Difference between revisions of "Allomancy"

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{{magic system
'''Allomancy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]]. The natives of that world consider it one of the three [[Metallic Arts]].
 
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|image=Table of Allomantic Metals.jpeg
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|world=Scadrial
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|related=[[Preservation]]
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|prereq=Genetic ability, [[Snapping]]
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|type=End-Positive
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|universe=[[Cosmere]]
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|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]],{{wob ref|6933}} [[The Sunlit Man]]
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}}{{update|book=mb6}}
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{{quote
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|Allomancy is brutal, raw, and powerful
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|[[Khriss]] in "On the Three Metallic Arts"{{book ref|mb4|part=ars}}
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}}
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'''Allomancy''' is the most widely used form of [[Investiture]] on [[Scadrial]],{{book ref|mb4|part=ars}} and is locally known as one of the three [[Metallic Arts]]. People who have one or more Allomantic abilities are called '''Allomancers''' with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.
   
==Lore & Background==
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== Mechanics ==
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{{quote
'''Allomancy''' is a magic system from the ''[[Mistborn trilogy|Mistborn]]'' series that allows users, known as '''Allomancers''', to "burn" (or use) ingested metals, thereby enhancing various physical and mental capacities. For an additional burst of power, an Allomancer may burn their metal(s) especially quickly, consuming them at an accelerated rate, but gaining greater benefits from them; this is referred to as "flaring" metals. A person who is only able to burn one of the metals listed below is known as a '''Misting'''. Anyone capable of burning more than one metal is capable of burning all of them; these people are known as '''Mistborn'''.
 
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|Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.
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|[[Harmony]] on Allomancy{{epigraph ref|mb3|32}}
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}}
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{{image|Mistborn by Manuel Castanon.jpg|[[Vin]] pushing on coins with the Allomantic power of [[steel]]|side=right|width=250px}}
   
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Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force.{{book ref|mb4|part=ars}} Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard.{{wob ref|5269}} This magic system, however, is generally tailored and fuelled by Preservation,{{epigraph ref|mb3|32}} although specific cases will involve an Allomancer drawing upon Ruin's essence instead.{{epigraph ref|mb3|78}} Like other forms of Investiture, Allomancy does not necessarily reflect the intent of the Shard which it is associated with.{{wob ref|4032}}
== Allomantic savants ==
 
Mistings who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These Allomancers are known as Allomantic Savants. These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this is considered damaging and, without powerful external intervention, it is believed that this process is irreversible.
 
   
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Allomantic metals are the focus, but not the source, of Allomancy's power.{{wob ref|7708}} When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation,{{wob ref|6072}} after which it is vaporized.{{wob ref|10097}} However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.
==Allomantic Metals==
 
[[File:Pewter_chunks.jpg|200px|thumb|right|Pewter grants physical strength when metabolized, or burned.]]
 
There are 16 metals that Allomancers are able to use: 8 basic metals (4 base metals and 4 alloys) and 8 Higher metals (4 base metals and 4 alloys). There are also 2 additional metals referred to as 'God metals' that sit outside of the main 16, which have as many as 16 alloys each.
 
   
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Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work.{{wob ref|13947}} When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.{{book ref|mb1|7}} Allomancers can burn metals from any [[Cosmere#Planets|planet]] in the cosmere.{{wob ref|12692}}{{wob ref|2702}}{{wob ref|361}}{{wob ref|402}} This is due to the presence of Preservation in the Spiritual Realm.
Each metal has a different ability, which are used by Allomancers as listed below. These metals must be pure when ingested, and the alloys must be mixed to the correct proportions. If the metals are impure or mixed wrong the Allomancer could become very ill or possibly die. The same severe effects will happen if an Allomancer burns metals other than those listed below (ex: silver, lead, or platinum).
 
   
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Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this.{{wob ref|8949}} Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.{{wob ref|14804}} They are not immune to metal allergies, however.{{wob ref|16102}}
The Allomantic metals come in four groupings of four metals: Physical, Mental, Temporal, and Enhancement. Each of these four groupings has two base metals and their corresponding alloys, which in turn have a related ability. Each metal produces an Internal or an External effect.
 
   
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Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel.{{wob ref|4697}} It is possible to use Allomancy in the Cognitive Realm.{{wob ref|1835}}
The eight basic metals are organized into two groups of four: Physical metals ([[Iron]], [[Steel]], [[Tin]], [[Pewter]]) and Mental metals ([[Zinc]], [[Brass]], [[Copper]], [[Bronze]]). The eight higher Allomantic metals are also organized into two groups of four: Temporal metals ([[Cadmium]], [[Bendalloy]], [[Gold]], [[Electrum]]) and Enhancement metals ([[Chromium]], [[Nicrosil]], [[Aluminum]], [[Duralumin]]).
 
   
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Burning metals containing [[BioChromatic Breath]] has no effect on the Allomancy, although if the Breath belongs to the Allomancer it will be regained.{{wob ref|8055}} If an Allomancer burns an Invested metal which is Allomantically inert, it will not have any special effect apart from possibly killing the Allomancer.{{wob ref|10589}} Allomancers will still feel a reserve of power in their stomach from badly mixed alloys, and burning them will make them sick, giving them a blinding headache.{{book ref|mb2|5}}
The final group of metals are the God Metals: Atium and Larasium. These metals are a physical manifestation of the power of their corresponding god. All but one of Atium's alloys (and their effects) are unknown. Larasium and its alloys grant regular people Allomantic abilities. Pure Larasium creates Mistborn and Larasium alloys create specific Mistings, depending on which of the other Allomantic metals it's alloyed with.
 
