Hemalurgy

Hemalurgy is the third magic system in the Mistborn Series. To use Hemalurgy, a metal spike must be driven through someone's heart. Then the spike is taken and stabbed into the body of another person, the location of which determines the power transferred. The preferred method is to stab it directly through the heart into the other person, as the longer it is left out of the body the more power is lost. While Allomancy is the art of Preservation and Feruchemy is the art of balance, Hemalurgy is the art of Ruin, as the transfer of power destroys some of it. Allomancy creates power, and Feruchemy does not destroy or create, but preserves. Having a hemalurgic enhancement makes one susceptible to Ruin's influence (e.g. Zane, to whom Ruin could directly communicate; and Vin, who occasionally heard Ruin's voice in her head, though she mistook it for memories of her brother, Reen) or even to his control (e.g. Steel Inquisitors in books two and three). This, along with the fact that kandra and koloss, both of which are hemalurgically enhanced, can be controlled by Soothing, leads to the further speculation that hemalurgic enhancement of any kind makes one susceptible to being controlled by an outside force.

Iron
When used in Hemalurgy, Iron is used to transfer the attribute of human strength.

Tin
In Hemalurgy Tin steals human senses, not quite doubling the power of a spike. A Misting of Tin is often referred to as a Tineye, and a Tin Ferring will often be called a Windwhisperer.

Steel
Steals Allomantic physical powers. An Allomancer is able to push much harder. Since Steel Inquisitors can push upon metals in peoples bodies, it is assumed this power is also granted.

Pewter
A pewter spike steals Feruchemical physical powers when used in Hemalurgy. This is one reason that the Steel Ministry seizes feruchemists, as they are neccessary to create Steel Inquisitors. A Pewterarm is able to have incredible strength when burning pewter.

Brass
Brass Steals Feruchemical cognitive attributes. A Soother is able to soothe peoples emotions at more drastic rates.

Zinc
Zinc grants a hemalurgist emotional fortitude. A Rioter is able to Riot peoples emotions at more drastic rates.

Hemalurrgically Enhanced Groups/Characters

 * Steel Inquisitors (many spikes in various places in their bodies)
 * Marsh - He became a Steel Inquisitor at the end of book one and provided the crew with more in-depth knowledge of the nature of the Inquisitors.
 * Kandra (a pair of spikes called the kandra blessings)
 * Koloss (four spikes positioned in various places in their body)
 * Vin (earring that her mother gave to her)
 * Zane (spike through the middle of his chest that allowed the God Ruin to speak to him and likely granted him increased precision with steel)
 * Spook (tip of sword left on his shoulder during a fight allow him to be able to burn pewter