Here are 10 ideas for new enchantments and changes to existing ones that could come in a future update.
1. Smelt Touch - Would make iron and gold ore drop ingots, ancient debris drop scraps, netherrack drop nether bricks, logs drop charcoal, clay drops bricks, sand drops glass, etc. Level 2 could have a chance of doubling the drops of iron, gold ores and debris, level 3 could double or triple the drops and level 4 could quadruple the drops of the blocks. Max Level: 4; Items: Pickaxe, Axe, Shovel; Incompatible with: Silk Touch
2. Unburning - Would prevent the items from burning in lava like netherite. Max Level: 1 Items: Anything excluding netherite
3. Critical - Would increase damage dealt by critical hits by 25% per level 1, 50% for level 2 and 100% for level 3 + base damage. Max Level: 3; Items: Any Tool/Sword
4. Reinforcement - Would be found only in loot chests and would prevent an item from breaking once it's durability reaches 1 but would treat it like your hand after this happens, and armor would not protect when this happens. It would stay on after being used on a grindstone. Max Level: 1; Items: Anything.
5. Wrecking - Would multiply the damage done to enemy armor or shields by 1 + level, and level 4 would deal 5 times as much damage, but could only be found in chest loot. The enchantment would also disable the item for 3 + level * 2 seconds Max Level: 4; Items: Any Tool/Sword
6. Overshot - Would multiply the max range of ranged items by 1 + level. Max Level: 3; Items: Any Ranged Item excluding enderpearls, eggs and snowballs.
7. Fire Strider - Would work similar to depth strider, but would be used in lava instead, and would reduce fire damage. Max Level: 3; Items: Boots; Incompatible with: Depth Strider
8. Blazing Affinity - Would increase visibility in lava by at least 16 blocks, and would boost mining speed to normal and would reduce fire damage. Max Level: 1; Items: Helmet; Incompatible with: Aqua Affinity
9. Multishot Changes - Level 1 would shoot 2 arrows, lvl 2 would shoot 3 arrows, lvl 3 would shoot 5 arrows and lvl 4 could not be obtained on an enchanting table, but only as rare chest loot and would shoot 8 arrows. Max Level: 4; Items: Crossbow; Incompatible with: Piercing
10. Blasting - Would have a 20% * level chance blast out a 3*3*3 area ignoring blast resistance when a block is mined, but would not damage entities and would modify drops by other enchantments, but would use 5 durability each time. Max Level: 5; Items: Pickaxe
Here are 3 ideas for curse enchantments:
1. Inceneration - Would work on a pickaxe, and would make a fire particle animation and make nothing drop when an ore block is mined (excluding ancient debris)
2. Damaging - Would deal random between 4-8 extra damage to your items, ignoring unbreaking and would make them break faster.
3. Heaviness - Would inflict slowness for 5-15 seconds every time the item is damaged, depending on how much damage the item took.
Also, a new block with 2 input and output slots to extract enchantments to books. The first input slot would be for the item to remove enchantments from, the second input slot for a book, and the first output slot for the disenchanted item, the second for an enchanted book. This process would cost xp, and more if you have more enchantments or the more the max durability of the item, it would be more expensive, but would also remove curse enchantments and reset the work penalty of the item. If you have a work penalty or curse enchantment on the item, it would cost even more xp. It would not have the "Too Expensive" like an anvil.
Smelt Touch: Ah yes, the "insta-smelt" enchantment, a favourite of mods. Personally on the edge; my main objection is that it'd make furnaces, and especially blast furnaces, redundant in the late-game.
Unburning: I think this should instead be a default property of all tools from iron up.
Critical: No objections.
Reinforcement: I'd like to see this, but not as an enchantment. Possibly as a default for all tools, or applied with a certain item.
Wrecking: No objections.
Overshot: Support the idea, but the current levels are too OP; I'd suggest +25% per level.
Fire Strider and Lava Affinity: I don't think you're meant to swim in lava.
Multishot Changes: Too OP.
Curse enchantments: Unsure.
New block: This could potentially be applied to the grindstone, given that it is used to disenchant objects.
