Feruchemy | |
Aluminum | Stores anything, but cannot be tapped. Basically, you can tap a metal and "store" the extra power in Aluminum (so you're normal), but the metal remains unchanged and you can never get the stored attribute back. It would only be useful for emptying Ironminds, IMO |
Duralumin | Stores Feruchemical power - to "fill" a duralumin-mind, you must "tap" an attribute, such as weight, and you do not gain the benefit. When a duralumin-mind is "tapped," it releases all the power of any other metalminds being tapped in a quick burst (e.g. duralumin + filled goldmind = instant full-health potion :P). |
Malatium | Stores insight (not mental speed - more like wisdom or foresight). Sounds weird, and it's probably wrong, but it's a thought... |
Electrum | Stores mental consciousness (fortitude, or whatever). |
Chromium | Stores a portion of Feruchemical power, allowing for finer control over how much of a particular attribute is being stored/tapped, but effectively wastes anything you store in it since it cannot be tapped (this is different from Aluminum; Aluminum sucks everything away, while Chromium can be "adjusted" to waste a portion of Feruchemical power). |
Nicrosil | Stores Feruchemical speed. To fill a nicrosilmind, the Feruchemist must tap one of his other metalminds. The metalmind will release its power more slowly than usual, and proportionally fill the nicrosilmind. When the nicrosil is tapped, the Feruchemist can draw on a metalmind's power more quickly than he would normally be able to (correct me if I'm wrong, but I thought there was an upper limit to how much Strength Sazed could tap at once; if this is the case, Nicrosil could push that limit upwards...). |
Lerasium | Permanently grants any normal Feruchemist the power of the first Feruchemists when tapped (or, for that matter, anyone who tries to "tap" it, but non-Feruchemists wouldn't know how). |
Cadmium | Stores position in time. Storing this "attribute" makes the Feruchemist travel backwards in time, and tapping it makes the Feruchemist move forward through time more quickly (when drained, it would theoretically move the Feruchemist back where he started, plus the length of time he spent in the past). Travelling to the future is impossible. (Converse is also possible - perhaps you can only go to the future.) |
Not-Cerrobend | Stores time dilation. Storing this attribute makes time seem to pass more slowly from the Feruchemist's perspective, but relative to everything else the Feruchemist ages more quickly. Tapping this attribute allows the Feruchemist to move more quickly through time (relative to everything else, so he appears to move more slowly from another perspective), but appears to age less quickly. |
All I can think of for Hemalurgy is that Lerasium would be an "all-purpose" spike, stealing all of a Feruchemist/Allomancer/Hemalurgist's acquired powers. So while a Tin Spike can only steal one physical power at a time, even if you kill a Mistborn with it, a Lerasium spike would grant the Hemalurgist Mistborn powers.That seems kind of pointless given that you could just swallow and burn the Lerasium instead, gaining Mistborn powers probably quite a bit greater than those of whoever you would have killed to steal from, and without any of the drawbacks of a spike.
Not necessarily; if you hit a Feruchemist with a Lerasium spike you could become a Feruchemist yourself - seems like that'd be kind of a big deal. I dunno.All I can think of for Hemalurgy is that Lerasium would be an "all-purpose" spike, stealing all of a Feruchemist/Allomancer/Hemalurgist's acquired powers. So while a Tin Spike can only steal one physical power at a time, even if you kill a Mistborn with it, a Lerasium spike would grant the Hemalurgist Mistborn powers.That seems kind of pointless given that you could just swallow and burn the Lerasium instead, gaining Mistborn powers probably quite a bit greater than those of whoever you would have killed to steal from, and without any of the drawbacks of a spike.
Then again, that itself could be the point - that Preservation's power is virtually useless for Ruin's Art.
Nicrosil Stores Feruchemical speed. To fill a nicrosilmind, the Feruchemist must tap one of his other metalminds. The metalmind will release its power more slowly than usual, and proportionally fill the nicrosilmind. When the nicrosil is tapped, the Feruchemist can draw on a metalmind's power more quickly than he would normally be able to (correct me if I'm wrong, but I thought there was an upper limit to how much Strength Sazed could tap at once; if this is the case, Nicrosil could push that limit upwards...).
I like what you have done with this. Interesting ideas.Perhaps it could affect Feruchemical storage, then. That is, if you "fill" the Nicrosil while filling another metalmind, you don't store as much of an attribute as you lose. But if you then tap Nicrosil while storing something else, you store more than you would have lost. This comes close to breaking the "rules" (because it means you can store weight and get strength, basically), but I don't really see any other "enhancement"-type function available that isn't even weirder.
As for the bolded, that, unfortunately, is incorrect. I think it was in the end of WoA, someone was talking about Sazed regarding how large he grew when tapping strength, unlike a Mistborn, who stays the same general size. I believe it was stated that as long as Sazed had the strength stored up, there was no limit to the amount of strength he could drain. It seemed to be the same thing with everything else as well (like weight...he can become as heavy as he wants, as long as he has enough stored.
A thought on Atium hemalurgy: As pirsquared suggested, a spike that steals "life" seems appropriate. However, all spikes steal "life" in a sense: the victim must die for the hemalurgy to work, and if the spikes are put into a certain type of creature (or corpse), they grant sentience.
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All I can think of for Hemalurgy is that Lerasium would be an "all-purpose" spike, stealing all of a Feruchemist/Allomancer/Hemalurgist's acquired powers. So while a Tin Spike can only steal one physical power at a time, even if you kill a Mistborn with it, a Lerasium spike would grant the Hemalurgist Mistborn powers.Maybe Atium could do this same thing. It would be very powerful, because it would steal everything - not just Allomancy and Feruchemy. It would essentially give all of the Kandra blessings at once, as well as all Feruchemical and Allomantic powers the person had. It would be all of the spikes at once.
Ahh. Well the Lord Ruler was experimenting for nearly a millenia trying to create new hemalurgical beings with no success beyond the Inquisitors, koloss, and kandra, the latter of which he created when he held the power at the Well of Ascension. I would imagine that each animal would have its own bind points, so you could not just put an Inquisitor's spikes into a horse.thats a good idea i think that an animal givan a hemalurgical spike would get two things 1) sentience, they would be intleigent. and 2) they would get a "blessing" of the metal there givin, ( i.e. strength,speed,weight, ext.)