Difference between revisions of "Pewter"

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{{metal
[[File:Iron.png|150px|thumb|right|The Allomantic symbol for iron]]
 
'''Pewter''' is the internal physical
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|allomancy=Increase physical strength
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|type-a=Internal, Pushing, Physical
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|misting=Pewterarm or Thug
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|feruchemy=Store physical strength
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|type-f=Physical
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|ferring=Brute
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|hemalurgy=Steal Physical Feruchemical powers
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|type-h=Physical
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|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]
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}}
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'''Pewter''' is the internal physical pushing metal. An Allomancer burning pewter has increased physical strength, speed, durability, balance, and enhanced ability to heal. It allows the user to push their body far past what they would normally be able to achieve. Feruchemists can use pewter to store physical strength, and, when used as a Hemalurgic spike, pewter steals Physical Feruchemical powers.
   
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In the Metallic Arts, pewter is the alloy paired with [[tin]].
   
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== Alloy Composition ==
'''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--any metal can be pulled. Feruchemists can use iron to store physical weight, and when used as a Hemalurgic spike, iron steals physical strength.
 
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The pewter used in the Metallic Arts is an alloy of ninety-one percent tin and nine percent lead.{{book ref|mb1|6}}
   
==Allomantic Use==
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== Allomantic Use ==
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A pewter [[Misting]] is known as a '''Thug''' or '''Pewterarm'''.{{book ref|mb4|part=ars}}
An iron [[Misting]] is known as a Lurcher. Ironpulling is the art of using iron to pull on metal. There are two general rules for ironpulling, which also apply to steelpulling, it's paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical weight. 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). 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.
 
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Pewter's utility is not simply from the increased strength or speed. It grants the user the ability to heal from otherwise deadly wounds, and to recover much quicker. It will also heal conditions such as drug effects or drunkenness.{{book ref|mb3|26}}{{book ref|mb3|50}} [[Aluminum]] in a wound will make it impossible for the Thug to heal the injury around the metal for as long as it remains in the body.{{wob ref|6365}} Pewter also enhances the body's natural balance, granting almost unnaturally smooth movements. It also increases reaction speed and gives them resistance to hot and cold temperatures.{{book ref|mb1|24}} Pewter can theoretically be used to alter the user's appearance.{{wob ref|15782}} Finally, it increases endurance, letting the body continue on long past when it would have normally shut down.
   
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Pewter can be dangerous when it runs out, which is a serious concern since it is the fastest-burning of the eight basic metals.{{book ref|mb1|5}} A Thug having just survived a deadly wound can die from the resulting effects when the body runs out of pewter to burn. However, the body will naturally burn pewter in an attempt to heal itself, so even an unconscious Thug can be given additional pewter to survive otherwise life-threatening situations.
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.
 
   
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Pewter roughly doubles the average person’s strength, and triples it when flared.{{wob ref|7674}}
A misting who can use iron is called a Lurcher.
 
   
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=== Pewter dragging ===
==Feruchemical use==
 
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By constantly flaring pewter for a long time (pewter dragging), a Thug can achieve incredible things, such as running at roughly the speed of a galloping horse for extended periods. However, this is extremely dangerous and could even be lethal when the Thug stops burning pewter, even disregarding the fact that repeated pewter dragging will lead to [[savantism]], for there is a sudden burst of intense fatigue that had been suppressed by pewter. Several days of rest and sufficient food are required to replenish the Thug afterwards.{{book ref|mb1|26}}
Iron, when used by a Feruchemist, can be used to store physical weight, or more accurately, density. This is accomplished by changing the Feruchemist's mass, not by 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.
 
   
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=== Savantism ===
A Feruchemist tapping weight can grow proportionally heavier than normal, and although this is not as useful as storing weight in many cases, it has significant martial applications. Specifically, by tapping iron during key moments, a Feruchemist can add force to their blows, and can use added weight to withstand attacks.
 
