Difference between revisions of "Hemalurgy"

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(Remove sentence about *not* knowing how Hemalurgy interacts with the Cognitive Realm.)
 
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{{magic system
 
{{magic system
 
|image=Hemalurgy table.jpg
 
|image=Hemalurgy table.jpg
|system=Hemalurgy
 
 
|related=[[Ruin]]
 
|related=[[Ruin]]
|focus=Metal
 
 
|prereq=None
 
|prereq=None
 
|type=End-Negative
 
|type=End-Negative
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|books=[[Mistborn (series)|Mistborn]]
 
|books=[[Mistborn (series)|Mistborn]]
 
}}
 
}}
  +
{{update|mb7}}
 
{{quote
 
{{quote
| Hemalurgy is a power about which I wish I knew far less.
+
|Hemalurgy is a power about which I wish I knew far less.
| The [[Hero of Ages]]{{epigraph ref|mb3|35}}
+
|The [[Hero of Ages]]{{epigraph ref|mb3|35}}
 
}}
 
}}
   
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== Mechanics ==
 
== 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]].{{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 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.
+
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.{{book ref|mb3|42}}{{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. Because of this, spike darts or spike guns would be Hemalurgically viable.{{wob ref|12677}}
   
  +
Hemalurgy can be used anywhere in the [[cosmere]],{{au ref|Scadrian}}{{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 planet, 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}} but not on plants.{{wob ref|8173}}
  +
  +
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
  +
  +
=== Stealing of Attributes ===
 
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}}
 
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.{{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}}
+
Creating a Hemalurgic charge requires physical injury, and generally results in the death of the victim.{{epigraph ref|mb3|13}} It is possible, however, to charge a spike without killing the target,{{wob ref|10048}}{{book ref|mb7|47}} in which case they would be left in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}} In order to charge a spike without killing the victim, one must have the proper Intent, a very thin spike, and to speak a [[Command]] (although this step is not strictly necessary). It apparently requires the needle be threaded carefully through the flesh, as to not strike organs. Doing this leaves the victim with a small portion of their spiritweb torn off, but leaves them alive. This also allows one to collect Investiture from non-Allomancers.{{book ref|mb7|47}}
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
 
   
  +
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}}
{{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.
 
| Harmony{{book ref|mb3|13}}
 
}}
 
   
  +
=== Receiving of Attributes ===
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}}
 
  +
There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations.{{book ref|mb7|part=ars}}{{wob ref|11327}} 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}}
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}} 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}}
 
   
  +
=== Law of Hemalurgic Decay ===
It is currently thought not possible in-world 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}}
 
  +
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, and a spike will lose most of the power it can lose on the first day outside of a body.{{book ref|mb3|34}}{{wob ref|16299}} Thus, when the [[Steel Ministry]] created an [[Inquisitor]], the spikes were driven directly through a victim into the bindpoint of the Inquisitor below to minimize the spike's time spent outside of a person.{{book ref|mb3|prologue}} 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}}
   
  +
Despite the decay, a spike will never completely lose its charge.{{wob ref|9534}}{{wob ref|16299}} As a spike loses its charge, the stolen soul will move on to the Beyond.{{wob ref|16198}}
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}}
 
   
  +
==== Reduction of Hemalurgic Decay ====
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
 
  +
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}}
  +
  +
Eventually, Arcanists discovered a way to completely avoid Hemalurgic decay outside of the body.{{book ref|mb7|part=ars}}{{wob ref|16192}} However, there is still an amount of Investiture lost during the creation of the spike.{{wob ref|16192}} The exact method behind this is unknown.
  +
  +
== Side Effects of Hemalurgy ==
  +
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 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 inverts 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, and the greater the degree of strain upon the body and soul.{{book ref|mb7|part=ars}}{{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. 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}}
  +
  +
Damage done to a person's 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}}
  +
  +
Some binding oaths and vows will be stolen as well.{{wob ref|16291}}
  +
  +
=== Hemalurgic Control ===
  +
Due to the tear on the spiritweb creating "holes" in the recipient, they are left vulnerable to being manipulated by others. This includes [[Shard]]s, a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]],{{wob ref|2797}} or a [[duralumin|Connector]] [[Compounding|Compounder]].{{wob ref|10524}}
  +
  +
The level of control can range from whispers to full control.{{book ref|mb2|54}}{{wob ref|4961}} The control is exerted in the form of mental pressure, which changes the way the mind thinks, tricking the creature into doing exactly what they want.{{wob ref|8050}} Those in control are able to sense where the creature is, and must concentrate for direct orders. Otherwise, they will follow general orders.{{book ref|mb3|15}} Multiple Hemalurgic creatures can be controlled at once.{{book ref|mb3|37}}
  +
  +
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}} Harmony can theoretically influence off-planet Hemalurgists, but Shards on those planets and other forms of interference can muddy this.{{wob ref|16371}}
  +
  +
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 controlled.{{wob ref|15356}} The control of Hemalurgic creatures can be stolen by others, particularly if they are stronger.{{book ref|mb3|65}} When stolen, those in control will feel a powerful ripping sensation.
  +
  +
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}}
   