Smelt Touch: So you can potentially triple ore / scrap drops and it's compatible with Fortune? No. I'm not an extreme fan of an enchantment replacing late-game furnaces either, especially since blast furnaces fill the same roll, but it's not a deal breaker. Please, though- do not make it and Fortune apply at the same time. Potentially tripling drops every single type of ore that you can find should be at least partially balanced by requiring two pickaxes.
Unburning: Seems fine.
Critical: Critical Hits only deal 150% of a normal hit, so would Critical make it do 250% (adding the 100% bonus to the already-existing bonus) or 300% (adding the 100% increase to 150% damage by doubling the latter) damage? Considering the first option would increase 10 damage to 25 and the second would increase it to 30, I don't think I want them either of them. Simply jumping would give you the potential to one-shot targets.
Reinforcement: I can't tell what it does. From what your description says, it sounds like the tool can't break, but you can't use it either. So basically the Elytra.
Wrecking: Giving any weapon the ability to disable shields would negate the entire point of shields.
Overshot: So it increases their velocity too? The range can't be changed without making the arrows fly faster or negating the arc, and that sounds like a single-level enchantment.
Lava Strider: That's what Striders are for. And Fire Resistance. And being in lava would shred your armor.
Multishot: Anything past three arrows sounds too powerful, and simply changing Multishot to take two levels for the same effect would be pointless.
Blasting: Five durability that is affected by Unbreaking in exchange for breaking 27 blocks regardless of blast resistance and having Fortune/Silk Touch apply to each and every block? That's not balanced at all.
Curses: Curses really only exist for mapmaking, and the ones you suggested sound fine. I'd possibly change the Damaging one to do 1-5 extra points of damage whenever, though, just so you don't have iron tools breaking at wooden durability constantly.
Also, your suggestion for Unburning and Reinforcement being like Mending is already a thing. Mending and Frost Walker are treasure enchantments, meaning they can be obtained from any enchanted item source except enchantment tables.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Smelt Touch: So you can potentially triple ore / scrap drops and it's compatible with Fortune? No. I'm not an extreme fan of an enchantment replacing late-game furnaces either, especially since blast furnaces fill the same roll, but it's not a deal breaker. Please, though- do not make it and Fortune apply at the same time. Potentially tripling drops every single type of ore that you can find should be at least partially balanced by requiring two pickaxes.
Why is this so bad? Practically everybody depends on iron and gold farms; yes, depends, based on what I've seen and the reactions to suggested nerfs to them (Mojang even tried it in a 1.8 snapshot and you wouldn't believe the community's response, hence why it was never implemented. Some people have even quit playing over the mere suggestion of such nerfs).
That said, it should NOT multiply drops by itself - you should require Fortune, as I've implemented in my own version, as "Smelting", which currently only works on iron and gold and can only be found in structure chests (which is IMO what a "treasure enchantment" is - Mojang's view is simply that you can't get them from the table, yet villagers and especially broken AFK fishing farms still make them easy to obtain) - which means potentially hundreds of hours of caving before you find a book; since I started playing on TMCWv4 again I have yet to find a Mending book, or any of various other enchantments (equal probability of each), in 12 play sessions totaling about 45 hours, most of that spent caving, including finding 37 dungeons, each with 1-2 chests, and exploring 11 mineshafts, each with around 5 chests. Put another way, the chance of finding a particular enchantment is much rarer than finding an enchanted golden apple (in the current vanilla version for dungeons books are a one in 6.7 chest chance while enchanted golden apples are one in 32.1, with the chance of a particular enchantment being one in 254.6, or about 8 times rarer):
6. Added Smelting enchantment, which makes iron and gold ore drop ingots instead of themselves, as well as 1-2 or 2-4 XP respectively (based on their abundance and XP drops of other ores when mined; e.g. coal is 0-2 and diamond is 3-7. For comparison, smelting coal gives 0.1, iron 0.7, gold 1, and diamond 1). Smelting is compatible with Fortune, averaging 2.2 drops per ore with Fortune III (same as most other ores), while it is incompatible with Silk Touch (which will override it if you do put both of them on a tool) and can only be applied to iron, diamond, or amethyst pickaxes. It can only be found in naturally generated chests, making it a true "treasure" enchantment.
