Jeb gave us a preview of what types of things the enchantments can do In this screenshot
He has a golden sword with kockback I and smite II
It is fairly obvious what they do.
Knockback increases how far back a mob flies when hit
Smite deals extra damage to undead(based on his earlier tweets)
What other enchantments do you think they will add?
weapons:
dragonslaying, to deal extra damage to dragons.
flaming, to light enemies on fire for a time
anchoring, to prevent enemies hit from teleporting.
butchering, to make mobs drop more meat
Vampiric, to recover health when you attack
freezing, to slow the enemy
insecticide(bad name, I know) to feal extra damage to spiders and silverfish
defending, to raise you defenses
warning: blade glows when enemies are near
Armour:
Retributive: damage mobs that attack you
hardened: increases defense
fire resistance: fire immunity
speed: increases movement when worn
stealth: makes it harder for mobs to notice you
deflecting: makes arrows and projectiles curve away from you slightly, making them easier to dodge. Basically, you need a direct hit, not a glancing blow
Falling:negates fall damage
aquatic: water breathing
Tools:
speed: mines through blocks faster
enduring: increased lifespan
explosive: mine an sphere of blocks all at once
profitable: chance to increase drops from ores
smelting: automatically smelt the gathered block, if applicable
dangerous: deals damage like a sword
universal: works on any block at full efficency
Tunneling: mines a block, and several blocks behind it.
ok, that is a better idea for defending. I'm used to D&D where you active and passive defenses are all rolled together.
Yeah, I know what you mean. So wouldn't that be better for armor-specific enchantments? And what about tool-specific enchantments? I'm hoping there's gonna be a looong list of effects. :biggrin.gif:
Off-topic Edit:
That was my 42nd post! "The Meaning of Life, the Universe, and Everything..."
Yeah, I know what you mean. So wouldn't that be better for armor-specific enchantments? And what about tool-specific enchantments? I'm hoping there's gonna be a looong list of effects. :biggrin.gif:
Off-topic Edit:
That was my 42nd post! "The Meaning of Life, the Universe, and Everything..."
True, there should also be armour and tool enchantments.
Armour:
Retributive: damage mobs that attack you
hardened: increases defense
fire resistance: fire immunity
speed: increases movement when worn
stealth: makes it harder for mobs to notice you
deflecting: makes arrows and projectiles curve away from you slightly, making them easier to dodge. Basically, you need a direct hit, not a glancing blow
Falling:negates fall damage
aquatic: water breathing
Tools:
speed: mines through blocks faster
enduring: increased lifespan
explosive: mine an sphere of blocks all at once
profitable: chance to increase drops from ores
smelting: automatically smelt the gathered block, if applicable
dangerous: deals damage like a sword
universal: works on any block at full efficency
Tunneling: mines a block, and several blocks behind it.
Other weapon ideas:
warning: blade glows when enemies are near
Here's some of my ideas to be thrown in that pile. (Tell me if i get doubles.) Weapons Compacting: Weapons deal more damage as they decrease in durability. Mystical: Chance of tossing out a blaze fireball every 1/4 swings. Poisoning: Weapon degrades 2x faster, but the attack gives monsters 1 heart damage every second. Uppercut-styled: Pops up the enemy when hit. Hardened: Parry now protects for an extra heart. (Completely negates a skeletons arrows.) Shattered: Deals all the damage that the sword would do in its lifetime. (I dk how you would balance this one out, maybe not.) Armor Lightened: Player is able to jump a block higher. Comfortable: Player is able to sprint-jump 2 blocks farther. Self-healing: If all armor pieces are present and equipped, then armor regains one durability every 2 seconds. Diving: Armor breaks significantly faster than regular armor, but allows the ability to stay underwater 3 times as long. Fire-Proofed: Armor deflects blaze fireballs, is and is fire resistant, but not lava resistant. Heat-Treated: Same as Fire-Proofed, but with the added ability of swimming in lava unharmed. Orbital: Armor that is equipped floats around the player, not physically on him. Whenever a monster is targeting the player within 5 blocks, the armor floats in front of the monster. The armor does NOT protect the player from anything else while defending him. (This one might be a nightmare to program) Blast-Proofed: Extra durability against TNT, Creepers, and Ghasts.
