Editing Iron

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'''Iron''' is the external physical pulling metal. An allomancer burning iron can pull bits of metal toward his center of mass, and can also use iron to sense the presence of metal nearby. Ironpulling is not dependant on magnetic forces or allomantic power--any metal can be pulled. Feruchemists can use iron to store physical weight, and when used as a hemalurgic spike, iron steals physical strength.
{{metal
 
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[[File:Iron.png|200px|thumb|left|The allomantic symbol for iron]]
|allomancy=Pull metals
 
|type-a=External, Pulling, Physical
 
|misting=Lurcher
 
|feruchemy=Store/Gain mass
 
|type-f=Physical
 
|ferring=Skimmer
 
|hemalurgy=Steal strength
 
|type-h=Physical
 
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]], [[Tress of the Emerald Sea]], [[The Sunlit Man]]
 
}}
 
'''Iron''' is the External Physical Pulling Metal. An Allomancer burning iron can Pull bits of metal toward their "center of self,"{{wob ref|13373}} and can also use iron to sense the presence of metal nearby. Ironpulling is not dependent on magnetic forces or Allomantic power--most metals (with the exception of [[aluminum]] and some of its alloys) can be Pulled. Feruchemists can use iron to store physical mass, and when used as a Hemalurgic spike, iron steals physical strength.
 
   
 
==Allomantic Use==
The paired alloy of iron used in the Metallic Arts is [[steel]].
 
   
 
Ironpulling is the art of using iron to pull on metal. There are two general rules for ironpulling, which also apply to steelpulling, it's paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical weight. This means that larger allomancers can generally ironpull and steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an ironpull is much greater than the allomancer's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does). The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong allomancer, however.
== Allomantic Use ==
 
An iron [[Misting]] is known as a '''Lurcher'''. Ironpulling is the art of burning iron to pull metals toward (in a straight line) the user's "center of self,"{{wob ref|13373}}{{book ref|mb4|part=ars}} which is likely tied to the Allomancer's [[Cognitive Realm|Cognitive]] and [[Spiritual Realm|Spiritual]] aspects. There are two general rules for Ironpulling, which also apply to [[steel#Allomantic Use|steel]]pushing, its paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical mass. This means that larger Allomancers can generally Ironpull and Steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an Ironpull is much greater than the Lurcher's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does).{{book ref|mb1|7}} The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong Lurcher, however.
 
   
 
Of the two external physical metals, iron is by far the less flashy. Utilized by a misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy coinshots by ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well anchored piece of metal at your destination. Both metals performance is greatly enhanced when used in tandem, allowing feats like those performed by Kelsier in his battle with the inquisitor.
When burning iron, blue lines emerge from the Lurcher and connect themselves to pieces of nearby metals, with the size of the iron line indicating how big the metal is. The iron lines can typically only be seen by the Lurcher.{{book ref|mb1|7}} The iron lines manifest themselves on the [[Spiritual Realm]] and can be cut or interfered with.{{wob ref|2796}} It is also possible to use the iron lines to see via the trace metals in everyone's bodies and in the objects around them, or even [[Axi]] and electromagnetic bonds.{{wob ref|2944}}{{wob ref|15319}}{{book ref|mb3|prologue}}{{book ref|mb7|epilogue|4}} A Lurcher could identify specific metals, or even colors, with the iron lines.{{wob ref|2255}}{{book ref|mb3|34}}
 
   
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A misting who can use iron is called a Lurcher.
Of the two external physical metals, iron is by far the less flashy. Utilized by a Misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy Coinshots by Ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well-anchored piece of metal at your destination. Both metals' performance are greatly enhanced when used in tandem, allowing feats like those performed by [[Kelsier]] in his battle with the [[Inquisitor]] [[Bendal]].
 
   
 
==Feruchemical Use==
An especially skilled Allomancer can Pull on individual parts of a metal object.{{wob ref|10845}} Through unknown means, a Lurcher could Pull on non-metal objects.{{wob ref|15142}} Due to it being possible with Steelpushes, it is supposedly possible to affect the polarity of Axi via an Ironpull, under the right circumstances.{{book ref|mb7|epilogue|4}} Lurchers can also Pull on liquid metals, which would work similarly to the behavior of [[wikipedia:Ferrofluid|ferrofluids]].{{wob ref|12598}}
 
   
 
Iron, when used by a feruchemist, can be used to store physical weight. This is not accomplished by changing the Feruchemist's mass, but by changing the force of gravity on the Feruchemist. This change does not effect things that the Feruchemist is wearing, but is great enough that a feruchemist storing weight can safely fall great distances, as the feruchemist's surface area is sufficient to slow the fall to safe speeds.
== Feruchemical Use ==
 
