Difference between revisions of "Allomancy"

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{{magic system
 
{{magic system
 
|image=Table of Allomantic Metals.jpeg
 
|image=Table of Allomantic Metals.jpeg
|system=Allomancy
 
 
|world=Scadrial
 
|world=Scadrial
 
|related=[[Preservation]]
 
|related=[[Preservation]]
|focus=Metal
 
 
|prereq=Genetic ability, [[Snapping]]
 
|prereq=Genetic ability, [[Snapping]]
 
|type=End-Positive
 
|type=End-Positive
 
|universe=[[Cosmere]]
 
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]{{wob ref|6933}}
+
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]],{{wob ref|6933}} [[The Sunlit Man]]
 
}}{{update|book=mb6}}
 
}}{{update|book=mb6}}
  +
{{spoilers|tsm}}
 
{{quote
 
{{quote
| Allomancy is brutal, raw, and powerful
+
|Allomancy is brutal, raw, and powerful
| [[Khriss]] in "On the Three Metallic Arts"{{book ref|mb4|part=ars}}
+
|[[Khriss]] in "On the Three Metallic Arts"{{book ref|mb4|part=ars}}
 
}}
 
}}
  +
'''Allomancy''' is the most widely used form of [[Investiture]] on [[Scadrial]],{{book ref|mb4|part=ars}} and is locally known as one of the three [[Metallic Arts]]. People who have one or more Allomantic abilities are called '''Allomancers''' with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.
   
  +
== Mechanics ==
'''Allomancy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]].{{book ref|mb4|part=ars}} Scadrians call it one of the [[Metallic Arts]]. It is the most widespread of the Metallic Arts in the present day. People who have one or more Allomantic abilities are called '''Allomancers'''. Allomancy has many widespread effects, such as enhancing and dampening emotions, Pushing and Pulling on metals, and even temporal effects. Each Allomantic power has its own metal, which must be ingested and "burned" to activate.
 
  +
{{quote
  +
|Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.
  +
|[[Harmony]] on Allomancy{{epigraph ref|mb3|32}}
  +
}}
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{{image|Mistborn by Manuel Castanon.jpg|[[Vin]] pushing on coins with the Allomantic power of [[steel]]|side=right|width=250px}}
   
  +
Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force.{{book ref|mb4|part=ars}} Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard.{{wob ref|5269}} This magic system, however, is generally tailored and fuelled by Preservation,{{epigraph ref|mb3|32}} although specific cases will involve an Allomancer drawing upon Ruin's essence instead.{{epigraph ref|mb3|78}} Like other forms of Investiture, Allomancy does not necessarily reflect the intent of the Shard which it is associated with.{{wob ref|4032}}
Though Allomancy is hereditary, once Allomantic powers are awakened in a person, it is instinctual. All an Allomancer requires to use their power is enough of the correct metal.
 
   
  +
Allomantic metals are the focus, but not the source, of Allomancy's power.{{wob ref|7708}} When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation,{{wob ref|6072}} after which it is vaporized.{{wob ref|10097}} However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.
== Mechanics ==
 
[[File: Pewter chunks.jpg|200px|thumb|right|When burned, pewter grants physical strength.]]
 
A person needs to be born with the hereditary Allomantic ability to get Allomancy. This is not a recessive or dominant gene and it doesn't work according to physical genetics.{{wob ref|12576}} This instead works according to spiritual genetics, which behave differently from physical genetics. When a person is born with the hereditary Allomantic ability, they cannot burn metals until the Allomantic ability is awakened in them. The process of Allomancy being activated within a person is called [[Snapping]]. In the [[Final Empire]] era of Scadrial, Snapping required immense trauma. This was usually inflicted by an intense beating at a young age. It was possible for Allomancers to Snap from other intense emotions, like joy, but this was much more uncommon.{{annotation ref|mb3|chapter=70}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.{{cite}} However, after the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}}
 
   
Once an Allomancer has Snapped, they will feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid i.e. cod oil. When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". It is completely instinctual for an Allomancer to activate and burn their metal and gain its ability; it does not require training to do it (however, there is much training in using their metals properly). It is so instinctual that in some circumstances, an Allomancer can even burn metals while unconscious.{{book ref|mb1|15}} An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.{{book ref|mb1|7}} Allomancers can burn metals from any [[Shardworld]].{{wob ref|12692}}
+
Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work.{{wob ref|13947}} When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.{{book ref|mb1|7}} Allomancers can burn metals from any [[Cosmere#Planets|planet]] in the cosmere.{{wob ref|12692}}{{wob ref|2702}}{{wob ref|361}}{{wob ref|402}} This is due to the presence of Preservation in the Spiritual Realm.
   
