Metallic Arts (Mistborn)

The Metallic Arts are the three prime manifestations of Investiture on Scadrial, born from the complex intermixture of Ruin and Preservation. They consist of Allomancy, Feruchemy, and Hemalurgy. All sharing their usage of metals and their alloys as a conduit of their power.

There are 16 main metals, and 3 Scadrian God Metals, each possessing their own abilities when used in the Metallic Arts.

Furthermore, one can create alloys with the God Metals, making for at least 48 Allomantically-Viable Metals. If including the Godmetals of other Shards, this can jump to 272 Allomantically-Viable Metals. However, the only known God-Metal Alloy is Malatium.

Allomancy
"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

Allomancy is a End-Positive System, meaning that it adds power to the system, this is not to say that it creates energy, but rather that it pulls energy from Preservation in order to power the magic.

Allomancers must consume the metal and "burn" it within themselves, this vaporized the metal and uses it as the focus for the Power of Preservation, bringing about the associated effect. An Allomancer can also opt to "flare" the metal, which makes the effects significantly more potent, but makes them burn at an accelerated rate.

It is a genetic system, as it is in most cases acquired through direct relation, however it is not transmitted through genetics like most hereditary traits, but through the spirit. Those who are born with Allomantic power must undergo a "Snapping" brought about by intense, usually negative, emotion, in order to truly be able to access and use their abilities.

Steel
Steel is a External Physical Pushing Metal allows one to push on nearby metals, and also produces countless lines of blue light that only the Allomancer can see, these lines connect to all nearby metals and can show the Allomancer where any metal is, even if it is behind obstructions, although obstructions do weaken the Allomantic sense

The strength of one's push is proportional to their own mass, therefore the strength of a push becomes greater the greater the mass of the Allomancer. However, while it is proportional, it is far greater than that of it's user. As shown by how by pushing against the ground they can throw themselves into the air. If they are pushing against something of a mass greater than themselves they themselves get pushed, if it is lighter, it pushes the object.

This can be used to allow one to soar through the air by pushing against the ground with coins or other pieces of metal. It can also be used to send pieces of metal flying as projectiles, and if used in conjunction with firearms can allow them to go at greater velocities and thus gain greater penetrative power. This use of projectiles is so synonymous with Coinshots that guns are refered to as "Making a Coinshot of the Common Man"

Like with most Invested Arts, it is not able to effect Aluminium or its alloys, these cannot be pushed and the lines do not connect to them, leaving them undetectable.

This can be used alongside Feruchemical Iron in order to increase or decrease one's mass in order to make it easier to push oneself or push objects depending on what you require, and if you change the mass while moving, you can change your velocity via Conservation of Momentum, as displayed by Waxillium Ladrian.

Iron
Iron is a External Physical Pulling Metal very similar to Steel, except that it has the opposite effect, instead of pushing on nearby metals it pulls upon them. This still produces the lines that connect to all metals, even behind obstructions.

The strength of one's pull is proportional to their own mass, therefore the strength of a pull becomes greater the greater the mass of the Allomancer. If the mass of the object they pull against is greater than their own mass, they get pulled towards it, if they are of greater mass than it, it gets pulled to them.

As with Steel and most Invested Arts, it is not able to effect Aluminium or its alloys, these cannot be pulled and the lines do not connect to them, leaving them undetectable.

Pewter
Pewter is an Internal Physical Pushing Metal that, when burned gives increased physical strength, speed, durability, balance, reflexes and enhanced ability to heal. This Metal burns at a very fast rate.

An Allomancer can opt to flare Pewter for an extended period of time in a process known as Pewter Dragging, through this a Thug can achieve incredible things, such as running at roughly the speed of a galloping horse for extended periods. However this is very dangerous for after one stops, they are hit with an intense amount of fatigue and pain which can remain for weeks afterwards, as shown with Vin still having a headache even fifteen days after Pewter Dragging

The healing ability granted by Pewter is far lesser than that of the healing granted by Feruchemical Gold, operating at a far slower pace and to a far lesser degree.

Tin
Tin is an Internal Physical Pulling Metal which gives highly increases senses, allowing them to see long distances or make out things too miniscule for normal senses to detect. While they are capable of seeing in low-light conditions, they cannot see in complete darkness. This is the slowest burning of the Allomantic Metals.