Also, TMCW uses the pre-1.8 anvil system, where you need to pay for the enchantments every time you work on an item, plus a durability-based repair cost (my version of Mending is a direct replacement for renaming an item to keep the penalty down, thus you repair items on the anvil), so if you put both Smelting and Fortune on the same item the base cost will already be 20 levels (8 for Smelting and 12 for Fortune III, I removed the cost for the number of enchantments, which would otherwise add 3 more), plus 17 for repairing a diamond tool with a sacrifice, or 37 levels - then if you add Mending it adds 8 more levels - making it too expensive to repair unless you use either single units (diamonds) or damaged tools (as the cost depends on the durability). Hence, you can't make maxed-out tools (no Efficiency or Unbreaking in this case), or most other items, this applies even more so to amethyst (basically my equivalent to Netherite), despite a maximum cost of 49 levels instead of 39 (IMO, the entire current system is completely broken as it allows you to indefinitely use and cheaply maintain "god" items with a ridiculous number of enchantments - every (compatible) enchantment in fact).
Also, I think it is fair if you get more XP since all other ores have the same behavior; for example, coal averages 10 times more XP (0-2) if you directly harvest it than if you smelt it (0.1).
I even added a "Vein Miner" enchantment with similar logic as Smelting - both extremely rare and difficult to obtain, while not providing a huge advantage and being very expensive to use, so they are more desirable for small-scale operations than heavy general use (I'd never use them while caving since it would be too expensive to repair an amethyst pickaxe with one of them plus Efficiency, Unbreaking, and Mending (even with just these three enchantments already costs 43 levels for a single unit) and I wouldn't want to have to carry a separate tool):
7. Added Vein Miner enchantment, which enables you to mine more than one block at a time (effective on all ores; all blocks must be of the same type as the block mined), with level 1 mining up to six blocks (center block plus up to 5 blocks adjacent to the sides; all 6 sides are checked but one must be removed to expose the center block) and level 2 up to 18 blocks (a 3x3 cube minus the corners and one block from the center of one side; blocks are only mined if they are adjacent to a block which was mined by the first level). It is compatible with both Fortune and Silk Touch and can only be put on a pickaxe since all the blocks it is effective on require one. It also adds 0.005 exhaustion per block broken after the first block, which adds 0.025 as normal, and takes off half a point of durability per additional block mined, rounded up (1,2,3,4,5,6 blocks = 1,2,3,3,4,4 durability). Like Smelting, it can only be found in chests.
Why is this so bad? Practically everybody depends on iron and gold farms; yes, depends, based on what I've seen and the reactions to suggested nerfs to them (Mojang even tried it in a 1.8 snapshot and you wouldn't believe the community's response, hence why it was never implemented. Some people have even quit playing over the mere suggestion of such nerfs).
That said, it should NOT multiply drops by itself - you should require Fortune, as I've implemented in my own version, as "Smelting", which currently only works on iron and gold and can only be found in structure chests
Putting it that way does make it sound more balanced.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Here are 10 ideas for new enchantments and changes to existing ones that could come in a future update.
1. Smelt Touch - Would make iron and gold ore drop ingots, ancient debris drop scraps, netherrack drop nether bricks, logs drop charcoal, clay drops bricks, sand drops glass, etc. Level 2 could have a chance of doubling the drops of iron, gold ores and debris, level 3 could double or triple the drops and level 4 could quadruple the drops of the blocks. Max Level: 4; Items: Pickaxe, Axe, Shovel; Incompatible with: Silk Touch
2. Unburning - Would prevent the items from burning in lava like netherite. Max Level: 1 Items: Anything excluding netherite
3. Critical - Would increase damage dealt by critical hits by 25% per level 1, 50% for level 2 and 100% for level 3 + base damage. Max Level: 3; Items: Any Tool/Sword
4. Reinforcement - Would be found only in loot chests and would prevent an item from breaking once it's durability reaches 1 but would treat it like your hand after this happens, and armor would not protect when this happens. It would stay on after being used on a grindstone. Max Level: 1; Items: Anything.
