Difference between revisions of "Hemalurgy"

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{{magic system
 
{{magic system
|system=Hemalurgy
+
|image=Hemalurgy table.jpg
|world=Scadrial
 
 
|related=[[Ruin]]
 
|related=[[Ruin]]
 
|focus=Metal
 
|focus=Metal
 
|prereq=None
 
|prereq=None
 
|type=End-Negative
 
|type=End-Negative
  +
|world=Scadrial
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]{{wob ref|8665}}
 
  +
|universe=[[Cosmere]]
  +
|books=[[Mistborn (series)|Mistborn]]
 
}}
 
}}
 
{{quote
 
{{quote
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}}
 
}}
   
'''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}}.
+
'''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}}
   
 
== Mechanics ==
 
== Mechanics ==
Hemalurgy is the transfer of attributes, such as [[Allomancy]], [[Feruchemy]], or innate human strength via [[Spiritweb]] theft and splicing. 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). This causes wear and tear on the Spiritweb, creating "holes" through which Ruin or a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]] can whisper to or even control a Hemalurgical subject. 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. Intent is important, but the way Hemalurgy interacts with the [[Cognitive Realm]], if it does so at all, is unknown.
+
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.{{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|date=2016-12-6|1528|Arcanum Unbounded Chicago signing}}
 
   
  +
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}}
Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.{{qa ref|689|28}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{qa ref|979|89}}{{tweet ref|695365263240212480}}
 
  +
  +
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}}
 
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
 
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
   
 
{{quote
 
{{quote
| 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.
+
|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.
| Harmony{{book ref|mb3|13}}
+
|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.{{qa ref|590|28}}
+
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}}
   
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}}
+
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 reducing 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}} Even outside of blood, a spike will never completely lose its charge.{{wob ref|9534}}
   
It is currently thought not possible in-world for multiple attributes to be stolen from the same person.{{wob ref|date=2018-3-20|9463|General Signed Books 2018}}
+
It is not possible 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}}
   
Hemalurgy can be used anywhere in the [[Cosmere]]{{qa ref|691|27|Can Hemalurgy be used to steal magic attributes from any Shardworld?|date=may 2010}}, as long there is an Intent to create a Hemalurgic spike, and it has indeed shown up at least once on a different Shardworld, though in a subtle way.{{wob ref|date=2016-11-22|1716|Arcanum Unbounded release party}} Hemalurgy can also steal attributes from other forms of Investiture.{{qa ref|977|120|Hemalurgy crosses magic systems|date=23 September 2012}} Hemalurgy can be used on animals{{qa ref|727|64}}, however it can't be used on plants.{{url ref|url=http://faq.brandonsanderson.com/node/164|text=FAQ, Would Hemalurgy work on plants or animals?|date=N/A|site=[[Brandon]]'s website faq}}
+
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}}
   
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|date=2017-11-13|8273|Oathbringer release party}}
+
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
   
 
== Hemalurgic Constructs ==
 
== Hemalurgic Constructs ==
[[File:Koloss.jpg|200px|thumb|right|A koloss, one of the types of Hemalurgic constructs]]
+
{{image|Koloss.jpg|width=200px|side=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.
 
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 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.
+
* [[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. 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}}
   
* [[Koloss]] are brutish monstrous beings, are 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.{{qa ref|1097|8|Koloss reproduce naturally|date=6 December 2014}}
+
* [[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}}
   
* [[Kandra]] are former [[Mistwraith]] 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.{{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 spike of an [[Trellium|unknown metal]], charged with an unknown attribute. 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.{{17s ref|post|340620}}{{book ref|mb5|21}}{{qa ref|1160|43}}
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* [[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.{{qa ref|675|22}}
+
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 ==
 
{{for|Metallic Arts|a table of all magical properties of the metals}}
 
{{for|Metallic Arts|a table of all magical properties of the metals}}
  +
;[[Iron]]: Steals human strength
 
