Difference between revisions of "Iron"

From The Coppermind
Jump to navigation Jump to search
m (simplify refs)
m (Text replacement - "|'world=Scadrial, Roshar, Lumar |" to "|")
 
(67 intermediate revisions by 22 users not shown)
Line 1: Line 1:
  +
{{metal
{{icon|iron|m|150px|thumb|right|The Allomantic symbol for iron}}
 
  +
|allomancy=Pull metals
'''Iron''' is the External Physical Pulling Metal. An Allomancer burning iron can Pull bits of metal toward his center of mass, and can also use iron to sense the presence of metal nearby. Ironpulling is not dependent on magnetic forces or Allomantic power--most metals (with the exception of [[aluminum]] and some of its alloys) can be Pulled. Feruchemists can use iron to store physical weight, and when used as a Hemalurgic spike, iron steals physical strength.
 
  +
|type-a=External, Pulling, Physical
  +
|misting=Lurcher
  +
|feruchemy=Store/Gain mass
  +
|type-f=Physical
  +
|ferring=Skimmer
  +
|hemalurgy=Steal strength
  +
|type-h=Physical
  +
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]], [[Tress of the Emerald Sea]], [[The Sunlit Man]]
  +
}}
  +
{{spoilers|tsm}}
 
'''Iron''' is the External Physical Pulling Metal. An Allomancer burning iron can Pull bits of metal toward their "center of self,"{{wob ref|13373}} and can also use iron to sense the presence of metal nearby. Ironpulling is not dependent on magnetic forces or Allomantic power--most metals (with the exception of [[aluminum]] and some of its alloys) can be Pulled. Feruchemists can use iron to store physical mass, and when used as a Hemalurgic spike, iron steals physical strength.
  +
  +
The paired alloy of iron used in the Metallic Arts is [[steel]].
   
 
== Allomantic Use ==
 
== Allomantic Use ==
An iron [[Misting]] is known as a '''Lurcher'''. Ironpulling is the art of burning iron to pull metals toward (in a straight line) the user's center of gravity.{{book ref|aol|part=ars}} There are two general rules for ironpulling, which also apply to steelpushing, its paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical mass. This means that larger Allomancers can generally ironpull and steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an ironpull is much greater than the Allomancer's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does).{{book ref|tfe|7}} The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong Allomancer, however.
+
An iron [[Misting]] is known as a '''Lurcher'''. Ironpulling is the art of burning iron to pull metals toward (in a straight line) the user's "center of self,"{{wob ref|13373}}{{book ref|mb4|part=ars}} which is likely tied to the Allomancer's [[Cognitive Realm|Cognitive]] and [[Spiritual Realm|Spiritual]] aspects. There are two general rules for Ironpulling, which also apply to [[steel#Allomantic Use|steel]]pushing, its paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical mass. This means that larger Allomancers can generally Ironpull and Steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an Ironpull is much greater than the Lurcher's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does).{{book ref|mb1|7}} The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong Lurcher, however.
   
The iron lines that detect nearby metal manifest themselves on the [[Spiritual Realm]] and can be cut or interfered with.{{wob ref|2796}} It is also possible to use the iron lines to see via the trace metals in everyone's bodies and in the objects around them.{{annotation ref|mb2|chapter=12}}
+
When burning iron, blue lines emerge from the Lurcher and connect themselves to pieces of nearby metals, with the size of the iron line indicating how big the metal is. The iron lines can typically only be seen by the Lurcher.{{book ref|mb1|7}} The iron lines manifest themselves on the [[Spiritual Realm]] and can be cut or interfered with.{{wob ref|2796}} It is also possible to use the iron lines to see via the trace metals in everyone's bodies and in the objects around them, or even [[Axi]] and electromagnetic bonds.{{wob ref|2944}}{{wob ref|15319}}{{book ref|mb3|prologue}}{{book ref|mb7|epilogue|4}} A Lurcher could identify specific metals, or even colors, with the iron lines.{{wob ref|2255}}{{book ref|mb3|34}}
   
Of the two external physical metals, iron is by far the less flashy. Utilized by a Misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy Coinshots by ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well anchored piece of metal at your destination. Both metals' performance is greatly enhanced when used in tandem, allowing feats like those performed by [[Kelsier]] in his battle with the Inquisitor [[Bendal]].
+
Of the two external physical metals, iron is by far the less flashy. Utilized by a Misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy Coinshots by Ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well-anchored piece of metal at your destination. Both metals' performance are greatly enhanced when used in tandem, allowing feats like those performed by [[Kelsier]] in his battle with the [[Inquisitor]] [[Bendal]].
  +
  +
An especially skilled Allomancer can Pull on individual parts of a metal object.{{wob ref|10845}} Through unknown means, a Lurcher could Pull on non-metal objects.{{wob ref|15142}} Due to it being possible with Steelpushes, it is supposedly possible to affect the polarity of Axi via an Ironpull, under the right circumstances.{{book ref|mb7|epilogue|4}} Lurchers can also Pull on liquid metals, which would work similarly to the behavior of [[wikipedia:Ferrofluid|ferrofluids]].{{wob ref|12598}}
   
