Summary
- Brandon Sanderson's Mistborn books shine thanks to their intricate, metal-based magic system called Allomancy.
- Allomancy allows those who inherit it to ingest and burn different metals, resulting in various enhanced abilities.
- The series features a variety of Allomantic metals that grant unique powers, creating complexity in the midst of Sanderson's epic storytelling.
There's a lot to love about Brandon Sanderson's all of Sanderson's books, but it's especially noticeable in Mistborn. The series' title stems from the power system the author sets up, and the characters' abilities play a massive role in the narrative and its resolution.
Sanderson also adapts this magic system depending on the time period, making Mistborn Era 2 an interesting addition to his catalog. With the series revolving around the use of different metals, Sanderson is able to show how such abilities would be used with different levels of technology. Sanderson's Allomancy is a masterclass in fantasy writing, but it may get confusing for newcomers to the Mistborn world — especially when he adds new metals and alloys to the mix.

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What Is Allomancy? Mistborn's Magic System Explained
Mistings & Mistborns Can Burn Metals To Use Their Powers
Mistborn's magic system is called Allomancy, and it allows select characters to ingest and burn various metals in order to magnify their abilities. Allomancy is ed down genetically, so only certain characters within Sanderson's world have powers. And within the larger group of those who possess magic, there are two types of Allomancers. First, there are Mistings, who can burn one type of metal and access a single enhanced ability. And then there are Mistborn, who are able to utilize all the metals at their disposal, giving them an impressive range of talents.
The latter is obviously where Sanderson's series gets its name from, and the main characters in the first Mistborn trilogy successfully overthrow their tyrannical government by utilizing multiple metals. They also surround themselves with Mistings, who can be extremely effective when working in a group. While the distinction between Mistings and Mistborn is easy to follow, the number of metals in Sanderson's series expands over time. Readers may lose track of how many there are and what each of them do, as it can be difficult to keep up in the midst of everything happening in the Mistborn books.
How Many Allomantic Metals Exist In Brandon Sanderson's Books
There Are 16 Allomantic Metals (Plus 3 God Metals)
There are 16 Allomantic metals in Brandon Sanderson's Mistborn books, eight of which are referred to as basic metals and eight dubbed higher metals. The former are introduced at the very beginning of Sanderson's Mistborn trilogy, while the books reveal more about the others as they continue. There are four categories that the Allomantic metals are broken into: physical, mental, temporal, and enhancement. These categories determine what sort of power the metal grants its , and they each consist of two base metals and two alloys, or combined metals.
All 16 Allomantic Metals That Appear In Mistborn & What They Do
There Are Basic & Higher Metals
Basic Allomantic Metals
The eight basic metals in Mistborn can be burned by MIstings and Mistborns, and they fall into either the physical or mental categories of Allomantic metals. The four physical metals — steel, iron, pewter, and tin — allow an Allomancer to affect their external environment. The four mental metals — zinc, bronze, brass, and copper — have a more internal impact, even if two of them can be used on other people.
Physical Metals |
Mental Metals |
Steel |
Zinc |
Iron |
Bronze |
Pewter |
Brass |
Tin |
Copper |
Steel: Mistings that can burn steel are referred to as Coinshots, and their ability allows them to "push" metal objects away from them. Many of the characters in Sanderson's series use this power to shower coins at their opponents, though they can move any metal item that weighs less than them in the opposite direction. They can also push off against heavier pieces of metal, throwing themselves backwards or into the air.
Iron: Iron has the opposite effect of steel in Sanderson's Mistborn books, and Mistings who can burn this metal are called Lurchers. Lurchers are capable of pulling on metal objects around them rather than pushing against them. As such, they can pull lighter items towards them. They can also pull on heavier structures, which would cause them to "fly" in the direction of the metal object in question.
Pewter: Mistings who can burn pewter are referred to as Thugs, as this metal grants the person burning it the power to increase their physical strength. Ingesting pewter can make Thugs and Mistborns move much faster, and it increases their strength, ensuring they can pack a punch in a fight. Those burning pewter can also withstand injuries more easily, though the harm done to their body will eventually catch up to them.
Tin: Fittingly, Tineyes are the Mistings who can burn tin, a metal that significantly sharpens the 's senses. Tineyes can see further and hear things at a much greater distance, making them ideal to keep guard or spy on enemies. The downside of being a Tineye is that overstimulation can be far more dangerous, making them vulnerable to sudden changes in the environment.