 
== Hemalurgic Constructs ==
 
== Hemalurgic Constructs ==
[[File:Koloss.jpg|200px|thumb|right|Two 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.
 
  +
{{quote
  +
|
  +
I guess what I’m saying is that you shouldn’t experiment too much with this aspect of Hemalurgy. It’s basically useless; there are a million ways to mess up for every one way there is to get a good result. Stick to transferring powers and you’ll be better off. Trust me.
  +
| [[Spook]]{{book ref|mb6|6}}
  +
}}
  +
  +
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.{{book ref|mb3|37}}{{book ref|mb3|45}}
+
* [[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 upper back between the shoulder blades, 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 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}}
 
* [[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}}
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* [[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}}
 
* [[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.{{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 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}} The Set has developed a strain of Chimera with two spikes rather than one.{{book ref|mb7|53}} This strain is informally known as "Metal Mutants".{{book ref|mb7|56}}
 
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 ==
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{{/table}}
 
{{/table}}
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  +
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{| width=80% class=infobox style='text-align:center!;' align=center
  +
! class=title colspan=3 style='background-color:#bbf;' | God Metals{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}}
  +
|-
  +
!Metal
  +
!Shard
  +
!Effect
  +
|-
  +
| '''[[Atium]]'''
  +
| [[Ruin]]
  +
| Steals any power. Must be refined.
  +
|-
  +
| '''[[Malatium]]'''
  +
| [[Ruin]]
  +
| Unknown
  +
|-
  +
| '''[[Lerasium]]'''
  +
| [[Preservation]]
  +
| Steals all abilities
  +
|-
  +
| '''[[Harmonium]]'''
  +
| [[Harmony]]
  +
| Unknown
  +
|-
  +
| '''[[Trellium]]'''
  +
| [[Autonomy]]
  +
| Unknown
  +
|-
  +
| '''[[Raysium]]'''
  +
| [[Odium]]
  +
| Unknown
  +
|-
  +
|}
   
 
== Bind Points ==
 
== Bind Points ==
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}}
 
}}
   
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 with different points being useful for distinct sets of effects.{{book ref|mb3|42}} Seeing 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 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}}
+
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}} Beyond that, bind points may function differently if the victim has a sufficiently altered spiritweb.{{wob ref|16322}}
   
  +
There are other ways to use spikes than to place them in bind points.{{wob ref|3529}}
{| class=infobox width=100%
 
  +
{{row|Bind Point|Spike Types|Hemalurgic Effect|Seen in|pre=!}}
 
  +
{| class="infobox sortable" width=100%
{{row|Heart|
 
  +
{{row|Bind Point|Spike Material|Hemalurgic Effect|Seen in|pre=!}}
#Bronze
 
  +
{{row|Interscapular Space|Varies. Also known as a linchpin spike.|Unknown; binds other spikes together to keep the receiver alive|Normal Inquisitors{{book ref|mb3|5}}}}
#Pewter
 
  +
{{row|Left Eyesocket|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Steel#Allomantic Use|Allomantic Steel]] and/or [[Iron#Allomantic Use|Iron]]|Normal Inquisitors{{book ref|mb3|5}}}}
|
 
  +
{{row|Right Eyesocket|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Steel#Allomantic Use|Allomantic Steel]] and/or [[Iron#Allomantic Use|Iron]]|Normal Inquisitors,{{book ref|mb3|5}} [[Kelsier]]{{book ref|mb7|40}}}}
#Allomantic Copper{{book ref|mb3|34}}
 
  +
{{row|Between Ribs|[[Steel#Hemalurgic Use|Steel]]|Unconfirmed, likely [[Pewter#Allomantic Use|Allomantic Pewter]] and/or [[Tin#Allomantic Use|Tin]]|Normal Inquisitors{{book ref|mb3|5}}}}
#Feruchemical Steel|
 