  +
{{/table}}
;[[Steel]]: Steals Allomantic Physical Powers
 
;[[Tin]]: Steals human senses
 
;[[Pewter]]: Steals Feruchemical Physical powers
 
;[[Zinc]]: Steals human emotional stability and fortitude
 
;[[Brass]]: Steals Feruchemical Mental powers
 
;[[Copper]]: Steals intelligence and memory{{book ref|mag|10}}
 
;[[Bronze]]: Steals Allomantic Mental powers
 
;[[Aluminum]]: Steals Allomantic Enhancement powers{{book ref|mb3|part=ars}}
 
;[[Atium]]: Steals any attribute, whether it be Allomancy, Feruchemy, or human{{qa ref|428|82}}
 
;[[Trellium|Unknown metal]]: A metal capable of stealing many attributes including Allomancy and Feruchemy. It is able to grant a Kandra Allomantic and Feruchemical abilities.
 
   
 
== Bind Points ==
 
== Bind Points ==
Line 71: Line 65:
   
 
{{quote
 
{{quote
|For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his [[coppermind]]s, or best able to manipulate his weight with iron.
+
| For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his [[coppermind]]s, or best able to manipulate his weight with iron.
 
<br>
 
<br>
The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.
+
The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.</br>
|The [[Hero of Ages]]{{epigraph ref|mb3|43}}
+
| The [[Hero of Ages]]{{epigraph ref|mb3|43}}
 
}}
 
}}
   
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}}
+
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}} Anyone who sees into the Spiritual Realm, perhaps by burning atium, helps with placing spikes.{{wob ref|545}}
   
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 commonly 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 or possibly not granting any power at all.
+
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}}
  +
  +
There are other ways to use spikes than to place them in bind points.{{wob ref|3529}}
   
 
{| class=infobox width=100%
 
{| class=infobox width=100%
{{row|Bind Point|Spike Types|Hemalurgic Effect|pre=!}}
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{{row|Bind Point|Spike Types|Hemalurgic Effect|Seen in|pre=!}}
  +
{{row|The Back Between the 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{{book ref|mb3|5}}}}
{{row|Heart|
 
  +
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors{{book ref|mb3|5}}}}
#Bronze
 
  +
{{row|Between Ribs|Steel|Unconfirmed, likely Allomantic Pewter and Tin|Normal Inquisitors{{book ref|mb3|5}}}}
#Pewter
 
  +
{{row|Between Ribs|Bronze|Allomantic Brass, Zinc, Copper, and Bronze|Normal Inquisitors{{book ref|mb3|5}}}}
|
 
  +
{{row|Between Ribs|Gold|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.}}}}
#Allomantic Copper{{book ref|mb3|34}}
 
  +
{{row|Chest{{book ref|mb1|Epilogue}}|Atium|Allomantic Atium|Normal Inquisitors{{book ref|mb1|34}}}}
#Feruchemical Steel}}
 
  +
{{row|Heart|Pewter|Feruchemical Steel|The Inquisitor at Vetitan{{book ref|mb3|5}}}}
{{row|Sternum|Steel|Allomantic Steel}}
 
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron}}
+
{{row|Heart|Bronze|Allomantic Copper|Penrod{{book ref|mb3|34}}}}
{{row|Earlobe|Bronze|Allomantic Bronze}}
+
{{row|Sternum|Steel|Allomantic Steel|Zane}}
  +
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
{{row|Between Ribs|
 
  +
{{row|Upper Arm|Bronze|Allomantic Bronze|Quellion}}
#Steel
 
  +
{{row|Shoulders|Steel|Allomantic Pewter|Spook}}
#Bronze
 
  +
{{row|Shoulders|Iron, Tin, Zinc, & Copper|Kandra Blessings|Kandra (Note, however, that [[Kandra]] do not consistently have shoulders)}}
|
 
#Unconfirmed, likely Allomantic Pewter and Tin
 
#Allomantic Brass, Zinc, Copper, and Bronze}}
 
{{row|Shoulders|
 
# Steel
 
# Iron, Tin, Zinc, & Copper
 
|
 
# Pewter Allomancy
 
# Kandra Blessings}}
 
{{row|Upper Arm|Bronze|Allomantic Bronze}}
 
{{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}}
 
 
|}
 
|}
   
 
== Side Effects of Hemalurgy ==
 
== Side Effects of Hemalurgy ==
When an Allomancer can sense Allomantic pulses through a 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 Seeker has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.
+
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 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}} 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. 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}} 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}}
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. In the case of the Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eyes' spikes. Extracting the spikes of an inquisitor at such important places would invert the transformation, causing his death.
 