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Zinc: Those who burn zinc in Sanderson's books are called Rioters, and they're capable of rousing other people's already-existing emotions. If a Rioter is in a room full of angry bystanders, they can increase the tension so that people begin displaying that anger. Rioters can use their power on an individual level, or they can manipulate many people at once — though the latter takes practice and skill. While Rioting works on most people, anyone burning aluminum or its alloys won't be affected.
Brass: Brass has the opposite effect of Zinc, as it allows those who burn it — either Soothers or Mistborns — to calm the emotions of those around them. For example, if the soldiers surrounding a Soother are anxious about going into battle, a Soother can alleviate that feeling. Similar to Rioting, Soothing can be done on an individual or collective scale. Aluminum and its alloys also protect against this metal and its powers.
Bronze: Mistings who burn bronze are called Seekers, and they're able to sense if anyone near them is using Allomancy in Sanderson's novels. Seekers who hone their skills can pinpoint the location of anyone using Allomancy in their vicinity, and some can even tell which metal they're burning. This can be useful in battle or while sneaking around in enemy territory.
Copper: Contrasting bronze, copper gives Mistings called Smokers the ability to hide themselves and anyone else using Allomancy from nearby Seekers. They create something called a "coppercloud" around the area that must be hidden from Seekers. Some Seekers are strong enough to pierce these copperclouds, but they're a rarity in the Mistborn series.

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Higher Allomantic Metals
The eight higher metals consist of enhancement and temporal metals. The former enables Allomancers to either amplify or diminish the use of their metals, while the latter grants them power over time. These metals can be handy in tight situations, but some of them don't have much use for Mistings, even if they can technically burn them.
Enhancement Metals |
Temporal Metals |
Aluminum |
Gold |
Duralumin |
Electrum |
Chromium |
Cium |
Nicrosil |
Bendalloy |
Aluminum: Aluminum is one of the most dangerous higher Allomantic metals, as this metal clears out the metal reserves of any Mistborn who ingests it. Vin first discovers this metal at the end of Mistborn, when the Lord Ruler and his Inquisitors give it to her. Mistings who can burn Aluminum are known as Aluminum Gnats, and they don't really have powers in the same way other Mistings do.
Duralumin: Duralumin is an alloy of aluminum and copper, and Mistings who can burn it are called Duralumin Gnats. However, like those who can burn Aluminum, they aren't able to do much with the metal. Mistborns who ingest Duralumin will start flaring any of the other metals they're burning, creating a burst of power but quickly draining their reserves.
Chromium: Chromium allows the to enact the effects of Aluminum on another Misting or Mistborn. Rather than draining their own reserves, anyone burning this metal can clear out the reserves of the people they make with. This makes Chromium significantly more dangerous. Mistings who can burn this metal are fittingly referred to as Leechers.
Nicrosil: Nicrosil enables the person burning it to enact the effects of Duralumin on others rather than themselves, as long as they make with the person. Those using this metal can force the person they're making with to flare their metals, then quickly burn through them. A Misting who can burn this metal is called a Nicro.

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Gold: Gold shows the person burning it what their life would look like if they'd made different choices. Vin realizes in Mistborn that this ability isn't very useful, but it's been seen in Sanderson's novels nonetheless. Mistings with the ability to use gold are called Augurs.
Electrum: Electrum is an alloy of gold, and it enables those burning it to glimpse their own future. Because of this, it negates the power of one of the God metals: atium. Mistings who can burn Electrum are known as Oracles in Sanderson's fantasy world.
Cium: Mistings who can burn cium are known as Pulsers, and the name comes from their ability to slow time around them. They can only do so within a bubble, but this bubble has a protective effect, enacting a boundary between what's inside of it and anything outside its borders. Unfortunately, Pulsers' abilities are canceled out by anyone using Bendalloy.
Bendalloy: Bendalloy has the opposite effect of cium, with those capable of burning it being able to speed up time. Like Pulsers, these Mistings — known as Sliders — can only impact what's within the bubble they create. Their powers are also canceled out by those of a Pulser.
Mistborn Also Features 3 God Metals
These Are Connected To Ruin & Preservation
In addition to the basic and higher metals, Sanderson's Mistborn books introduce substances called God metals over the course of their run. The Hero of Ages introduces the gods Ruin and Preservation, and it's revealed that certain metals used by the characters stem directly from these beings. This includes atium, the rare metal the characters look for throughout the original trilogy, as well as malatium, once referred to as the mysterious Eleventh Metal.
Atium: Atium is among the most-valued metals when Mistborn opens, as the rare metal allows Mistborns to glimpse into the future and predict their opponent's next move. This makes the nearly unbeatable, though Atium does burn much faster than other metals. It can also be canceled out by electrum, though that isn't revealed early on. The Hero of Ages reveals that atium is actually the body of the god Ruin. Those who can only burn Atium are called Seers.
Malatium: An alloy of atium and gold, malatium grants the person burning it the ability to glimpse another person's past. Although its uses are limited, Vin does utilize malatium to figure out the Lord Ruler's true identity. As such, it plays a massive role in the original Mistborn trilogy.
Lerasium: While atium is the physical representation of Ruin's body, Lerasium is the corporeal form of Preservation. This metal is what transforms a person into a Mistborn, and that becomes a genetic trait that's ed down. Clearly, this plays a critical role in Sanderson's Mistborn saga.