  +
{{row|Between Ribs|[[Bronze#Hemalurgic Use|Bronze]]|[[Brass#Allomantic Use|Allomantic Brass]], [[Zinc#Allomantic Use|Zinc]], [[Copper#Allomantic Use|Copper]], and [[Bronze#Allomantic Use|Bronze]]|Normal Inquisitors{{book ref|mb3|5}}}}
#Penrod
 
  +
{{row|Between Ribs|[[Electrum#Hemalurgic Use|Electrum]]|[[Duralumin#Allomantic Use|Allomantic Duralumin]]|[[Wax]]{{book ref|mb7|69}}}}
#The Inquisitor at Vetitan}}
 
  +
{{row|Between Ribs|[[Gold#Hemalurgic Use|Gold]]|[[Gold#Feruchemical Use|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.}}}}
{{row|Sternum|Steel|Allomantic Steel|Zane}}
 
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors}}
+
{{row|Chest{{book ref|mb1|Epilogue}}|[[Atium#Hemalurgic Use|Atium]]|[[Atium#Allomantic Use|Allomantic Atium]]|Normal Inquisitors{{book ref|mb1|34}}}}
  +
{{row|Heart|[[Pewter#Hemalurgic Use|Pewter]]|[[Steel#Feruchemical Use|Feruchemical Steel]]|The Inquisitor at Vetitan{{book ref|mb3|5}}}}
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
 
  +
{{row|Heart|[[Bronze#Hemalurgic Use|Bronze]]|[[Copper#Allomantic Use|Allomantic Copper]]|[[Penrod]]{{book ref|mb3|34}}}}
{{row|Between Ribs|
 
  +
{{row|Sternum|[[Steel#Hemalurgic Use|Steel]]|[[Steel#Allomantic Use|Allomantic Steel]]|[[Zane]]}}
#Steel
 
  +
{{row|Earlobe|[[Bronze#Hemalurgic Use|Bronze]]|[[Bronze#Allomantic Use|Allomantic Bronze]]|[[Vin]]}}
#Bronze
 
  +
{{row|Upper Arm|[[Bronze#Hemalurgic Use|Bronze]]|[[Bronze#Allomantic Use|Allomantic Bronze]]|[[Quellion]]}}
|
 
  +
{{row|Shoulders|[[Steel#Hemalurgic Use|Steel]]|[[Pewter#Allomantic Use|Allomantic Pewter]]|[[Spook]]}}
#Unconfirmed, likely Allomantic Pewter and Tin
 
  +
{{row|Shoulders|[[Iron#Hemalurgic Use|Iron]]|[[Blessing of Potency]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
#Allomantic Brass, Zinc, Copper, and Bronze|
 
  +
{{row|Shoulders|[[Tin#Hemalurgic Use|Tin]]|[[Blessing of Awareness]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
#Normal Inquisitors
 
  +
{{row|Shoulders|[[Zinc#Hemalurgic Use|Zinc]]|[[Blessing of Presence]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
#Normal Inquisitors}}
 
  +
{{row|Shoulders|[[Copper#Hemalurgic Use|Copper]]|[[Blessing of Stability]]|[[Kandra]] (Note, however, that [[Kandra]] do not consistently have shoulders)}}
{{row|Shoulders|
 
# Steel
 
# Iron, Tin, Zinc, & Copper
 
|
 
# Pewter Allomancy
 
# Kandra Blessings|
 
#Spook
 
#Kandra (Note, however, that [[Kandra]] do not consistently have shoulders)}}
 
{{row|Upper Arm|Bronze|Allomantic Bronze|Quellion}}
 
{{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|Normal Inquisitors}}
 
 
|}
 
|}
 
== Side Effects of Hemalurgy ==
 
When an Allomancer can sense Allomantic pulses through a [[Copper|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 [[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}}
 
   
 
== Other Uses ==
 
== Other Uses ==
  +
{{quote
  +
| I maintain, however, that the one of these with the largest potential impact on the cosmere is Hemalurgy. Usable by anyone with the right knowledge, this dangerous creation has proven able to warp souls regardless of planet or Investiture, creating false Connections that no Shard designed or intended.
  +
| [[Khriss]] discussing Hemalurgy{{au ref|Scadrian}}
  +
}}
 