5. Wrecking - Would multiply the damage done to enemy armor or shields by 1 + level, and level 4 would deal 5 times as much damage, but could only be found in chest loot. The enchantment would also disable the item for 3 + level * 2 seconds Max Level: 4; Items: Any Tool/Sword
6. Overshot - Would multiply the max range of ranged items by 1 + level. Max Level: 3; Items: Any Ranged Item excluding enderpearls, eggs and snowballs.
7. Fire Strider - Would work similar to depth strider, but would be used in lava instead, and would reduce fire damage. Max Level: 3; Items: Boots; Incompatible with: Depth Strider
8. Blazing Affinity - Would increase visibility in lava by at least 16 blocks, and would boost mining speed to normal and would reduce fire damage. Max Level: 1; Items: Helmet; Incompatible with: Aqua Affinity
9. Multishot Changes - Level 1 would shoot 2 arrows, lvl 2 would shoot 3 arrows, lvl 3 would shoot 5 arrows and lvl 4 could not be obtained on an enchanting table, but only as rare chest loot and would shoot 8 arrows. Max Level: 4; Items: Crossbow; Incompatible with: Piercing
10. Blasting - Would have a 20% * level chance blast out a 3*3*3 area ignoring blast resistance when a block is mined, but would not damage entities and would modify drops by other enchantments, but would use 5 durability each time. Max Level: 5; Items: Pickaxe
Here are 3 ideas for curse enchantments:
1. Inceneration - Would work on a pickaxe, and would make a fire particle animation and make nothing drop when an ore block is mined (excluding ancient debris)
2. Damaging - Would deal random between 4-8 extra damage to your items, ignoring unbreaking and would make them break faster.
3. Heaviness - Would inflict slowness for 5-15 seconds every time the item is damaged, depending on how much damage the item took.
Also, a new block with 2 input and output slots to extract enchantments to books. The first input slot would be for the item to remove enchantments from, the second input slot for a book, and the first output slot for the disenchanted item, the second for an enchanted book. This process would cost xp, and more if you have more enchantments or the more the max durability of the item, it would be more expensive, but would also remove curse enchantments and reset the work penalty of the item. If you have a work penalty or curse enchantment on the item, it would cost even more xp. It would not have the "Too Expensive" like an anvil.
The enchantments Unburning and Reinforcement would also go into a new category known as special enchantments, which can only be obtained like mending.
Another special enchantment could be one that makes you respawn with the item when you die, but would deal damage to the item.
Let's do this one at a time.
Smelt Touch: Ah yes, the "insta-smelt" enchantment, a favourite of mods. Personally on the edge; my main objection is that it'd make furnaces, and especially blast furnaces, redundant in the late-game.
Unburning: I think this should instead be a default property of all tools from iron up.
Critical: No objections.
Reinforcement: I'd like to see this, but not as an enchantment. Possibly as a default for all tools, or applied with a certain item.
Wrecking: No objections.
Overshot: Support the idea, but the current levels are too OP; I'd suggest +25% per level.
Fire Strider and Lava Affinity: I don't think you're meant to swim in lava.
Multishot Changes: Too OP.
Curse enchantments: Unsure.
New block: This could potentially be applied to the grindstone, given that it is used to disenchant objects.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Smelt Touch: So you can potentially triple ore / scrap drops and it's compatible with Fortune? No. I'm not an extreme fan of an enchantment replacing late-game furnaces either, especially since blast furnaces fill the same roll, but it's not a deal breaker. Please, though- do not make it and Fortune apply at the same time. Potentially tripling drops every single type of ore that you can find should be at least partially balanced by requiring two pickaxes.
Unburning: Seems fine.
Critical: Critical Hits only deal 150% of a normal hit, so would Critical make it do 250% (adding the 100% bonus to the already-existing bonus) or 300% (adding the 100% increase to 150% damage by doubling the latter) damage? Considering the first option would increase 10 damage to 25 and the second would increase it to 30, I don't think I want them either of them. Simply jumping would give you the potential to one-shot targets.