   
  +
Damage done to a persons 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}}
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. Indeed, the spikes in the koloss were what allowed the Lord Ruler to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.
 
   
 
== Other Uses ==
 
== Other Uses ==
 
=== Allomancy and Feruchemy ===
 
=== Allomancy and Feruchemy ===
  +
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.{{qa ref|590|26}}
 
   
  +
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}}
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{qa ref|590|27}}
 
   
  +
Allomancers cannot burn Hemalurgic spikes that have extracted powers from others, however, would be able to burn a spike used on themselves that was going to remove their own power.{{wob ref|4413}}
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{reddit ref|fantasy|3va8fw|cxqvkrw}} 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|date=2015-12-3|872|Worldbuilders AMA}}
 
  +
  +
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
  +
  +
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{wob ref|4617}}
  +
  +
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}}
   
 
=== Elantrians ===
 
=== Elantrians ===
More could be taken from an Elantrian than most other beings.{{17s ref|post|336723}}
+
More could be taken from an [[Elantrian]] than most other beings.{{wob ref|6218}} Reod Elantrians can also be spiked. Two spikes would be required to steal an Elantrian's powers, with one spike stealing the powers and the other spike stealing the Elantrian's [[Connection]] to [[Sel]].{{wob ref|1361}}
  +
  +
=== 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}}
   
 
=== 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}} It is unclear if normal Breaths can be stolen using Hemalurgy, since they are primarily in the Physical Realm and not attached to the soul.{{wob ref|5282}}
It is possible for a spike to be awakened, but it would be more difficult than awakening metal without a Hemalurgic charge.{{17s ref|post|337201}}
 
   
  +
=== Surgebinding ===
It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|date=2014-8-4|2863|London signing}}
 
  +
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 ===
It is possible to remove a boon and curse granted to someone else by the [[Nightwatcher]]. It is also possible, though much more difficult, to separate the blessing and curse.{{wob ref|date=2018-7-21|10445|Idaho Falls signing}}
+
It is possible to remove a boon and curse granted to someone else from the [[Old Magic]]. It is also possible, though much more difficult, to separate the boon and curse.{{wob ref|10445}}
   
== Notes ==
+
=== 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}}
<references>
 
   
  +
=== Resonances and Savantism ===
{{17s ref|post|336723|text=Hemalurgic spikes would do very strange things to Elantrians.|date=Oct 8th, 2015}}
 
  +
Hemalurgically granted abilities will not create [[resonance]]s most of the time, though a person can still become a [[savant]] with them.{{wob ref|12024}} The extra abilities gained by a savant cannot be transferred through Hemalurgy.{{wob ref|6816}}
{{17s ref|post|337201|text=Can a hemalurgic spike be awakened, and if so would it be able to use its powers?|date=Oct 9th, 2015}}
 
{{17s ref|post|340620|text=The Hemalurgic constructs Wax and TenSoon fought don't have an official name. He's been thinking of them as Hemalurgic chimaeras.|date=Oct 13th 2015}}
 
   
  +
== Notable Hemalurgists ==
{{qa ref|428|82|Why does Atium steal temporal powers?|date=Jul, 2009}}
 
  +
{{for|:Category:Hemalurgists|a full list|here}}
{{qa ref|590|26|Burning a Hemalurgic spike would have the effect of splicing your spiritual DNA to that of the person's that is in the spike|date=10 January 2011}}
 
