WOO II - Enhancements
Enhancements include such as food, potions, gems, enchantments, runes, and other effects that are attached to a character and change the character's appearance or abilities.
There are generally two kinds of enhancements: active, which alter the character's ability to play the game, and passive, which apply a cosmetic or entertainment effect.
As with damage attributes, enhancements attach to the character and not to an item. (This is already done at times in the current game: rogue poisons, for example, since 5.0). If an enhancement affects an item, then any item of that type that the character picks up will be affected.
A character may relevel at any time, usually to enter a dungeon or battlespace on a different level than the one in which the character currently resides. Any enhancements currently in effect will adjust to the new level.
The adjustment may result in the effect being turned off, or in a lessening in quantitative effect, or, of course, in an increase if the character is leveling "up."
Releveling greatly reduces the need for multiple levels of enhancements such as food, gems, enchantments and the like. Because these are expressed as percentage modifications of the Character's basic attributes, they will adapt to the Character's level, whatever it might be.
A food item might restore 30% of a Character's health over 30 seconds. This will be equally effective if the Character's health is 100 or 1000.
For example, low level food might only be available in this format ... with 60% over 30 seconds and 90% over 30 seconds becoming available at higher levels. Or ... instead of a level requirement, these "better" foods might be more expensive, or require more ingredients to produce. Combination foods ... such as 30% of health and 20% of power over 30 seconds ... would work the same way.
Gems fit into slots in gear and provide percentage increases in a Character's attributes. These have the same effect on the Character at any level. For example, a gem might provide 1% enhanced magic damage, or 2% enhanced physical damage mitigation.
Other gems will provide passive, cosmetic enhancements - a red glow, for example, or a trail of thin smoke.
Enchantments work much the same way, and the combination of these two will give Players plenty of options with regard to fine tuning their gear.
Potion effects generally are limited in time.
Consider, for example, invisibility. The basic potion might give 15 seonds of invisibility with a 5 second "fade in". A better version might remove the fade in. Another version might give 5 minutes of invisibility; another 10 minutes.
Potions can be active or passive, providing enhancements to a Character's combat attributes, or providing fairly brief cosmentic effects.
Passive enhancements change the "look" of the character or permit it to behave in ways that do not impact on its ability to play the game.
Specific enhancements may apply only to a character's weapon. (For example, a pulsing red glow.) More general enhancements may apply to the character's overall appearance. (For example, a pulsing red glow on every item of gear.) In this case, any weapon that is used will be included in the effect.
A hierarchy of effects will be needed to resolve conflicts. Probably, large scope effects will be basic, with specific effects overriding the larger ones. (For example, a pulsing red glow on every item of gear with a pulsing white glow on the weapon.)
Active enhancements alter the character's ability to play the game.
Damage or mitigation enhancements apply to those abilities and add to the multiplier effect of weapons.