That's all i have for now i guess. Just tell me and I'll add more to the list. :smile.gif:
Dangit, I nearly made this thread last week, but decided to hold off until we knew more. :smile.gif:
I'm a little leery of enchantments that completely duplicate the effects of certain potions, like water-breathing or full-blown fire resistance. A potion of water-breathing requires you to potentially get your face gnawed off (or burned off) in the Nether in order to let you breathe water for a few minutes. A Helm of Water-Breathing, which is presumably always-on, requires only two diamonds, four obsidian, a book, some experience points (which you can get off passive mobs if you want), and some luck. Doesn't seem proportional.
It's not so bad with damage-enhancers and the like, as potions and enchantments presumably stack. But water-breathing is either on or off.
While 'dragonslaying' is possible, it seems rather rareified. How about something like 'Enderbane' instead? Works against all Ender mobs. Likewise, I could see a 'Netherbane'. (I would guess that Netherbane and Smite would stack for zombie pigmen.)
Not all the suggested tool enchantments work for all tools. What sort of enchantments would hoes get? Trouble is that while I can think of some good ones, they would have to affect the dirt blocks tilled by the hoe rather than the hoe itself so much - which seems problematic.
Fishing rods could catch fish more rapidly, and/or catch multiple fish per attempt.
I'm really not sure what you could enchant flint and steel to do.
On the other hand, I *can* think of a number of enchantments for compasses and clocks, but it appears they aren't yet enchantable.
EDIT: Would 'dangerous' tools be eligible for weapon enchantments too?
Upon further reflection, certain armor pieces may specialize in certain enchantments. At any rate, reducing falling damage seems like a natural for boots, much less so for helms.
Having seen Jeb's screenshot, I can make a better guess about how the enchantments work:
I think each word has a specific meaning for each item that can be enchanted. For example, 'Fire' may mean 'Flaming' when used on a sword, or 'Fire-Resistant' when used on armor. It may even mean 'Fast-Mining' when used on a pickaxe.
In order to get the second or third tier of an effect, you need to get the same word two or three times. Or perhaps two or three synonyms that have the same or similar meanings.
There may also be intensifier words that up the ante for a whole item, or that intensify some words at the expense of others. For example, 'klaatu' might intensify 'Fire' but weaken 'Earth', or whatever.
Likewise there may be words that weaken an item - 'Curse' seems likely. In any case, my previous analysis of enchantment costs suggests that some words have a negative value.
It may also be that in some or all cases, a given word might *be* the higher tier of another. For example, 'Fire' might give 'Flaming I' on a sword, and 'Demon' might give 'Flaming II'.
None of the above are mutually exclusive, they could all be true - giving a very complex and hard-to-unravel system.
Jeb has stated that the presence of bookshelves weights the odds so that stronger enchantments are more likely to occur. It may be that higher tiers *require* a certain number of bookshelves, but I would think it more likely that they merely make favorable combinations of words more common.
At any rate, it will be interesting to analyze how the presence of increasing numbers of bookshelves changes both word frequency and experience cost.
EDIT: It may be that gold items intensify enchantments, and/or modify the odds of enchantments similar to bookshelves.
I'm a little leery of enchantments that completely duplicate the effects of certain potions, like water-breathing or full-blown fire resistance. A potion of water-breathing requires you to potentially get your face gnawed off (or burned off) in the Nether in order to let you breathe water for a few minutes. A Helm of Water-Breathing, which is presumably always-on, requires only two diamonds, four obsidian, a book, some experience points (which you can get off passive mobs if you want), and some luck. Doesn't seem proportional.
Considering that enchantments cost levels and are random, a potion of water breathing is more reliable to get. A potion may be more feasible in most cases. If you are building atlantis, the air breathing helmet would be very valuable to you. If you are only occasionally going underwater, another helmet enchantment may be more appealing, and you can get the water breathing from a more temporary source. Something like fire resistance would likely be one of the more expensive enchantments, and he armour is still of a limited duration(at least at the moment) before mobs break it.