   
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=== Gaining Allomantic Abilities ===
{| width=100% class=infobox style='text-align:center'
 
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Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics.{{wob ref|12576}}{{wob ref|16270}} Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer.{{book ref|mb1|21}} The ability lays dormant until an Allomancer undergoes [[Snapping]], which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious,{{book ref|mb1|15}} once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child.{{wob ref|2733}} Twins are more likely to have the same metal, especially if they are identical instead of fraternal.{{wob ref|345}}
|-
 
! colspan=8 | Allomantic Metals
 
|-
 
| {{icon|Iron|M|70px}} || {{icon|Steel|M|70px}} || {{icon|Tin|M|70px}} || {{icon|Pewter|M|70px}}
 
| {{icon|Zinc|M|70px}} || {{icon|Brass|M|70px}} || {{icon|Copper|M|70px}} || {{icon|Bronze|M|70px}}
 
|-
 
| {{icon|Cadmium|M|70px}} || {{icon|Bendalloy|M|70px}} || {{icon|Gold|M|70px}} || {{icon|Electrum|M|70px}}
 
| {{icon|Chromium|M|70px}} || {{icon|Nicrosil|M|70px}} || {{icon|Aluminum|M|70px}} || {{icon|Duralumin|M|70px}}
 
|}
 
   
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It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
==Basic Metals==
 
These elemental metals and their alloys below are the 8 basic Allomantic metals.
 
   
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Additionally, consuming a bead of lerasium will hardcode Allomancy into a person's spiritweb and grant them Allomantic abilities. The size of the bead that is consumed is proportional to the strength of their Allomancy.{{wob ref|10116}}
===Physical Metals===
 
====Iron (External)====
 
An Allomancer burning [[Iron]] is able to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. It was generally assumed that an Allomancer could not Pull on metals that pierce or are otherwise contained in the body of another living being (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
 
   
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==== Snapping ====
A Misting who can only burn Iron is known as a "Lurcher".
 
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In the [[Final Empire]], children of confirmed noble bloodlines often undergo a planned beating as a test to see if they [[Snap]], as Snapping commonly occurs when a Misting or Mistborn undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.
   
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According to [[Realmatic Theory]], this creates a crack on the soul which the power can fit into. There are some similarities on this to other magic systems, such as the [[Knights Radiant]] all being "broken" as indicated by [[Syl]].{{wob ref|5469}}{{book ref|sa2|68}}
====Steel (External)====
 
An Allomancer burning [[Steel]] is able to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. It was generally assumed that an Allomancer could not Push on metals that pierce or are otherwise contained in the body of another living being (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
 
   
  +
It was possible for Allomancers to Snap from intense positive emotion, but this is much less common.{{wob ref|8025}} It is also possible to Snap from false emotions, caused by Soothing and Rioting.{{wob ref|3871}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.{{wob ref|7526}}
A Misting who can only burn Steel is known as a "Coinshot".
 
   
  +
After the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}}{{wob ref|4242}} After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.
====Tin (Internal)====
 
An Allomancer burning [[Tin]] is able to enhance all five of their senses. A major flaw of burning [[Tin]] is that if a sudden loud noise or bright light appears it can render an Allomancer stunned for a short time. Mistings burning Tin are often used as lookouts and scouts because they can see in near-darkness.
 
   
  +
==== Mist Sickness ====
A Misting who can only burn Tin is known as a "Tineye".
 
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In the run up to the [[Catacendre]], however, the mists cause sickness in people, triggering their own Snapping; this process is started by [[Preservation]], but is manipulated by [[Ruin]] into killing people, thus raising superstitions about the mists being dangerous.
   
  +
The length a person has "mist sickness" relates to their Allomantic powers and abilities. The most powerful [[atium]] mistings are sick for the longest time.
====Pewter (Internal)====
 
An Allomancer burning [[Pewter]] is able to greatly enhance their physical capabilities. While burning pewter, an Allomancer can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self; this applies not only to their muscle strength, but to the strength of their bones, skin, etc. This enhanced strength also allows an Allomancer to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides an Allomancer with an increased sense of balance and vastly increased speed and dexterity. An Allomancer performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. This is extremely draining on the Allomancer's body and will require the Allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion.
 
   
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During the time the mists are Snapping people in [[The Hero of Ages]], they also raise the Allomantic potential of the people they Snap so that exactly 16% are Snapped.{{book ref|mb3|21}} The number is a hint left by Preservation for humans to understand.
One danger for someone burning Pewter is when carrying something that they normally couldn't carry and they run out of the metal, the object they are carrying will crush them, causing serious injury. Another danger is that an Allomancer who shrugged off earlier wounds could succumb to said wounds when they run out of Pewter to burn.
 
   
  +
=== Savantism ===
Ideal allomantic pewter has a tin:lead ratio of 91:9
 
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Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic '''[[savant]]s'''.{{epigraph ref|mb3|16}} These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.
   
  +
== Types of Allomancers ==
A Misting who can only burn Pewter is known as a "Pewterarm" or "Thug".
 
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{{quote
  +
|Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.
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|[[Kelsier]] to [[Vin]]{{book ref|mb1|7}}
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}}
   
  +
{{anchor|Mistings}}{{anchor|Mistborn}}Allomancers are categorized based on if they can burn a single metal, '''Misting''', or if they can burn all metals, '''Mistborn''', with Hemalurgy being the only known way to access a combination powers that falls outside of this categorizations structure. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.{{wob ref|12582}}
===Mental Metals===
 
====Zinc (External)====
 
An Allomancer burning [[Zinc]] is able to inflame the emotions of those nearby. This can be used to incite riots (hence the name zinc Mistings go by) or to enhance any emotion of the target. The Allomancer can affect a single person or all the individuals in a particular area.
 
