Difference between revisions of "Hemalurgy"

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'''Hemalurgy''' is one of the three prime manifestations of [[Investiture]] on [[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]].
 
The natives of that world consider it one of the three [[Metallic Arts]].
At the times of the books, it is the least known Metallic Art.
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It is the least understood of the three Arts.
 
[[File:Koloss.jpg|200px|thumb|right|A koloss, one of the three types of Hemalurgic constructs]]
 
[[File:Koloss.jpg|200px|thumb|right|A koloss, one of the three types of Hemalurgic constructs]]
   
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Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen invariably dies.
 
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.
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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.{{ref}}
 
The longer a spike is outside a body, the weaker it becomes.
 
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.
 
Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little time as possible.
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* [[Steel Inquisitors]] are created from nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
 
* [[Steel Inquisitors]] are created from nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
 
* [[Koloss]] are created from 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.
 
* [[Koloss]] are created from 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.
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* [[Kandra]] are created from two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]].
* [[Kandra]] are created from two spikes, both charged with the same human attribute. To the kandra, this is known as a Blessing. Unlike koloss, however, these spikes are placed into mistwraiths. Instead of twisting a person as is the case with koloss, this gives the kandra sapience. There are four different blessings available to make a kandra. The first is the Blessing of Awareness, which grants a kandra increased senses, similar to Allomantically burning tin.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref> The second is the Blessing of Potency, which gives a kandra more strenth that is like an Allomancer burning pewter.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref> It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter. The third Blessing is the Blessing of Presence which grants increased mental capability. <ref name='blessing'>{{bref|HoA|p|266}} Hardcover</ref>This Blessing counters the mental weakness that is caused by Hemalurgy, so the kandra with these spikes are much less vulnerable to being controlled through emotional Allomancy. The fourth Blessing is rarely used. It is the Blessing of Stability and it endows it's receiver with emotional fortitude.<ref name='blessing'>{{bref|HoA|p|266}} Hardcover </ref>
 
   
 
== Hemalurgic Properties of Metals ==
 
== Hemalurgic Properties of Metals ==
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* [[Copper]] - Steals Human Mental Fortitude
 
* [[Copper]] - Steals Human Mental Fortitude
 
* [[Bronze]] - Steals Allomantic Mental Powers
 
* [[Bronze]] - Steals Allomantic Mental Powers
* [[Gold]] - (Possibly) Steals Feruchemical Temporal Powers
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* [[Gold]] - Steals Feruchemical Temporal Powers
* [[Atium]] - Steals Any Power or Trait<ref>[https://sites.google.com/site/brandonothology/QA-by-book/mistborn#TOC-Barnes-and-Nobles B&N'09]</ref>
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* [[Atium]] - Steals Any Power or Trait{{ref|?|428|82|Why does Atium steal temporal powers?}}
 
* [[Aluminum]] - Steals Allomantic Enhancement Powers
 
* [[Aluminum]] - Steals Allomantic Enhancement Powers
   
 
== Bind Points ==
 
== Bind Points ==
  +
Another important aspect of Hemalurgy is spike location.
Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal an affect, and then placed in another point on the recipient to tap into their [[Spiritweb]]. Most commonly attributes are stolen through the heart. Other points can be used by they have not been seen. If a spike is placed in the wrong location it can have unforeseen affects killing the recipient or possibly not granting any powers at all.
 
  +
The spike must be placed in certain locations on the human body in order to steal an affect, and then placed in another point on the recipient to tap into their [[Spiritweb]].
  +
Most commonly attributes are stolen through the heart.
  +
Other points can be used by they have not been seen.{{cite}}
  +
If a spike is placed in the wrong location it can have unforeseen affects killing the recipient or possibly not granting any powers at all.
   
 
{| class=infobox width=100%
 
{| class=infobox width=100%
! Bind Point !! Spike Types !! Hemalurgic Effect
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{{row|Bind Point|Spike Types|Hemalurgic Effect|pre=!}}
 
{{row|Heart|
 
{{row|Heart|
 
#Bronze
 
#Bronze

Revision as of 18:32, 29 April 2012

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.

A koloss, one of the three types of Hemalurgic constructs

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 this, a metal spike must be stabbed through one person's body and then placed in the second's. The placement of the spike determines what power charges the spike. 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 places to stab Hemalurgic spikes and new spots to lay them in the target. 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

  • Steel Inquisitors are created from nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
  • Koloss are created from 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 from two spikes, both charged with the same human attribute. To the Kandra this is known as a Blessing.

Hemalurgic Properties of Metals

  • Iron - Steals Human Strength
  • Steel - Steals Allomantic Physical Powers
  • Tin - Steals Human Senses
  • Pewter - Steals Feruchemical Physical Powers
  • Zinc - Steals Human Emotional Fortitude
  • Brass - Steals Feruchemical Mental Powers
  • Copper - Steals Human Mental Fortitude
  • Bronze - Steals Allomantic Mental Powers
  • Gold - Steals Feruchemical Temporal Powers
  • Atium - Steals Any Power or TraitCite error: Invalid <ref> tag; refs with no name must have content
  • Aluminum - Steals Allomantic Enhancement Powers

Bind Points

Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal an affect, and then placed in another point on the recipient to tap into their Spiritweb. Most commonly attributes are stolen through the heart. Other points can be used by they have not been seen.[citation needed] If a spike is placed in the wrong location it can have unforeseen affects killing the recipient or possibly not granting any powers 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 Unknown Unknown
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.

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 become 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

Template:MetallicArts