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'''Allomancy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]].{{book ref|mb4|part=ars}} Scadrians call it one of the three [[Metallic Arts]]. It is the most widespread of the Metallic Arts in the present day. People who have one or more Allomantic abilities are called '''Allomancers'''. Allomancy has many widespread effects, such as enhancing and dampening emotions, Pushing and Pulling on metals, and even temporal effects. Each Allomantic power has its own metal, which must be ingested and "burned" to activate.
 
Though Allomancy is hereditary, once Allomantic powers are awakened in a person, it is instinctual. All an Allomancer requires to use their power is enough of the correct metal. Nobles, as the descendants of the nine original allomancers, had more of preservation's power lingering in their bloodlines. As such, during The Final Empire's timeframe, Allomancers could all trace their bloodline to nobility.
 
== Mechanics ==
It is also possible to use Allomancy in the Cognitive Realm.{{wob ref|date=2017-3-18|1835|Warsaw signing}}
[[File: Pewter chunks.jpg|200px|thumb|leftright|When burned, pewter grants physical strength.]]
When a person is born with the hereditary Allomantic ability, they cannot burn metals until the Allomantic ability is awakened in them. The process of Allomancy being activated within a person is called [[Snapping]]. In the [[Final Empire]] era of Scadrial, Snapping required immense trauma. This was usually inflicted by an intense beating at a young age. It was possible for Allomancers to Snap from other intense emotions, like joy, but this was much more uncommon.{{annotation ref|mb3|chapter=70}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap. However, after the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{qa ref|675|21}}
 
== Snapping ==
When a person is born with the hereditary Allomantic ability, they cannot burn metals until the Allomantic ability is awakened in them. The process of Allomancy being activated within a person is called [[Snapping]]. In the [[Final Empire]] era of Scadrial, Snapping required immense trauma. This was usually inflicted by an intense beating at a young age. It was possible for Allomancers to Snap from other intense emotions, like joy, but this was much more uncommon.{{annotation ref|mb3|chapter=70}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.
 
However, after the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{qa ref|675|21}}
 
== Basics and Types of Allomancers ==
[[File: Pewter chunks.jpg|200px|thumb|left|When burned, pewter grants physical strength.]]
 
=== In general ===
Once an Allomancer has Snapped, they will 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 in an alcohol solution. It is completely instinctual for an Allomancer to activate and burn their metal and gain its ability; it does not require training to do it (however, there is much training in using their metals properly). It is so instinctual that in some circumstances, an Allomancer can even burn metals while unconscious. An Allomancer can also burn their metals at an accelerated rate, which is called "flaring" metals. Flaring grants more power, but the reserve of metals depletes much faster, too.
 
An Allomancer will either be able to burn a single metal--who are called '''Mistings'''--or they will be able to burn every metal--the '''Mistborn'''. There is no natural way for a person to have, say, exactly two powers. It is either one or all of them. Each type of Misting was given a particular name depending on their ability, such as Lurcher, Coinshot, or Soother.
 
=== Mistborn ===
Through their ability to burn all known Allomantic metals, the Mistborn are regarded as mythical and are regarded highly by both skaa and noble. During the reign of the [[Lord Ruler]] the noble houses' power was determined largely by the number of Mistings and Mistborn at their disposal. During this time, Mistborn wore a tasseled [[Mistcloak]] that was more silent than regular clothing, with the tassels loosely attached so they could not be grabbed during combat.
 
As proven by [[Vin]] and [[Zane]], a single Mistborn was enough to kill whole groups of Mistings and small armies. Although the 4 basic metals ([[Steel]], [[Iron]], [[Tin]] and [[Pewter]]) were enough to accomplish these goals, there are 2 metals that make a Mistborn especially lethal and able to overthrow large armies and destroy buildings.
 
[[Duralumin]] enhances the intensity of the metals that are being burned. Although flaring one's metals accomplishes a similar, smaller effect, duralumin increases the effect of burned metal greatly, at the cost of the full reserve getting burned away at once. Vin is known to be able to destroy buildings and kill armed horsemen by just using a duralumin powered steel push without the real need for a counter weight.
 
The god metal [[Atium]], when burned, provides a Mistborn with insight into the near future. They are able to flawlessly predict when and where to block and strike. Beside giving the Mistborn a feeling of being 'god like,' because they feel untouchable, it takes far less energy, concentration, and metals to accomplish a task, as they are always executed perfectly when under the influence of atium. Unless negated by another burning atium or [[electrum]], a Mistborn burning atium is nigh unbeatable.
 
=== Mistings ===
As mistings are only able to burn a single metal, they are very specialized in its use. Utilizing coordinated tactics, as well as customized tools and clothing, most mistings operate in groups to rely on and complement each other's abilities.
 
Coinshots are mostly accompanied by Lurchers to provide the pulling of metals, Smokers to hide their location, and Thugs to do melee fighting. In this regard, a Coinshot can be considered a sniper; they target the enemy as they are physically pushed into a corner by a Thug. The Coinshot can use well-aimed shot coins (or other metal objects) to 'snipe' the target.
 
Also the combination of Coinshot and Lurcher can be used to disarm the target of any metals they are using.
 
=== Savants ===
 
A special type of Twinborn is a '''[[Compounding|Compounder]]''' -- a Twinborn who has 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 -- Compounding was one reason he was so strong.
 
=== Hemalurgy ===
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.{{qa ref|590|26|Burning a Hemalurgic spike would have the effect of splicing your spiritual DNA to that of the person's that is in the spike|date=10 January 2011}}
 
== Allomantic Metals ==
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. For example, the external physical powers are iron and steel, while the internal physical powers are [[tin]]--which enhances the Allomancer's senses--and [[pewter]]--which enhances the Allomancer's physical attributes.
 
There are also fivethree "God Metals", known to Scadrians [[lerasium]], [[atium]], and [[Ettmetal]], thewith [[Trellium|unknownothers metal]],from andother [[Shardblade]]s{{wob ref|date=2016-12-3|2541|Arcanum Unbounded Hoboken signing}}planet, which do not fit in the modern Table of Allomantic Metals. Atium was famously classified as a temporal metal during the [[Final Empire]] era by the [[Steel Ministry]], but this was shown to be flawed. The God Metals are essences of the four [[Shard]]s that have taken up residence on Scadrial, [[Preservation]], and [[Ruin]], and later [[Harmony]],. andAlloys [[Trell]]of andGod Metals can be usedlead to craftadditional sixteen more alloys per God Metalabilities.{{book ref|mb4|part=ars}}. They are effectively a thing of legend during the time after the Final Empire.
 
=== Abilities ===
The following is the modern Table of Allomantic Metals, from some point after the [[Final AscensionCatacendre]].
 
{{/table}}
 
Advanced Allomancy combined with Feruchemy will be the method by which Scadrians will eventually gain faster-than-light travel.{{qa ref|632|2}}
 
It is also possible to use Allomancy in the Cognitive Realm.{{wob ref|date=2017-3-18|1835|Warsaw signing}}
 
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.{{qa ref|590|26|Burning a Hemalurgic spike would have the effect of splicing your spiritual DNA to that of the person's that is in the spike|date=10 January 2011}}
 
== Development ==
Shards, Editors, Keepers, Synod
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