Telepathy: makes you able to throw the fire charge, wich will home to the nearest enemy (and obiviously, put him on fire), and then return to you/ the dispenser from wich was fired. On level I this would consume 3 durability, on II 2 durability and so on. Max level III
If you don't like the fire charge, could you apply this to arrows or bows?
Mmmm. Maybe for a bow. Mmm. I need to think about it.
Glowing potion
It will make you glow (duh?!?) in a radius of 10 blocks (5 less than glowston, for balance). The ingredient is a glowstone block.
Duration: 30 seconds. Can be upgraded with glowstone dust, will make the radius reach 13 blocks. Can't use redstone on it (for balancing). Perfect for outdoor exploring if you don't want to place torches all over the place!
Darkening potion
"Subtracts" light around you, in a radius of 10 blocks. Can't use glowston on it (it would be a contraddiction), can use redstone on it.
Normal duration: 1:00. Duration with Redstone: 2:00. Perfect for night ninjas!
Ps: invisible potion DOESEN'T makes darkening potion usless, since it doesen't makes armor and hand-held objects invisible.
Meh. Nahhhh. It'd be hard to incorporate this, I think.
LOL. I don't hate you xD I'm sorry if it seems like that, but I don't, truly. Its just that I think those potions wouldn't be used as often as intended, and would be pointless. I include potions/enchantments I feel that would actually be used often in the game. Also, the glow potion you thought of would be difficult to code, since Minecraft does not contain dynamic lighting.
Potion of Scorching should be made with Potion of Fire Resistance+Fermented Spider Eye since currently it makes a Potion of Weakness which makes no sense whatsoever.
I love this idea. These new enchantments/potions aren't OP and have cool symbols/colors.
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Potion of Scorching should be made with Potion of Fire Resistance+Fermented Spider Eye since currently it makes a Potion of Weakness which makes no sense whatsoever.
Isn't Potion of Cooling and Potion of Fire Resistance kinda similar? Also, I think Potion of Nightvision+Fermented Spider Eye should create the Potion of Blindness since in Wiki they are the opposite potion effect.
Isn't Potion of Cooling and Potion of Fire Resistance kinda similar? Also, I think Potion of Nightvision+Fermented Spider Eye should create the Potion of Blindness since in Wiki they are the opposite potion effect.
Well, Potion of Fire Resistance causes you to still take fire damage, but its heavily decreased. Potion of Cooling upon drinking or splashing will cause immediate removal of fire, thus 'cooling' you off.
And about Potion of Blindness...hmm...I don't know. I'd need to think about that.
6.)Potion of Cursing Potion of Luck+Fermented Spider Eye
When you drink this potion or get splashed by it, there is a 20% chance of any melee attack hit you land to do a full heart of damage to you. People are getting confused that this is beneficial. It is not. I may have explained it wrong. Your melee attack does damage to the oppenent, as well as yourself. When in the effect of this potion, there will be an increased crit chance on you, so you may take critical hits much more often from regular melee attacks. Idea from BanjoPlaying Horse.
Duration
Potion of Cursing:0:30
Potion of Cursing(Extended): 1:45
Potion of Cursing II: 0:15
Potion of Cursing II(Extended): 3:00
Potion of Cursing II
The chance of a a regular melee attack to do a full heart of damage to yourself is increased from 20% to 40% and you take a heart and a half of damage instead.
[]Can add gunpowder to make it a splash potion []Can add redstone to increase duration []Can add glowstone to increase potency
Smelting Depending on what you mine, you'll get the smelted version of it. For example, digging sand will give you glass. Digging smooth stone will give you smooth stone, not cobblestone. Digging iron ore will give you an iron ingot, etc.
This enchantment can't have Silk Touch with it on a Pick/Shovel
MAX ENCHANTMENT LEVEL: Smelting I
I really like all of your ideas, but I have some additions/changes I think it would be good to have.
Potion of Cursing - Instead of having all hits you land have a 20% chance of hurting you, maybe only have it apply if you fight with a sword or bow while being affected by this potion? This way people will have to start carrying an additional axe, being forced to use their fists, or having to deal with the consequences of using a weapon.
Smelting - Don't have it be a 100% chance of dropping a smelted ore. Instead, have five levels of smelting. Smelting I gives a 10% chance of, Smelting II gives a 20% chance, and so on.
I really like all of your ideas, but I have some additions/changes I think it would be good to have.
Potion of Cursing - Instead of having all hits you land have a 20% chance of hurting you, maybe only have it apply if you fight with a sword or bow while being affected by this potion? This way people will have to start carrying an additional axe, being forced to use their fists, or having to deal with the consequences of using a weapon.
Smelting - Don't have it be a 100% chance of dropping a smelted ore. Instead, have five levels of smelting. Smelting I gives a 10% chance of, Smelting II gives a 20% chance, and so on.
I agree with updating Smelting, however, I'm not adding levels. I'll simply make it have a, 30% of it actually smelting the item. Thanks for reminding me.
And about the cursing potion...hmm...interesting...I'll think about it. I may just do that. Nice ideas.
+ 1! The only thing I didn't like is that knock back resistance on the armor A.) needs all pieces to be enchanted with it and B.) Virtually nothing can be enchanted on those armor pieces at the same time. My logic is that, as a decent and somewhat knowledgeable PVPer (by necessity, understand) I've drawn up the conclusion that knock back swords are not that tasteful in PVP matches, more of an escape method. Now, when knock back swords are used on you, the chances of you wearing armor enchanted with knock back resistance rather than protection, fire protection, etc. are not likely. So I do like the idea of knock back resistance, but only if it can be paired with more enchantments.
Another thing, knock back swords should not be able to be enchanted at the same time as length swords, just saying. Don't want to award the upper hand to a PVPer because he got lucky enchanting his diamond sword, now do we?