Due to pulling their power from Preservation, they are capable of seeing through the mists that cover Scadrial, even able to see entirely beyond them and the ash, into the sky above if they are good enough.

When mixed with Duralumin this can cause intense pain and sensory overload to the user as their senses are increased are beyond what they can handle.

Tin Savants become incredibly strong in their senses to the point that any light is to strong for them, and their other senses grow to such a degree to even hear the heartbeats of those around them.

Zinc
Zinc is a External Mental Pulling Metal allows one to inflame the emotions of those around them, able to target certain emotions which exist in the mind of an individual, and "Riot" or strengthen them. This is not mind control, it cannot make on feel or think something that they did not feel before. It can only intensify that which is already there.

Very powerful Rioting can put a Hemalurgic creature under complete control, and once controlled, the Rioting is no longer required. This typically requires the use of Duralumin.

Brass
Brass is a External Mental Pushing Metal that allows one to sooth the emotions of those around them, able to target certain emotions which exist in the mind of an individual, and "Sooth" or weaken them. This is not mind control, it cannot make on feel or think something that they did not feel before. It can only weaken that which is already there.

A Brass Allomancer is unable to read the minds or emotions of those that they Sooth.

Very powerful Soothing can put a Hemalurgic creature under complete control, and once controlled, the Soothing is no longer required. This typically requires the use of Duralumin.

Copper
Copper is a Internal Mental Pulling Metal, which, when burned, masks the Allomantic Pulses of themselves and surrounding Allomancers from most Bronze Allomancers. This also blocks any Emotional Allomancy from passing through and effecting themselves and those around them from the effects of Allomancy. This can also block other forms of Investiture. This barrier is known as a Coppercloud.

This can be pierced by a sufficiently powerful Allomancer, typically through the usage of Duralumin or Nicrosil to strengthen Allomancy to the point it can go through the Coppercloud.

Savantism in Copper Allomancy is less debilitating than most other Metals, the exact effects of Copper Savantism however are unknown.

Bronze
Bronze is an Internal Mental Pushing Metal that, when burned, allows one to hear the Allomantic Pulses of nearby Allomancers, allowing them to detect nearby use of Allomancy.

Each Metal has its own individual pulse, which a skilled Bronze Allomancer can differentiate between to make out what metal is being burned.

This is able to detect other forms of Investiture not related to Allomancy such as the Summoning of a Shardblade, the use of Surgebinding or the use of AonDor or Awakening.

They would be capable of hearing the Rhythms and Tones on Roshar.

Duralumin
Duralumin is an Internal Enhancement Pushing Metal which greatly strengthens the effects of the next metal burned, due to this it is useless to Duralumin Mistings, only providing usage to Mistborns.

The use of duralumin could seriously hurt a Mistborn. While burning tin, the Mistborn risks being shocked by the sensory overload and becoming temporarily numb, blind, and deaf. A Push or Pull could become so strong it can feel like the Mistborn is being torn apart. When using duralumin, Mistborn usually burn pewter along with tin/iron/steel to avoid injuries.

Aluminium


Aluminum is an Internal Enhancement Pulling Metal that, when burned is able to completely rid oneself of ones metal reverses. This is able to negate other effects of Investiture, both positive and negative.

Due to the effect of burning away with all Allomantic Metals without any effect, it is for the most part useless to Allomancers. And was primarily used by the Steel Ministry when imprisoning Mistborn in order to get rid of any stores they could potentially be hiding.

Nicrosil
Nicrosil is an External Enhancement Pushing Metal. A Nicroburst burning nicrosil and touching another Allomancer will cause the latter's reserves of the metals that are currently burning to disappear and give a huge burst of power to the recipient. This has the same dangers of Duralumin, but the risks apply to the target of the Investiture.

Chromium
Chromium is an External Enhancement Pulling Metal that is able to make the Allomantic Reserves of another Allomancer vanish, burning away without any effect, like an external form of Alluminium. The Allomancer has to touch their target for it to take effect.

Gold
Gold is an Internal Temporal Pulling Metal which allows one to see a shadow of what they could have been, this causes great emotional stress and is known to be not very useful.

