Reamagorn wrote:you could better write: add minor armor weapon upgrades available for advanced blacksmiths
Yes
more or less the direction is this. You grasped the concept.
But more specifically I am referring to a profession (primary or secondary) of complement for blacksmiths. A profession that works as Enchanting, but without magical characteristics and without colored effects of spells typical of the themepark.
Darkfall for example, had a profession of enchantment where you did not see color effects or phosphorescent trails.
The objects remained identical but acquired a property linked to the single item, for example an amount x of streght on a piece of armour, or a quantity x of damage on a weapon.
Reamagorn wrote:since this game is aiming for realism, inserting magical runes to your equipment just doesn't seems so
Completely agree, with LIF you can't insert a real profession of enchantment.
As you rightly say the game wants to maintain a strong sense of reality and for create a complement profession for blacksmith (addressed only to an higher differentiation of weapons and armor sets at high levels) you can take as reference the runes.
I don't think that the runes are so far away from the theme of the feudal world, are stones inscribed with symbols that are very reminiscent of the Medieval age.
Reamagorn wrote:just inserting them is clearly magic itself if you think about how it works
Agree, but, from the LIF Features:
Jewelry - Used to craft rings and amulets, and cut gems. Later levels unlock additional schematics.
Jewelcrafting features the ONLY way in game to increase the luck stat. Other stats are increased by raising skills associated with that stat, but luck has no skills associated with it. To raise luck, you must wear jewelry. Luck gives the greatest benefits to crafters, increasing their (or your!) chances for a successful crafting proc.
Luck also affects combat significantly. LiF does not feature magic, only luck and piety. Luck increases your chances of inflicting wounds and fractures on foes or staggering or knocking down your opponent. More jewelry you wear in battle - more effective you will be.
Also Jewelcrafting seems like a magical feature that influences the Luck (during combat, a kind of additional damage random).
So, with the term Rune System I refer to create an additional profession like enchantment, as a complement to blacksmith and can be interpreted in the same way the devs interpret jewelcrafting.
The aim is to differentiate armour sets and weapons at high levels (otherwise they would all be the same).
Rune intended as a minor armor weapon upgrades (an additional complement of crafting) and not as magic object.
ps: I hope I explained myself, because otherwise I don't know what to do