=== Allomancy and Feruchemy ===
 
=== Allomancy and Feruchemy ===
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
Line 122: Line 176:
 
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}}
 
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}}
   
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}}
+
Allomancers cannot burn Hemalurgic spikes that have extracted powers from others; they would only be able to burn a spike that was used to steal power from them.{{wob ref|4413}}
   
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
Line 129: Line 183:
   
 
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}}
 
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}}
  +
  +
=== Cognitive Shadows ===
  +
Hemalurgy is able to hold a [[Cognitive Shadow]] to a body in the [[Physical Realm]] by spiking them through the right eye socket.{{book ref|mb7|epilogue|4}} This also grants iron/steel sight for the spiked eye.{{book ref|mb6|epilogue}}
   
 
=== Elantrians ===
 
=== Elantrians ===
Line 137: Line 194:
   
 
=== 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}}
+
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}} Normal Breaths can be stolen using a nicrosil spike.{{wob ref|14896}}
   
 
=== Surgebinding ===
 
=== Surgebinding ===
 
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}}
 
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 ===
Line 147: Line 207:
 
=== Singers ===
 
=== 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}}
 
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}}
  +
  +
=== Dawnshards ===
  +
Dawnshards, even Dawnshards without any other Invesiture, protect themselves, so a Hemalurgist attempting to steal a Dawnshard would have "a very bad time."{{wob ref|15937}}
   
 
=== Resonances and Savantism ===
 
=== Resonances and Savantism ===
Line 152: Line 215:
   
 
== Notable Hemalurgists ==
 
== Notable Hemalurgists ==
{{for|:Category:Hemalurgists}}
+
{{for|:Category:Hemalurgists|a full list|here}}
 
{{columns|
 
{{columns|
 
*[[Marsh]]
 
*[[Marsh]]
 
*[[Kelsier]]
 
*[[Kelsier]]
*[[Gemmel]]
 
 
*[[Spook]]
 
*[[Spook]]
 
*[[Paalm]]
 
*[[Paalm]]
*[[Kar]]
 
 
*[[Miles Dagouter]]
 
*[[Miles Dagouter]]
 
*[[Vin]]
 
*[[Vin]]
Line 165: Line 226:
 
*[[Telsin Ladrian]]
 
*[[Telsin Ladrian]]
 
*[[Edwarn Ladrian]]
 
*[[Edwarn Ladrian]]
*[[Bendal]]
+
*[[Waxillium Ladrian]]
  +
*[[Wayne]]
 
}}
 
}}
   
 
== Trivia ==
 
== 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.{{wob ref|8665}}
+
* People using Hemalurgy have been to [[Roshar]] and have likely been seen "on screen" in [[The Stormlight Archive]]. However, their identities have not been revealed.{{wob ref|8665}}
  +
* The early editions of ''[[The Hero of Ages]]'' 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}} Brandon indicated that pewter spikes could steal from the hybrid quadrant as well.{{wob ref|5508}}{{wob ref|10046}} However, later editions of the book changed the pewter spike mentioned to a gold spike and added an additional mention to a gold health spike in chapter 5.{{book ref|mb3|5}}
  +
 
== Notes ==
 
== Notes ==
 
<references />
 
<references />
 
{{partial}}
 
{{partial}}
 
{{Mistborn|metals}}
 
{{Mistborn|metals}}
  +
[[category: Metallic Arts]]
 
[[category: Hemalurgy| ]]
 
[[category: Hemalurgy| ]]
 
[[category: list articles]]
 
[[category: list articles]]
  +
[[es:Hemalurgia]]

Latest revision as of 23:32, 29 December 2023

Hemalurgy
Hemalurgy table.jpg
Related to Ruin
Prerequisites None
Type End-Negative
World of Origin Scadrial
Universe Cosmere
This page or section needs to be updated with new information for The Lost Metal!
Be aware that in its current state, it may not include all additional content yet.