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If someone were able to burn the amount of pewter needed to become an Allomantic [[savant]] with the metal, they would have enhanced physical abilities such as being able to heal more quickly, though not as fast as someone tapping health from a [[gold]]mind.{{book ref|mb4|17}} Thugs often die before becoming savants, as they feel neither pain nor exhaustion to any great extent and therefore may ignore wounds that later prove fatal.{{epigraph ref|mb3|16}}
   
==Hemalurgic Use==
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== Feruchemical Use ==
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A pewter [[Ferring]] is known as a '''Brute'''. Pewter is used to store physical strength.{{book ref|aol|part=ars}} However, as opposed to the simply enhanced body granted to an Allomancer burning pewter, a Brute tapping a pewtermind gains muscle mass and becomes physically larger. The additional muscles allow the Brute to have increased strength. For this reason, pewter metalminds are often designed to be able to stretch wider to accommodate the extra muscles. While storing physical strength, a Brute becomes scrawny and weak.{{book ref|mb1|37}}
When used as a Hemalurgic spike, iron can steal the physical strength of the person killed by the spike. 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.
 
   
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It's possible for a Brute to tap so much strength that their girth makes it difficult for them to maneuver properly.{{book ref|mb2|53}}
[[Koloss]] are created when a living human is wrapped in a koloss skin and implanted with 4 iron spikes. This gives the koloss incredible strength, but the process effectively destroyed their minds, leaving them incapable of complex logic, and extremely vulnerable to Ruin's control.
 
   
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=== Compounding ===
The [[kandra]] blessing of potency is comprised of two iron spikes. Like all kandra blessings, the blessing gave the mistwraith sentience, with the added benefit of physical strength and endurance.
 
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A pewter [[Compounding|Compounder]] would be able to use pewter to have a nearly infinite supply of physical strength.{{wob ref|5503}}{{wob ref|851}}
   
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== Hemalurgic Use ==
{{MetallicArts}}
 
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When used as a Hemalurgic spike, pewter steals Physical Feruchemical powers ([[iron]], [[steel]], [[tin]], and pewter).{{file ref| Hemalurgy table.jpg | Hemalurgy Table}}{{ref|group=fn|text=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}} }}
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=== Kandra Blessing ===
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The [[kandra]] can use a pair of these spikes as a [[Blessing]].{{book ref|mb6|24}} Like all kandra Blessings, the Blessing gives the [[mistwraith]]s sentience, with an unknown added benefit.
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== Fabrial Use ==
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A [[fabrial]] with a pewter cage will express the element corresponding with the trapped spren, creating an augmentor fabrial. For example, a fabrial with a trapped flamespren will radiate heat. As with its use in Allomancy, this consumes [[Stormlight]] more quickly than other fabrials.{{epigraph ref|sa4|9}}
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== Notes ==
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;Footnotes
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<references group=fn />
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;References
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<references/>
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{{partial}}
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{{Mistborn|metals}}
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[[es:Peltre]]

Latest revision as of 20:30, 14 March 2024

Pewter
Pewter.svg
Pewter (Feruchemy).svg
Allomancy
Power Increase physical strength
Type Internal, Pushing, Physical
Misting Pewterarm or Thug
Feruchemy
Power Store physical strength
Type Physical
Ferring Brute
Hemalurgy
Power Steal Physical Feruchemical powers
Type Physical
Universe Cosmere

Pewter is the internal physical pushing metal. An Allomancer burning pewter has increased physical strength, speed, durability, balance, and enhanced ability to heal. It allows the user to push their body far past what they would normally be able to achieve. Feruchemists can use pewter to store physical strength, and, when used as a Hemalurgic spike, pewter steals Physical Feruchemical powers.

In the Metallic Arts, pewter is the alloy paired with tin.

Alloy Composition[edit]

The pewter used in the Metallic Arts is an alloy of ninety-one percent tin and nine percent lead.[1]

Allomantic Use[edit]

A pewter Misting is known as a Thug or Pewterarm.[2] Pewter's utility is not simply from the increased strength or speed. It grants the user the ability to heal from otherwise deadly wounds, and to recover much quicker. It will also heal conditions such as drug effects or drunkenness.[3][4] Aluminum in a wound will make it impossible for the Thug to heal the injury around the metal for as long as it remains in the body.[5] Pewter also enhances the body's natural balance, granting almost unnaturally smooth movements. It also increases reaction speed and gives them resistance to hot and cold temperatures.[6] Pewter can theoretically be used to alter the user's appearance.[7] Finally, it increases endurance, letting the body continue on long past when it would have normally shut down.