It's not so bad with damage-enhancers and the like, as potions and enchantments presumably stack. But water-breathing is either on or off.
Opportunity cost. If you have a potion duplicating effect, it reduces your need for a potion, but you lose the ability to get a unique effect. It would also allow you to stack a couple of potion effects.
While 'dragonslaying' is possible, it seems rather rareified. How about something like 'Enderbane' instead? Works against all Ender mobs. Likewise, I could see a 'Netherbane'. (I would guess that Netherbane and Smite would stack for zombie pigmen.)
Its meant to be rare and specific. You don't typically fight with the dragonslaying sword, but when you are facing a dragon,you have a go-to weapon. I don't think making a bane against an entire dimension is good. You don't get a strong decision when one sword i going to be awesome against everything you see.
Not all the suggested tool enchantments work for all tools. What sort of enchantments would hoes get? Trouble is that while I can think of some good ones, they would have to affect the dirt blocks tilled by the hoe rather than the hoe itself so much - which seems problematic.
No, they won't. I'm really not sure what hoes would get either. the durability one applies. Its feasible that just like making a diamond hoe is silly, so is enchanting one.
Fishing rods could catch fish more rapidly, and/or catch multiple fish per attempt.
Fishing rods have uses beyond just fishing, so there could be enchantments to boost that.
launching - toss pulled mob higher in the air
gentle- move the pulled mob to you gently, so they don't get hurt
grappling- pull you to the targeted mob.
Tasering-provides low-level shock damage to mob hooked, but uses durability for each tick.
leashing-prevents grabbed mob from wandering further from you.
warding-prevent grabbed mob from approaching you
I'm really not sure what you could enchant flint and steel to do.
I was surprised to discover they were enchantable. I feel like it is more an unintenional side effect of the item categories than an intentional choice, but I may be wrong. just for fun, though
explosive- objects lit on fire explode
delayed- fire will spawn in the square...eventually.
EDIT: Would 'dangerous' tools be eligible for weapon enchantments too?
I was considering that. I think that they would be better served as tools, but you can fight with them if you run into trouble wihtout fumbling for your sword. Enchanting them as a sword instead of a tool would make them into an overpriced sword.
Opportunity cost. If you have a potion duplicating effect, it reduces your need for a potion, but you lose the ability to get a unique effect. It would also allow you to stack a couple of potion effects.
That's actually a very good point. If you make a Helm of Water-Breathing, you don't have a Helm of Me-No-Get-Killed.
On the other hand, if you're persistent enough, you might be able to make a helm that's both...
Its meant to be rare and specific. You don't typically fight with the dragonslaying sword, but when you are facing a dragon,you have a go-to weapon. I don't think making a bane against an entire dimension is good. You don't get a strong decision when one sword is going to be awesome against everything you see.
Fair point. There may well only be one dragon in the whole game, though...
It's feasible that just like making a diamond hoe is silly, so is enchanting one.
Very true.
Fishing rods have uses beyond just fishing, so there could be enchantments to boost that.
This I am very much inclined to doubt. I predict it will not happen. It will be interesting if I'm wrong, though!
delayed- fire will spawn in the square...eventually.
Whoa, I spent experience points for that?! :smile.gif: What a gyp!
There could be some fun ones, but again, I think currently they just made it so items classified as tools are enchantable, or some such change.
Huh, hadn't thought of that, you may well be right.
I was considering that. I think that they would be better served as tools, but you can fight with them if you run into trouble wihtout fumbling for your sword. Enchanting them as a sword instead of a tool would make them into an overpriced sword.
Yeah, I thought the same thing. Although an axe that could deal damage would have a certain ambience...
(I had a weird idea for a rather specialized enchanted item: The Axe of the Dwarves. It's an axe that deals damage as a sword, plus if it's in your hotbar you get the following benefits: 1) Faster mining, 2) Nightvision, and 3) your character model becomes 1x1x1 - which reduces your speed and jumping ability but lets you tunnel more efficiently. DO NOT unequip this item while in a one-high tunnel!!)
Mystify, I'm not sure if you saw my second post above, you were replying to my first when I posted it.