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[edit]

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][9] 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. Because of this, spike darts or spike guns would be Hemalurgically viable.[10]

Hemalurgy can be used anywhere in the cosmere,[11][12][13] as long as there is an Intent to create a Hemalurgic spike,[14] and it has indeed shown up at least once on a different planet, though in a subtle way.[15] Hemalurgy can also steal attributes from other forms of Investiture.[16] Hemalurgy can be used on animals[17] but not on plants.[18]

For some reason, Hemalurgic spikes don't cause infections.[19]

Stealing of Attributes[edit]

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.[20]

Creating a Hemalurgic charge requires physical injury, and generally results in the death of the victim.[21] It is possible, however, to charge a spike without killing the target,[22][23] in which case they would be left in a similar spiritual condition to a Drab, but in a worse condition.[24][25] In order to charge a spike without killing the victim, one must have the proper Intent, a very thin spike, and to speak a Command (although this step is not strictly necessary). It apparently requires the needle be threaded carefully through the flesh, as to not strike organs. Doing this leaves the victim with a small portion of their spiritweb torn off, but leaves them alive. This also allows one to collect Investiture from non-Allomancers.[23]

It is not thought to be possible for multiple attributes to be stolen from the same person.[26] However, a single spike can take the same attribute from multiple people.[23]

Receiving of Attributes[edit]

There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations.[27][28] 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.[29][27] 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".[29][27]

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.[27]

Law of Hemalurgic Decay[edit]

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.[30] The longer a spike is outside a body, the weaker it becomes, and a spike will lose most of the power it can lose on the first day outside of a body.[31][32] Thus, when the Steel Ministry created an Inquisitor, the spikes were driven directly through a victim into the bindpoint of the Inquisitor below to minimize the spike's time spent outside of a person.[33] 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.[34]

Despite the decay, a spike will never completely lose its charge.[35][32] As a spike loses its charge, the stolen soul will move on to the Beyond.[36]

Reduction of Hemalurgic Decay[edit]

Coating a spike with blood can reduce the Hemalurgic decay significantly. It is unknown how much blood is necessary to make that effect happen;[37] 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.[38] It is possible that encasing spikes in aluminum may prevent decay.[39]

Eventually, Arcanists discovered a way to completely avoid Hemalurgic decay outside of the body.[27][40] However, there is still an amount of Investiture lost during the creation of the spike.[40] The exact method behind this is unknown.

Side Effects of Hemalurgy[edit]

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.[41] In the case of 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 inverts the transformation, causing their death.[42] The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations, and the greater the degree of strain upon the body and soul.[27][28] 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.[43]

Hemalurgy was not specifically created by Ruin but rather arose from the interactions between Preservation, Ruin, and Scadrial itself.[44] This Metallic Art has an inherent flaw: each spike creates holes in the mind, making individuals who have received spikes easier to manipulate. This damage to the soul also repulses Radiant spren.[6] The influence of Ruin and presumably emotional Allomancers can be reduced by aluminum.[45]

Damage done to a person's 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.[46]

Some binding oaths and vows will be stolen as well.[47]

Hemalurgic Control[edit]

Due to the tear on the spiritweb creating "holes" in the recipient, they are left vulnerable to being manipulated by others. This includes Shards, a sufficiently powerful Rioter or Soother,[48] or a Connector Compounder.[49]

The level of control can range from whispers to full control.[5][6] The control is exerted in the form of mental pressure, which changes the way the mind thinks, tricking the creature into doing exactly what they want.[2] Those in control are able to sense where the creature is, and must concentrate for direct orders. Otherwise, they will follow general orders.[50] Multiple Hemalurgic creatures can be controlled at once.[51]

The more spikes a creature has, the easier it is to take control.[52] At least four spikes are needed before Harmony can take control of humans, but there are ways around this.[53] A kandra with one spike cannot be controlled by Ruin or Harmony.[54] Harmony can theoretically influence off-planet Hemalurgists, but Shards on those planets and other forms of interference can muddy this.[55]

Hemalurgic creatures can fight the control with mental fortitude.[56][57][58][59] They are easier to subdue when they are feeling strong emotions.[52] Slivers are more resistant to being controlled.[60] The control of Hemalurgic creatures can be stolen by others, particularly if they are stronger.[61] When stolen, those in control will feel a powerful ripping sensation.

For emotional Allomancy, once controlled, the Soothing or Rioting is no longer required.[62] The control will last even while the Allomancer is sleeping or out of metals. This can be achieved by a single Mistborn or Hemalurgist burning duralumin and brass/zinc together, a combination of a 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.[5][63][64]

Hemalurgic Constructs[edit]

Two koloss, one of the types of Hemalurgic constructs

I guess what I’m saying is that you shouldn’t experiment too much with this aspect of Hemalurgy. It’s basically useless; there are a million ways to mess up for every one way there is to get a good result. Stick to transferring powers and you’ll be better off. Trust me.