   
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Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation.{{epigraph ref|mb3|21}}{{epigraph ref|mb3|22}} This dilution of power eventually caps and cannot decrease any further; there was no apparent power dilution between Era 1 and Era 2, and it was confirmed that the dilution has completely capped by [[Mistborn_(series)#Era_3|Era 3]].{{wob ref|10873}} People who use [[lerasium]] can gain the strength of ancient, powerful Allomancers.{{wob ref|10116}}
A Misting who can only burn Zinc is known as a "Rioter".
 
   
  +
=== Twinborn and Compounders ===
====Brass (External)====
 
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After the [[Final Empire]], Terris and those of noble descent began to interbreed, so it became possible for their descendants to have one Allomantic ability and one [[Feruchemy|Feruchemical]] ability. People with such powers were called '''[[Twinborn]]'''. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities.{{book ref|mb4|1}} The interaction between the two abilities creates a new, secondary effect, known as a [[Resonance]].{{book ref|mb5|part=ars}}
An Allomancer burning [[Brass]] is able to soothe or guide emotions in a particular direction. An Allomancer can affect a single person or all the individuals in a particular area.
 
   
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A '''[[Compounding|Compounder]]''' is a special type of Twinborn--a person who uses the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. Compounders were considered immensely powerful. Though the term "Compounding" first appeared in Scadrian vocabulary ''after'' the Final Empire, perhaps the most famous Compounder was the [[Lord Ruler]] himself--by constantly Compounding atium, pewter, and gold, he was eternally young, supernaturally strong, and basically unkillable.
A Misting who can only burn Brass is known as a "Soother".
 
   
  +
== Allomantic Metals ==
====Copper (Internal)====
 
An Allomancer burning [[Copper]] is able to hide themselves and others from "Seekers" by hiding Allomantic vibrations caused by burning metals. The radius of effect around an Allomancer burning copper is known as a "coppercloud" (Hence the name copper Mistings go by). In strike teams copper-burning Allomancers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning [[bronze]], though a Mistborn or Seeker pierced with a bronze Hemalurgic spike can pierce copperclouds and feel the dampened Allomantic vibrations. In addition, by burning copper, one is immune to emotional Allomancy (though this immunity is not shared by others within the coppercloud). When using Allomancy, Mistborn will usually burn this metal first before using other metals in order to hide their Allomantic powers from Steel Inquisitors or other Allomancers. Copper burns slowly, so many Mistborn continue to burn Copper most if not all of the time.
 
   
  +
The following is the modern Table of Allomantic Metals, from some point after the [[Catacendre]].
A Misting who can only burn Copper is known as a "Coppercloud" or "Smoker".
 
   
  +
{{/table}}
====Bronze (Internal)====
 
An Allomancer burning [[Bronze]] is able to determine if someone else is using Allomancy in the immediate area. With practice, an Allomancer can determine the location of the other Allomancer, which metal the other Allomancer is burning, and to what extent the other Allomancer is burning his or her metal. An exceedingly powerful Allomancer is able to pierce the "invisibility" of copperclouds.
 
 
A Misting who can only burn Bronze is known as a "Seeker".
 
   
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{{quote
==Higher Metals==
 
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|There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with [[zinc]] and Push with [[brass]]. You just used pewter to Push your body. That's one of the internal physical powers.
These metals are known as the higher Allomantic metals. Previously thought to be exclusive to Mistborn, it has been revealed that Mistings of the higher metals are possible.
 
  +
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
  +
}}
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{{for|:Category:Metals|more information|the individual pages for each metal}}
   
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{{image|Mistborn by Hunter Bonyun.jpg|[[Vin]] as [[Preservation]] fuelling [[Elend Venture|Elend's]] Allomancy|side=right|width=350px}}
===Temporal Metals===
 
====Cadmium (External)====
 
An Allomancer burning [[Cadmium]] can subtly pull on time in a bubble around them, stretching it and making time pass more slowly inside of the bubble.
 
   
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There are sixteen basic Allomantic metals. The metals come in pairs: one metal is a periodic element, while the other is the alloy of that base metal. These pairs have complementary effects. [[Iron]] Pulls on nearby metals, while its alloy, [[steel]], Pushes on metals. Similarly, each elemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.{{wob ref|2478}} The purity of the metal corresponds to its effectiveness and alloys require precise compound percentages for maximum power. Burning an impure alloy may cause sickness,{{book ref|mb1|7}} while metals that are not Allomantically viable cannot be burned after being ingested.{{wob ref|13503}}
A Misting who can only burn Cadmium is known as a "Pulser".
 
   
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In addition to Pulling and Pushing classifications, there are external and internal metals. External powers influence things outside an Allomancer's body, while internal powers influence the Allomancer. This naturally divides the sixteen Allomantic metals into four groups of four metals each: physical, mental, temporal, and enhancement powers. Each quadrant has a metal and alloy pair of an external power, and another pair of internal powers.
This metal is still unknown by the end of [[Mistborn: The Hero of Ages]].
 
   
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The Allomantic effects of metals are most similar to the effects of [[fabrial]]s on [[Roshar]]. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.{{book ref|tress|26}}
====Bendalloy (External)====
 
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An Allomancer burning [[Bendalloy]] can subtly push on time in a bubble around them, compressing it and making it pass more quickly inside of the bubble.
 