Regarding that post, what you said is possible. However, they said that what the enchantments will be hard to decode. Having a word be a given enchantment, even if it varies between items, would seem to bely that. However, they could just mean that what the word is unapparent based on what it is alone.
Regarding that post, what you said is possible. However, they said that what the enchantments will be hard to decode. Having a word be a given enchantment, even if it varies between items, would seem to bely that. However, they could just mean that what the word is unapparent based on what it is alone.
Implement enough of the options I gave, and it'll be plenty hard to decode. But yes, it could be harder yet. Hell, enchantments could be like the old potion system, with a unique 32 bit number that each word alters in certain ways. Or perhaps the order of words has some effect I haven't considered, for that matter.
Yeah, but then its not a helm of Me-No-Get-Killed II, or a helm of Me-No-Get-Killed and I-Am-Awesome.
Heh. I see that, as expected, we have similar senses of humor! That, and you're right again.
Yeah, but then its not a helm of Me-No-Get-Killed II, or a helm of Me-No-Get-Killed and I-Am-Awesome
You know, I think the exp cost would be enough to balance something as crazy as this. You would pretty much have to never die and constantly kill mobs to earn enough exp to fully enchant all of your equipment and tools. Which makes me wonder...
I wonder how repairing will work with Enchanted Stuff if at all.
If enchantments remain when you repair a weapon, that would add huge value in both repairing and enchanting. Losing your equipment would be an even bigger deal now, too.
Anyway, I would like enchantments to all have negative effects too (like potions WAS) just to balance things out a bit. I dislike the way repair wont work but oh well.
So for example the smite thing could be +3 but -2 to knockback.
Not sure why but I dislike obvious gains, instead I like to make choices on whether to use something that will benefit me but in the trade-off reducing something else.
so you want to go through the effort of harvesting obisdian, gathering diamonds, making a diamond sword, gathering up 15 skill points, enchant the sword.... and have it come with a huge pile of tradeoffs? Don't get me wrong, tradeoffs in games are great... within a tier. When you put that many resources in between here and there, the result should be worth the investment. you should get something definitively better.
Within the tier(he tier now being an enchanted items), there are certainly tradeoffs. If I am fighting creepers and spiders with my smiting sword, I am wasting it. I am using up its potential uses which could be better spend smiting undead. In that case, I would rather be using a mundane, unenchanted sword than the wrong enchanted sword.
Its like the economic notion that a country should produce what it has a relative advantage at, not an absolute advantage. If sheepland can produce 10,000 bales of yarn and the USA can produce 100,000 bales of yarn, sheepland should still produce the yarn and trade with the USA, because they can't produce much else, whilst the USA has a ton of things it could be puttings its resources towards besides yarn. If they both produce what they have a relative advantage at and trade, you end up with a much higher gain for all involved.
Applying this to enchantments, you use the weapon that has the relative advantage in the situation, not the one with the absolute advanatage. A knockback I Smite II sword may be more advanatagous against the spiders than a normal sword, but the normal sword has the relative advantage becuase its not wasting its potential Smite II. You can get these tradeoffs and interplays without actively gimping the enhanced item.
In this screenshot
He has a golden sword with kockback I and smite II
It is fairly obvious what they do.
Knockback increases how far back a mob flies when hit
Smite deals extra damage to undead(based on his earlier tweets)
What other enchantments do you think they will add?
weapons:
dragonslaying, to deal extra damage to dragons.
flaming, to light enemies on fire for a time
anchoring, to prevent enemies hit from teleporting.
butchering, to make mobs drop more meat
Vampiric, to recover health when you attack
freezing, to slow the enemy
insecticide(bad name, I know) to feal extra damage to spiders and silverfish
defending, to raise you defenses
warning: blade glows when enemies are near
Armour:
Retributive: damage mobs that attack you
hardened: increases defense
fire resistance: fire immunity
speed: increases movement when worn
stealth: makes it harder for mobs to notice you
deflecting: makes arrows and projectiles curve away from you slightly, making them easier to dodge. Basically, you need a direct hit, not a glancing blow
Falling:negates fall damage
aquatic: water breathing
Tools:
speed: mines through blocks faster
enduring: increased lifespan
explosive: mine an sphere of blocks all at once
profitable: chance to increase drops from ores
smelting: automatically smelt the gathered block, if applicable
dangerous: deals damage like a sword
universal: works on any block at full efficency
Tunneling: mines a block, and several blocks behind it.