Each time an Augur burns gold, they see a different image, as it changes depending on their current situation.

Electrum
Electrum is a Internal Temporal Pushing Metal. Burning Electrum allows one to see ones own future, forming shadows of ones future much like Atium Shadows.

This can be used as a counter to Atium, by causing the Atium Shadows of the opponent to go mad and branch off as one can predict the future actions of the opponent and avoid their attacks via seeing their own future, however the Electrum Shadows of the user will also split off. These shadows are not visible to the enemy Allomancer.

While this is less effective than Atium, it is also far cheaper, only being made of gold and silver instead of the rare and later unavailable God Metal, due to this it is known as "The Poor Man's Atium".

Cadmium


Cadmium is a External Temporal Pulling Metal that allows the Allomancer to manipulate time in a bubble around them, causing time to move slower inside of it.

Once made it cannot be moved from it's point in it's specific frame of reference, for instance, if it is made on a train it would move with the train, just as it moves with the planet to keep it's same coordinates within the reference frame. However, if the frame is too small, such as a carriage, it would not bind with it.

Any objects sent in or out of it and thrown wildly off course in an unpredictable manner.

The bubble that it creates is much smaller and less useful than Bendalloy.

This would normally lead to redshifts or blueshifts, and the irradiation of those inside and or around the bubble, this however is avoided by the transference of energy to and from the Spiritual Realm when light crosses the topological defect that is the bubble's edge.

A Savant in Cadmium would be able to move their bubble, and change the shape and size of it.

Bendalloy
Bendalloy is a External Temporal Pushing Metal that allows the Allomancer to manipulate time in a bubble around them, causing time to move quicker inside of it. The base level of compression is enough to compress two minutes into fifteen seconds, an 8x compression. .

The time bubble created by a Slider is approximately five feet across.

Once made it cannot be moved from it's point in it's specific frame of reference, for instance, if it is made on a train it would move with the train, just as it moves with the planet to keep it's same coordinates within the reference frame. However, if the frame is too small, such as a carriage, it would not bind with it.

Any objects sent in or out of it and thrown wildly off course in an unpredictable manner.

This would normally lead to redshifts or blueshifts, and the irradiation of those inside and or around the bubble, this however is avoided by the transference of energy to and from the Spiritual Realm when light crosses the topological defect that is the bubble's edge.

A Savant in Bendalloy would be able to move their bubble, and change the shape and size of it.

Atium
Atium, when burned, allows one to see into the Spiritual Realm in order to see moments into the future, manifesting as "Atium Shadows" which show where everything in sight would be a few moments into the future. This also expands the mind of the user for it's duration in order to allow them to process all of the information and react to things at a faster rate then usual. This is made from the power and body of Ruin, and thus by burning it one pulls their power solely from Ruin, unlike most other Allomantic Metals which pulls from Preservation.

When facing one that can also see the future, be it through Atium, Electrum, or any other similar ability, it creates a positive feedback loop of predicting each other's futures leading to countless shadows bursting out and becoming hard to predict. This is the best way to deal with somebody using Atium, as it cancels out the advantage.

Burning Duralumin with Atium allows one to see deeper into the Spiritual Realm and further into the future.

Alluminium does not generate any Atium Shadows.

If one becomes a Savant in Atium, they would be able to see Atium Shadows even if blind.

It was originally classified as a External Temporal Pulling Metal before the truth of its nature as a God Metal was discovered.

After the destruction of the Pits of Hathshin and the death of Ati, Atium stopped regenerating and in time became known as the The Lost Metal.

Malatium


Malatium, also known as the Eleventh Metal, when burned allows you to see into another person's past, this is also likely able to see a past event when flared, however this could have been done by the fact it was used at the moment of death and transference into the Cognitive Realm, this, however, is unconfirmed.

It was originally classified as an External Temporal Pushing Metal.

Lerasium
Lerasium is able to be burned by anyone, and the effect of burning it is to be granted to powers of a Mistborn through the rewriting of their Spiritual DNA. If one who is already a Mistborn, it greatly enhances their power. This however is only a side effect, the true use of Lerasium can be used by those knowledgeable enough, these effects are currently unknown.

