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Author Topic: [MOD] (Alpha 8) Wizardry Mod (0.1.5)  (Read 12638 times)

Omega12

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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

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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

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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

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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

Seigghart

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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

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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...  ;D

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