   
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=== God Metals ===
A Misting who can only burn Bendalloy is known as a "Slider".
 
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[[God Metal]]s do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; [[lerasium]], [[atium]], and [[harmonium]], the last of which could only be burned theoretically, as it explodes upon contact with liquids.{{wob ref|9321}}{{book ref|mb6|22}} Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.{{book ref|mb4|part=ars}}{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
   
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{| width=80% class=infobox style='text-align:center!;' align=center
This metal alloy is still unknown by the end of [[Mistborn: The Hero of Ages]].
 
  +
! class=title colspan=3 style='background-color:#bbf;' | God Metals{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
 
  +
|-
====Gold (Internal)====
 
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!Metal
[[Gold]] allows an Allomancer to see what they might have been if they had made different choices in the past. It is rarely used due to possible severe emotional trauma.
 
  +
!Shard
 
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!Effect
A Misting who can only burn Gold is known as an "Augur".
 
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|-
 
  +
| '''[[Atium]]'''
====Electrum (Internal)====
 
  +
| [[Ruin]]
An Allomancer burning [[Electrum]] is able to see into their own future. Burning Electrum is also an effective means of countering an Allomancer burning Atium.
 
  +
| Reveals other's future
 
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|-
Ideal allomantic electrum has a gold:silver ratio of 9:11
 
  +
| '''[[Atium|Pure Atium]]'''
 
  +
| [[Ruin]]
A Misting who can only burn Electrum is known as an "Oracle".
 
  +
| Gives an expanded vision of the future
 
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|-
===Enhancement Metals===
 
  +
| '''[[Malatium]]'''
====Chromium (External)====
 
  +
| [[Ruin]]
An Allomancer burning [[Chromium]] is able to destroy another Allomancer's metals, just like Aluminum does to one's self.
 
  +
| See into another person's past
 
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|-
A Misting who can only burn Chromium is known as a "Leecher".
 
  +
| '''[[Atium|Atium Alloys]]'''
 
  +
| [[Ruin]]
This metal is still unknown by the end of [[Mistborn: The Hero of Ages]].
 
  +
| Various expanded mental and temporal effects
 
  +
|-
====Nicrosil (External)====
 
  +
| '''[[Lerasium]]'''
An Allomancer burning [[Nicrosil]] can cause a target Allomancer that is currently burning metals to burn them in a brief, intense flash. While similar to [[Duralumin]], Nicrosil differs only because Duralumin is an internal metal (targeting the Allomancer burning it), and Nicrosil is an external metal (which targets other Allomancers).
 
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| [[Preservation]]
 
  +
| Turns one into a Mistborn or increases one's Allomantic power
A Misting who can only burn Nicrosil is known as a "Nicroburst" (Nicro)
 
  +
|-
 
  +
| '''[[Lerasium|Lerasium Alloys]]'''
This metal alloy is still unknown by the end of [[Mistborn: The Hero of Ages]].
 
  +
| [[Preservation]]
 
  +
| Creation of Mistings, various expanded physical and enhancement effects
====Aluminum (Internal)====
 
  +
|-
A Mistborn who burns [[Aluminum]] causes all of their other metal reserves to be drained instantly, leaving them powerless.
 
  +
| '''[[Harmonium]]'''
 
  +
| [[Harmony]]
A Misting who can only burn Aluminum is known as an "Aluminum Gnat" as they gain no discernible effect from burning their metal.
 
  +
| Unknown
 
  +
|-
====Duralumin (Internal)====
 
  +
| '''[[Trellium]]'''
A Mistborn that burns [[Duralumin]] causes a reaction with any of the other metals they are currently burning to create an exceptionally large flare of the metal, consuming the remaining supply. The exact degree to which Duralumin enhances the next metal burned is unknown but appears to be massive: burning Duralumin-enhanced pewter, Vin has exploded an assassin's skull with a hard head butt and later, with a single sword stroke, cut Straff Venture in half along with the horse he was sitting on at the time.{{cite}}
 
  +
| [[Autonomy]]
 
  +
| Unknown
A Misting who can only burn Duralumin is known as a "Duralumin Gnat" as they gain no discernible effect from burning their metal.
 
  +
|-
 
  +
| '''[[Raysium]]'''
==God Metals==
 
  +
| [[Odium]]
===Atium (External)===
 
  +
| Unknown
Previously thought to only be a higher metal, it is also revealed in the third book ([[Mistborn: The Hero of Ages]]) that [[Atium]] is actually the physical form of the god Ruin that Preservation locked away when he placed Ruin in the Well of Ascension. It is described as being a dark, beadlike bit of metal.
 
  +
|-
 
  +
|}
Atium is the most valuable metal in the world, and it is slowly mined from the [[Pits of Hathsin]]. The metal is mined by prisoners of the Lord Ruler, as using Allomancy near the Atium-producing crystals shatters them. This metal allows the Mistborn to see a few seconds into the future, thereby allowing them to anticipate the moves of an opponent. It also enhances the mind to cope with and understand these new insights, effectively turning a Mistborn invincible for a short time. Atium burns very quickly.
 
 
The only known counter to Atium is to burn it yourself, showing you what the other person will do. However, this in turn changes what you will do, which changes what the other person will do, creating a confusing "vortex" of Atium shadows. One could also burn Electrum, which creates multiple Atium shadows, though does not allow the burner to see the similar shadows around their opponent.
 