If Lerasium is alloyed with other metals, it will grant the power to turn someone into a Misting of the Metal it is alloyed with.

Harmonium
The effects of Harmonium in Allomancy are as of now unknown, due to its explosive nature when met with water, it is likely fatal to Allomancers.

However, it is known that it can take on and replicate the Allomantic or Feruchemical Ability used in its radius. . This can then be tossed to create an allomantic effect at a distance. This is also used in South Scadrian machinery.

Feruchemy
Feruchemy is a type of Mettalic Art that requires the user to store attributes inside of a metal known as a Metalmind, in order to be called back for later usage.

Ordinarily, when a Feruchemist is tapping an attribute at the same rate it was stored, they are able to get out exactly what they put in, for example, if they store 50% of their strength for one hour they can tap that and be at 150% of their strength for one hour. However, if the Feruchemist taps at a greater rate, then some of the attribute is lost, to facilitate the compression of the Investiture. This means that a Feruchemist who stores 50% of their strength for one hour might only be able to stay at 200% for 25 minutes, rather than a full half-hour.

Metalminds are keyed to the Identity of their creator, therefore in most circumstances it can only be used by its creator and would be left inaccessible to any other Feruchemist.

Steel
Feruchemically, Steel stores the Physical Speed of the user, and in turn can run at exceptional speeds far beyond that accessible by Pewter Allomancy. While storing they move far more sluggishly, and are considered quite difficult to store by Sazed.

While they are capable of taking the G-Forces of their speed, they are still limited by Air Resistance and can never exceed the speed of light, even through Compounding.

Iron
Feruchemically, Iron stores the Mass of the user through the manipulation of how the user interacts with the Higgs Field. The user must spend time being lighter while they store their mass in the Ironmind.

This can be used in various applications, such as to increase ones mass in order to increase the force behind their blows, or to lighten oneself to make one less effected by air resistance so that they could fall a further distance. It can also be used to change ones mass to better work with Steelpushes and Ironpulls to get the desired effect.

This follows the Conservation of Momentum, therefore if one is moving, especially through the air through Steel or Iron Allomancy, their velocity would change proportionally in order to conserve their current momentum.

Pewter
Feruchemically, Pewter is very similar to its Allomantic form, increasing the strength of the user. However in Feruchemy it brings about an actual increase in ones muscle mass. While storing they become weak and scrawny.

It is possible for one to increase their muscle mass to the point it becomes difficult to maneuver.

Tin
Feruchemically, Tin stores ones senses and allows one to increase the potency of them upon pulling. When storing their senses become weaker, to the point storing sight would lead one to require glasses. .

Unlike in Allomancy, this cannot reveal things that would normally be unobservable.

Only one sense can be stored per Tinmind.

Zinc
Feruchemically, Zinc stores mental speed, and can increase processing speed when tapped into. When being stored it makes the user dim-witted and slow.

This does not make one take in information faster, but rather makes it so that they can process information and come to conclusions at a much faster rate. When storing they are able to take in and perceive words without delay, but take longer to parse the meaning.

Brass
Brass stores warmth. While filling a brassmind, a Firesoul will be cool. The Firesoul would be resistant to the temperature that they produce. But they are not immune to intense temperatures in general, only that which they themselves produce. '

However, a Brass Compounder could potentially harm themselves, this is notably difficult to do even through Compounding.

Copper
By using Copper a Feruchemist can store their memories inside of a Coppermind for later usage, and as they do not degrade when stored within a Coppemrind it is a very good way to store a great quantity of facts, skilled users can even store beyond what any human mind can retain.

By storing a memory, they lose that memory until the next time they tap into it. When they tap into it they regain the memory, but it begins to degrade and be corrupted due to the brains own imperfections. Thus it degrades and changes each time it is taken in and out.

Bronze
Bronze is used to store wakefulness. This allows the Bronze Feruchemist to stay awake for a long period of time. When storing the Feruchemist would become drowsy.

Duralumin
Duralumin is used to store Spiritual Connection. Filling a Duralumin Metalmind would reduce peoples awareness to and connection to the Feruchemist. Tapping it would strengthen Connections or allow the Connector to form relationships faster.