  +
Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this.{{wob ref|8949}} Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.{{wob ref|14804}} They are not immune to metal allergies, however.{{wob ref|16102}}
{{anchor|Mistings}} Allomancers will either be able to burn a single metal ('''Mistings''') or they will be able to burn every metal ('''Mistborn'''). There is no natural way for a person to have, say, exactly two Allomantic powers. It is either one or all of them. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.{{wob ref|12582}}
 
   
  +
Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel.{{wob ref|4697}} It is possible to use Allomancy in the Cognitive Realm.{{wob ref|1835}}
Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation.{{epigraph ref|mb3|21}}{{epigraph ref|mb3|22}} This dilution of power eventually caps and cannot decrease any further, and has reached that point by [[Mistborn_(series)#Era_3|Era 3]].{{wob ref|10873}} People who use [[lerasium]] can gain the strength of ancient, powerful Allomancers.{{wob ref|10116}}
 
   
  +
Burning metals containing [[BioChromatic Breath]] has no effect on the Allomancy, although if the Breath belongs to the Allomancer it will be regained.{{wob ref|8055}} If an Allomancer burns an Invested metal which is Allomantically inert, it will not have any special effect apart from possibly killing the Allomancer.{{wob ref|10589}} Allomancers will still feel a reserve of power in their stomach from badly mixed alloys, and burning them will make them sick, giving them a blinding headache.{{book ref|mb2|5}}
=== Savantism ===
 
Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic '''[[savant]]s'''.{{epigraph ref|mb3|16}} These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.
 
{{for|Allomancy#Abilities|more information|the individual pages for each metal}}
 
   
=== Twinborn and Compounders ===
+
=== Gaining Allomantic Abilities ===
  +
Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics.{{wob ref|12576}}{{wob ref|16270}} Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer.{{book ref|mb1|21}} The ability lays dormant until an Allomancer undergoes [[Snapping]], which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious,{{book ref|mb1|15}} once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child.{{wob ref|2733}} Twins are more likely to have the same metal, especially if they are identical instead of fraternal.{{wob ref|345}}
After the [[Final Empire]], Terris and nobles began to interbreed, so it became possible for their descendants to have one Allomantic ability and one [[Feruchemy|Feruchemical]] ability. People with such powers were called '''[[Twinborn]]'''. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities.{{book ref|mb4|1}} The interaction between the two abilities creates a new, secondary effect, known as a [[Resonance]].{{book ref|mb5|part=ars}}
 
   
  +
It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
A special type of Twinborn is a '''[[Compounding|Compounder]]''' -- a Twinborn who has the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. Compounders were considered immensely powerful. Though the term "Compounding" first appeared in Scadrian vocabulary ''after'' the Final Empire, perhaps the most famous Compounder was the [[Lord Ruler]] himself -- Compounding was one reason he was so strong.
 
   
  +
Additionally, consuming a bead of lerasium will hardcode Allomancy into a person's spiritweb and grant them Allomantic abilities. The size of the bead that is consumed is proportional to the strength of their Allomancy.{{wob ref|10116}}
== Allomantic Metals ==
 
{{quote
 
|There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with [[zinc]] and Push with [[brass]]. You just used pewter to Push your body. That's one of the internal physical powers.
 
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
 
}}
 
   
  +
==== Snapping ====
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}}
 
  +
In the [[Final Empire]], children of confirmed noble bloodlines often undergo a planned beating as a test to see if they [[Snap]], as Snapping commonly occurs when a Misting or Mistborn undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.
{{sidequote
 
  +
  +
According to [[Realmatic Theory]], this creates a crack on the soul which the power can fit into. There are some similarities on this to other magic systems, such as the [[Knights Radiant]] all being "broken" as indicated by [[Syl]].{{wob ref|5469}}{{book ref|sa2|68}}
  +
  +
It was possible for Allomancers to Snap from intense positive emotion, but this is much less common.{{wob ref|8025}} It is also possible to Snap from false emotions, caused by Soothing and Rioting.{{wob ref|3871}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.{{wob ref|7526}}
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  +
After the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}}{{wob ref|4242}} After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.
  +
  +
==== Mist Sickness ====
  +
In the run up to the [[Catacendre]], however, the mists cause sickness in people, triggering their own Snapping; this process is started by [[Preservation]], but is manipulated by [[Ruin]] into killing people, thus raising superstitions about the mists being dangerous.
  +
  +
The length a person has "mist sickness" relates to their Allomantic powers and abilities. The most powerful [[atium]] mistings are sick for the longest time.
  +
  +
During the time the mists are Snapping people in [[The Hero of Ages]], they also raise the Allomantic potential of the people they Snap so that exactly 16% are Snapped.{{book ref|mb3|21}} The number is a hint left by Preservation for humans to understand.
  +
  +
=== Savantism ===
  +
Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic '''[[savant]]s'''.{{epigraph ref|mb3|16}} These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.
  +
  +
== Types of Allomancers ==
  +
{{quote
 
|Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.
 
|Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.
|[[Kelsier]] to [[Vin]]{{book ref|mb1|7}} (note that more metals were discovered after Kelsier's time)
+
|[[Kelsier]] to [[Vin]]{{book ref|mb1|7}}
|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.
 
   
  +
{{anchor|Mistings}}{{anchor|Mistborn}}Allomancers are categorized based on if they can burn a single metal, '''Misting''', or if they can burn all metals, '''Mistborn''', with Hemalurgy being the only known way to access a combination powers that falls outside of this categorizations structure. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.{{wob ref|12582}}
There are also three "God Metals" known to Scadrians [[lerasium]], [[atium]], and [[ettmetal]], with others from other [[Shardworld]]s, which do not fit in the modern Table of Allomantic Metals. Atium was famously classified as a temporal metal during the [[Final Empire]] era by the [[Steel Ministry]], but this was shown to be flawed. The God Metals are essences of the [[Shard]]s that have taken up residence on Scadrial, [[Preservation]] and [[Ruin]], and later [[Harmony]]. Alloys of God Metals can lead to additional abilities.{{book ref|mb4|part=ars}}
 
  +
  +
Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation.{{epigraph ref|mb3|21}}{{epigraph ref|mb3|22}} This dilution of power eventually caps and cannot decrease any further; there was no apparent power dilution between Era 1 and Era 2, and it was confirmed that the dilution has completely capped by [[Mistborn_(series)#Era_3|Era 3]].{{wob ref|10873}} People who use [[lerasium]] can gain the strength of ancient, powerful Allomancers.{{wob ref|10116}}
  +
  +
=== Twinborn and Compounders ===
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After the [[Final Empire]], Terris and those of noble descent began to interbreed, so it became possible for their descendants to have one Allomantic ability and one [[Feruchemy|Feruchemical]] ability. People with such powers were called '''[[Twinborn]]'''. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities.{{book ref|mb4|1}} The interaction between the two abilities creates a new, secondary effect, known as a [[Resonance]].{{book ref|mb5|part=ars}}
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  +
A '''[[Compounding|Compounder]]''' is a special type of Twinborn--a person who uses the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. Compounders were considered immensely powerful. Though the term "Compounding" first appeared in Scadrian vocabulary ''after'' the Final Empire, perhaps the most famous Compounder was the [[Lord Ruler]] himself--by constantly Compounding atium, pewter, and gold, he was eternally young, supernaturally strong, and basically unkillable.
  +
  +
== Allomantic Metals ==
   
=== Abilities ===
 
 
The following is the modern Table of Allomantic Metals, from some point after the [[Catacendre]].
 
The following is the modern Table of Allomantic Metals, from some point after the [[Catacendre]].
   
 
{{/table}}
 
{{/table}}
   
During most of the [[Final Empire]], the Table looked very different, as it was commonly assumed that there were ten total metals (the four physical and four mental metals, with [[gold]] and [[atium]] known as the "high metals"), as the [[Lord Ruler]] and [[Steel Ministry]] obfuscated how many metals there actually were. The Ministry had known of more metals, but even they made mistakes classifying metals: originally they classified atium and one of its alloys, [[malatium]] (the so-called "Eleventh Metal"), as external temporal metals. It was only after the Final Ascension that advances in technology made [[cadmium]], [[bendalloy]], [[chromium]], and [[nicrosil]] more available.
 
 
== Cosmere Analysis ==
 
{{theory}}
 
 
{{quote
 
{{quote
  +
|There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with [[zinc]] and Push with [[brass]]. You just used pewter to Push your body. That's one of the internal physical powers.
| Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.
 
| [[Harmony]] on Allomancy{{epigraph ref|mb3|32}}
+
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
 
}}
 
}}
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{{for|:Category:Metals|more information|the individual pages for each metal}}
   
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{{image|Mistborn by Hunter Bonyun.jpg|[[Vin]] as [[Preservation]] fuelling [[Elend Venture|Elend's]] Allomancy|side=right|width=350px}}
Allomancy is an End-Positive magic system--meaning energy is gained in the process of its use.{{book ref|mb4|part=ars}} It is of the [[Shard]] [[Preservation]].{{epigraph ref|mb3|32}} Energy does not come from one's own body, as happens in [[Feruchemy]], but from Preservation himself.
 
