row|Shoulders|[[Iron#Hemalurgic Use|Iron]]|[[Blessing of Potency]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
 
  +
#Normal Inquisitors
{{row|Shoulders|[[Tin#Hemalurgic Use|Tin]]|[[Blessing of Awareness]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
 
  +
#Normal Inquisitors}}
{{row|Shoulders|[[Zinc#Hemalurgic Use|Zinc]]|[[Blessing of Presence]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
 
  +
{{row|Shoulders|
{{row|Shoulders|[[Copper#Hemalurgic Use|Copper]]|[[Blessing of Stability]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
 
  +
# Steel
  +
# Iron, Tin, Zinc, & Copper
  +
|
  +
# Pewter Allomancy
  +
# Kandra Blessings|
  +
#Spook
  +
#Kandra}}
  +
{{row|Upper Arm|Bronze|Allomantic Bronze|Quellion}}
  +
{{row|Between Shoulder Blades|Spike type varies. It is also known as a linchpin spike.|Unknown; binds other spikes together to keep the receiver alive|Normal Inquisitors}}
 
|}
 
|}
  +
  +
== Side Effects of Hemalurgy ==
  +
When an Allomancer can sense Allomantic pulses through a [[Copper|coppercloud]] (known as piercing a coppercloud), it is most usually due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a [[Bronze|Seeker]] has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.
  +
  +
Hemalurgy is a destructive art. It twists the body into something almost inhuman. This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains the physical deformation of the koloss.{{epigraph ref|mb3|41}} In the case of the Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eye-spikes. Extracting the spikes of an inquisitor at such important places would invert the transformation, causing their death.{{book ref|mb1|38}} The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations.{{wob ref|11327}}
  +
  +
[[Ruin]] constructed Hemalurgy with a flaw: each spike creates holes in the mind, making them easier to manipulate. Through powerful emotional Allomancy, one can Push or Pull on a spiked creature's emotions so hard that they literally come under the Allomancer's control.{{book ref|mb3|3}}{{epigraph ref|mb3|21}} Indeed, the spikes in the koloss were what allowed [[Rashek]] to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.{{book ref|mb2|54}}
   
 
== Other Uses ==
 
== Other Uses ==
{{quote
 
| I maintain, however, that the one of these with the largest potential impact on the cosmere is Hemalurgy. Usable by anyone with the right knowledge, this dangerous creation has proven able to warp souls regardless of planet or Investiture, creating false Connections that no Shard designed or intended.
 
| [[Khriss]] discussing Hemalurgy{{au ref|Scadrian}}
 
}}
 
 
=== Allomancy and Feruchemy ===
 
=== Allomancy and Feruchemy ===
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
   
 
If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
 
If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
 
Allomancers cannot burn Hemalurgic spikes that have extracted powers from others; they would only be able to burn a spike that was used to steal power from them.{{wob ref|4413}}
 
   
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
Line 183: Line 127:
   
 
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{wob ref|872}} If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.{{wob ref|872}}
 
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{wob ref|872}} If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.{{wob ref|872}}
 
=== Cognitive Shadows ===
 
Hemalurgy is able to hold a [[Cognitive Shadow]] to a body in the [[Physical Realm]] by spiking them through the right eye socket.{{book ref|mb7|epilogue|4}} This also grants iron/steel sight for the spiked eye.{{book ref|mb6|epilogue}}
 
   
 
=== Elantrians ===
 
=== Elantrians ===
Line 191: Line 132:
   
 
=== Forgery ===
 
=== Forgery ===
It is possible to steal Investiture a [[Forger]] has given someone (e.g. if a Forger made someone an Allomancer, a Hemalurgist could steal that ability and become an Allomancer without needing the [[soulstamp]]).{{wob ref|1560}}
+
It is possible to steal Investiture a [[Forger]] has given someone (e.g. if a Forger made someone an Allomancer, a Hemalurgist could steal that ability and become an Allomancer without needing the [[soulstamp]]).{{wob ref|1560}} It also may be possible to take off a chunk of the Dor in the cognitive realm and use a spike to attach it to a person's body do to the power being based on physical location.
   