This can be used to help one speak in and understand a foreign language, however they would retain their native accent. However, by blanking ones Identity and using Feruchemical Duralumin to form a Connection, one could form a native accent.

Aluminium
Aluminium is used to store spiritual sense of Identity. This can be used in order to fill another Metalmind and it not be locked by the Identity of the user. This is known as a "Unkeyed Metalmind" and can be used by any Feruchemist with the relevant ability.

Unkeyed Metalminds
With Aluminium one could create an Unkeyed Metalmind which is not bound to a specific Feruchemist's Identity, therefore is "unkeyed" and can be used by anyone with the relevant ability. For instance, an Unkeyed Goldmind, while not limited to the creator, it still can only be used by other Gold Feruchemists.

Unsealed Metalminds
Through the use of a device known as an "Excisor", one can go even further to create an Unsealed Metalmind which can be used by anyone, even those that lack Feruchemy. These are very widespread amongst the people of Southern Scadrial. The most famous example of a Unsealed Metalmind is the Bands of Mourning.

For instance, unlike Unkeyed Metalminds which can only be used by a Feruchemist who can use that type of Metalmind, an Unsealed Metalmind can be used by any Feruchemist regardless of which Metal one is a Feruchemist in, and can even be used by those that aren't even Feruchemists, being completely open for use to anyone.

Nicrosil
Nicrosil is used to store Investiture and the ability to use an Invested Art, therefore one could store their ability to use Feruchemy in an Unsealed Metalmind, and another could draw upon it and become a temporary Feruchemist.

This can also store other forms of Investiture such as Divine Breath or the ability to use Surges.

Chromium
Chromium is used to store Fortune, when tapping it they would increase in luck. When storing they become unlucky. The exact mechanics of this however, are currently unknown.

Gold
Feruchemically, Gold stores ones Health, and upon tapping it they would heal at a greatly accelerated rate, even healing from wounds that would normally be fatal. When storing Health the Bloodmaker remains sickly and weak.

Gold works by aligning ones Physical aspect to their ideal self as recorded in their Spiritual aspect. This can cause the body to change to reflect their self-perception. Be it changing the body of a transgender person to their identified gender or even split apart Siamese Twins, or even less positive aspects, such as not healing a wound or injury if the user comes to see it as a part of themselves.

No matter how good their healing is, a Gold Feruchemist would not be able to heal around Aluminium, such as in the case of an Aluminium Bullet or Knife.

Through Compounding a Bloodmaker can survive even severe damage to the body such as decapitation, flaying, and point-blank explosions. And constantly healing from wounds eventually leaves the Compounder immune to pain. . By drawing enough Health they could even eliminate the need to bread through healing from the damage caused by hypoxia.

Savantism in Gold allows one to survive longer than a normal person even when their Metalminds are removed.

Electrum
Feruchemically, Electrum stores Determination. They can tap into a Electrummind to enter into a manic state. When storing they enter a depressive state.

Cadmium
Feruchemically, Cadmium is used to store breath. While storing breath, the Gasper must hyperventilate to keep their body oxygenated. When tapped into, they can go on for a period without breathing.

Bendalloy
Bendalloy is used to store nutrition and calories. Tapping a Bendalloymind can allow one to go for long periods of time without requiring food. When filling they can eat a large amount of food without getting full.

Atium
Feruchemically, Atium stores Youthfulness. When tapping into it they can become younger for a short period. When storing they have to spend time older. This can allow for practical immortality

Hemalurgy
"Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is always involved in the transfer of powers via Hemalurgy. Marsh once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough."

- Harmony

Hemalurgy is one of the three prime manifestations of Investiture on Scadrial. It is the transfer of attributes, such as Allomancy, Feruchemy, or innate human strength via Spiritweb theft and splicing. This is done through the insertion of a metallic spike into the victim, into one of the Bind Points across the body, such as the heart, in order to Hemalurgically charge it.

There are between 200 and 300 Bind Points, inserting a spike into the proper point is important in getting the desired effect. Placing it in the wrong place can risk taking the wrong attribute, killing the recipient, or not granting a power at all.