 
Metal is not the source of Allomancy's power.{{annotation ref|mb3|chapter=38}} Rather, metal is what is called a [[focus]]--a necessary component to a manifestation of [[Investiture]] (magic system), but not the source of the power itself. When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, hence the metal "focuses" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation.{{wob ref|6072}} Afterwards, the metal is vaporized.{{wob ref|10097}} This is only true for the base sixteen Allomantic metals. The god metals (lerasium, atium, their alloys and other Shard's metal) are actually Investiture condensed into a solid form. Burning atium draws power from Ruin, not Preservation.{{epigraph ref|mb3|78}}
 
   
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There are sixteen basic Allomantic metals. The metals come in pairs: one metal is a periodic element, while the other is the alloy of that base metal. These pairs have complementary effects. [[Iron]] Pulls on nearby metals, while its alloy, [[steel]], Pushes on metals. Similarly, each elemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.{{wob ref|2478}} The purity of the metal corresponds to its effectiveness and alloys require precise compound 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}}
It may be quite unclear that Allomancy is of Preservation. After all, Pushing and Pulling on metals isn't an effect that "preserves," so to speak. However, it is important to know that the saying "Allomancy is of Preservation" has a very specific meaning: the ''power'' that an Allomancer accesses is of Preservation, but the actual ''effect'' of the power is unrelated to Preservation.{{wob ref|4032}} The fundamental difference between Allomancy and Feruchemy is that Allomancy draws power from an ''external'' source (Preservation), while Feruchemy draws power from an ''internal'' source (the user's own body).
 
   
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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.
Allomancy--as well as Feruchemy--has the property that abilities are inherent to the user, and are hard-coded into their Spiritweb.{{book ref|mb4|part=ars}} While other Investitures can take years of practice{{disputed}}, a new Allomancer's blunt power is already at its max extent the moment they acquire the correct metals. This comes with the trade-off that having the trait of Allomancy is something one is born with; a non-Allomancer cannot become an Allomancer (except in the very particular case of burning lerasium, which overwrites one's Spiritual DNA to have the connection to Preservation required to use Allomancy.{{wob ref|10116}})
 
   
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The Allomantic effects of metals are most similar to the effects of [[fabrial]]s on [[Roshar]]. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.{{book ref|tress|26}}
Allomancy was not created by Preservation. None of the Metallic Arts were "created" by Preservation and Ruin. Rather, these powers are the natural result of the interactions between Preservation, Ruin, and Scadrial itself.{{wob ref|5269}}
 
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=== God Metals ===
However, Preservation could still alter Allomancy in certain ways. He changed the rules of Allomancy twice: the first time, he changed the Table of Allomantic Metals to have atium and malatium as external temporal metals, exchanging them with cadmium and bendalloy.{{wob ref|5971}} This may have had the effect of allowing for the existence of atium Mistings. Ultimately, this was part of Preservation's plan to defeat Ruin: to have atium Mistings that could burn away Ruin's body of atium, allowing someone else, who was not influenced as much by the intent of Preservation, to take up its power and destroy Ruin.{{wob ref|8063}}
 
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[[God Metal]]s do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; [[lerasium]], [[atium]], and [[harmonium]], the last of which could only be burned theoretically, as it explodes upon contact with liquids.{{wob ref|9321}}{{book ref|mb6|22}} Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.{{book ref|mb4|part=ars}}{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
   
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{| width=80% class=infobox style='text-align:center!;' align=center
The second time Allomancy was changed was after the [[Final Ascension]], when [[Harmony]] was particularly disturbed by the horrors of Snapping, so he altered Snapping to act differently.{{wob ref|4242}} It is not currently known how Snapping works in the present era.{{wob ref|6888}} It is also unclear how a Shard can influence manifestations of Investiture in this way, and how much a Shard is allowed to alter the way they operate.
 