  +
{{columns|
{{qa ref|590|27|Can you both Feruchemically charge and Hemalurgically invest in the same piece of metal?|date=10 January 2011}}
 
  +
*[[Marsh]]
{{qa ref|590|28|Hemalurgic power can be split among multiple spikes and reforged|date=10 January 2011}}
 
  +
*[[Kelsier]]
{{qa ref|675|22|More spikes are capable of changing form and body more|date=15 December 2011}}
 
  +
*[[Spook]]
{{qa ref|689|28|A spike does require you to rip pieces of a soul from the victim, but that does not mean they must die.|date=10 January 2011}}
 
  +
*[[Paalm]]
{{qa ref|727|64|Would Hemalurgy work on animals?|date=October 2008}}
 
  +
*[[Miles Dagouter]]
{{qa ref|979|89|I remember reading you answer earlier that a person being used to charge a hemalurgic spike does not necessarily have to die. Would that victim be similar to a Drab from Warbreaker?|date=15 April 2013}}
 
  +
*[[Vin]]
{{qa ref|1160|43|Paalm's spikes are made of a metal unknown to Harmony|date=Oct 12 2015}}
 
  +
*[[Zane Venture]]
  +
*[[Telsin Ladrian]]
  +
*[[Edwarn Ladrian]]
  +
}}
   
  +
== Trivia ==
{{reddit ref|fantasy|3va8fw|cxqvkrw|text=If someone used Hemalurgy to take someone's Feruchemical abilities would they be able to use that person's personal metalminds?|date=Dec 8th, 2015}}
 
  +
* People with Hemalurgy have been to Roshar and may have been seen on screen in the [[The Stormlight Archive]]. Who these people are is unknown.{{wob ref|8665}}
   
  +
* 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.
{{tweet ref|695365263240212480|It IS possible to spike someone without killing them. But they'd never be the same. It would be worse than being a drab.|date=Feb 4th, 2016}}
 
  +
== Notes ==
 
</references>
+
<references />
 
{{partial}}
 
{{partial}}
 
{{Mistborn|metals}}
 
{{Mistborn|metals}}
 
[[category: Hemalurgy| ]]
 
[[category: Hemalurgy| ]]
[[category: notable articles]]
 
 
[[category: list articles]]
 
[[category: list articles]]

Revision as of 20:51, 25 July 2021

Hemalurgy
Hemalurgy table.jpg
Related to Ruin
Prerequisites None
Type End-Negative
World of Origin Scadrial
Universe Cosmere

Hemalurgy is a power about which I wish I knew far less.

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.[2]

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.[3] 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).[4] This causes wear and tear on the Spiritweb, creating "holes" through which Shards or a sufficiently powerful Rioter or Soother can whisper to or even control a Hemalurgical subject.[5][6]

Hemalurgy is named for a quirk in bind point placement: due to the interaction between the Spiritual and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute.[7][8] 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 Intent and it hits the right bind point.[9] 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 be pulled to the Beyond faster. Likewise, if a recipient dies, they will take longer to leave, since they are more Invested.[10]

Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.[11] This would leave the donor in a similar spiritual condition to a Drab, but in a worse condition.[12][13] However, this is contradicted by a quote from Harmony, in The Hero of Ages:

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.

—Harmony[14]

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.[15] 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.[16]

Coating a spike with blood can reduce the Hemalurgic decay significantly. It is unknown how much blood is necessary to make that effect happen,[17] 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 reducing decay. This works by 'tricking' the spike into believing that it is buried in a body.[18] It is possible that encasing spikes in aluminum may prevent decay.[19] Even outside of blood, a spike will never completely lose its charge.[20]

It is not possible for multiple attributes to be stolen from the same person.[21] There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.[22]

Hemalurgy can be used anywhere in the Cosmere,[23][24] as long as there is an Intent to create a Hemalurgic spike,[25] and it has indeed shown up at least once on a different Shardworld, though in a subtle way.[26] Hemalurgy can also steal attributes from other forms of Investiture.[27] Hemalurgy can be used on animals,[28] however it can't be used on plants.[29]