These spikes splice out a part of the victims Spiritweb, and it is inserted into the recipient, stapling the ability directly into their spiritual DNA. The body of the recipient would form around the spikes so that they would not be killed by it piercing organs.

When a Spike is outside of any body, it undergoes a process known as The Law of Hemalurgic Decay wherein it loses much of its potency. , the longer it is left outside the body the more it would Decay, however, despite this Decay, a Spike will never completely lose its charge.

If one is given a Hemalurgic Spike granting them an ability they already had, their power in said ability would become greater.

Steel
Hemalurgically, Steel steals Physical Allomantic powers, that is to say, Steel, Iron, Pewter, and Tin.

This can grant an individual the power of Allomancy in Steel, Iron, Pewter, or Tin depending upon where the spike is placed.

Iron
Hemalurgically, Iron steals Strength. The more Iron spikes one has, the more their physical strength is increased, at the cost of twisting the body and mind of the person who receives the spikes.

This is used to give Koloss their intense physical strength.

Kandra can use a pair of these spikes as a Blessing and call them the Blessing of Potency. This grants a Mistwraith sentience and greatly increased strength and endurance.

Pewter
Hemalurgically, Pewter steals Physical Feruchemical powers.

Tin
Hemalurgically, Tin steals Senses.

The kandra can use a pair of these spikes as a Blessing and call them the Blessing of Awareness. This gives them sentience and greatly increased senses.

Zinc
Hemalurgically, Zinc steals Emotional Fortitude.

It is used on Kandra in the Blessing of Stability

Brass
Hemalurgically, Brass steals Cognitive Feruchemical powers (zinc, brass, copper, and bronze).

Copper
Copper steals mental fortitude, memory, and intelligence.

As a Kandra Blessing, it is known as the Blessing of Presence and it grants greater mental stability. This helps a Kandra better resist Ruin's influence compared to other Hemalurgic Constructs.

Bronze
Bronze steals Mental Allomantic powers (zinc, brass, copper, and bronze).

Duralumin
Duralumin, when used as a Hemalurgic Spike, steals Connection and Identity.

Aluminium
Aluminium when used as a Hemalurgic Spike, removes all Powers.

Nicrosil
Nicrosil when used as a Hemalurgic Spike, steals Investiture, this is not to say the abilities, but rather the energy itself.

Chromium
Chromium when used as a Hemalurgic Spike, "might steal destiny".

Gold
Gold when used as a Hemalurgic Spike steals Hybrid Feruchemical Powers.

This is used in Inquisitors to give them the power of Feruchemical Gold, through inserting the Gold Spike between their ribs.

Electrum
Electrum when used as a Hemalurgic Spike steals Enhancement Allomantic Power.

Cadmium
Cadmium when used as a Hemalurgic Spike steals Temporal Allomantic Powers.

Bendalloy
Bendalloy when used as a Hemalurgic Spike steals Spiritual Feruchemical Powers.

Atium
Hemalurgically, Atium is capable of stealing any power depending upon where it is placed, and it is capable of doing so better than any other metal. This includes the ability to steal any Allomantic or Feruchemical Power or even other Invested Arts such as Sand Mastery and grant them to somebody else.

It must be refined to be used properly.

Mistings and Ferrings
Mistings are those that can only burn one Allomantic Metal, and Ferrings are the Feruchemical version of a Misting, only capable of burning one Feruchemical Metal. Such individuals are far more common than Mistborns or Full Feruchemists, although are still exceptionally rare.

Due to their powers requiring the ability to use multiple metals to be of any real use, Duralumin Mistings are considered useless alongside Alluminium Mistings.


 * Mistings
 * Steel Misting: Coinshot
 * Iron Misting: Lurcher
 * Pewter Misting: Thug or Pewterarm
 * Tin Misting: Tineye
 * Zinc Misting: Rioter
 * Brass Misting: Soother
 * Copper Misting: Coppercloud or Smoker
 * Bronze Misting: Seeker
 * Duralumin Misting: Duralumin Gnat
 * Alluminium Misting: Aluminium Gnat
 * Nitrocil Misting: Nitroburst
 * Chromium Misting: Leecher
 * Gold Misting: Augur
 * Electrum Misting: Oracle
 * Cadmium Misting: Pulser
 * Bendalloy Misting: Slider
 * Atium Misting: Seer