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 upper back between the shoulder blades, 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.[51][66]
  • 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.[67]
  • 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.[68]
  • Chimeras are former humans, and are created with a single Trellium spike, charged with an unknown attribute.[68] 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.[69][68][70] The Set has developed a strain of Chimera with two spikes rather than one.[71] This strain is informally known as "Metal Mutants".[72]

Hemalurgic Properties of Metals[edit]

Table of Hemalurgic Metals[73]
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


God Metals[73]
Metal Shard Effect
Atium Ruin Steals any power. Must be refined.
Malatium Ruin Unknown
Lerasium Preservation Steals all abilities
Harmonium Harmony Unknown
Trellium Autonomy Unknown
Raysium Odium Unknown

Bind Points[edit]

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 with different points being useful for distinct sets of effects.[7] Seeing into the Spiritual Realm, perhaps by burning atium, helps with placing spikes.[75]

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.[76] Beyond that, bind points may function differently if the victim has a sufficiently altered spiritweb.[77]

There are other ways to use spikes than to place them in bind points.[78]

Bind Point Spike Material Hemalurgic Effect Seen in
Interscapular Space Varies. Also known as a linchpin spike. Unknown; binds other spikes together to keep the receiver alive Normal Inquisitors[79]
Left Eyesocket Steel Unconfirmed, likely Allomantic Steel and/or Iron Normal Inquisitors[79]
Right Eyesocket Steel Unconfirmed, likely Allomantic Steel and/or Iron Normal Inquisitors,[79] Kelsier[80]
Between Ribs Steel Unconfirmed, likely Allomantic Pewter and/or Tin Normal Inquisitors[79]
Between Ribs Bronze Allomantic Brass, Zinc, Copper, and Bronze Normal Inquisitors[79]
Between Ribs Electrum Allomantic Duralumin Wax[81]
Between Ribs Gold Feruchemical Gold Normal Inquisitors[82]
Chest[83] Atium Allomantic Atium Normal Inquisitors[84]
Heart Pewter Feruchemical Steel The Inquisitor at Vetitan[79]
Heart Bronze Allomantic Copper Penrod[31]
Sternum Steel Allomantic Steel Zane
Earlobe Bronze Allomantic Bronze Vin
Upper Arm Bronze Allomantic Bronze Quellion
Shoulders Steel Allomantic Pewter Spook
Shoulders Iron Blessing of Potency Kandra (Note, however, that Kandra do not consistently have shoulders)
Shoulders Tin Blessing of Awareness Kandra (Note, however, that Kandra do not consistently have shoulders)
Shoulders Zinc Blessing of Presence Kandra (Note, however, that Kandra do not consistently have shoulders)
Shoulders Copper Blessing of Stability Kandra (Note, however, that Kandra do not consistently have shoulders)

Other Uses[edit]

I maintain, however, that the one of these with the largest potential impact on the cosmere is Hemalurgy. Usable by anyone with the right knowledge, this dangerous creation has proven able to warp souls regardless of planet or Investiture, creating false Connections that no Shard designed or intended.

Khriss discussing Hemalurgy[11]

Allomancy and Feruchemy[edit]

Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.[85]

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.[86]

Allomancers cannot burn Hemalurgic spikes that have extracted powers from others; they would only be able to burn a spike that was used to steal power from them.[87]

An atium spike granting Allomantic atium could be briefly burned by the recipient.[88]

The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.[89]

When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.[90] 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.[90]

Cognitive Shadows[edit]

Hemalurgy is able to hold a Cognitive Shadow to a body in the Physical Realm by spiking them through the right eye socket.[91] This also grants iron/steel sight for the spiked eye.[92]

Elantrians[edit]

More could be taken from an Elantrian than most other beings.[93] 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.[94]

Forgery[edit]

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).[95]

Awakening[edit]

It is possible for a spike to be Awakened, but it would be more difficult than Awakening metal without a Hemalurgic charge.[96] It is theoretically possible to spike a Lifeless, if "there was enough of the soul left for the spike to take".[97] Hemalurgy can also be used to spike a Divine Breath from a Returned,[98] and the recipient would not need to consume a Breath a week.[99] Normal Breaths can be stolen using a nicrosil spike.[100]

Surgebinding[edit]

It is possible to steal Surgebinding, but it is more difficult compared to other Investitures due to the Nahel bond.[101] Since a spren still has autonomy over the bond,[102] they can break the bond and the Hemalurgist could immediately lose the power.[103] A Hemalurgist can also spike spren[104][105] and spike the Nahel bond from the spren.[106] Doing so would have weird ramifications.[107] In order to effectively steal Surgebinding, the Hemalurgist would need to spike both the Surgebinder and the spren.[108]