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! class=title colspan=3 style='background-color:#bbf;' | God Metals{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
  +
|-
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!Metal
  +
!Shard
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!Effect
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|-
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| '''[[Atium]]'''
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| [[Ruin]]
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| Reveals other's future
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|-
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| '''[[Atium|Pure Atium]]'''
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| [[Ruin]]
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| Gives an expanded vision of the future
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|-
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| '''[[Malatium]]'''
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| [[Ruin]]
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| See into another person's past
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|-
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| '''[[Atium|Atium Alloys]]'''
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| [[Ruin]]
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| Various expanded mental and temporal effects
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|-
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| '''[[Lerasium]]'''
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| [[Preservation]]
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| Turns one into a Mistborn or increases one's Allomantic power
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|-
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| '''[[Lerasium|Lerasium Alloys]]'''
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| [[Preservation]]
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| Creation of Mistings, various expanded physical and enhancement effects
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|-
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| '''[[Harmonium]]'''
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| [[Harmony]]
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| Unknown
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|-
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| '''[[Trellium]]'''
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| [[Autonomy]]
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| Unknown
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|-
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| '''[[Raysium]]'''
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| [[Odium]]
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| Unknown
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|-
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|}
   
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== History ==
Advanced Allomancy combined with Feruchemy will be the method by which Scadrians will eventually gain faster-than-light travel.{{wob ref|4697}}
 
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At some point, Preservation altered Allomancy to insert Ruin's God Metal, atium, instead of one of the other metals{{wob ref|5971}}{{wob ref|2524}} in order to execute his plan to defeat Ruin using atium Mistings.{{wob ref|8063}} The Shard's plan eventually came to fruition during the [[Battle of Hathsin]] when Elend's army consumed a large proportion of the existing atium, preventing Ruin from accessing his full power.
   
  +
Prior to the Ascension of the Lord Ruler, Allomancy was rarely found among the general population. The Lord Ruler's Ascension, and his subsequent distribution of the lerasium beads, increased the strength of the Allomantic spiritual DNA in the Final Empire, which had long lasting effects through the subsequent generations. Rashek, and his Steel Ministry, also suppressed knowledge of several of the Allomantic metals, so that only the four physical, four mental, gold, and atium, were known of by the general populace. Malatium became known through legend as ''The Eleventh Metal'', a rumor that may have been started by Ruin to help facilitate the downfall of the Lord Ruler. Prior to its destruction, atium and malatium were incorrectly classified as temporal metals instead of God Metals by The Lord Ruler and his government.
It is possible to use Allomancy in the Cognitive Realm.{{wob ref|1835}}
 
   
  +
Following the Final Ascension, [[Harmony]] altered Snapping to act differently.{{wob ref|4242}}{{wob ref|6888}} The Allomantic Table also changed at this time to remove Ruin's metals, with advances in technology also making [[cadmium]], [[bendalloy]], [[chromium]], and [[nicrosil]] more available.
If an Allomancer attempts to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
 
   
 
== Notable Allomancers ==
 
== Notable Allomancers ==
Line 115: Line 178:
   
 
== Development ==
 
== Development ==
Allomancy was present in the original version of Mistborn (now known as [[Mistborn Prime]]). In that version, Allomancy only had Mistborn and no Mistings.{{annotation ref|mb1|chapter=3|link=annotation-mistborn-chapter-three}} Mistborn Prime was never published, and Brandon later repurposed its good ideas into [[Mistborn: The Final Empire]]. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.
+
Allomancy was present in the original version of Mistborn (now known as [[Mistborn Prime]]). In that version, Allomancy only had Mistborn and no Mistings.{{wob ref|2287}} Mistborn Prime was never published, and Brandon later repurposed its good ideas into [[Mistborn: The Final Empire]]. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.
   
The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye.{{annotation ref|mb1|chapter=23}} Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.
+
The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye.{{wob ref|2391}} Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.
   
After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it.{{wob ref|4883}} Brandon originally had cadmium's alloy named cerrobend, but that name happened to be copyrighted, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.
+
After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it.{{wob ref|4883}} Brandon originally had cadmium's alloy named cerrobend, but that name happened to be trademarked, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.
   
 
== External links ==
 
== External links ==
 
*[https://www.crafty-games.com/shop/mistborn-adventure-game/ ''Mistborn Adventure Game (Crafty Games)'']
 
*[https://www.crafty-games.com/shop/mistborn-adventure-game/ ''Mistborn Adventure Game (Crafty Games)'']
*[http://store.brandonsanderson.com/allomantic-table/ ''Allomantic Metals Poster''']
+
*[https://store.brandonsanderson.com/collections/art-prints/products/allomantic-table-poster ''Allomantic Metals Poster'']
   
 
== Notes ==
 
== Notes ==
Line 129: Line 192:
 
{{partial}}
 
{{partial}}
 
{{Mistborn|metals}}
 
{{Mistborn|metals}}
[[category: magic systems]]
+
[[category: Metallic Arts]]
 
[[category: Allomancy| ]]
 
[[category: Allomancy| ]]
  +
[[es:Alomancia]]
[[category: notable articles]]
 

Latest revision as of 20:04, 5 March 2024

Allomancy
Table of Allomantic Metals.jpeg
Related to Preservation
Prerequisites Genetic ability, Snapping
Type End-Positive
World of Origin Scadrial
Universe Cosmere
This page or section needs to be updated with new information for The Bands of Mourning!
Be aware that in its current state, it may not include all additional content yet.
This page or section contains spoilers for The Sunlit Man!
This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.