Any other ideas for potential enchantments?
Or a boost to parrying. Anyway, I actually really like your list of ideas there. I could definitely see keeping a Butchering, Vampiric blade around.
poke a creeper and create super electrified creeper
and blows up on your face and you be like ಠ_ಠ
:biggrin.gif:
-My Names Lecia, And Im A Graphic Artist. ライカ
ok, that is a better idea for defending. I'm used to D&D where you active and passive defenses are all rolled together.
Yeah, I know what you mean. So wouldn't that be better for armor-specific enchantments? And what about tool-specific enchantments? I'm hoping there's gonna be a looong list of effects. :biggrin.gif:
Off-topic Edit:
That was my 42nd post! "The Meaning of Life, the Universe, and Everything..."
True, there should also be armour and tool enchantments.
Armour:
Retributive: damage mobs that attack you
hardened: increases defense
fire resistance: fire immunity
speed: increases movement when worn
stealth: makes it harder for mobs to notice you
deflecting: makes arrows and projectiles curve away from you slightly, making them easier to dodge. Basically, you need a direct hit, not a glancing blow
Falling:negates fall damage
aquatic: water breathing
Tools:
speed: mines through blocks faster
enduring: increased lifespan
explosive: mine an sphere of blocks all at once
profitable: chance to increase drops from ores
smelting: automatically smelt the gathered block, if applicable
dangerous: deals damage like a sword
universal: works on any block at full efficency
Tunneling: mines a block, and several blocks behind it.
Other weapon ideas:
warning: blade glows when enemies are near
Weapons
Compacting: Weapons deal more damage as they decrease in durability.
Mystical: Chance of tossing out a blaze fireball every 1/4 swings.
Poisoning: Weapon degrades 2x faster, but the attack gives monsters 1 heart damage every second.
Uppercut-styled: Pops up the enemy when hit.
Hardened: Parry now protects for an extra heart. (Completely negates a skeletons arrows.)
Shattered: Deals all the damage that the sword would do in its lifetime. (I dk how you would balance this one out, maybe not.)
Armor
Lightened: Player is able to jump a block higher.
Comfortable: Player is able to sprint-jump 2 blocks farther.
Self-healing: If all armor pieces are present and equipped, then armor regains one durability every 2 seconds.
Diving: Armor breaks significantly faster than regular armor, but allows the ability to stay underwater 3 times as long.
Fire-Proofed: Armor deflects blaze fireballs, is and is fire resistant, but not lava resistant.
Heat-Treated: Same as Fire-Proofed, but with the added ability of swimming in lava unharmed.
Orbital: Armor that is equipped floats around the player, not physically on him. Whenever a monster is targeting the player within 5 blocks, the armor floats in front of the monster. The armor does NOT protect the player from anything else while defending him. (This one might be a nightmare to program)
Blast-Proofed: Extra durability against TNT, Creepers, and Ghasts.
That's all i have for now i guess. Just tell me and I'll add more to the list. :smile.gif:
-------------------defence------------------- / --------------------attack--------------------
falcon's drop: fall like a rock but take no damage / enemy gets put six feet under (blocks)
eagle's feather: slow fall and water walking / enemies float away then are dropped
blood bond: armor takes all damage until broken / enemies fight for you
collector: click to find a specific mineral / same attacked mob type take damage
duplicity: craft 2 of a lower level item / make 2 of a lower level mob
deep breathing: permanent water breathing / enemy explodes after a short time
magma sprout: permanent fire resistance / set enemies onfire
Or Perhaps you are hindered above water, but mine faster under.
Wavecutter/Oceansgrace: Mining speed unaffected by water.
Personally I love the idea of carrying two different picks (enchanted differently) with me for certain objectives/projects.