Shardblades[edit]

It is possible to steal a dead Shardblade, although Hemalurgic decay would lengthen the summoning time.[109]

Old Magic[edit]

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.[110]

Singers[edit]

Hemalurgy can be used to replicate the transformation of a singers Forms.[111] It can also be used to spike the ability to grow a gemheart.[112]

Dawnshards[edit]

Dawnshards, even Dawnshards without any other Invesiture, protect themselves, so a Hemalurgist attempting to steal a Dawnshard would have "a very bad time."[113]

Resonances and Savantism[edit]

Hemalurgically granted abilities will not create resonances most of the time, though a person can still become a savant with them.[114] The extra abilities gained by a savant cannot be transferred through Hemalurgy.[115]

Notable Hemalurgists[edit]

Trivia[edit]

  • People using Hemalurgy have been to Roshar and have likely been seen "on screen" in The Stormlight Archive. However, their identities have not been revealed.[116]
  • The early editions of The Hero of Ages said Feruchemical healing was granted by pewter spikes,[30] even though the Hemalurgy table says pewter spikes only give Physical Feruchemical abilities.[73] Brandon indicated that pewter spikes could steal from the hybrid quadrant as well.[117][118] However, later editions of the book changed the pewter spike mentioned to a gold spike and added an additional mention to a gold health spike in chapter 5.[79]

Notes[edit]