Allomancy is brutal, raw, and powerful

Khriss in "On the Three Metallic Arts"[1]

Allomancy is the most widely used form of Investiture on Scadrial,[1] and is locally known as one of the three Metallic Arts. People who have one or more Allomantic abilities are called Allomancers with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.

Mechanics[edit]

Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.

Harmony on Allomancy[2]
Vin pushing on coins with the Allomantic power of steel

Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force.[1] Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard.[3] This magic system, however, is generally tailored and fuelled by Preservation,[2] although specific cases will involve an Allomancer drawing upon Ruin's essence instead.[4] Like other forms of Investiture, Allomancy does not necessarily reflect the intent of the Shard which it is associated with.[5]

Allomantic metals are the focus, but not the source, of Allomancy's power.[6] When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation,[7] after which it is vaporized.[8] However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.

Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work.[9] When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.[10] Allomancers can burn metals from any planet in the cosmere.[11][12][13][14] This is due to the presence of Preservation in the Spiritual Realm.

Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this.[15] Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.[16] They are not immune to metal allergies, however.[17]

Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel.[18] It is possible to use Allomancy in the Cognitive Realm.[19]

Burning metals containing BioChromatic Breath has no effect on the Allomancy, although if the Breath belongs to the Allomancer it will be regained.[20] If an Allomancer burns an Invested metal which is Allomantically inert, it will not have any special effect apart from possibly killing the Allomancer.[21] Allomancers will still feel a reserve of power in their stomach from badly mixed alloys, and burning them will make them sick, giving them a blinding headache.[22]

Gaining Allomantic Abilities[edit]

Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics.[23][24] Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer.[25] The ability lays dormant until an Allomancer undergoes Snapping, which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious,[26] once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child.[27] Twins are more likely to have the same metal, especially if they are identical instead of fraternal.[28]

It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a Hemalurgic spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.[29]

Additionally, consuming a bead of lerasium will hardcode Allomancy into a person's spiritweb and grant them Allomantic abilities. The size of the bead that is consumed is proportional to the strength of their Allomancy.[30]

Snapping[edit]

In the Final Empire, children of confirmed noble bloodlines often undergo a planned beating as a test to see if they Snap, as Snapping commonly occurs when a Misting or Mistborn undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.

According to Realmatic Theory, this creates a crack on the soul which the power can fit into. There are some similarities on this to other magic systems, such as the Knights Radiant all being "broken" as indicated by Syl.[31][32]

It was possible for Allomancers to Snap from intense positive emotion, but this is much less common.[33] It is also possible to Snap from false emotions, caused by Soothing and Rioting.[34] It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.[35]

After the Final Ascension, Harmony changed the way Snapping operated, but it is unknown how it was altered.[36][37] After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.

Mist Sickness[edit]

In the run up to the Catacendre, however, the mists cause sickness in people, triggering their own Snapping; this process is started by Preservation, but is manipulated by Ruin into killing people, thus raising superstitions about the mists being dangerous.

The length a person has "mist sickness" relates to their Allomantic powers and abilities. The most powerful atium mistings are sick for the longest time.

During the time the mists are Snapping people in The Hero of Ages, they also raise the Allomantic potential of the people they Snap so that exactly 16% are Snapped.[38] The number is a hint left by Preservation for humans to understand.

Savantism[edit]

Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic savants.[39] These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.

Types of Allomancers[edit]

Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.