For some reason, Hemalurgic spikes don't cause infections.[30]

Hemalurgic Constructs

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. Four types of Hemalugic Construct are known on Scadrial:

  • Steel Inquisitors 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 spiritwebs together; removal results in death. Mistborn and Seekers are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce Copperclouds.[31][32]
  • 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.[33]
  • Kandra are former Mistwraiths 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.[34]
  • Chimeras are former humans, and are created with a single spike of an unknown metal, charged with an unknown attribute.[34] 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.[35][34][36]

The more spikes an entity has, the more their form and body can be changed.[37] However, this isn't always the case, such as chimeras are created with a single spike.[34]

Hemalurgic Properties of Metals

Table of Hemalurgic Metals[38]
PHYSICAL COGNITIVE
Iron Iron
Steals strength
Steel Steel
Steals Physical Allomantic powers
Zinc Zinc
Steals emotional fortitude
Brass Brass
Steals Cognitive Feruchemical powers
Tin Tin
Steals Senses
Pewter Pewter
Steals Physical Feruchemical powers
Copper Copper
Steals mental fortitude, memory, and intelligence
Bronze Bronze
Steals Mental Allomantic powers
Chromium Chromium
Might steal destiny
Nicrosil Nicrosil
Steals Investiture
Cadmium Cadmium
Steals Temporal Allomantic powers
Bendalloy Bendalloy
Steals Spiritual Feruchemical powers
Aluminum Aluminum
Removes all powers
Duralumin Duralumin
Steals Connection/Identity
Gold Gold
Steals Hybrid Feruchemical powers
Electrum Electrum
Steals Enhancement Allomantic powers
SPIRITUAL TEMPORAL

Bind Points

This page or section deals with theories or speculation.
Please read carefully and note that this is not necessarily canonical.

For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his copperminds, or best able to manipulate his weight with iron.


The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.

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.[40] Anyone who sees into the Spiritual Realm, perhaps by burning atium, helps with placing spikes.[41]

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.[42][43]

There are other ways to use spikes than to place them in bind points.[44]

Bind Point Spike Types Hemalurgic Effect Seen in
The Back Between the 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[45]
Eyesocket Steel Unconfirmed, likely Allomantic Steel and Iron Normal Inquisitors[45]
Between Ribs Steel Unconfirmed, likely Allomantic Pewter and Tin Normal Inquisitors[45]
Between Ribs Bronze Allomantic Brass, Zinc, Copper, and Bronze Normal Inquisitors[45]
Between Ribs Gold Feruchemical Gold Normal Inquisitors[46]
Chest[47] Atium Allomantic Atium Normal Inquisitors[48]
Heart Pewter Feruchemical Steel The Inquisitor at Vetitan[45]
Heart Bronze Allomantic Copper Penrod[49]
Sternum Steel Allomantic Steel Zane
Earlobe Bronze Allomantic Bronze Vin
Upper Arm Bronze Allomantic Bronze Quellion
Shoulders Steel Allomantic Pewter Spook
Shoulders Iron, Tin, Zinc, & Copper Kandra Blessings Kandra (Note, however, that Kandra do not consistently have shoulders)

Side Effects of Hemalurgy

When an Allomancer can sense Allomantic pulses through a 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 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.[50] 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.[51] The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations.[22] 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.[52]

Hemalurgy was not specifically created by Ruin but rather arose from the interactions between Preservation, Ruin, and Scadrial itself.[53] This Metallic Art has an inherent flaw: each spike creates holes in the mind, making individuals who have received spikes 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.[54][55] 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.[5] This damage to the soul also repulses Radiant spren.[6] The influence of Ruin and presumably emotional Allomancers can be reduced by aluminum.[56]

Damage done to a persons 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.[57]

Other Uses

Allomancy and Feruchemy

Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.[58]

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.[59]

Allomancers cannot burn Hemalurgic spikes that have extracted powers from others, however, would be able to burn a spike used on themselves that was going to remove their own power.[60]