 
In the second book ([[Mistborn: The Well of Ascension]]) it is revealed that if someone burning Atium attacks someone not burning the metal there is a way to combat the Atium-burner. The person being attacked can allow their attacker to begin intercepting their future move before they make it allowing the victim to change what they are doing, and as the attacker is aware that the victim has no atium to burn they will see their victim's Atium shadow "split" into two separate attacks causing a presumably fatal outcome.
 
 
Burning Atium in combination with Duralumin allows a Mistborn to see the ultimate effects of their immediate actions, and act accordingly.
 
 
It may be possible to alloy Atium with one of the other 16 Allomantic metals to create another alloy with a different Allomantic ability, such as Malatium which is Atium alloyed with [[Gold]].
 
 
A Misting who can only burn Atium is known as a "Seer".
 
 
<blockquote>
 
   
  +
== History ==
===Malatium (External)===
 
  +
At some point, Preservation altered Allomancy to insert Ruin's God Metal, atium, instead of one of the other metals{{wob ref|5971}}{{wob ref|2524}} in order to execute his plan to defeat Ruin using atium Mistings.{{wob ref|8063}} The Shard's plan eventually came to fruition during the [[Battle of Hathsin]] when Elend's army consumed a large proportion of the existing atium, preventing Ruin from accessing his full power.
   
  +
Prior to the Ascension of the Lord Ruler, Allomancy was rarely found among the general population. The Lord Ruler's Ascension, and his subsequent distribution of the lerasium beads, increased the strength of the Allomantic spiritual DNA in the Final Empire, which had long lasting effects through the subsequent generations. Rashek, and his Steel Ministry, also suppressed knowledge of several of the Allomantic metals, so that only the four physical, four mental, gold, and atium, were known of by the general populace. Malatium became known through legend as ''The Eleventh Metal'', a rumor that may have been started by Ruin to help facilitate the downfall of the Lord Ruler. Prior to its destruction, atium and malatium were incorrectly classified as temporal metals instead of God Metals by The Lord Ruler and his government.
[[Malatium]] is an alloy of Atium and gold which allows an Allomancer to see who another person was in the past. This metal is referred to in legend as the Eleventh Metal. It is described as being silvery white in color.
 
   
  +
Following the Final Ascension, [[Harmony]] altered Snapping to act differently.{{wob ref|4242}}{{wob ref|6888}} The Allomantic Table also changed at this time to remove Ruin's metals, with advances in technology also making [[cadmium]], [[bendalloy]], [[chromium]], and [[nicrosil]] more available.
</blockquote>
 
   
  +
== Notable Allomancers ==
===Lerasium (Internal)===
 
  +
{{for|:Category:Allomancers}}
[[Lerasium]] is greenish metallic bead that allows the burner (which can be anyone) to become a Mistborn, allowing them access to all of the Allomantic metals. These beads are the source of all Mistborn, and this trait ends up being genetic, whereby the descendants of a Mistborn have a chance of becoming either a Mistborn or a Misting without the need of burning Lerasium. These descendants are not born with the ability of Allomancy, and will show no signs until some traumatic event causes them to 'snap' there by allowing them the ability to burn allomantic metals.
 
  +
{{columns|
  +
*[[Vin]]
  +
*[[Elend Venture]]
  +
*[[Kelsier]]
  +
*[[Marsh]]
  +
*[[Waxillium Ladrian]]
  +
*[[Hoid]]
  +
*[[Spook]]
  +
*[[Rashek]]
  +
*[[Edgard Ladrian]]
  +
*[[Ham]]
  +
*[[Wayne]]
  +
*[[Marasi Colms]]
  +
*[[Clubs]]
  +
*[[Allrianne Cett]]
  +
*[[Miles Dagouter]]
  +
*[[Gemmel]]
  +
*[[Zane]]
  +
*[[Straff Venture]]
  +
*[[Ranette]]
  +
*[[Demoux]]
  +
*[[Jak]]
  +
}}
   
  +
== Development ==
Pure Lerasium when ingested will turn the user into a Mistborn, where as Lerasium that is alloyed with one of the other 16 Allomantic metals will turn the user into a Misting of the metal used to alloy. Sanderson has stated in the annotations to the novels that this is not the 'primary' use of Lerasium, and that it would have an entirely different effect if burned by a Mistborn.
 
  +
Allomancy was present in the original version of Mistborn (now known as [[Mistborn Prime]]). In that version, Allomancy only had Mistborn and no Mistings.{{wob ref|2287}} Mistborn Prime was never published, and Brandon later repurposed its good ideas into [[Mistborn: The Final Empire]]. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.
   
  +
The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye.{{wob ref|2391}} Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.
Lerasium is not actually one of the 16 Allomantic metals, though it is clearly related. In ''[[Mistborn: The Hero of Ages]]'' it is revealed that these beads are actually parts of the god Preservation's "body".
 