 
=== Awakening ===
 
=== Awakening ===
It is possible for a spike to be [[Awakening|Awakened]], but it would be more difficult than Awakening metal without a Hemalurgic charge.{{wob ref|1803}} It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|2863}} Hemalurgy can also be used to spike a [[Divine Breath]] from a [[Returned]],{{wob ref|11389}} and the recipient would not need to consume a Breath a week.{{wob ref|14149}} Normal Breaths can be stolen using a nicrosil spike.{{wob ref|14896}}
+
It is possible for a spike to be [[Awakening|Awakened]], but it would be more difficult than Awakening metal without a Hemalurgic charge.{{wob ref|1803}} It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|2863}} Hemalurgy can also be used to spike a [[Divine Breath]] from a [[Returned]].{{wob ref|11389}}
   
 
=== Surgebinding ===
 
=== Surgebinding ===
 
It is possible to steal [[Surgebinding]], but it is more difficult compared to other Investitures due to the [[Nahel bond]].{{wob ref|779}} Since a [[spren]] still has autonomy over the bond,{{wob ref|12562}} they can break the bond and the Hemalurgist could immediately lose the power.{{wob ref|12931}} A Hemalurgist can also spike spren{{wob ref|4359}}{{wob ref|9493}} and spike the Nahel bond from the spren.{{wob ref|10366}} Doing so would have weird ramifications.{{wob ref|5188}} In order to effectively steal Surgebinding, the Hemalurgist would need to spike both the Surgebinder and the spren.{{wob ref|3347}}
 
It is possible to steal [[Surgebinding]], but it is more difficult compared to other Investitures due to the [[Nahel bond]].{{wob ref|779}} Since a [[spren]] still has autonomy over the bond,{{wob ref|12562}} they can break the bond and the Hemalurgist could immediately lose the power.{{wob ref|12931}} A Hemalurgist can also spike spren{{wob ref|4359}}{{wob ref|9493}} and spike the Nahel bond from the spren.{{wob ref|10366}} Doing so would have weird ramifications.{{wob ref|5188}} In order to effectively steal Surgebinding, the Hemalurgist would need to spike both the Surgebinder and the spren.{{wob ref|3347}}
 
=== Shardblades ===
 
It is possible to steal a dead [[Shardblade]], although Hemalurgic decay would lengthen the summoning time.{{wob ref|10696}}
 
   
 
=== Old Magic ===
 
=== Old Magic ===
Line 207: Line 145:
 
=== Singers ===
 
=== Singers ===
 
Hemalurgy can be used to replicate the transformation of a [[singer]]s Forms.{{wob ref|3471}} It can also be used to spike the ability to grow a [[gemheart]].{{wob ref|11387}}
 
Hemalurgy can be used to replicate the transformation of a [[singer]]s Forms.{{wob ref|3471}} It can also be used to spike the ability to grow a [[gemheart]].{{wob ref|11387}}
 
=== Dawnshards ===
 
Dawnshards, even Dawnshards without any other Invesiture, protect themselves, so a Hemalurgist attempting to steal a Dawnshard would have "a very bad time."{{wob ref|15937}}
 
   
 
=== Resonances and Savantism ===
 
=== Resonances and Savantism ===
Line 215: Line 150:
   
 
== Notable Hemalurgists ==
 
== Notable Hemalurgists ==
{{for|:Category:Hemalurgists|a full list|here}}
+
{{for|:Category:Hemalurgists}}
 
{{columns|
 
{{columns|
 
*[[Marsh]]
 
*[[Marsh]]
 
*[[Kelsier]]
 
*[[Kelsier]]
  +
*[[Gemmel]]
 
*[[Spook]]
 
*[[Spook]]
 
*[[Paalm]]
 
*[[Paalm]]
  +
*[[Kar]]
 
*[[Miles Dagouter]]
 
*[[Miles Dagouter]]
 
*[[Vin]]
 
*[[Vin]]
Line 226: Line 163:
 
*[[Telsin Ladrian]]
 
*[[Telsin Ladrian]]
 
*[[Edwarn Ladrian]]
 
*[[Edwarn Ladrian]]
*[[Waxillium Ladrian]]
+
*[[Bendal]]
*[[Wayne]]
 
 
}}
 
}}
 
== Trivia ==
 
* People using Hemalurgy have been to [[Roshar]] and have likely been seen "on screen" in [[The Stormlight Archive]]. However, their identities have not been revealed.{{wob ref|8665}}
 
* The early editions of ''[[The Hero of Ages]]'' said Feruchemical healing was granted by pewter spikes,{{epigraph ref|mb3|36}} even though the Hemalurgy table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}} Brandon indicated that pewter spikes could steal from the hybrid quadrant as well.{{wob ref|5508}}{{wob ref|10046}} However, later editions of the book changed the pewter spike mentioned to a gold spike and added an additional mention to a gold health spike in chapter 5.{{book ref|mb3|5}}
 
   
 
== Notes ==
 
== Notes ==
Line 238: Line 170:
 
{{partial}}
 
{{partial}}
 
{{Mistborn|metals}}
 
{{Mistborn|metals}}
[[category: Metallic Arts]]
 
 
[[category: Hemalurgy| ]]
 
[[category: Hemalurgy| ]]
  +
[[category: notable articles]]
 
[[category: list articles]]
 
[[category: list articles]]
[[es:Hemalurgia]]
 

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