  1. The Hero of Ages chapter 35 epigraph#
  2. a b 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 c The Well of Ascension chapter 54#
  6. a b c Dark Talent release party
    Arcanum - 2016-09-06#
  7. a b The Hero of Ages chapter 42#
  8. 17th Shard Forum Q&A
    Arcanum - 2012-09-28#
  9. DragonCon 2012
    Arcanum - 2012-09-04#
  10. Stuttgart signing
    Arcanum - 2019-05-17#
  11. a b Arcanum Unbounded - The Scadrian System#
  12. Skyward Chicago signing
    Arcanum - 2018-11-16#
  13. Ancient 17S Q&A
    Arcanum - 2010-05-01#
  14. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  15. Arcanum Unbounded release party
    Arcanum - 2016-11-22#
  16. 17th Shard Forum Q&A
    Arcanum - 2012-09-26#
  17. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  18. Oathbringer release party
    Arcanum - 2017-11-13#
  19. Oathbringer release party
    Arcanum - 2017-11-13#
  20. Arcanum Unbounded Chicago signing
    Arcanum - 2016-12-06#
  21. The Hero of Ages chapter 13 epigraph#
  22. Alloy of Law release party
    Arcanum - 2011-11-07#
  23. a b c The Lost Metal chapter 47#
  24. /r/fantasy AMA 2013
    Arcanum - 2013-04-15#
  25. #SandersonChat Twitter Q&A with Audible.com
    Arcanum - 2016-02-04#
  26. General Signed Books 2018
    Arcanum - 2018-03-20#
  27. a b c d e f The Lost Metal Ars Arcanum#
  28. a b Skyward Pre-Release AMA
    Arcanum - 2018-10-22#
  29. a b The Lost Metal chapter 28#
  30. a b c The Hero of Ages chapter 36 epigraph#
  31. a b The Hero of Ages chapter 34#
  32. a b Dragonsteel 2023
    Arcanum - 2023-11-21#
  33. The Hero of Ages prologue#
  34. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  35. JordanCon 2018
    Arcanum - 2018-04-22#
  36. Tampa Bay Comic Convention 2023
    Arcanum - 2023-07-28#
  37. Shadows of Self chapter 6#
  38. JordanCon 2021
    Arcanum - 2021-07-16#
  39. Kraków signing
    Arcanum - 2017-03-21#
  40. a b Shardcast Interview
    Arcanum - 2023-07-30#
  41. The Hero of Ages chapter 41 epigraph#
  42. The Final Empire chapter 38#
  43. /r/Fantasy_Bookclub Alloy of Law Q&A
    Arcanum - 2012-01-17#
  44. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  45. JordanCon 2021
    Arcanum - 2021-07-17#
  46. Firefight release party
    Arcanum - 2015-01-05#
  47. Dragonsteel 2023
    Arcanum - 2023-11-21#
  48. Shadows of Self Houston signing
    Arcanum - 2015-10-07#
  49. WorldCon 76
    Arcanum - 2018-08-18#
  50. The Hero of Ages chapter 15#
  51. a b The Hero of Ages chapter 37#
  52. a b The Hero of Ages chapter 67 epigraph#
  53. The Lost Metal chapter 25#
  54. Shadows of Self chapter 7#
  55. YouTube Spoiler Stream 6
    Arcanum - 2023-12-19#
  56. The Hero of Ages chapter 8#
  57. The Hero of Ages chapter 72#
  58. The Well of Ascension Annotations
    Arcanum - 2009-01-12#
  59. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  60. YouTube Spoiler Stream 3
    Arcanum - 2021-12-16#
  61. The Hero of Ages chapter 65#
  62. The Bands of Mourning chapter 5#
  63. The Hero of Ages chapter 3#
  64. The Hero of Ages chapter 21 epigraph#
  65. The Bands of Mourning chapter 6#
  66. The Hero of Ages chapter 45#
  67. Orem signing 2014
    Arcanum - 2014-12-06#
  68. a b c Shadows of Self chapter 21#
  69. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  70. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  71. The Lost Metal chapter 53#
  72. The Lost Metal chapter 56#
  73. a b c d Table of Hemalurgic Metals
  74. The Hero of Ages chapter 43 epigraph#
  75. #NookTalks Twitter Q&A with Barnes & Noble
    Arcanum - 2016-02-16#
  76. Idaho Falls signing
    Arcanum - 2018-12-29#
  77. Dragonsteel 2023
    Arcanum - 2023-11-21#
  78. /r/books AMA 2015
    Arcanum - 2015-07-03#
  79. a b c d e f g h The Hero of Ages chapter 5#
  80. The Lost Metal chapter 40#
  81. The Lost Metal chapter 69#
  82. The early editions of the books said Feruchemical healing was granted by pewter spikes,[30] even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.[73] And the early editions didn't mention the health spike in The Hero of Ages chapter 5.[79] Later editions of the books changed that to a gold spike in both places.
  83. The Final Empire epilogue#
  84. The Final Empire chapter 34#
  85. Skyward Houston signing
    Arcanum - 2018-11-19#
  86. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  87. #tweettheauthor 2009
    Arcanum - 2009-07-08#
  88. Skyward Pre-Release AMA
    Arcanum - 2018-10-30#
  89. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  90. a b Worldbuilders AMA
    Arcanum - 2015-12-07#
  91. The Lost Metal epilogue 4#
  92. The Bands of Mourning epilogue#
  93. Shadows of Self release party
    Arcanum - 2015-10-05#
  94. Orem signing 2014
    Arcanum - 2014-12-06#
  95. Arcanum Unbounded Chicago signing
    Arcanum - 2016-12-06#
  96. Arcanum Unbounded Seattle signing
    Arcanum - 2016-12-01#
  97. London signing
    Arcanum - 2014-08-04#
  98. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  99. General Reddit 2020
    Arcanum - 2020-10-04#
  100. JordanCon 2021
    Arcanum - 2021-07-16#
  101. General Twitter 2015
    Arcanum - 2015-01-26#
  102. Orem Signing
    Arcanum - 2019-03-16#
  103. DragonCon 2019
    Arcanum - 2019-09-01#
  104. Shadows of Self Portland signing
    Arcanum - 2015-10-10#
  105. JordanCon 2018
    Arcanum - 2018-04-21#
  106. General Twitter 2018
    Arcanum - 2018-05-25#
  107. Salt Lake City ComicCon 2017
    Arcanum - 2017-09-23#
  108. GenCon 2017
    Arcanum - 2017-08-17#
  109. Idaho Falls signing
    Arcanum - 2018-07-21#
  110. Idaho Falls signing
    Arcanum - 2018-07-21#
  111. /r/books AMA 2015
    Arcanum - 2015-06-11#
  112. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  113. YouTube Spoiler Stream 5
    Arcanum - 2022-12-02#
  114. Skyward Chicago signing
    Arcanum - 2018-11-16#
  115. Shadows of Self Lansing signing
    Arcanum - 2015-10-13#
  116. Oathbringer signing London
    Arcanum - 2017-11-28#
  117. Alloy of Law 17th Shard Q&A
    Arcanum - 2011-11-05#
  118. Alloy of Law release party
    Arcanum - 2011-11-07#
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