Difference between revisions of "Hemalurgy"

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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]].
AtIt the times ofis the books,least itunderstood isof the least known Metallicthree ArtArts.
[[File:Koloss.jpg|200px|thumb|right|A koloss, one of the three types of Hemalurgic constructs]]
 
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.{{ref}}
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.
* [[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]].
* [[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 ==
* [[Copper]] - Steals Human Mental Fortitude
* [[Bronze]] - Steals Allomantic Mental Powers
* [[Gold]] - (Possibly) 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|?|428|82|Why B&N'09]</ref>does Atium steal temporal powers?}}
* [[Aluminum]] - Steals Allomantic Enhancement Powers
 
== 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%
! {{row|Bind Point !! |Spike Types !! |Hemalurgic Effect|pre=!}}
{{row|Heart|
#Bronze