An iron [[Ferring]] is known as a '''Skimmer'''. Iron is used to store or retrieve (gain) physical mass.{{book ref|mb4|part=ars}} This is accomplished by changing the Skimmer's mass, not by changing the effect of gravity on the Skimmer, i.e. it does not modify weight directly. This change does not affect things that the Skimmer wears, but is great enough that a Skimmer storing mass can typically safely fall any distance, as the Skimmer's surface area is typically sufficient to slow the fall to safe speeds.{{book ref|mb2|12}}
 
   
A Skimmer tapping iron can grow proportionally heavier than normal, and although this is not as useful as storing mass in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, Skimmers can add force to their blows, and can use added weight to withstand attacks. It can be used to counter Coinshots or Lurchers, for example. By increasing weight when pushed, one can instead push the Coinshot back. Furthermore, the added mass from tapping an ironmind can wreak havoc with Steelpushes and Ironpulls if the Skimmer is being used as the anchor.{{book ref|mb2|58}}
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A feruchemist tapping weight can grow proportionally heavier than their size. Although this is not as useful as storing weight in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, the feruchemist can add force to their blows, and can use added weight to withstand attacks.
   
 
==Hemalurgic Use==
Tapping iron grants the Skimmer the strength required to remain standing,{{wob ref|692}} including a partial increase in the density of their body,{{book ref|mb3|78}} but this increase in density is limited and does not, for example, affect the Skimmer's vulnerability to penetration.{{wob ref|692}} Storing weight costs the Skimmer some strength.{{book ref|mb6|18}}
 
   
 
When used as a hemalurgic spike, iron can steal the physical strength of the person killed by the spike. Increasing the number of spikes increases the strength of the recipient, but at the cost of twisting the body and mind of the person who receives the spikes.
The law of conservation of momentum still exists when using iron Feruchemy, so while tapping weight doesn't significantly increase the speed of falling (not considering air resistance), decreasing one's weight to half will double one's speed.{{book ref|mb6|12}}{{wob ref|6595}}{{book ref|mb5|24}}
 
   
 
[[Koloss]] are created when a living human is wrapped in a koloss skin and implanted with 4 iron spikes. This gives the koloss incredible strength, but the process effectively destroyed their minds, leaving them incapable of complex logic, and extremely vulnerable to Ruin's control.
Feruchemical iron interferes with an individual's interaction with the [[wikipedia: Higgs boson|Higgs field]].{{wob ref|327}} It also allows people to easily adapt to low-gravity planets.{{book ref|tsm|49}}
 
   
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The [[kandra]] blessing of potency is comprised of two iron spikes. Like all kandra blessings, the blessing gave the mistwraith sentience, with the added benefit of physical strength and endurance.
A Skimmer could decrease the duration of a Basic Lashing by increasing their own weight.{{wob ref|16296}}
 
   
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[[Category:Magic]][[Category:Mistborn]][[Category:Allomancy]]
== Hemalurgic Use ==
 
When used as a [[hemalurgy|Hemalurgic]] spike, iron steals physical strength.{{book ref|mb3|part=ars}} Increasing the number of spikes increases the strength of the recipient, but at the cost of twisting the body and mind of the person who receives the spikes.
 
 
=== Hemalurgic Constructs ===
 
[[Koloss]] are created when a living human is implanted with four iron spikes.{{epigraph ref|mb3|40}} This gives the koloss incredible strength, but the process effectively destroys their minds, leaving them incapable of complex logic and extremely vulnerable to [[Ruin]]'s control.
 
 
=== Kandra Blessing ===
 
The [[kandra]] can use a pair of these spikes as a [[Blessing]] and call them the '''Blessing of Potency'''.{{book ref|mb3|39}} Like all kandra Blessings, the Blessing gives the [[mistwraith]]s sentience, with the added benefit of physical strength and endurance.{{epigraph ref|mb3|38}} It is similar to an Allomancer burning [[pewter]], however the added strength and endurance cannot be regulated or changed.{{book ref|mb3|39}}
 
 
== Fabrial Use ==
 
A [[fabrial]] with an iron cage will physically attract the element corresponding with the trapped [[spren]], creating an attractor fabrial. For example, a fabrial that draws nearby smoke and causes it to accumulate near the device.{{epigraph ref|sa4|11}}
 
 
== Aetheric Use ==
 
Putting an iron tool near a growing [[aether]] substance pulls the substance in towards the tool as it grows.{{book ref|tress|26}}
 
 
== Notes ==
 
<references />
 
{{partial}}
 
{{Mistborn|metals}}
 
[[es:Hierro]]
 

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