Additional Enchantments aims to add new high quality enchantments to Minecraft. There will be a wide range of various enchantments for all types of purposes and items. The end goal of this mod is to implement at least 100 new enchantments which feel integrated and balanced appropriately.
FAQ
Q: Where is the download for this mod?
A: This mod is currently in early stages of development and do not have an official download. If you are familiar with Java, and would like to experiment with the mod, the sources are available on GitHub. Please do not redistribute unofficial builds of this mod.
Q: Minecraft has a predefined limit on how many enchantments can be added, how do you plan to get around this?
A: I have developed some code for expanding the enchantment id list. A prototype version of this code has been used in Lithial's More Enchantments Mod for several years now. As far as anyone has reported, there are no issues with this code.
Q: Does you intend to make enchantments which have a higher max level then the vanilla enchantments?
A: Yes, I think it would be very cool to have enchantments which can be level 7, 10, maybe even lv 25 enchantments. By default, any of my enchantments which take level into consideration will scale to any level, meaning that if you want to spawn items in with levels higher than the supported amount, you can do that, and they should still work. In vanilla minecraft, there is a translation issue with enchantments over level 10, this mod has added translation keys for up to level 10 000.
Q: Do you have plans for adding support for other mods?
A: I am a huge fan of working with other developers to add support between mods. There are plans to add support for the Wawla mod, and in the future, I may also add some of the enchantments into Tinkers Construct as modifiers.
Q: Are you accepting suggestions?
A: I am always open to input from the community, please read the spoiler on this page about suggesting enchantments, and then leave a comment on this thread. Please note that I can't guarantee any of this feedback will be implemented.
Current Enchantment List
Cloaked: Cloaked is an enchantment which can be applied to any armor piece. When a piece of armor has the cloaked enchantment, it will be rendered as invisible when worn. This allows players to make their armor completely invisible. This can allow for players to show of their skins, or perform sneak attacks while wearing armor. This enchantment only has 1 level.
Updraft: Updraft is an enchantment for boots. When the player falls, they are given a fall distance buffer, equal to 16 multiplied by the level of the enchantment. The fall distance buffer increases the total amount of blocks which a player must fall in order to experience fall damage. By default the player needs to fall 4 blocks in order to receive 1/2 hearts of damage. If they were using this enchantment, they would need to fall 20 blocks (16 + 4) in order to recieve 1/2 hearts of fall damage.
To suggest new enchantments you should include several bits of information about the enchantment. Here is a list of questions you may use to help document your idea for a new enchantment.
What is the name of the new enchantment?
What is the maximum level for this enchantment?
What does the Enchantment do? (If there can be more than one level, explain how that becomes a factor)
What item(s) can this enchantment be applied to?
What are some of the potential drawbacks to using this enchantment?
Are there certain enchantments that can not be applied with this enchantment?
How rare/common should this enchantment be?
A note on enchantment rarity: Enchantments use a weighted system to calculate how rare an enchantment is. Weighted systems work similarly to a raffle, the weighted value of all enchantments are added together and then the weighted value of a specific enchantment is used to create a percentage. For example say there are two enchantments, one with a weighted value of 10, the other with a value of 5, together there is a total of 15 points. The first enchantment has a 10/15 or 66% chance while the other has a 5/15 or a 33% chance. Information on the vanilla enchantments is included below.
The following information was generated using data from the enchantment code. This data was generated using 1.7.10 source code.
Enchantment Name: Protection | Enchantment Weight: 10 | Max Enchantment Level: 4 | Min Enchantability: 21
Enchantment Name: Fire Protection | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 22
Enchantment Name: Feather Falling | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 15
Enchantment Name: Blast Protection | Enchantment Weight: 2 | Max Enchantment Level: 4 | Min Enchantability: 17
Enchantment Name: Projectile Protection | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 18
Enchantment Name: Respiration | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 40
Enchantment Name: Aqua Affinity | Enchantment Weight: 2 | Max Enchantment Level: 1 | Min Enchantability: 41
Enchantment Name: Thorns | Enchantment Weight: 1 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Sharpness | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 21
Enchantment Name: Smite | Enchantment Weight: 5 | Max Enchantment Level: 5 | Min Enchantability: 25
Enchantment Name: Bane of Arthropods | Enchantment Weight: 5 | Max Enchantment Level: 5 | Min Enchantability: 25
Enchantment Name: Knockback | Enchantment Weight: 5 | Max Enchantment Level: 2 | Min Enchantability: 61
Enchantment Name: Fire Aspect | Enchantment Weight: 2 | Max Enchantment Level: 2 | Min Enchantability: 61
Enchantment Name: Looting | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Efficiency | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 61
Enchantment Name: Silk Touch | Enchantment Weight: 1 | Max Enchantment Level: 1 | Min Enchantability: 61
Enchantment Name: Unbreaking | Enchantment Weight: 5 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Fortune | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Power | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 16
Enchantment Name: Punch | Enchantment Weight: 2 | Max Enchantment Level: 2 | Min Enchantability: 37
Enchantment Name: Flame | Enchantment Weight: 2 | Max Enchantment Level: 1 | Min Enchantability: 50
Enchantment Name: Infinity | Enchantment Weight: 1 | Max Enchantment Level: 1 | Min Enchantability: 50
Enchantment Name: Luck of the Sea | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Lure | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Cool mod... I have no idea what it does beside add more enchments.. what they are, what level I might need to get them... the best level to enchant for them, how many levels each of them has... Well that's all a mystery, but... there is more enchaments so yah?
