Difference between revisions of "Hemalurgy"

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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 or a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]].{{wob ref|2797}} 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}}
 
Hemalurgic creatures can fight the control with emotionalmental fortitude.{{book ref|mb3|8}}{{book ref|mb3|72}}{{wob ref|5441}}{{wob ref|5597}} The more spikes a creature has, the easier it is to take control.{{epigraph ref|mb3|67}} They are easier to subdue when they are feeling strong emotions.{{epigraph ref|mb3|67}} [[Sliver]]s are more resistant to being controled.{{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}}