Basic Metals Edit
The metals and alloys below are the 8 basic Allomantic metals. The metals here form two groups: external and internal. External metals allow a Misting or Mistborn to exert control over their environment. Internal metals allow a Misting or Mistborn to exert better control over their body.
Physical
Edit
Steel Edit
Coinshots have the ability to burn Steel, which allows them 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 a Coinshot could not Push on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer or Hemalurgist.
Aluminum and several of its alloys cannot not be "Pushed" or felt by a Coinshots; thus a Coinshot can be killed by an aluminum bullet.
Iron Edit
Lurchers have the ability to burn Iron, which allows them 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 a Lurcher could not Pull on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer, or a Hemalurgist.
Aluminum and several of its alloys cannot be "Pulled" or felt by a Lurcher.
Tin Edit
Tineyes have the ability to burn Tin, which allows them to enhance all five of their senses. Tineyes are often used as lookouts and scouts because they can see in near-darkness. A major flaw of burning is that if a sudden loud noise or bright light appears it can render a Tineye stunned for a short time. Tin also gives mental "stability" allowing the person to utilize all of the information that it provides and allowing them to assess a battle situation quicker than a normal person. The increase given compares in no way to the mental increase given by atium.
Pewter Edit
Pewterarms, or Thugs, have the ability to burn Pewter, which allows them to greatly enhance their physical capabilities. While burning pewter, a Thug can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self. This enhanced strength also allows a Thug to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides a Thug with an increased sense of balance and vastly increased speed and dexterity. A Thug 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.
One danger for a Thug is when the Thug carrying something that he or she normally could not carry and he or she runs out of pewter to burn, the object he or she is carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when he or she runs out of pewter to burn.
Mental
Edit
Bronze Edit
Seekers have the ability to burn Bronze, which allows them to determine if someone 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 extremely powerful Allomancer can penetrate the copperclouds of other weaker Allomancers, but only if they (the more powerful Allomancer) are given a Hemalurgic spike for Bronze and had natural Bronze Allomancy.
Copper Edit
Copperclouds[1], or Smokers, have the ability to burn Copper, which allows them to hide themselves and others from "Seekers" by dampening Allomantic vibrations caused by burning metals. The area hidden by a Smoker is known as a coppercloud (hence the name). In strike teams, Smokers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning Bronze. Exceedingly powerful Mistborn or Seekers can pierce copperclouds and feel the dampened allomantic vibrations. The only known cases are Vin as she was pierced with a Bronze hemalurgic spike (in the shape of an earring) and the Steel Inquisitors, because they were usually Seekers and had a Bronze Hemalurgic spike.
Zinc Edit
Rioters have the ability to burn Zinc, which allows them to inflame the emotions of those nearby. This can be used to incite riots(hence the name) or to enhance any emotion of the target. A Rioter can affect a single person or all the individuals in a particular area.
In Alloy of Law, it has been revealed that when one's head is being protected by aluminum or its alloy, he or she cannot be affected by the riot effect of zinc.
Brass Edit
Soothers have the ability to burn Brass, which allows them to soothe or guide emotions in a particular direction. A Soother can affect a single person or all the individuals in a particular area.
In Alloy of Law, it has been revealed that when one's head is being protected by aluminum or its alloy, he or she cannot be affected by the sooth effect of brass.
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