An atium spike granting Allomantic atium could be briefly burned by the recipient.[61]

The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.[62]

When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.[63] 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.[63]

Elantrians

More could be taken from an Elantrian than most other beings.[64] Reod Elantrians can also be spiked. Two spikes would be required to steal an Elantrian's powers, with one spike stealing the powers and the other spike stealing the Elantrian's Connection to Sel.[65]

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).[66]

Awakening

It is possible for a spike to be Awakened, but it would be more difficult than Awakening metal without a Hemalurgic charge.[67] It is theoretically possible to spike a Lifeless, if "there was enough of the soul left for the spike to take".[68] Hemalurgy can also be used to spike a Divine Breath from a Returned,[69] and the recipient would not need to consume a Breath a week.[70] It is unclear if normal Breaths can be stolen using Hemalurgy, since they are primarily in the Physical Realm and not attached to the soul.[71]

Surgebinding

It is possible to steal Surgebinding, but it is more difficult compared to other Investitures due to the Nahel bond.[72] Since a spren still has autonomy over the bond,[73] they can break the bond and the Hemalurgist could immediately lose the power.[74] A Hemalurgist can also spike spren[75][76] and spike the Nahel bond from the spren.[77] Doing so would have weird ramifications.[78] In order to effectively steal Surgebinding, the Hemalurgist would need to spike both the Surgebinder and the spren.[79]

Shardblades

It is possible to steal a dead Shardblade, although Hemalurgic decay would lengthen the summoning time.[80]

Old Magic

It is possible to remove a boon and curse granted to someone else from the Old Magic. It is also possible, though much more difficult, to separate the boon and curse.[81]

Singers

Hemalurgy can be used to replicate the transformation of a singers Forms.[82] It can also be used to spike the ability to grow a gemheart.[83]

Resonances and Savantism

Hemalurgically granted abilities will not create resonances most of the time, though a person can still become a savant with them.[84] The extra abilities gained by a savant cannot be transferred through Hemalurgy.[85]

Notable Hemalurgists

Trivia

  • People with Hemalurgy have been to Roshar and may have been seen on screen in the The Stormlight Archive. Who these people are is unknown.[86]
  • The early editions of the books said Feruchemical healing was granted by pewter spikes[15], even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.[38] And the early editions didn't mention the health spike in The Hero of Ages chapter 5[45]. Later editions of the books changed that to a gold spike in both places.

