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[MOD] (Alpha 8) Wizardry Mod (0.1.5)
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Topic: [MOD] (Alpha 8) Wizardry Mod (0.1.5) (Read 12638 times)
Omega12
Drifter
Posts: 20
Hai derre! :3
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.4)
«
Reply #30 on:
January 04, 2015, 09:06:00 PM »
As in you can switch between it X and XX? And do EMP grenades only work on Mechs?
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Omega12
Drifter
Posts: 20
Hai derre! :3
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
«
Reply #31 on:
January 05, 2015, 08:39:56 PM »
Is anyone else experiencing their colonists disappearing when using Items from the mod? Ill need to try to fix it...
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Kranth
Muffalo
Posts: 2
Refugee
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
«
Reply #32 on:
January 15, 2015, 05:56:20 PM »
Runes are (usually) the Norse system. Most recognisably the Elder Futhark set
http://en.wikipedia.org/wiki/Elder_Futhark
Sigils are pictorial symbols like seals or signatures (seal of solomon is a classic)
http://en.wikipedia.org/wiki/Sigil_(magic)
for the houngans, there are also veves
http://en.wikipedia.org/wiki/Veve
need any help, PM me.
K. - practicing witch
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Kubouch
Colonist
Posts: 166
Novice copy-paster
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
«
Reply #33 on:
January 16, 2015, 04:57:38 AM »
Here is something about chaos magic:
http://en.wikipedia.org/wiki/Chaos_magic
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My RimWorld mods
Seigghart
Muffalo
Posts: 9
Refugee
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
«
Reply #34 on:
January 30, 2015, 02:34:47 PM »
@Kranth, yes that is true about both sigils and runes, however I was talking about the older version of Sigils. Before the Christians mucked it up. There is no hell and you can not control beings with Sigils, spirit or physical.
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SilverDragon
Colonist
Posts: 126
Master Potato
Re: [MOD] (Alpha 8) Wizardry Mod (0.1.5)
«
Reply #35 on:
January 30, 2015, 02:57:34 PM »
Waiting for the mod to become more fleshed out, so many stuff, I like stuff...
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[MOD] (Alpha 8) Wizardry Mod (0.1.5)