Copper is the internal mental pulling metal. An Allomancer burning copper is able to hide Allomantic pulses emanating from those around them, and is immune to emotional Allomancy. Feruchemists can use copper to store memories, and when used as a Hemalurgic spike, copper steals mental fortitude.
A copper Misting is known as a Coppercloud or Smoker. Other Allomancers near a Smoker are protected from Seekers. With a few exceptions of piercing the coppercloud, like Hemalurgically enhanced Seekers, genetically more powerful Seekers or possibly duralumin/nicrosil enhanced Seekers, it is impossible to sense Allomancy being used inside the cloud. Multiple Smokers burning copper in the same area will make the resulting coppercloud harder to pierce. Smokers are of central importance when Allomancers are trying to hide. If a Seeker is inside of a coppercloud, they will be unable to receive any pulses from the outside.
Protecting others in the cloud's boundaries from emotional Allomancy is very difficult but not impossible. Copperclouds can also block an Awakener's lifesense and can prevent a singer from attuning a Rhythm. Copperclouds affect how spren act.
A copper Ferring is known as an Archivist. Copper is used to store memories. This ability forms the core of the Keepers, a group of Terrismen dedicated to preserving knowledge. Since the memories in a coppermind do not degrade with time (although they are vulnerable to Ruin's manipulation), it is perfect for the collection of enormous quantities of facts. For this reason, Feruchemists were much more likely to be scholars than warriors. When an Archivist stores a memory in a coppermind, it immediately disappears from their memory. The best users of copperminds would create indexes to find memories much faster. Finally, the longer a memory sits outside of a coppermind, the more it degrades, though this is due to the brain's own imperfections, not any quirk of the magic. Keepers undergo extensive training in memory retention to make the most of this ability. Copperminds can not store muscle memory.
The kandra can use a pair of these spikes as a Blessing and call them the Blessing of Presence. Like all kandra Blessings, the Blessing gives the mistwraiths sentience, with the added benefit of mental stability.
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— Arcanum - 2011-12-15#
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— Arcanum - 2019-04-19#
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— Arcanum - 2016-11-22#
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|The Metallic Arts|
|Arts||Allomancy · Feruchemy · Hemalurgy|
|Concepts||Metalborn · Snapping · Savants · Metalminds · Twinborn · Compounding · Blessings|
|Constructs||Steel Inquisitors · Koloss · Kandra · Chimeras|
|Base Metals||Iron · Steel · Tin · Pewter · Zinc · Brass · Copper · Bronze · Cadmium · Bendalloy · Gold · Electrum · Chromium · Nicrosil · Aluminum · Duralumin|
|God Metals||Atium (Malatium) · Lerasium · Ettmetal · Trellium|
|Era 1 books||Mistborn: The Final Empire · The Well of Ascension · The Hero of Ages · (Mistborn: Secret History · The Eleventh Metal)|
|Era 2 books||The Alloy of Law · Shadows of Self · The Bands of Mourning · The Lost Metal · (Allomancer Jak and the Pits of Eltania)|
|Shards||Preservation · Ruin · Harmony|
|History||Classical Scadrial · Final Empire · Catacendre · Elendel · Southern Scadrian|
|Magic||Metallic Arts (Allomancy, Feruchemy, Hemalurgy) · Metalborn · Mistborn · Misting · Savant · Ferring · Twinborn · Compounding · Atium · Lerasium · Ettmetal|
|Other Media||Mistborn Adventure Game · Mistborn: Birthright · Mistborn film · Mistborn: House War|