Allomancers are categorized based on if they can burn a single metal, Misting, or if they can burn all metals, Mistborn, with Hemalurgy being the only known way to access a combination powers that falls outside of this categorizations structure. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.[40]

Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation.[41][42] This dilution of power eventually caps and cannot decrease any further; there was no apparent power dilution between Era 1 and Era 2, and it was confirmed that the dilution has completely capped by Era 3.[43] People who use lerasium can gain the strength of ancient, powerful Allomancers.[30]

Twinborn and Compounders[edit]

After the Final Empire, Terris and those of noble descent began to interbreed, so it became possible for their descendants to have one Allomantic ability and one Feruchemical ability. People with such powers were called Twinborn. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities.[44] The interaction between the two abilities creates a new, secondary effect, known as a Resonance.[45]

A Compounder is a special type of Twinborn--a person who uses the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. Compounders were considered immensely powerful. Though the term "Compounding" first appeared in Scadrian vocabulary after the Final Empire, perhaps the most famous Compounder was the Lord Ruler himself--by constantly Compounding atium, pewter, and gold, he was eternally young, supernaturally strong, and basically unkillable.

Allomantic Metals[edit]

The following is the modern Table of Allomantic Metals, from some point after the Catacendre.

Table of Allomantic Metals
PHYSICAL Pushing Pulling Pulling Pushing MENTAL
External Steel Steel (Coinshot)
Pushes on Nearby Metals
Iron Iron (Lurcher)
Pulls on Nearby Metals
Zinc Zinc (Rioter)
Enflames (riots) Emotions
Brass Brass (Soother)
Dampens (soothes) Emotions
External
Internal Pewter Pewter (Thug)
Increases Physical Abilities
Tin Tin (Tineye)
Increases Senses
Copper Copper (Smoker)
Hide Allomantic Pulses
Bronze Bronze (Seeker)
Can Hear Allomantic Pulses
Internal
Internal Duralumin Duralumin (Duralumin Gnat)
Enhances Current Metal Burned
Aluminum Aluminum (Aluminum Gnat)
Wipes Internal Allomantic Reserves
Gold Gold (Augur)
Reveals Your Past Self
Electrum Electrum (Oracle)
Reveals Your Future
Internal
External Nicrosil Nicrosil (Nicroburst)
Enhances Allomantic Burn of Target
Chromium Chromium (Leecher)
Wipes Allomantic Reserves of Target
Cadmium Cadmium (Pulser)
Slows Down Time
Bendalloy Bendalloy (Slider)
Speeds Up Time
External
ENHANCEMENT Pushing Pulling Pulling Pushing TEMPORAL

There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with zinc and Push with brass. You just used pewter to Push your body. That's one of the internal physical powers.

Vin as Preservation fuelling Elend's Allomancy

There are sixteen basic Allomantic metals. The metals come in pairs: one metal is a periodic element, while the other is the alloy of that base metal. These pairs have complementary effects. Iron Pulls on nearby metals, while its alloy, steel, Pushes on metals. Similarly, each elemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.[46] The purity of the metal corresponds to its effectiveness and alloys require precise compound percentages for maximum power. Burning an impure alloy may cause sickness,[10] while metals that are not Allomantically viable cannot be burned after being ingested.[47]

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.

The Allomantic effects of metals are most similar to the effects of fabrials on Roshar. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.[48]


God Metals[edit]

God Metals do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; lerasium, atium, and harmonium, the last of which could only be burned theoretically, as it explodes upon contact with liquids.[49][50] Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.[1][51]

God Metals[51]
Metal Shard Effect
Atium Ruin Reveals other's future
Pure Atium Ruin Gives an expanded vision of the future
Malatium Ruin See into another person's past
Atium Alloys Ruin Various expanded mental and temporal effects
Lerasium Preservation Turns one into a Mistborn or increases one's Allomantic power
Lerasium Alloys Preservation Creation of Mistings, various expanded physical and enhancement effects
Harmonium Harmony Unknown
Trellium Autonomy Unknown
Raysium Odium Unknown

History[edit]

At some point, Preservation altered Allomancy to insert Ruin's God Metal, atium, instead of one of the other metals[52][53] in order to execute his plan to defeat Ruin using atium Mistings.[54] The Shard's plan eventually came to fruition during the Battle of Hathsin when Elend's army consumed a large proportion of the existing atium, preventing Ruin from accessing his full power.

Prior to the Ascension of the Lord Ruler, Allomancy was rarely found among the general population. The Lord Ruler's Ascension, and his subsequent distribution of the lerasium beads, increased the strength of the Allomantic spiritual DNA in the Final Empire, which had long lasting effects through the subsequent generations. Rashek, and his Steel Ministry, also suppressed knowledge of several of the Allomantic metals, so that only the four physical, four mental, gold, and atium, were known of by the general populace. Malatium became known through legend as The Eleventh Metal, a rumor that may have been started by Ruin to help facilitate the downfall of the Lord Ruler. Prior to its destruction, atium and malatium were incorrectly classified as temporal metals instead of God Metals by The Lord Ruler and his government.

