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(This isn't the nicest way to refer to a group of people)
(Some rewritting and rearranging to get rid of cosmere analysis section and unneeded theory tag)
|[[Khriss]] in "On the Three Metallic Arts"{{book ref|mb4|part=ars}}
}}
'''Allomancy''' is onethe ofmost the threewidely primeused manifestationsform of [[Investiture]] on [[Scadrial]].,{{book ref|mb4|part=ars}} Scadriansand callis itlocally known as 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'''. Allomancywith haseach manyAllomantic widespreadpower effects,being suchpaired aswith enhancinga andtype dampening emotions, Pushing and Pulling on metals, and even temporal effects. Each Allomantic power has its ownof 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.
 
== Mechanics ==
{{quote
| 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{{epigraph ref|mb3|32}}
}}
{{image|Mistborn by Manuel Castanon.jpg|[[Vin]] pushing on coins with the Allomantic power of [[steel]]|side=right|width=250px}}
Normally, a person needs to be born with the hereditary Allomantic ability to gain access to Allomancy. This is not a recessive or dominant gene and it doesn't work according to physical genetics.{{wob ref|12576}} This instead works according to spiritual genetics, which behave differently from physical genetics. 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}} 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.{{wob ref|8025}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.{{wob ref|7526}} However, after the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}}
 
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}}
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 suspended in an alcohol solution or other such liquid i.e. 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". 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.{{book ref|mb1|15}} 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 [[Shardworld]].{{wob ref|12692}}
 
MetalAllomantic ismetals are the [[focus]], but not the source, of Allomancy's power.{{wob ref|7708}} Rather, metal is what is called a [[focus]]--a necessary component to a manifestation of [[Investiture]] (magic system), but not the source of the power itself. 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, henceallowing the metal to "focusesfocus" 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}} Afterwards,after thewhich metalit is vaporized.{{wob ref|10097}} ThisHowever, this is only true for the base sixteen Allomantic metals. Theand not god metals (lerasium, atium,or their alloys and other Shard's metal) are actually Investiture condensed into a solid form. Burning atium draws power from Ruin, not Preservation.{{epigraph ref|mb3|78}}
{{anchor|Mistings}}{{anchor|Mistborn}} Allomancers will either be able to burn a single metal ('''Mistings''') or they will be able to burn every metal ('''Mistborn'''). There is no natural way for a person to have, say, exactly two Allomantic 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. An Allomancer's lineage does not usually play a factor in which kind of Misting they are.{{wob ref|12582}}
 
Once an Allomancer has Snapped, they willAllomancers 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 i.e. 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". 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.{{book ref|mb1|15}} 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 [[Shardworld]].{{wob ref|12692}}
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, and has reached that point 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}}
 
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}}
 
=== Gaining Allomantic Abilities ===
Allomancy is a spiritually hereditary trait, that does not follow the same priniples of dominant and recessive physical genetics.{{wob ref|12576}} 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.
 
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}}
 
Additionally, consuming a bead of lerasium will hardcode Allomancy into a persons 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}}
 
==== Snapping ====
In the [[Final Empire]] era of Scadrial, Snapping required immense trauma that was usually inflicted by an intense beating at a young age. It was possible for Allomancers to Snap from intense positive emotion, but this is much less common.{{wob ref|8025}} It was said that the more powerful the Allomancer, the more intense the trauma had to be to Snap.{{wob ref|7526}} After the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}} 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.
 
=== Savantism ===
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.
 
{{for|:Category:Metals|more information|the individual pages for each metal}}
== Types of Allomancers ==
{{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.
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
}}
 
{{anchor|Mistings}}{{anchor|Mistborn}} Allomancers willare eithercategorized bebased ableon toif they can burn a single metal, ('''MistingsMisting'''), or if they will be able tocan burn everyall metalmetals, ('''Mistborn''')., Therewith isHemalurgy nobeing naturalthe wayonly forknown a personway to have,access say,a exactly two Allomanticcombination powers. Itthat isfalls eitheroutside oneof orthis all ofcategorizations themstructure. 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}}
 
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, and has reached that point 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}}
 
=== Twinborn and Compounders ===
 
== Allomantic Metals ==
{{quote
|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.
|[[Kelsier]] to [[Vin]].{{book ref|mb1|7}}
}}
 
There are sixteen basic Allomantic metals (though, despite being called "Allomantic" metals, these same metals are shared in all three Metallic Arts). The metals come in pairs: one metal is a pure metal, and it is paired with an alloy (a mixture) of that base metal. These pairs have complementary effects. [[Iron]] Pulls on nearby metals, while [[steel]] (an alloy of iron) Pushes on metals. Similarly, each unalloyed metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.{{wob ref|2478}} The purity of the metals is important. The more pure a metal, the more effective they are. Alloys require precise metal 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}}
{{sidequote
|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.
|[[Kelsier]] to [[Vin]]{{book ref|mb1|7}} (note that more metals were discovered after Kelsier's time)
|side=right|size=300px
}}
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 three "God Metals" known to Scadrians [[lerasium]], [[atium]], and [[ettmetal]], with others from other [[Shardworld]]s, 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 [[Shard]]s that have taken up residence on Scadrial, [[Preservation]] and [[Ruin]], and later [[Harmony]]. Alloys of God Metals can lead to additional abilities.{{book ref|mb4|part=ars}}
 
=== Abilities ===
The following is the modern Table of Allomantic Metals, from some point after the [[Catacendre]].
 
