Difference between revisions of "Hemalurgy"

From The Coppermind
Jump to navigation Jump to search
m
m (→‎Hemalurgic Properties of Metals: Got rid of bullet points. They hindered grouping.)
Line 23: Line 23:
   
 
== Hemalurgic Properties of Metals ==
 
== Hemalurgic Properties of Metals ==
* [[Tin]] - Steals human senses
+
[[Tin]] - Steals human senses
* [[Pewter]] - Steals Feruchemical Physical powers
+
[[Pewter]] - Steals Feruchemical Physical powers
* [[Iron]] - Steals human strength
+
[[Iron]] - Steals human strength
* [[Steel]] - Steals Allomantic Physical Powers
+
[[Steel]] - Steals Allomantic Physical Powers
   
* [[Copper]] - Steals intelligence and memory
+
[[Copper]] - Steals intelligence and memory
* [[Bronze]] - Steals Allomantic Mental powers
+
[[Bronze]] - Steals Allomantic Mental powers
* [[Zinc]] - Steals Human Emotional stability and fortitude
+
[[Zinc]] - Steals Human Emotional stability and fortitude
* [[Brass]] - Steals Feruchemical Mental powers
+
[[Brass]] - Steals Feruchemical Mental powers
   
* [[Aluminum]] - Steals Allomantic Enhancement powers
+
[[Aluminum]] - Steals Allomantic Enhancement powers
* [[Duraluminum]] - Steals Feruchemical Spiritual powers
+
[[Duraluminum]] - Steals Feruchemical Spiritual powers
* [[Chromium]] - Unknown
+
[[Chromium]] - Unknown
* [[Nicrosil]] - Unknown
+
[[Nicrosil]] - Unknown
   
* [[Gold]] - Steals Feruchemial Hybrid powers
+
[[Gold]] - Steals Feruchemial Hybrid powers
* [[Electrum]] - Unknown
+
[[Electrum]] - Unknown
* [[Cadmium]] - Unknown
+
[[Cadmium]] - Unknown
* [[Bendalloy]] - Unknown
+
[[Bendalloy]] - Unknown
   
* [[Atium]] - Steals any attribute, whether it be Allomancy, Feruchemy, or human{{ref|?|428|82|Why does Atium steal temporal powers?}} (originally thought to steal Allomantic Enhancement powers{{ref|b|mb3|ars}})
+
[[Atium]] - Steals any attribute, whether it be Allomancy, Feruchemy, or human{{ref|?|428|82|Why does Atium steal temporal powers?}} (originally thought to steal Allomantic Enhancement powers{{ref|b|mb3|ars}})
* [[Malatium]] - Unknown
+
[[Malatium]] - Unknown
   
* [[Lerasium]] - Unknown <ref>{{bref|mbag|c|5}}</ref>
+
[[Lerasium]] - Unknown <ref>{{bref|mbag|c|5}}</ref>
   
 
== Bind Points ==
 
== Bind Points ==

Revision as of 22:22, 22 December 2012

Hemalurgy
Related to Ruin
Type End-Negative
World of Origin Scadrial

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. It is the least understood of the three Arts.

Lore & Background

Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the Final Empire. At its core, it involves stealing powers from one person and giving them to another. In order to do so, a metal spike must be stabbed through one person's body and then placed in the recipient's body. The placement of the spike determines which of the contributor's attributes are taken. As such Hemalurgy is the most complex of the Metallic Arts, and the Steel Ministry has experimented for centuries with little success at finding new ways to apply it. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen invariably dies.

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.Cite error: Invalid <ref> tag; refs with no name must have content The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little time as possible.

Hemalurgic Constructs

A koloss, one of the three types of Hemalurgic constructs
  • Steel Inquisitors are created with nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
  • Koloss are created with four spikes, each charged with human strength. By twisting the power of creation and putting it into a human, the target is extremely warped, turning them into this strange koloss. No one can be blamed for not knowing koloss came from humans, given that they appear so alien.
  • Kandra are created with two spikes, both charged with the same human attribute. To the Kandra this is known as a Blessing.

Hemalurgic Properties of Metals

Tin - Steals human senses Pewter - Steals Feruchemical Physical powers Iron - Steals human strength Steel - Steals Allomantic Physical Powers

Copper - Steals intelligence and memory Bronze - Steals Allomantic Mental powers Zinc - Steals Human Emotional stability and fortitude Brass - Steals Feruchemical Mental powers

Aluminum - Steals Allomantic Enhancement powers Duraluminum - Steals Feruchemical Spiritual powers Chromium - Unknown Nicrosil - Unknown

Gold - Steals Feruchemial Hybrid powers Electrum - Unknown Cadmium - Unknown Bendalloy - Unknown

Atium - Steals any attribute, whether it be Allomancy, Feruchemy, or humanCite error: Invalid <ref> tag; refs with no name must have content (originally thought to steal Allomantic Enhancement powersCite error: Invalid <ref> tag; refs with no name must have content) Malatium - Unknown

Lerasium - Unknown [1]

Bind Points

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

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.

Bind Point Spike Types Hemalurgic Effect
Heart
  1. Bronze
  2. Pewter
  1. Allomantic Copper
  2. Feruchemical Steel
Sternum Steel Allomantic Steel
Eyesocket Steel Unconfirmed, likely Allomantic Steel and Iron
Earlobe Bronze Allomantic Bronze
Between Ribs
  1. Steel
  2. Bronze
  1. Unconfirmed, likely Allomantic Pewter and Tin
  2. Allomantic Brass, Zinc, Copper, and Bronze
Shoulders
  1. Steel
  2. Iron, Tin, Zinc, & Copper
  1. Pewter Allomancy
  2. Kandra Blessings
Upper Arm Bronze Allomantic Bronze
Between Shoulder Blades Spike type varies, it is also known as linchpin spike. Unknown binds other spikes together to keep the receiver alive

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.

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 why koloss look so strange. In the case of the Inquisitors, it is known that their heart is on a different place and their brain is shapped around their eyes' spikes. Extracting the spikes of an inquisitor at such important places would invert the transformation, which means the death of him.

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 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.

Notes