Pewter can be dangerous when it runs out, which is a serious concern since it is the fastest-burning of the eight basic metals.[8] A Thug having just survived a deadly wound can die from the resulting effects when the body runs out of pewter to burn. However, the body will naturally burn pewter in an attempt to heal itself, so even an unconscious Thug can be given additional pewter to survive otherwise life-threatening situations.

Pewter roughly doubles the average person’s strength, and triples it when flared.[9]

Pewter dragging[edit]

By constantly flaring pewter for a long time (pewter dragging), a Thug can achieve incredible things, such as running at roughly the speed of a galloping horse for extended periods. However, this is extremely dangerous and could even be lethal when the Thug stops burning pewter, even disregarding the fact that repeated pewter dragging will lead to savantism, for there is a sudden burst of intense fatigue that had been suppressed by pewter. Several days of rest and sufficient food are required to replenish the Thug afterwards.[10]

Savantism[edit]

If someone were able to burn the amount of pewter needed to become an Allomantic savant with the metal, they would have enhanced physical abilities such as being able to heal more quickly, though not as fast as someone tapping health from a goldmind.[11] Thugs often die before becoming savants, as they feel neither pain nor exhaustion to any great extent and therefore may ignore wounds that later prove fatal.[12]

Feruchemical Use[edit]

A pewter Ferring is known as a Brute. Pewter is used to store physical strength.[2] However, as opposed to the simply enhanced body granted to an Allomancer burning pewter, a Brute tapping a pewtermind gains muscle mass and becomes physically larger. The additional muscles allow the Brute to have increased strength. For this reason, pewter metalminds are often designed to be able to stretch wider to accommodate the extra muscles. While storing physical strength, a Brute becomes scrawny and weak.[13]

It's possible for a Brute to tap so much strength that their girth makes it difficult for them to maneuver properly.[14]

Compounding[edit]

A pewter Compounder would be able to use pewter to have a nearly infinite supply of physical strength.[15][16]

Hemalurgic Use[edit]

When used as a Hemalurgic spike, pewter steals Physical Feruchemical powers (iron, steel, tin, and pewter).[17][fn 1]

Kandra Blessing[edit]

The kandra can use a pair of these spikes as a Blessing.[23] Like all kandra Blessings, the Blessing gives the mistwraiths sentience, with an unknown added benefit.

Fabrial Use[edit]

A fabrial with a pewter cage will express the element corresponding with the trapped spren, creating an augmentor fabrial. For example, a fabrial with a trapped flamespren will radiate heat. As with its use in Allomancy, this consumes Stormlight more quickly than other fabrials.[24]

Notes[edit]

Footnotes
  1. The early editions of The Hero of Ages said Feruchemical healing was granted by pewter spikes,[18] even though the Hemalurgy table says pewter spikes only give Physical Feruchemical abilities.[19] Brandon indicated that pewter spikes could steal from the hybrid quadrant as well.[20][21] 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.[22]
References
  1. The Final Empire chapter 6#
  2. a b The Alloy of Law Ars Arcanum#
  3. The Hero of Ages chapter 26#
  4. The Hero of Ages chapter 50#
  5. Words of Radiance signing Philadelphia
    Arcanum - 2014-03-21#
  6. The Final Empire chapter 24#
  7. FanX 2022
    Arcanum - 2022-09-22#
  8. The Final Empire chapter 5#
  9. Calamity Philadelphia signing
    Arcanum - 2016-02-20#
  10. The Final Empire chapter 26#
  11. The Alloy of Law chapter 17#
  12. The Hero of Ages chapter 16 epigraph#
  13. The Final Empire chapter 37#
  14. The Well of Ascension chapter 53#
  15. Alloy of Law 17th Shard Q&A
    Arcanum - 2011-11-05#
  16. Worldbuilders AMA
    Arcanum - 2015-12-03#
  17. Hemalurgy Table
  18. The Hero of Ages chapter 36 epigraph#
  19. Table of Hemalurgic Metals
  20. Alloy of Law 17th Shard Q&A
    Arcanum - 2011-11-05#
  21. Alloy of Law release party
    Arcanum - 2011-11-07#
  22. The Hero of Ages chapter 5#
  23. The Bands of Mourning chapter 24#
  24. Rhythm of War chapter 9 epigraph#
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