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Metallic Arts

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Metallic Arts
Related to Allomancy, Feruchemy, Hemalurgy
Focus Metal
World Scadrial
Universe Cosmere
Featured In Mistborn (series)

The Metallic Arts are the three prime manifestations of Investiture on Scadrial. They consist of Allomancy, Feruchemy, and Hemalurgy. All three utilize certain metal alloys and each manifest specific abilities in the user (namely, metal is not the source of their power, but metal is their focus). There are eight basic metals, each with an alloy, for a total of sixteen metals. In addition, there are God Metals, and alloys of them.

Mechanics[edit]

The Metallic Arts can be analyzed in terms of the Scadrian Shards, Ruin and Preservation. Allomancy is of Preservation and is End-Positive. Instead of Allomancy drawing power from the user, metal acts as a catalyst, and draws power from Preservation itself. Hemalurgy is of Ruin, and is End-Negative. By taking abilities from one person and giving them to another, in reduced amounts, power is actually lost. Finally, Feruchemy is the power of balance, and is both of Ruin and Preservation. It is End-Neutral, as there is neither a gain or loss in energy, simply storing the power for later use.

All people on Scadrial have seeds of the Metallic Arts within them. However, for most of the history of Scadrial, only Feruchemy was known, and that had always been isolated to the Terris people. Allomancy existed but was very uncommon. It only came about through a mechanism constructed by Preservation, which Snapped people who had Allomantic power too deep-seated to come out naturally. Hemalurgy was even more rare, as it required extensive knowledge not easily obtained.

Then, the Lord Ruler reached the Well of Ascension. He rebuilt himself into an extremely powerful Mistborn using its power.[1] He then took nine beads of lerasium from there, giving them to kings he wished to bribe to his side.[2] This brought about the first Mistborn. The concentrated Preservation inside the lerasium was so potent, that Allomantic ability was passed down for over a millennia. Eventually, the power got diluted and Mistings began to form, and Mistborn became more uncommon. During his Ascension, the Lord Ruler also gained an understanding of Hemalurgy, and understood how to create Inquisitors, koloss, and kandra.

Later, after the Final Ascension by Harmony, Mistborn became unheard of as Allomancy's power continued to degrade. The Terris people also interbred with the survivors of the Final Empire, which combined with the slaughter of all living Feruchemists at the time left Feruchemy also diluted, and so Ferrings began to appear.

Metalborn and Twinborn[edit]

Metalborn refers to those who have Allomantic or Feruchemical abilities. Such label can be used to refer to those who have access to all sixteen metals, Mistborns and full Feruchemists, as well as Mistings and Ferrings, who can only access a single power. Hemalurgists are not included under this term as Hemalurgy is not an inborn ability. The useage of Metalborn as a label did not seem to appear until after the Catacendre, which may be a result of the Lord Ruler suppressing knowledge of Feruchemy during the time of the Final Empire.

Twinborn refers to someone who is both a Misting and a Ferring. They are extremely rare, and their Allomantic and Feruchemical powers seem to be independently determined, resulting in many interesting combinations of Investiture. Having access to both of these streams of the Metallic Arts also allows Twinborn to Compound their Feruchemical abilities.

Metals and their abilities[edit]

Unless otherwise noted, the abilities below are confirmed by the Table of Allomantic Metals,[3] the Table of Feruchemical Metals,[4] and the Table of Hemalurgic Metals.[5]

Basic Metals
Metal Allomantic ability Feruchemical ability Hemalurgic ability
Iron Pulls on Nearby Sources of Metal Stores Physical Weight Steals Strength
Steel Pushes on Nearby Sources of Metal Stores Physical Speed Steals Physical Allomancy
Tin Increases Senses Stores Senses Steals Senses
Pewter Increases Physical Abilities Stores Physical Strength Steals Physical Feruchemy
Zinc Riots (Enflames) Emotions Stores Mental Speed Steals Emotional Fortitude
Brass Soothes (Dampens) Emotions Stores Warmth Steals Cognitive Feruchemy
Copper Hides Allomantic Pulses Stores Memories Steals Mental Fortitude, Memory, and Intelligence
Bronze Allows One to Hear Allomantic Pulses Stores Wakefulness Steals Mental Allomancy
Higher Metals
Metal Allomantic ability Feruchemical ability Hemalurgic ability
Cadmium Slows Down Time Stores Breath Steals Temporal Allomancy
Bendalloy Speeds Up Time Stores Energy Steals Spiritual Feruchemy
Gold Reveals Your Past Self Stores Health Steals Hybrid Feruchemy
Electrum Reveals Your Own Future Stores Determination Steals Enhancement Allomancy
Chromium Wipes Allomantic Reserves of Target Stores Fortune Might steal destiny
Nicrosil Enhances Allomantic Burn of Target Stores Investiture Steals Investiture
Aluminum Wipes Internal Allomantic Reserves Stores Identity Removes all powers
Duralumin Quickly Burns any Burning Metals in Powerful Burst Stores Connection Steals Connection and Identity

The God Metals[edit]

The God Metals are metals formed directly from a Shard. Previously only the god metals of Ruin and Preservation were known, however new god metals can be made from any Shard.[6] They can be alloyed with the lesser metals to form sixteen different metals each, though few are known. They can also be alloyed with each other.[7] Besides having an Allomantic, a Feruchemical, and a Hemalurgic property, each god metal can also do something else.[8] It seems of some importance that in the Wax and Wayne series it says that atium is no longer 'commonly' available. The vessel of the Shard can slightly change the properties of its god metal over time, but not the main functions of what it does.[9]

'God' Metals
Metal Allomantic ability Feruchemical ability Hemalurgic ability
Atium See into other people's futures Stores age Steals any power or attribute (must be refined); does so better than any other spike[10]
Lerasium [fn 1] Causes the burner to become a Mistborn/Increases allomantic power Unknown Steals all abilities
Atium alloys
Metal Allomantic ability Feruchemical ability Hemalurgic ability
Malatium [fn 2] See into other people's pasts Unknown; Sazed tried it offscreen but "didn't get very far"[11] Unknown

Harmonium[edit]

After contact with the Southern Scadrians, a new metal is revealed. Called "Ettmetal" in their native tongue, the Southern Peoples use it to power their technology. Harmonium burns "with a pure whiteness"[12] when used in Southern Scadrian machinery, and explodes when it is exposed to water (similar to the alkali metals) making it dangerous if not impossible to ingest for allomantic purposes. Unlike alkali metal reactions, this reaction does not yield a "Harmonium oxide," but it will yield "something else relevant to the cosmere." Harmonium's atomic structure is that of a single element, rather than a compound or alloy.[13]

Trellium[edit]

Trellium is the uncanonical name for the unknown metal seen in Shadows of Self. It is a silvery metal with a red cast to it, and dark red spots similar to rust.[14][15] Its Allomantic and Feruchemical properties are unknown. It can be used Hemalurgically to steal some, if not all, Allomantic and/or Feruchemical abilities and grant them to Kandra.[15] It can also be used on humans to create hemalurgic constructs.[14][16] Kandra and Hemalurgic constructs with a single spike of Trellium will be hidden from Harmony.[17]


Notes[edit]

Footnotes
  1. Lerasium may also have another allomantic property which is currently unknown
  2. An alloy of Atium and gold, the Eleventh Metal
References
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