 
== Feruchemical Use ==
 
== Feruchemical Use ==
 
An iron [[Ferring]] is known as a '''Skimmer'''. Iron is used to store or retrieve (gain) physical mass.{{book ref|mb4|part=ars}} This is accomplished by changing the Skimmer's mass, not by changing the effect of gravity on the Skimmer, i.e. it does not modify weight directly. This change does not affect things that the Skimmer wears, but is great enough that a Skimmer storing mass can typically safely fall any distance, as the Skimmer's surface area is typically sufficient to slow the fall to safe speeds.{{book ref|mb2|12}}
{{icon|iron|f|150px|thumb|right|The Feruchemic symbol for iron}}
 
An iron [[Ferring]] is known as a '''Skimmer'''. Iron is used to store physical mass, or more accurately, density.{{book ref|aol|part=ars}} This is accomplished by changing the Feruchemist's mass, not by changing the effect of gravity on the Feruchemist. This change does not affect things that the Feruchemist wears, but is great enough that a Feruchemist storing weight can safely fall any distance, as the Feruchemist's surface area is sufficient to slow the fall to safe speeds.{{book ref|woa|12}}
 
   
A Feruchemist tapping iron can grow proportionally heavier than normal, and although this is not as useful as storing mass in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, Feruchemists can add force to their blows, and can use added weight to withstand attacks. Furthermore, the added mass from tapping an ironmind can wreak havoc with Steelpushes/Ironpulls if the Feruchemist is being used as the anchor.{{book ref|woa|58}}
+
A Skimmer tapping iron can grow proportionally heavier than normal, and although this is not as useful as storing mass in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, Skimmers can add force to their blows, and can use added weight to withstand attacks. It can be used to counter Coinshots or Lurchers, for example. By increasing weight when pushed, one can instead push the Coinshot back. Furthermore, the added mass from tapping an ironmind can wreak havoc with Steelpushes and Ironpulls if the Skimmer is being used as the anchor.{{book ref|mb2|58}}
   
  +
Tapping iron grants the Skimmer the strength required to remain standing,{{wob ref|692}} including a partial increase in the density of their body,{{book ref|mb3|78}} but this increase in density is limited and does not, for example, affect the Skimmer's vulnerability to penetration.{{wob ref|692}} Storing weight costs the Skimmer some strength.{{book ref|mb6|18}}
Tapping iron has no effect on a Feruchemist's vulnerability to penetration, despite the increase in density.{{annotation ref|aol|chapter=6}} Tapping iron grants the Feruchemist the strength requisite to remain standing.
 
   
  +
The law of conservation of momentum still exists when using iron Feruchemy, so while tapping weight doesn't significantly increase the speed of falling (not considering air resistance), decreasing one's weight to half will double one's speed.{{book ref|mb6|12}}{{wob ref|6595}}{{book ref|mb5|24}}
Feruchemical iron interferes with an individual's interaction with the [[wikipedia: Higgs boson|Higgs Field]].{{wob ref|327|''Bands of Mourning'' release party|date=2016-01-25}}
 
  +
 
Feruchemical iron interferes with an individual's interaction with the [[wikipedia: Higgs boson|Higgs field]].{{wob ref|327}} It also allows people to easily adapt to low-gravity planets.{{book ref|tsm|49}}
  +
  +
A Skimmer could decrease the duration of a Basic Lashing by increasing their own weight.{{wob ref|16296}}
   
 
== Hemalurgic Use ==
 
== Hemalurgic Use ==
When used as a [[hemalurgy|Hemalurgic]] spike, iron steals human physical strength.{{book ref|hoa|part=ars}} Increasing the number of spikes increases the strength of the recipient, but at the cost of twisting the body and mind of the person who receives the spikes.
+
When used as a [[hemalurgy|Hemalurgic]] spike, iron steals physical strength.{{book ref|mb3|part=ars}} Increasing the number of spikes increases the strength of the recipient, but at the cost of twisting the body and mind of the person who receives the spikes.
  +
  +
=== Hemalurgic Constructs ===
 