Notes

  1. The Hero of Ages chapter 35 epigraph#
  2. The Hero of Ages Annotations
    Arcanum - 2010-05-13#
  3. Firefight Seattle Public Library signing
    Arcanum - 2015-01-07#
  4. Barnes & Noble B-Fest 2016
    Arcanum - 2016-06-11#
  5. a b The Well of Ascension chapter 54#
  6. a b Dark Talent release party
    Arcanum - 2016-09-06#
  7. 17th Shard Forum Q&A
    Arcanum - 2012-09-28#
  8. DragonCon 2012
    Arcanum - 2012-09-04#
  9. Stuttgart signing
    Arcanum - 2019-05-17#
  10. Arcanum Unbounded Chicago signing
    Arcanum - 2016-12-06#
  11. Alloy of Law release party
    Arcanum - 2011-11-07#
  12. /r/fantasy AMA 2013
    Arcanum - 2013-04-15#
  13. #SandersonChat Twitter Q&A with Audible.com
    Arcanum - 2016-02-04#
  14. The Hero of Ages chapter 13#
  15. a b c The Hero of Ages chapter 36 epigraph#
  16. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  17. Shadows of Self chapter 6#
  18. JordanCon 2021
    Arcanum - 2021-07-16#
  19. Kraków signing
    Arcanum - 2017-03-21#
  20. JordanCon 2018
    Arcanum - 2018-04-22#
  21. General Signed Books 2018
    Arcanum - 2018-03-20#
  22. a b Skyward Pre-Release AMA
    Arcanum - 2018-10-22#
  23. Skyward Chicago signing
    Arcanum - 2018-11-16#
  24. Ancient 17S Q&A
    Arcanum - 2010-05-01#
  25. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  26. Arcanum Unbounded release party
    Arcanum - 2016-11-22#
  27. 17th Shard Forum Q&A
    Arcanum - 2012-09-26#
  28. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  29. Oathbringer release party
    Arcanum - 2017-11-13#
  30. Oathbringer release party
    Arcanum - 2017-11-13#
  31. The Hero of Ages chapter 37#
  32. The Hero of Ages chapter 45#
  33. Orem signing 2014
    Arcanum - 2014-12-06#
  34. a b c d Shadows of Self chapter 21#
  35. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  36. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  37. West Jordan signing
    Arcanum - 2011-12-15#
  38. a b c Table of Hemalurgic Metals
  39. The Hero of Ages chapter 43 epigraph#
  40. The Hero of Ages chapter 42#
  41. #NookTalks Twitter Q&A with Barnes & Noble
    Arcanum - 2016-02-16#
  42. Idaho Falls signing
    Arcanum - 2018-12-29#
  43. Arcanum entry 12292
    Missing Arcanum metadata, click to import.
  44. /r/books AMA 2015
    Arcanum - 2015-07-03#
  45. a b c d e f g The Hero of Ages chapter 5#
  46. The early editions of the books said Feruchemical healing was granted by pewter spikes[15], even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.[38] And the early editions didn't mention the health spike in The Hero of Ages chapter 5[45]. Later editions of the books changed that to a gold spike in both places.
  47. The Final Empire epilogue#
  48. The Final Empire chapter 34#
  49. The Hero of Ages chapter 34#
  50. The Hero of Ages chapter 41 epigraph#
  51. The Final Empire chapter 38#
  52. /r/Fantasy_Bookclub Alloy of Law Q&A
    Arcanum - 2012-01-17#
  53. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  54. The Hero of Ages chapter 3#
  55. The Hero of Ages chapter 21 epigraph#
  56. JordanCon 2021
    Arcanum - 2021-07-17#
  57. Firefight release party
    Arcanum - 2015-01-05#
  58. Skyward Houston signing
    Arcanum - 2018-11-19#
  59. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  60. #tweettheauthor 2009
    Arcanum - 2009-07-08#
  61. Skyward Pre-Release AMA
    Arcanum - 2018-10-30#
  62. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  63. a b Worldbuilders AMA
    Arcanum - 2015-12-07#
  64. Shadows of Self release party
    Arcanum - 2015-10-05#
  65. Orem signing 2014
    Arcanum - 2014-12-06#
  66. Arcanum Unbounded Chicago signing
    Arcanum - 2016-12-06#
  67. Arcanum Unbounded Seattle signing
    Arcanum - 2016-12-01#
  68. London signing
    Arcanum - 2014-08-04#
  69. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  70. General Reddit 2020
    Arcanum - 2020-10-04#
  71. Shadows of Self London UK signing
    Arcanum - 2015-10-19#
  72. General Twitter 2015
    Arcanum - 2015-01-26#
  73. Orem Signing
    Arcanum - 2019-03-16#
  74. DragonCon 2019
    Arcanum - 2019-09-01#
  75. Shadows of Self Portland signing
    Arcanum - 2015-10-10#
  76. JordanCon 2018
    Arcanum - 2018-04-21#
  77. General Twitter 2018
    Arcanum - 2018-05-25#
  78. Salt Lake City ComicCon 2017
    Arcanum - 2017-09-23#
  79. GenCon 2017
    Arcanum - 2017-08-17#
  80. Idaho Falls signing
    Arcanum - 2018-07-21#
  81. Idaho Falls signing
    Arcanum - 2018-07-21#
  82. /r/books AMA 2015
    Arcanum - 2015-06-11#
  83. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  84. Skyward Chicago signing
    Arcanum - 2018-11-16#
  85. Shadows of Self Lansing signing
    Arcanum - 2015-10-13#
  86. Oathbringer signing London
    Arcanum - 2017-11-28#
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