Anyway that's my two cents, thanks for taking the time to read it.
+ 1! The only thing I didn't like is that knock back resistance on the armor A.) needs all pieces to be enchanted with it and B.) Virtually nothing can be enchanted on those armor pieces at the same time. My logic is that, as a decent and somewhat knowledgeable PVPer (by necessity, understand) I've drawn up the conclusion that knock back swords are not that tasteful in PVP matches, more of an escape method. Now, when knock back swords are used on you, the chances of you wearing armor enchanted with knock back resistance rather than protection, fire protection, etc. are not likely. So I do like the idea of knock back resistance, but only if it can be paired with more enchantments.
Another thing, knock back swords should not be able to be enchanted at the same time as length swords, just saying. Don't want to award the upper hand to a PVPer because he got lucky enchanting his diamond sword, now do we?
Anyway that's my two cents, thanks for taking the time to read it.
Hmm. Yes. Both points do make valid sense. Thanks for those, I'll incorporate them. Thanks for the support!
Bravo. This is a Wonderful Thread.
Here are some Enchantments i thought of
Armor Enchantments: Thornmail (Chestplate Only)
-When Attacked The Attacking Entity Would Recieve Half of the Damage it would deal. (does not count buffs from potions and Enchantments e.g Someone Drinks Potion of Strength I and would deal an extra heart. so he strikes you with a wooden sword. rather you would receive the damage from the wooden sword, and you wouldn't receive the extra heart damage.) Starts with a 10% Chance. Every level increases that chance by 5% Max Level: IV (Maximum Chance: 30%) Note: This Does not count ranged attacks, or damage from potions, or enchants. only melee attacks would be considered) this is only compatible with Protection.
Potions: Potion of Contamination
-When Drank or Received Via Splash Potions. Effected Entity will receive half a heart damage and will have the inability to sprint. for 5 seconds The Effect may Spread if another entity stays close to it for 7 seconds. if the effected entity is a Villager/Player and dies, it will rise as a zombie. effect is cured by drinking milk. there would be a highly noticeable particle/aura around effected entity, warning others to stay away. Potion of Contamination II
-Same Effects as ^ but will receive a heart damage. will have a slower walking speed. and it will spread if another entity will stay close to it for 5 seconds.
These are the only things i can think of, feel free to state your opinion.
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Thanks!
Glad you like my idea.
By the way, I fully support this 100%
I am ninja'd far too often.
Thanks guys!
Mmmm. Maybe for a bow. Mmm. I need to think about it.
Meh. Nahhhh. It'd be hard to incorporate this, I think.
LOL. I don't hate you xD I'm sorry if it seems like that, but I don't, truly. Its just that I think those potions wouldn't be used as often as intended, and would be pointless. I include potions/enchantments I feel that would actually be used often in the game. Also, the glow potion you thought of would be difficult to code, since Minecraft does not contain dynamic lighting.
Thanks! I too wish Mojang would see this.
Thanks
'
Hmm. Maybe.
Well, Potion of Fire Resistance causes you to still take fire damage, but its heavily decreased. Potion of Cooling upon drinking or splashing will cause immediate removal of fire, thus 'cooling' you off.
And about Potion of Blindness...hmm...I don't know. I'd need to think about that.
Thanks for the feedback though.
I really like all of your ideas, but I have some additions/changes I think it would be good to have.
Potion of Cursing - Instead of having all hits you land have a 20% chance of hurting you, maybe only have it apply if you fight with a sword or bow while being affected by this potion? This way people will have to start carrying an additional axe, being forced to use their fists, or having to deal with the consequences of using a weapon.
Smelting - Don't have it be a 100% chance of dropping a smelted ore. Instead, have five levels of smelting. Smelting I gives a 10% chance of, Smelting II gives a 20% chance, and so on.
I agree with updating Smelting, however, I'm not adding levels. I'll simply make it have a, 30% of it actually smelting the item. Thanks for reminding me.
And about the cursing potion...hmm...interesting...I'll think about it. I may just do that. Nice ideas.
Thanks!
Another thing, knock back swords should not be able to be enchanted at the same time as length swords, just saying. Don't want to award the upper hand to a PVPer because he got lucky enchanting his diamond sword, now do we?
Anyway that's my two cents, thanks for taking the time to read it.
Hmm. Yes. Both points do make valid sense. Thanks for those, I'll incorporate them. Thanks for the support!
Thanks!
Here are some Enchantments i thought of
Armor Enchantments:
Thornmail (Chestplate Only)
-When Attacked The Attacking Entity Would Recieve Half of the Damage it would deal. (does not count buffs from potions and Enchantments e.g Someone Drinks Potion of Strength I and would deal an extra heart. so he strikes you with a wooden sword. rather you would receive the damage from the wooden sword, and you wouldn't receive the extra heart damage.) Starts with a 10% Chance. Every level increases that chance by 5% Max Level: IV (Maximum Chance: 30%) Note: This Does not count ranged attacks, or damage from potions, or enchants. only melee attacks would be considered) this is only compatible with Protection.
Potions:
Potion of Contamination
-When Drank or Received Via Splash Potions. Effected Entity will receive half a heart damage and will have the inability to sprint. for 5 seconds The Effect may Spread if another entity stays close to it for 7 seconds. if the effected entity is a Villager/Player and dies, it will rise as a zombie. effect is cured by drinking milk. there would be a highly noticeable particle/aura around effected entity, warning others to stay away.
Potion of Contamination II
-Same Effects as ^ but will receive a heart damage. will have a slower walking speed. and it will spread if another entity will stay close to it for 5 seconds.
These are the only things i can think of, feel free to state your opinion.