Editors
8,467
edits
Truthwatch3r (talk | contribs) m (Restoring the recent grammatical corrections. Undo revision 176663 by Reinhartmax (talk)) Tag: Undo |
Reinhartmax (talk | contribs) |
||
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 reduce 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 not thought to be possible for multiple attributes to be stolen from the same person.{{wob ref|9463}} However, a single spike can take the same attribute from multiple people.{{book ref|mb7|47}} There is a maximum number of spikes a person can have before causing issues of mental and/or physical
The number of spikes a person can take has been reduced since Ruin was merged with Preservation. If too many spikes are added, the soul stops gaining powers. [[Compounding]] is also inaccessible, under normal methods, to any Hemalurgist made after the Shards merged.{{book ref|mb7|28}}{{book ref|mb7|part=ars}} There are ways to bypass this limitation, but said ways are currently unknown. This relates to the nature of Ruin's subservience to Preservation in the current dual vessel of Harmony and something known as "Identity contamination".{{book ref|mb7|28}}{{book ref|mb7|part=ars}} This was likely done without a conscious decision by Harmony, and more of a byproduct of Ruin no longer pushing on the fabric of Scadrial.{{book ref|mb7|part=ars}}
The more spikes a creature has, the easier it is to take control.{{epigraph ref|mb3|67}} At least four spikes are needed before [[Harmony]] can take control of humans, but there are ways around this.{{book ref|mb7|25}} A kandra with one spike cannot be controlled by Ruin or Harmony.{{book ref|mb5|7}}
Hemalurgic creatures can fight the control with mental fortitude.{{book ref|mb3|8}}{{book ref|mb3|72}}{{wob ref|5441}}{{wob ref|5597}} They are easier to subdue when they are feeling strong emotions.{{epigraph ref|mb3|67}} [[Sliver]]s are more resistant to being
For emotional Allomancy, once controlled, the Soothing or Rioting is no longer required.{{book ref|mb6|5}} The control will last even while the Allomancer is sleeping or out of metals. This can be achieved by a single [[Allomancy|Mistborn]] or Hemalurgist burning [[duralumin]] and brass/zinc together, a combination of a [[nicrosil|Nicroburst]] and a Soother/Rioter, or a group of Soothers and/or Rioters working together, though in the early days of [[Final Empire]], when Allomancy was much more powerful, a single Soother or Rioter was able to do it.{{book ref|mb2|54}}{{book ref|mb3|3}}{{epigraph ref|mb3|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 [[Trellium|Trellium]] spike, 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}}
== Hemalurgic Properties of Metals ==
{{row|Bind Point|Spike Types|Hemalurgic Effect|Seen in|pre=!}}
{{row|Interscapular Space|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|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors,{{book ref|mb3|5}}
{{row|Between Ribs|Steel|Unconfirmed, likely Allomantic Pewter and Tin|Normal Inquisitors{{book ref|mb3|5}}}}
{{row|Between Ribs|Bronze|Allomantic Brass, Zinc, Copper, and Bronze|Normal Inquisitors{{book ref|mb3|5}}}}
{{row|Between Ribs|Electrum|Allomantic Duralumin|Wax{{book ref|mb7|69}}}}
{{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}}
{{row|Chest{{book ref|mb1|Epilogue}}|Atium|Allomantic Atium|Normal Inquisitors{{book ref|mb1|34}}}}
{{row|Heart|
{{row|Heart|
{{row|Sternum|Steel|Allomantic Steel|Zane}}
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
== Other Uses ==
{{quote
|
| [[Khriss]] discussing Hemalurgy{{au ref|Scadrian}}
}}
== Trivia ==
* People using Hemalurgy have been to [[Roshar]] and have likely been seen "on screen" in
* The early editions of the books said Feruchemical healing was granted by pewter spikes,{{epigraph ref|mb3|36}}
== Notes ==
|