I'm a little leery of enchantments that completely duplicate the effects of certain potions, like water-breathing or full-blown fire resistance. A potion of water-breathing requires you to potentially get your face gnawed off (or burned off) in the Nether in order to let you breathe water for a few minutes. A Helm of Water-Breathing, which is presumably always-on, requires only two diamonds, four obsidian, a book, some experience points (which you can get off passive mobs if you want), and some luck. Doesn't seem proportional.
It's not so bad with damage-enhancers and the like, as potions and enchantments presumably stack. But water-breathing is either on or off.
While 'dragonslaying' is possible, it seems rather rareified. How about something like 'Enderbane' instead? Works against all Ender mobs. Likewise, I could see a 'Netherbane'. (I would guess that Netherbane and Smite would stack for zombie pigmen.)
Not all the suggested tool enchantments work for all tools. What sort of enchantments would hoes get? Trouble is that while I can think of some good ones, they would have to affect the dirt blocks tilled by the hoe rather than the hoe itself so much - which seems problematic.
Fishing rods could catch fish more rapidly, and/or catch multiple fish per attempt.
I'm really not sure what you could enchant flint and steel to do.
On the other hand, I *can* think of a number of enchantments for compasses and clocks, but it appears they aren't yet enchantable.
EDIT: Would 'dangerous' tools be eligible for weapon enchantments too?
Having seen Jeb's screenshot, I can make a better guess about how the enchantments work:
I think each word has a specific meaning for each item that can be enchanted. For example, 'Fire' may mean 'Flaming' when used on a sword, or 'Fire-Resistant' when used on armor. It may even mean 'Fast-Mining' when used on a pickaxe.
In order to get the second or third tier of an effect, you need to get the same word two or three times. Or perhaps two or three synonyms that have the same or similar meanings.
There may also be intensifier words that up the ante for a whole item, or that intensify some words at the expense of others. For example, 'klaatu' might intensify 'Fire' but weaken 'Earth', or whatever.
Likewise there may be words that weaken an item - 'Curse' seems likely. In any case, my previous analysis of enchantment costs suggests that some words have a negative value.
It may also be that in some or all cases, a given word might *be* the higher tier of another. For example, 'Fire' might give 'Flaming I' on a sword, and 'Demon' might give 'Flaming II'.
None of the above are mutually exclusive, they could all be true - giving a very complex and hard-to-unravel system.
Jeb has stated that the presence of bookshelves weights the odds so that stronger enchantments are more likely to occur. It may be that higher tiers *require* a certain number of bookshelves, but I would think it more likely that they merely make favorable combinations of words more common.
At any rate, it will be interesting to analyze how the presence of increasing numbers of bookshelves changes both word frequency and experience cost.
EDIT: It may be that gold items intensify enchantments, and/or modify the odds of enchantments similar to bookshelves.
Sorry. If it existed I would have posted in it.
Considering that enchantments cost levels and are random, a potion of water breathing is more reliable to get. A potion may be more feasible in most cases. If you are building atlantis, the air breathing helmet would be very valuable to you. If you are only occasionally going underwater, another helmet enchantment may be more appealing, and you can get the water breathing from a more temporary source. Something like fire resistance would likely be one of the more expensive enchantments, and he armour is still of a limited duration(at least at the moment) before mobs break it.
Opportunity cost. If you have a potion duplicating effect, it reduces your need for a potion, but you lose the ability to get a unique effect. It would also allow you to stack a couple of potion effects.
Its meant to be rare and specific. You don't typically fight with the dragonslaying sword, but when you are facing a dragon,you have a go-to weapon. I don't think making a bane against an entire dimension is good. You don't get a strong decision when one sword i going to be awesome against everything you see.
No, they won't. I'm really not sure what hoes would get either. the durability one applies. Its feasible that just like making a diamond hoe is silly, so is enchanting one.
Fishing rods have uses beyond just fishing, so there could be enchantments to boost that.
launching - toss pulled mob higher in the air
gentle- move the pulled mob to you gently, so they don't get hurt
grappling- pull you to the targeted mob.