Reinforcement: I can't tell what it does. From what your description says, it sounds like the tool can't break, but you can't use it either. So basically the Elytra.
Wrecking: Giving any weapon the ability to disable shields would negate the entire point of shields.
Overshot: So it increases their velocity too? The range can't be changed without making the arrows fly faster or negating the arc, and that sounds like a single-level enchantment.
Lava Strider: That's what Striders are for. And Fire Resistance. And being in lava would shred your armor.
Multishot: Anything past three arrows sounds too powerful, and simply changing Multishot to take two levels for the same effect would be pointless.
Blasting: Five durability that is affected by Unbreaking in exchange for breaking 27 blocks regardless of blast resistance and having Fortune/Silk Touch apply to each and every block? That's not balanced at all.
Curses: Curses really only exist for mapmaking, and the ones you suggested sound fine. I'd possibly change the Damaging one to do 1-5 extra points of damage whenever, though, just so you don't have iron tools breaking at wooden durability constantly.
Also, your suggestion for Unburning and Reinforcement being like Mending is already a thing. Mending and Frost Walker are treasure enchantments, meaning they can be obtained from any enchanted item source except enchantment tables.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Why is this so bad? Practically everybody depends on iron and gold farms; yes, depends, based on what I've seen and the reactions to suggested nerfs to them (Mojang even tried it in a 1.8 snapshot and you wouldn't believe the community's response, hence why it was never implemented. Some people have even quit playing over the mere suggestion of such nerfs).
That said, it should NOT multiply drops by itself - you should require Fortune, as I've implemented in my own version, as "Smelting", which currently only works on iron and gold and can only be found in structure chests (which is IMO what a "treasure enchantment" is - Mojang's view is simply that you can't get them from the table, yet villagers and especially broken AFK fishing farms still make them easy to obtain) - which means potentially hundreds of hours of caving before you find a book; since I started playing on TMCWv4 again I have yet to find a Mending book, or any of various other enchantments (equal probability of each), in 12 play sessions totaling about 45 hours, most of that spent caving, including finding 37 dungeons, each with 1-2 chests, and exploring 11 mineshafts, each with around 5 chests. Put another way, the chance of finding a particular enchantment is much rarer than finding an enchanted golden apple (in the current vanilla version for dungeons books are a one in 6.7 chest chance while enchanted golden apples are one in 32.1, with the chance of a particular enchantment being one in 254.6, or about 8 times rarer):
Also, TMCW uses the pre-1.8 anvil system, where you need to pay for the enchantments every time you work on an item, plus a durability-based repair cost (my version of Mending is a direct replacement for renaming an item to keep the penalty down, thus you repair items on the anvil), so if you put both Smelting and Fortune on the same item the base cost will already be 20 levels (8 for Smelting and 12 for Fortune III, I removed the cost for the number of enchantments, which would otherwise add 3 more), plus 17 for repairing a diamond tool with a sacrifice, or 37 levels - then if you add Mending it adds 8 more levels - making it too expensive to repair unless you use either single units (diamonds) or damaged tools (as the cost depends on the durability). Hence, you can't make maxed-out tools (no Efficiency or Unbreaking in this case), or most other items, this applies even more so to amethyst (basically my equivalent to Netherite), despite a maximum cost of 49 levels instead of 39 (IMO, the entire current system is completely broken as it allows you to indefinitely use and cheaply maintain "god" items with a ridiculous number of enchantments - every (compatible) enchantment in fact).
Also, I think it is fair if you get more XP since all other ores have the same behavior; for example, coal averages 10 times more XP (0-2) if you directly harvest it than if you smelt it (0.1).
I even added a "Vein Miner" enchantment with similar logic as Smelting - both extremely rare and difficult to obtain, while not providing a huge advantage and being very expensive to use, so they are more desirable for small-scale operations than heavy general use (I'd never use them while caving since it would be too expensive to repair an amethyst pickaxe with one of them plus Efficiency, Unbreaking, and Mending (even with just these three enchantments already costs 43 levels for a single unit) and I wouldn't want to have to carry a separate tool):
Vein Miner:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Putting it that way does make it sound more balanced.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.