   
  +
After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it.{{wob ref|4883}} Brandon originally had cadmium's alloy named cerrobend,{{url ref|url=https://mistborn.livejournal.com/111534.html|text=Poster Near Final Version|site=Brandon's LiveJournal|date=2008-12-12}} but that name happened to be trademarked, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.{{url ref|url=https://mistborn.livejournal.com/111534.html?thread=714158#t714158|text=Thread on "Poster Near Final Version"|site=Brandon's LiveJournal|date=2008-12-12}}{{url ref|url=https://web.archive.org/web/20100107231629/https://www.brandonsanderson.com/graphics/mb_table_v13.jpg|text=MB Table v13|site=Brandon's website|date=2008-12-12}}
==External links==
 
*[http://www.brandonsanderson.com/anno.php?book=Mistborn ''Mistborn: The Final Empire'' Annotations]
 
*[http://www.brandonsanderson.com/anno.php?book=Mistborn_2 ''Mistborn: The Well of Ascension'' Annotations]
 
*[http://www.crafty-games.com/node/719/anno.php?book=Mistborn_RPG ''Mistborn Roleplaying Game (Crafty Games)'']
 
*[http://www.brandonsanderson.com/store/item/39 ''Allomantic Metals Poster''']
 
   
  +
== External links ==
  +
*[https://www.crafty-games.com/shop/mistborn-adventure-game/ ''Mistborn Adventure Game (Crafty Games)'']
  +
*[https://store.brandonsanderson.com/collections/art-prints/products/allomantic-table-poster ''Allomantic Metals Poster'']
   
  +
== Notes ==
{{MetallicArts}}[[Category:Allomancy| ]]
 
  +
<references />
  +
{{partial}}
  +
{{Mistborn|metals}}
  +
[[category: Metallic Arts]]
  +
[[category: Allomancy| ]]
  +
[[es:Alomancia]]

Latest revision as of 15:37, 13 May 2024

Allomancy
Table of Allomantic Metals.jpeg
Related to Preservation
Prerequisites Genetic ability, Snapping
Type End-Positive
World of Origin Scadrial
Universe Cosmere
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Be aware that in its current state, it may not include all additional content yet.

Allomancy is brutal, raw, and powerful

Khriss in "On the Three Metallic Arts"[1]

Allomancy is the most widely used form of Investiture on Scadrial,[1] and is locally known as one of the three Metallic Arts. People who have one or more Allomantic abilities are called Allomancers with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.

Mechanics[edit]

Allomancy, obviously, is of Preservation. The rational mind will see this. For, in the case of Allomancy, net power is gained. It is provided by an external source--Preservation's own body.

Harmony on Allomancy[2]
Vin pushing on coins with the Allomantic power of steel

Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force.[1] Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard.[3] This magic system, however, is generally tailored and fuelled by Preservation,[2] although specific cases will involve an Allomancer drawing upon Ruin's essence instead.[4] Like other forms of Investiture, Allomancy does not necessarily reflect the intent of the Shard which it is associated with.[5]

Allomantic metals are the focus, but not the source, of Allomancy's power.[6] When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation,[7] after which it is vaporized.[8] However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.

Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work.[9] When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.[10] Allomancers can burn metals from any planet in the cosmere.[11][12][13][14] This is due to the presence of Preservation in the Spiritual Realm.

Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this.[15] Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.[16] They are not immune to metal allergies, however.[17]

Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel.[18] It is possible to use Allomancy in the Cognitive Realm.[19]

Burning metals containing BioChromatic Breath has no effect on the Allomancy, although if the Breath belongs to the Allomancer it will be regained.[20] If an Allomancer burns an Invested metal which is Allomantically inert, it will not have any special effect apart from possibly killing the Allomancer.[21] Allomancers will still feel a reserve of power in their stomach from badly mixed alloys, and burning them will make them sick, giving them a blinding headache.[22]

Gaining Allomantic Abilities[edit]

Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics.[23][24] Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer.[25] The ability lays dormant until an Allomancer undergoes Snapping, which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious,[26] once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child.[27] Twins are more likely to have the same metal, especially if they are identical instead of fraternal.[28]

It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a Hemalurgic spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.[29]

Additionally, consuming a bead of lerasium will hardcode Allomancy into a person's spiritweb and grant them Allomantic abilities. The size of the bead that is consumed is proportional to the strength of their Allomancy.[30]

Snapping[edit]

In the Final Empire, children of confirmed noble bloodlines often undergo a planned beating as a test to see if they Snap, as Snapping commonly occurs when a Misting or Mistborn undergoes heavy stress and pain, often in a near-death situation, causing them to trigger latent Allomantic abilities.

According to Realmatic Theory, this creates a crack on the soul which the power can fit into. There are some similarities on this to other magic systems, such as the Knights Radiant all being "broken" as indicated by Syl.[31][32]

It was possible for Allomancers to Snap from intense positive emotion, but this is much less common.[33] It is also possible to Snap from false emotions, caused by Soothing and Rioting.[34] It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.[35]

After the Final Ascension, Harmony changed the way Snapping operated, but it is unknown how it was altered.[36][37] After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.

Mist Sickness[edit]

In the run up to the Catacendre, however, the mists cause sickness in people, triggering their own Snapping; this process is started by Preservation, but is manipulated by Ruin into killing people, thus raising superstitions about the mists being dangerous.

The length a person has "mist sickness" relates to their Allomantic powers and abilities. The most powerful atium mistings are sick for the longest time.

During the time the mists are Snapping people in The Hero of Ages, they also raise the Allomantic potential of the people they Snap so that exactly 16% are Snapped.[38] The number is a hint left by Preservation for humans to understand.

Savantism[edit]

Allomancers who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic power. These people are known as Allomantic savants.[39] These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning in such a manner. Under most circumstances, this was considered irreversibly damaging.

Types of Allomancers[edit]

Never try to burn a metal that isn't one of the ten. I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.