{{/table}}
 
During most of the [[Final Empire]], the Table looked very different, as it was commonly assumed that there were ten total metals (the four physical and four mental metals, with [[gold]] and [[atium]] known as the "high metals"), as the [[Lord Ruler]] and [[Steel Ministry]] obfuscated how many metals there actually were. The Ministry had known of more metals, but even they made mistakes classifying metals: originally they classified atium and one of its alloys, [[malatium]] (the so-called "Eleventh Metal"), as external temporal metals. It was only after the Final Ascension that advances in technology made [[cadmium]], [[bendalloy]], [[chromium]], and [[nicrosil]] more available.
 
== Cosmere Analysis ==
{{theory}}
{{quote
|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.
| 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.
| [[HarmonyKelsier]] onto Allomancy[[Vin]].{{epigraphbook ref|mb3mb1|327}}
}}
{{for|:Category:Metals|more information|the individual pages for each metal}}
 
{{image|Mistborn by Hunter Bonyun.jpg|side=right|size=300px|[[Vin]] as [[Preservation]] fuelingfuelling [[Elend Venture|Elend's]] Allomancy|side=right|width=350px}}
Allomancy is an End-Positive magic system--meaning energy is gained in the process of its use.{{book ref|mb4|part=ars}} It is of the [[Shard]] [[Preservation]].{{epigraph ref|mb3|32}} Energy does not come from one's own body, as happens in [[Feruchemy]], but from Preservation himself.
 
Metal is not the source of Allomancy's power.{{wob ref|7708}} Rather, metal is what is called a [[focus]]--a necessary component to a manifestation of [[Investiture]] (magic system), but not the source of the power itself. 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, hence the metal "focuses" 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}} Afterwards, the metal is vaporized.{{wob ref|10097}} This is only true for the base sixteen Allomantic metals. The god metals (lerasium, atium, their alloys and other Shard's metal) are actually Investiture condensed into a solid form. Burning atium draws power from Ruin, not Preservation.{{epigraph ref|mb3|78}}
 
{{image|Mistborn by Hunter Bonyun.jpg|[[Vin]] as [[Preservation]] fueling [[Elend Venture|Elend's]] Allomancy|side=right|width=350px}}
It may be quite unclear that Allomancy is of Preservation. After all, Pushing and Pulling on metals isn't an effect that "preserves," so to speak. However, it is important to know that the saying "Allomancy is of Preservation" has a very specific meaning: the ''power'' that an Allomancer accesses is of Preservation, but the actual ''effect'' of the power is unrelated to Preservation.{{wob ref|4032}} The fundamental difference between Allomancy and Feruchemy is that Allomancy draws power from an ''external'' source (Preservation), while Feruchemy draws power from an ''internal'' source (the user's own body).
 
Allomancy--as well as Feruchemy--has the property that abilities are inherent to the user, and are hard-coded into their Spiritweb.{{book ref|mb4|part=ars}} While other Investitures can take years of practice,{{disputed}} a new Allomancer's blunt power is already at its max extent the moment they acquire the correct metals. This comes with the trade-off that having the trait of Allomancy is something one is born with; a non-Allomancer cannot become an Allomancer (except in the very particular case of burning lerasium, which overwrites one's Spiritual DNA to have the connection to Preservation required to use Allomancy.{{wob ref|10116}})
 
There are sixteen basic Allomantic metals (though, despite being called "Allomantic" metals, these same metals are shared in all three Metallic Arts). The metals come in pairs: one metal is a pureperiodic metalelement, andwhile itthe other is paired with anthe alloy (a mixture) of that base metal. These pairs have complementary effects. [[Iron]] Pulls on nearby metals, while its alloy, [[steel]] (an alloy of iron), Pushes on metals. Similarly, each unalloyedelemental metal is classified as a "Pulling" ability, whereas each alloy is classified as a "Pushing" ability.{{wob ref|2478}} The purity of the metals is important. The more pure a metal, thecorresponds moreto effectiveits theyeffectiveness are.and Alloysalloys require precise metalcompound 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}}
Allomancy was not created by Preservation. None of the Metallic Arts were "created" by Preservation and Ruin. Rather, these powers are the natural result of the interactions between Preservation, Ruin, and Scadrial itself.{{wob ref|5269}}
 
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.
However, Preservation could still alter Allomancy in certain ways. He changed the rules of Allomancy twice: the first time, he changed the Table of Allomantic Metals to have atium and malatium as external temporal metals, exchanging them with cadmium and bendalloy.{{wob ref|5971}} This may have had the effect of allowing for the existence of atium Mistings. Ultimately, this was part of Preservation's plan to defeat Ruin: to have atium Mistings that could burn away Ruin's body of atium, allowing someone else, who was not influenced as much by the intent of Preservation, to take up its power and destroy Ruin.{{wob ref|8063}}
 
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 [[ettmetal]]. 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}}
The second time Allomancy was changed was after the [[Final Ascension]], when [[Harmony]] was particularly disturbed by the horrors of Snapping, so he altered Snapping to act differently.{{wob ref|4242}} It is not currently known how Snapping works in the present era.{{wob ref|6888}} It is also unclear how a Shard can influence manifestations of Investiture in this way, and how much a Shard is allowed to alter the way they operate.
 
== History ==
Advanced Allomancy combined with Feruchemy will be the method by which Scadrians will eventually gain faster-than-light travel.{{wob ref|4697}}
At some point, Preservation altered Allomancy to insert Ruin's god metal, atium, and an alloy of it, malatium, in lieu of cadmium and bendalloy,{{wob ref|5971}} 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 Rulers 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 populous. 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.
It is possible to use Allomancy in the Cognitive Realm.{{wob ref|1835}}
 
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.
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}}
 
== Notable Allomancers ==
Editors, Keepers, Synod
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