[[Koloss]] are created when a living human is implanted with four iron spikes.{{epigraph ref|mb3|40}} This gives the koloss incredible strength, but the process effectively destroys their minds, leaving them incapable of complex logic and extremely vulnerable to [[Ruin]]'s control.
  +
  +
=== Kandra Blessing ===
 
The [[kandra]] can use a pair of these spikes as a [[Blessing]] and call them the '''Blessing of Potency'''.{{book ref|mb3|39}} Like all kandra Blessings, the Blessing gives the [[mistwraith]]s sentience, with the added benefit of physical strength and endurance.{{epigraph ref|mb3|38}} It is similar to an Allomancer burning [[pewter]], however the added strength and endurance cannot be regulated or changed.{{book ref|mb3|39}}
   
  +
== Fabrial Use ==
'''[[Koloss]]''' are created when a living human is implanted with four iron spikes.{{epigraph ref|mb3|40}} This gives the koloss incredible strength, but the process effectively destroys their minds, leaving them incapable of complex logic and extremely vulnerable to Ruin's control.
 
  +
A [[fabrial]] with an iron cage will physically attract the element corresponding with the trapped [[spren]], creating an attractor fabrial. For example, a fabrial that draws nearby smoke and causes it to accumulate near the device.{{epigraph ref|sa4|11}}
   
  +
== Aetheric Use ==
The [[kandra]] call a pair of these spikes the '''Blessing of Potency'''.{{book ref|hoa|39}} Like all kandra Blessings, the Blessing gives the [[mistwraith]]s sentience, with the added benefit of physical strength and endurance.
 
  +
Putting an iron tool near a growing [[aether]] substance pulls the substance in towards the tool as it grows.{{book ref|tress|26}}
   
 
== Notes ==
 
== Notes ==
Line 30: Line 56:
 
{{partial}}
 
{{partial}}
 
{{Mistborn|metals}}
 
{{Mistborn|metals}}
  +
[[es:Hierro]]

Latest revision as of 20:30, 14 March 2024

Iron
Iron.svg
Iron (Feruchemy).svg
Allomancy
Power Pull metals
Type External, Pulling, Physical
Misting Lurcher
Feruchemy
Power Store/Gain mass
Type Physical
Ferring Skimmer
Hemalurgy
Power Steal strength
Type Physical
Universe Cosmere
This page or section contains spoilers for The Sunlit Man!
This information has the ability to potentially ruin elements of the plot for the reader. Proceed with caution if you have not read this book.

Iron is the External Physical Pulling Metal. An Allomancer burning iron can Pull bits of metal toward their "center of self,"[1] and can also use iron to sense the presence of metal nearby. Ironpulling is not dependent on magnetic forces or Allomantic power--most metals (with the exception of aluminum and some of its alloys) can be Pulled. Feruchemists can use iron to store physical mass, and when used as a Hemalurgic spike, iron steals physical strength.

The paired alloy of iron used in the Metallic Arts is steel.

Allomantic Use[edit]

An iron Misting is known as a Lurcher. Ironpulling is the art of burning iron to pull metals toward (in a straight line) the user's "center of self,"[1][2] which is likely tied to the Allomancer's Cognitive and Spiritual aspects. There are two general rules for Ironpulling, which also apply to steelpushing, its paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical mass. This means that larger Allomancers can generally Ironpull and Steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an Ironpull is much greater than the Lurcher's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does).[3] The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong Lurcher, however.

When burning iron, blue lines emerge from the Lurcher and connect themselves to pieces of nearby metals, with the size of the iron line indicating how big the metal is. The iron lines can typically only be seen by the Lurcher.[3] The iron lines manifest themselves on the Spiritual Realm and can be cut or interfered with.[4] It is also possible to use the iron lines to see via the trace metals in everyone's bodies and in the objects around them, or even Axi and electromagnetic bonds.[5][6][7][8] A Lurcher could identify specific metals, or even colors, with the iron lines.[9][10]

Of the two external physical metals, iron is by far the less flashy. Utilized by a Misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy Coinshots by Ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well-anchored piece of metal at your destination. Both metals' performance are greatly enhanced when used in tandem, allowing feats like those performed by Kelsier in his battle with the Inquisitor Bendal.