Allomancers are categorized based on if they can burn a single metal, Misting, or if they can burn all metals, Mistborn, with Hemalurgy being the only known way to access a combination powers that falls outside of this categorizations structure. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.[40]

Throughout the ages, the strength of an Allomancer has slowly decreased, weakening a bit with each generation.[41][42] This dilution of power eventually caps and cannot decrease any further; there was no apparent power dilution between Era 1 and Era 2, and it was confirmed that the dilution has completely capped by Era 3.[43] People who use lerasium can gain the strength of ancient, powerful Allomancers.[30]

Twinborn and Compounders[edit]

After the Final Empire, Terris and those of noble descent began to interbreed, so it became possible for their descendants to have one Allomantic ability and one Feruchemical ability. People with such powers were called Twinborn. Like Mistings, Twinborn were each given a name depending on their specific combination of abilities.[44] The interaction between the two abilities creates a new, secondary effect, known as a Resonance.[45]

A Compounder is a special type of Twinborn--a person who uses the same metal for both their Allomantic and Feruchemical abilities. A Compounder can Allomantically burn their Feruchemically charged metalmind, gaining a massive burst of the stored Feruchemical attribute. Compounders were considered immensely powerful. Though the term "Compounding" first appeared in Scadrian vocabulary after the Final Empire, perhaps the most famous Compounder was the Lord Ruler himself--by constantly Compounding atium, pewter, and gold, he was eternally young, supernaturally strong, and basically unkillable.

Allomantic Metals[edit]

The following is the modern Table of Allomantic Metals, from some point after the Catacendre.

Table of Allomantic Metals
PHYSICAL Pushing Pulling Pulling Pushing MENTAL
External Steel Steel (Coinshot)
Pushes on Nearby Metals
Iron Iron (Lurcher)
Pulls on Nearby Metals
Zinc Zinc (Rioter)
Enflames (riots) Emotions
Brass Brass (Soother)
Dampens (soothes) Emotions
External
Internal Pewter Pewter (Thug)
Increases Physical Abilities
Tin Tin (Tineye)
Increases Senses
Copper Copper (Smoker)
Hide Allomantic Pulses
Bronze Bronze (Seeker)
Can Hear Allomantic Pulses
Internal
Internal Duralumin Duralumin (Duralumin Gnat)
Enhances Current Metal Burned
Aluminum Aluminum (Aluminum Gnat)
Wipes Internal Allomantic Reserves
Gold Gold (Augur)
Reveals Your Past Self
Electrum Electrum (Oracle)
Reveals Your Future
Internal
External Nicrosil Nicrosil (Nicroburst)
Enhances Allomantic Burn of Target
Chromium Chromium (Leecher)
Wipes Allomantic Reserves of Target
Cadmium Cadmium (Pulser)
Slows Down Time
Bendalloy Bendalloy (Slider)
Speeds Up Time
External
ENHANCEMENT Pushing Pulling Pulling Pushing TEMPORAL

There are two metals for every power. One Pushes, one Pulls--the second is usually an alloy of the first. For emotions--the external mental powers--you Pull with zinc and Push with brass. You just used pewter to Push your body. That's one of the internal physical powers.

Vin as Preservation fuelling Elend's Allomancy

There are sixteen basic Allomantic metals. The metals come in pairs: one metal is a periodic element, while the other is the alloy of that base metal. These pairs have complementary effects. Iron Pulls on nearby metals, while its alloy, steel, Pushes on metals. Similarly, each elemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.[46] The purity of the metal corresponds to its effectiveness and alloys require precise compound percentages for maximum power. Burning an impure alloy may cause sickness,[10] while metals that are not Allomantically viable cannot be burned after being ingested.[47]

In addition to Pulling and Pushing classifications, there are external and internal metals. External powers influence things outside an Allomancer's body, while internal powers influence the Allomancer. This naturally divides the sixteen Allomantic metals into four groups of four metals each: physical, mental, temporal, and enhancement powers. Each quadrant has a metal and alloy pair of an external power, and another pair of internal powers.

The Allomantic effects of metals are most similar to the effects of fabrials on Roshar. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.[48]


God Metals[edit]

God Metals do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; lerasium, atium, and harmonium, the last of which could only be burned theoretically, as it explodes upon contact with liquids.[49][50] Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.[1][51]

God Metals[51]
Metal Shard Effect
Atium Ruin Reveals other's future
Pure Atium Ruin Gives an expanded vision of the future
Malatium Ruin See into another person's past
Atium Alloys Ruin Various expanded mental and temporal effects
Lerasium Preservation Turns one into a Mistborn or increases one's Allomantic power
Lerasium Alloys Preservation Creation of Mistings, various expanded physical and enhancement effects
Harmonium Harmony Unknown
Trellium Autonomy Unknown
Raysium Odium Unknown

History[edit]

At some point, Preservation altered Allomancy to insert Ruin's God Metal, atium, instead of one of the other metals[52][53] in order to execute his plan to defeat Ruin using atium Mistings.[54] The Shard's plan eventually came to fruition during the Battle of Hathsin when Elend's army consumed a large proportion of the existing atium, preventing Ruin from accessing his full power.

Prior to the Ascension of the Lord Ruler, Allomancy was rarely found among the general population. The Lord Ruler's Ascension, and his subsequent distribution of the lerasium beads, increased the strength of the Allomantic spiritual DNA in the Final Empire, which had long lasting effects through the subsequent generations. Rashek, and his Steel Ministry, also suppressed knowledge of several of the Allomantic metals, so that only the four physical, four mental, gold, and atium, were known of by the general populace. Malatium became known through legend as The Eleventh Metal, a rumor that may have been started by Ruin to help facilitate the downfall of the Lord Ruler. Prior to its destruction, atium and malatium were incorrectly classified as temporal metals instead of God Metals by The Lord Ruler and his government.