Tasering-provides low-level shock damage to mob hooked, but uses durability for each tick.
leashing-prevents grabbed mob from wandering further from you.
warding-prevent grabbed mob from approaching you
I was surprised to discover they were enchantable. I feel like it is more an unintenional side effect of the item categories than an intentional choice, but I may be wrong. just for fun, though
explosive- objects lit on fire explode
delayed- fire will spawn in the square...eventually.
There could be some fun ones, but again, I think currently they just made it so items classified as tools are enchantable, or some such change.
I was considering that. I think that they would be better served as tools, but you can fight with them if you run into trouble wihtout fumbling for your sword. Enchanting them as a sword instead of a tool would make them into an overpriced sword.
That's actually a very good point. If you make a Helm of Water-Breathing, you don't have a Helm of Me-No-Get-Killed.
On the other hand, if you're persistent enough, you might be able to make a helm that's both...
Fair point. There may well only be one dragon in the whole game, though...
Very true.
This I am very much inclined to doubt. I predict it will not happen. It will be interesting if I'm wrong, though!
Whoa, I spent experience points for that?! :smile.gif: What a gyp!
Huh, hadn't thought of that, you may well be right.
Yeah, I thought the same thing. Although an axe that could deal damage would have a certain ambience...
(I had a weird idea for a rather specialized enchanted item: The Axe of the Dwarves. It's an axe that deals damage as a sword, plus if it's in your hotbar you get the following benefits: 1) Faster mining, 2) Nightvision, and 3) your character model becomes 1x1x1 - which reduces your speed and jumping ability but lets you tunnel more efficiently. DO NOT unequip this item while in a one-high tunnel!!)
Regarding that post, what you said is possible. However, they said that what the enchantments will be hard to decode. Having a word be a given enchantment, even if it varies between items, would seem to bely that. However, they could just mean that what the word is unapparent based on what it is alone.
Yeah, but then its not a helm of Me-No-Get-Killed II, or a helm of Me-No-Get-Killed and I-Am-Awesome
Implement enough of the options I gave, and it'll be plenty hard to decode. But yes, it could be harder yet. Hell, enchantments could be like the old potion system, with a unique 32 bit number that each word alters in certain ways. Or perhaps the order of words has some effect I haven't considered, for that matter.
Heh. I see that, as expected, we have similar senses of humor! That, and you're right again.
Maybe enchanted hoes will be able to change the ground terrain, or make farmland on places you normally can't.
You know, I think the exp cost would be enough to balance something as crazy as this. You would pretty much have to never die and constantly kill mobs to earn enough exp to fully enchant all of your equipment and tools. Which makes me wonder...
If enchantments remain when you repair a weapon, that would add huge value in both repairing and enchanting. Losing your equipment would be an even bigger deal now, too.
And holy crap, I forgot how freaky-looking that guy is. Thanks for that. XD
so you want to go through the effort of harvesting obisdian, gathering diamonds, making a diamond sword, gathering up 15 skill points, enchant the sword.... and have it come with a huge pile of tradeoffs? Don't get me wrong, tradeoffs in games are great... within a tier. When you put that many resources in between here and there, the result should be worth the investment. you should get something definitively better.
Within the tier(he tier now being an enchanted items), there are certainly tradeoffs. If I am fighting creepers and spiders with my smiting sword, I am wasting it. I am using up its potential uses which could be better spend smiting undead. In that case, I would rather be using a mundane, unenchanted sword than the wrong enchanted sword.
Its like the economic notion that a country should produce what it has a relative advantage at, not an absolute advantage. If sheepland can produce 10,000 bales of yarn and the USA can produce 100,000 bales of yarn, sheepland should still produce the yarn and trade with the USA, because they can't produce much else, whilst the USA has a ton of things it could be puttings its resources towards besides yarn. If they both produce what they have a relative advantage at and trade, you end up with a much higher gain for all involved.
Applying this to enchantments, you use the weapon that has the relative advantage in the situation, not the one with the absolute advanatage. A knockback I Smite II sword may be more advanatagous against the spiders than a normal sword, but the normal sword has the relative advantage becuase its not wasting its potential Smite II. You can get these tradeoffs and interplays without actively gimping the enhanced item.