 * Ferrings
 * Steel Ferring: Steelrunner
 * Iron Ferring: Skimmer
 * Pewter Ferring: Brute
 * Tin Ferring: Windwhisperer
 * Zinc Ferring: Sparker
 * Brass Ferring: Firesoul
 * Copper Ferring: Archivist
 * Bronze Ferring: Sentry
 * Duralumin Ferring: Connector
 * Alluminium Ferring: Trueself
 * Nitrocil Ferring: Soulbearer
 * Chromium Ferring: Spinner
 * Gold Ferring: Pinnacle
 * Electrum Ferring: Oracle
 * Cadmium Ferring: Gasper
 * Bendalloy Ferring: Subsumer

Mistborn
Mistborn are those which have the ability to use all Allomantic Metals, including the God Metals. These individuals are especially rare, even in the World of Ash when Allomancy was far less diluted.

Due to their access to all metals, they can take advantage of the ways in which you can combine them to greater advantage. Such as being able to take advantage of metals such as Duralumin, which are useless to Duralumin Mistings.

They likely can only burn God Metals to which their Investiture is tied, therefore they would be incapable of burning metals such as those that make up Shardblades and Shardplates.

Mistborn who burn Lerasium, or become Mistborn through burning it, hold an exceptional degree of strength even compared to other Mistborn, rewriting their Spiritual DNA to forge a permeant Connection to Preservation.

Only eight Mistborn are known,


 * Rashek
 * Gemmel
 * Kelsier
 * Vin
 * Zane Venture
 * Elend Venture
 * Hoid
 * Spook

Twinborn and Resonances
Those that are born with Allomantic and Feruchemical Abilities are known as Twinborn, these individuals are very rare, but also very powerful and are a subject of great study due to the way their powers interwork with one another, known as Resonances. Which is described as an extra ability formed by the interplay of the other two, like the constructive interference of waves.

This can produce various unique effects which are not simply explained by the combination of two powers, but rather it becomes something new in a manner not entirely unlike a chemical reaction. One can notice this same phenomenon on Roshar with the intermixture of Surges, although Resonances in the Metallic Arts are notably more subtle.

256 Possible combinations exist, excluding those including God Metals, however, we only have three of such combinations appear on page. Furthermore, only one of which has been named, that being Crasher, a combination of Steel Allomancy and Iron Feruchemy.


 * Crasher (Steel | Iron)
 * Unknown (Bendalloy | Gold)
 * Unknown (Gold | Gold)

Mistborn or Full Feruchemist, or one with both such as The Lord Ruler do not experiences the Resonances to nearly the same degree as simple Twinborn.

Compounding
Compounding is when one mixing together the Allomantic and Feruchemical forms of the same metal, allowing one to burn the Allomantic form to gather power from Preservation, and store it into the Metalminds, this allows one to make a cycle of increasing Investiture stored within their Metalminds.

This is able to make an extremely full Metalmind that one could pull upon. Allowing them to do things that would normally be impossible, such as Compounding Gold to heal from things that would kill even the most powerful of Feruchemists.

Due to the fact that it only stores more into the Metalminds, this only brings about a supercharged version of the Feruchemical version of a Metal instead of its Allomantic form.

Due to having to burn the Metalminds, it requires a immense amount of metal in order to Compound.

Savantism
A Savant is a individual who has used an Investiture-related ability so much that it caused changes in their physiology. This is born from their Spiritual and Cognitive Aspects becoming more entuned with and fused with the Investiture, causing Physical ramifications.

An Allomancer who has flared their metal for a long time can become a savant. This typically gives them more blunt power, and even give additional effects, however, it is dangerous and harmful to the individual. For instance, a Tin Savant would become perpetually very sensitive to light and sound, to such an extent Spook was forced to wear a blindfold and stuff his ears with wool as any stimulation is enough to pain and overwhelm him.

It is much more difficult for a Feruchemist to become a Savant due to it being from their own power, it is only possible to become a Feruchemical Savant through Compounding.

Only three Savants in the Metallic Arts are known:


 * Rashek
 * Spook
 * Miles Dagouter