Following the Final Ascension, Harmony altered Snapping to act differently.[37][36] The Allomantic Table also changed at this time to remove Ruin's metals, with advances in technology also making cadmium, bendalloy, chromium, and nicrosil more available.

Notable Allomancers[edit]

Development[edit]

Allomancy was present in the original version of Mistborn (now known as Mistborn Prime). In that version, Allomancy only had Mistborn and no Mistings.[55] Mistborn Prime was never published, and Brandon later repurposed its good ideas into Mistborn: The Final Empire. To give this new Mistborn book a heist novel feel, Brandon added Mistings, so that he could have a team of specialists with their own unique strengths.

The metals themselves changed over time. Brandon had been misled by employees of a hobby shop in his childhood that pewter was an alloy of silver, so in the original draft of Mistborn, silver and pewter were paired, and he named silver Mistings Silvereyes. When he realized the factual error, he was forced to change it to tin and Tineye.[56] Brandon always thought Silvereye sounded much "slicker" than Tineye. And so silver just happened to not have any Allomantic effect in the final form of Allomancy.

After the original trilogy and Brandon's reveal that atium and malatium did not belong on the true Table of Allomantic Metals, Brandon chose the true external temporal metal to be cadmium, as it was particularly dangerous and hard to acquire, so it made sense that only Scadrians with the technology after the Final Ascension could discover it.[57] Brandon originally had cadmium's alloy named cerrobend,[58] but that name happened to be trademarked, so Brandon was forced to change it to the generic word, bendalloy. The error was present on an early version of the Table of Allomantic Metals.[59][60]

External links[edit]

Notes[edit]

  1. a b c d The Alloy of Law Ars Arcanum#
  2. a b The Hero of Ages chapter 32 epigraph#
  3. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  4. The Hero of Ages chapter 78 epigraph#
  5. /r/fantasy AMA 2011
    Arcanum - 2011-08-31#
  6. The Hero of Ages Annotations
    Arcanum - 2009-11-12#
  7. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  8. West Jordan signing
    Arcanum - 2011-08-04#
  9. YouTube Livestream 10
    Arcanum - 2020-06-18#
  10. a b c d The Final Empire chapter 7#
  11. Stuttgart signing
    Arcanum - 2019-05-17#
  12. Steel Ministry report
    Arcanum - 2014-08-20#
  13. Calamity Seattle signing
    Arcanum - 2016-02-17#
  14. #SandersonChat Twitter Q&A with Audible.com
    Arcanum - 2016-02-04#
  15. Orem signing
    Arcanum - 2017-12-21#
  16. General Reddit 2021
    Arcanum - 2021-06-11#
  17. Dragonsteel 2022
    Arcanum - 2022-11-14#
  18. Alloy of Law Seattle Signing
    Arcanum - 2011-11-11#
  19. Warsaw signing
    Arcanum - 2017-03-18#
  20. Warsaw signing
    Arcanum - 2017-03-18#
  21. Read For Pixels 2018
    Arcanum - 2018-09-01#
  22. The Well of Ascension chapter 5#
  23. Orem Signing
    Arcanum - 2019-03-16#
  24. Dragonsteel 2023
    Arcanum - 2023-11-21#
  25. The Final Empire chapter 21#
  26. The Final Empire chapter 15#
  27. Idaho Falls Signing
    Arcanum - 2015-11-28#
  28. Bands of Mourning release party
    Arcanum - 2016-01-25#
  29. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  30. a b 17th Shard Interview
    Arcanum - 2010-10-03#
  31. Shadows of Self Boston signing
    Arcanum - 2015-10-14#
  32. Words of Radiance chapter 68#
  33. The Hero of Ages Annotations
    Arcanum - 2010-03-30#
  34. Stormlight Three Update #5
    Arcanum - 2016-11-21#
  35. The Hero of Ages Annotations
    Arcanum - 2009-08-18#
  36. a b West Jordan signing
    Arcanum - 2011-12-15#
  37. a b General Twitter 2011
    Arcanum - 2011-11-14#
  38. The Hero of Ages chapter 21#
  39. The Hero of Ages chapter 16 epigraph#
  40. Orem Signing
    Arcanum - 2019-03-16#
  41. The Hero of Ages chapter 21 epigraph#
  42. The Hero of Ages chapter 22 epigraph#
  43. Legion Release Party
    Arcanum - 2018-09-19#
  44. The Alloy of Law chapter 1#
  45. Shadows of Self Ars Arcanum#
  46. Mistborn: The Final Empire Annotations
    Arcanum - 2007-05-28#
  47. Starsight Release Party
    Arcanum - 2019-11-26#
  48. Tress of the Emerald Sea chapter 26#
  49. Emerald City Comic Con 2018
    Arcanum - 2018-03-01#
  50. The Bands of Mourning chapter 22#
  51. a b Table of Allomantic Metals
  52. Barnes and Noble Book Club Q&A
    Arcanum - 2009-07-08#
  53. Arcanum Unbounded Hoboken signing
    Arcanum - 2016-12-03#
  54. The Hero of Ages Annotations
    Arcanum - 2010-06-10#
  55. Mistborn: The Final Empire Annotations
    Arcanum - 2006-09-22#
  56. Mistborn: The Final Empire Annotations
    Arcanum - 2007-02-12#
  57. Calamity Austin signing
    Arcanum - 2016-02-25#
  58. Poster Near Final Version
    — Brandon's LiveJournal - 2008-12-12#
  59. Thread on "Poster Near Final Version"
    — Brandon's LiveJournal - 2008-12-12#
  60. MB Table v13
    — Brandon's website - 2008-12-12#
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