Following the Final Ascension, Harmony altered Snapping to act differently.[37][36] The Allomantic Table also changed at this time to remove Ruin's metals, with advances in technology also making cadmium, bendalloy, chromium, and nicrosil more available.

Notable Allomancers[edit]

Development[edit]

Allomancy was present in the original version of Mistborn (now known as Mistborn Prime). In that version, Allomancy only had Mistborn and no Mistings.[55] Mistborn Prime was never published, and Brandon later repurposed its good ideas into Mistborn: The Final Empire. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.

The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye.[56] Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.

After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it.[57] Brandon originally had cadmium's alloy named cerrobend, but that name happened to be trademarked, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.

External links[edit]

Notes[edit]

  1. a b c d The Alloy of Law Ars Arcanum#
  2. a b The Hero of Ages chapter 32 epigraph#
  3. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  4. The Hero of Ages chapter 78 epigraph#
  5. /r/fantasy AMA 2011
    Arcanum - 2011-08-31#
  6. The Hero of Ages Annotations
    Arcanum - 2009-11-12#
  7. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  8. West Jordan signing
    Arcanum - 2011-08-04#
  9. YouTube Livestream 10
    Arcanum - 2020-06-18#
  10. a b c d The Final Empire chapter 7#
  11. Stuttgart signing
    Arcanum - 2019-05-17#
  12. Steel Ministry report
    Arcanum - 2014-08-20#
  13. Calamity Seattle signing
    Arcanum - 2016-02-17#
  14. #SandersonChat Twitter Q&A with Audible.com
    Arcanum - 2016-02-04#
  15. Orem signing
    Arcanum - 2017-12-21#
  16. General Reddit 2021
    Arcanum - 2021-06-11#
  17. Dragonsteel 2022
    Arcanum - 2022-11-14#
  18. Alloy of Law Seattle Signing
    Arcanum - 2011-11-11#
  19. Warsaw signing
    Arcanum - 2017-03-18#
  20. Warsaw signing
    Arcanum - 2017-03-18#
  21. Read For Pixels 2018
    Arcanum - 2018-09-01#
  22. The Well of Ascension chapter 5#
  23. Orem Signing
    Arcanum - 2019-03-16#
  24. Dragonsteel 2023
    Arcanum - 2023-11-21#
  25. The Final Empire chapter 21#
  26. The Final Empire chapter 15#
  27. Idaho Falls Signing
    Arcanum - 2015-11-28#
  28. Bands of Mourning release party
    Arcanum - 2016-01-25#
  29. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  30. a b 17th Shard Interview
    Arcanum - 2010-10-03#
  31. Shadows of Self Boston signing
    Arcanum - 2015-10-14#
  32. Words of Radiance chapter 68#
  33. The Hero of Ages Annotations
    Arcanum - 2010-03-30#
  34. Stormlight Three Update #5
    Arcanum - 2016-11-21#
  35. The Hero of Ages Annotations
    Arcanum - 2009-08-18#
  36. a b West Jordan signing
    Arcanum - 2011-12-15#
  37. a b General Twitter 2011
    Arcanum - 2011-11-14#
  38. The Hero of Ages chapter 21#
  39. The Hero of Ages chapter 16 epigraph#
  40. Orem Signing
    Arcanum - 2019-03-16#
  41. The Hero of Ages chapter 21 epigraph#
  42. The Hero of Ages chapter 22 epigraph#
  43. Legion Release Party
    Arcanum - 2018-09-19#
  44. The Alloy of Law chapter 1#
  45. Shadows of Self Ars Arcanum#
  46. Mistborn: The Final Empire Annotations
    Arcanum - 2007-05-28#
  47. Starsight Release Party
    Arcanum - 2019-11-26#
  48. Tress of the Emerald Sea chapter 26#
  49. Emerald City Comic Con 2018
    Arcanum - 2018-03-01#
  50. The Bands of Mourning chapter 22#
  51. a b Table of Allomantic Metals
  52. Barnes and Noble Book Club Q&A
    Arcanum - 2009-07-08#
  53. Arcanum Unbounded Hoboken signing
    Arcanum - 2016-12-03#
  54. The Hero of Ages Annotations
    Arcanum - 2010-06-10#
  55. Mistborn: The Final Empire Annotations
    Arcanum - 2006-09-22#
  56. Mistborn: The Final Empire Annotations
    Arcanum - 2007-02-12#
  57. Calamity Austin signing
    Arcanum - 2016-02-25#
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