An especially skilled Allomancer can Pull on individual parts of a metal object.[11] Through unknown means, a Lurcher could Pull on non-metal objects.[12] Due to it being possible with Steelpushes, it is supposedly possible to affect the polarity of Axi via an Ironpull, under the right circumstances.[8] Lurchers can also Pull on liquid metals, which would work similarly to the behavior of ferrofluids.[13]

Feruchemical Use[edit]

An iron Ferring is known as a Skimmer. Iron is used to store or retrieve (gain) physical mass.[2] This is accomplished by changing the Skimmer's mass, not by changing the effect of gravity on the Skimmer, i.e. it does not modify weight directly. This change does not affect things that the Skimmer wears, but is great enough that a Skimmer storing mass can typically safely fall any distance, as the Skimmer's surface area is typically sufficient to slow the fall to safe speeds.[14]

A Skimmer tapping iron can grow proportionally heavier than normal, and although this is not as useful as storing mass in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, Skimmers can add force to their blows, and can use added weight to withstand attacks. It can be used to counter Coinshots or Lurchers, for example. By increasing weight when pushed, one can instead push the Coinshot back. Furthermore, the added mass from tapping an ironmind can wreak havoc with Steelpushes and Ironpulls if the Skimmer is being used as the anchor.[15]

Tapping iron grants the Skimmer the strength required to remain standing,[16] including a partial increase in the density of their body,[17] but this increase in density is limited and does not, for example, affect the Skimmer's vulnerability to penetration.[16] Storing weight costs the Skimmer some strength.[18]

The law of conservation of momentum still exists when using iron Feruchemy, so while tapping weight doesn't significantly increase the speed of falling (not considering air resistance), decreasing one's weight to half will double one's speed.[19][20][21]

Feruchemical iron interferes with an individual's interaction with the Higgs field.[22] It also allows people to easily adapt to low-gravity planets.[23]

A Skimmer could decrease the duration of a Basic Lashing by increasing their own weight.[24]

Hemalurgic Use[edit]

When used as a Hemalurgic spike, iron steals physical strength.[25] Increasing the number of spikes increases the strength of the recipient, but at the cost of twisting the body and mind of the person who receives the spikes.

Hemalurgic Constructs[edit]

Koloss are created when a living human is implanted with four iron spikes.[26] This gives the koloss incredible strength, but the process effectively destroys their minds, leaving them incapable of complex logic and extremely vulnerable to Ruin's control.

Kandra Blessing[edit]

The kandra can use a pair of these spikes as a Blessing and call them the Blessing of Potency.[27] Like all kandra Blessings, the Blessing gives the mistwraiths sentience, with the added benefit of physical strength and endurance.[28] It is similar to an Allomancer burning pewter, however the added strength and endurance cannot be regulated or changed.[27]

Fabrial Use[edit]

A fabrial with an iron cage will physically attract the element corresponding with the trapped spren, creating an attractor fabrial. For example, a fabrial that draws nearby smoke and causes it to accumulate near the device.[29]

Aetheric Use[edit]

Putting an iron tool near a growing aether substance pulls the substance in towards the tool as it grows.[30]

Notes[edit]

  1. a b Starsight Release Party
    Arcanum - 2019-11-26#
  2. a b The Alloy of Law Ars Arcanum#
  3. a b The Final Empire chapter 7#
  4. Shadows of Self Denver signing
    Arcanum - 2015-10-06#
  5. The Well of Ascension Annotations
    Arcanum - 2007-11-11#
  6. YouTube Spoiler Stream 3
    Arcanum - 2021-12-16#
  7. The Hero of Ages prologue#
  8. a b The Lost Metal epilogue 4#
  9. General Signed Books 2016
    Arcanum - 2016-12-23#
  10. The Hero of Ages chapter 34#
  11. Legion Release Party
    Arcanum - 2018-09-19#
  12. Mini-Con 2021
    Arcanum - 2021-11-22#
  13. Orem Signing
    Arcanum - 2019-03-16#
  14. The Well of Ascension chapter 12#
  15. The Well of Ascension chapter 58#
  16. a b The Alloy of Law Annotations
    Arcanum - 2014-03-14#
  17. The Hero of Ages chapter 78#
  18. The Bands of Mourning chapter 18#
  19. The Bands of Mourning chapter 12#
  20. Shadows of Self Lansing signing
    Arcanum - 2015-10-13#
  21. Shadows of Self chapter 24#
  22. Bands of Mourning release party
    Arcanum - 2016-01-25#
  23. The Sunlit Man chapter 49#
  24. Dragonsteel 2023
    Arcanum - 2023-11-21#
  25. The Hero of Ages Ars Arcanum#
  26. The Hero of Ages chapter 40 epigraph#
  27. a b The Hero of Ages chapter 39#
  28. The Hero of Ages chapter 38 epigraph#
  29. Rhythm of War chapter 11 epigraph#
  30. Tress of the Emerald Sea chapter 26#
This article is still missing information. Please help The Coppermind by expanding it.