There isn't a download or enough documentation, the moderators already moved it to discussion, is this a bit of a fail or what
But minecraft could use more enchaments anyways so, the idea is good.. but is the mod, will we ever know?
Cool mod... I have no idea what it does beside add more enchments.. what they are, what level I might need to get them... the best level to enchant for them, how many levels each of them has... Well that's all a mystery, but... there is more enchaments so yah?
There isn't a download or enough documentation, the moderators already moved it to discussion, is this a bit of a fail or what
But minecraft could use more enchaments anyways so, the idea is good.. but is the mod, will we ever know?
Keep modding?
This is not a released mod it's a page to discuss ideas to include within the mod for when it is published. (Thus the no content listed or downloads). The forum moderators did not move the thread (note that I myself am a forum moderator) and it was in mod discussions from the start.
I dunno if this is possible, but after special enchantment,
can a item change its function?
for example,again, fish, can it be right-clicked for purpose other than filling hunger bar?
if yes, then here is one suggestion
ocean slider
max lv:3
it increases players speed in water
lv 1: same speed as walking speed on land
lv 2:running speed on land
lv 3: speed 1 potion + running speed on land
only fishes can have this enchantment (after enchantment, they can't be eaten but can act like helmet)
potential drawback: water mobs within 5x5x5 area will get attracted and swim near player with the enchanted fish (the new guardians are included)
no enchantment collision for now
common, but acquired 30 lv to apply this enchantment
Yes that would be possible.
Not sure if this is a serious suggestion but here is my response to it anyhow. Allowing items to be placed in different slots like the armor slot is possible but it can be tricky to do and will sometimes not work well with other mods. I think I would prefer to keep items to their slots. So for instance the effect you mentioned could only be put into affect when the player is holding the fish. As for the speed increase, that seems a little bit unbalanced. I think it would be better to attempt to create an effect similar to the Depth Strider enchantment in the new snapshots. That being said the Depth Strider fills this role already so I don't think it is needed. As for canceling the use of an item, that is more than possible.
I dunno if this is possible, but after special enchantment,
can a item change its function?
for example,again, fish, can it be right-clicked for purpose other than filling hunger bar?
if yes, then here is one suggestion
ocean slider
max lv:3
it increases players speed in water
lv 1: same speed as walking speed on land
lv 2:running speed on land
lv 3: speed 1 potion + running speed on land
only fishes can have this enchantment (after enchantment, they can't be eaten but can act like helmet)
potential drawback: water mobs within 5x5x5 area will get attracted and swim near player with the enchanted fish (the new guardians are included)
no enchantment collision for now
common, but acquired 30 lv to apply this enchantment
Yes that would be possible.
Not sure if this is a serious suggestion but here is my response to it anyhow. Allowing items to be placed in different slots like the armor slot is possible but it can be tricky to do and will sometimes not work well with other mods. I think I would prefer to keep items to their slots. So for instance the effect you mentioned could only be put into affect when the player is holding the fish. As for the speed increase, that seems a little bit unbalanced. I think it would be better to attempt to create an effect similar to the Depth Strider enchantment in the new snapshots. That being said the Depth Strider fills this role already so I don't think it is needed. As for canceling the use of an item, that is more than possible.
Depth strider actually gives speed almost equal to sprinting while under water. But you are right, the depth strider requires a block below the player. Not sure if I am comfortable adding it though as they are very similar. I will think about this in the future.
If you are still taking suggestions or are starting development, I do have an idea... a reverse charge enhancement. It does have limited usage, however. Basically, in vanilla Minecraft, it would be able to turn Zombie Pigman back into pigs and take charged creepers and make them regular creepers again. It would be an enhancement applied to bows. It would be cool if it worked with other mods that utilized lightning to charge or change a mob.
After not touching this thread for a while, I have returned. While I have been working on Additional Enchantments, it has always been on the back burner. Right now my schedule is cleared, and I have been working on this mod. Right now it only has a few features, but it's getting there. So far I have the following features.
-Extension handler, allows for enchantment ids greater than 256.
-Fixed level translations, previously minecraft only had roman numeral support for level 1 through 10. I have added support for 11 through 10 000. Only 11 through 3999 have roman numerals, as the roman numeral system can only go to 3999 reliably. The rest use Arabic numbering.
-Cloaked: This is an enchantment which can be applied to any piece of armor. This makes that piece of armor show up invisible when worn.
-Updraft: This is a boot enchantment, it's a typical no fall damage enchantment. It also spawns some falling particles.
What does the Enchantment do? (If there can be more than one level, explain how that becomes a factor) Acts like the Gravity Suit in Metroid. Boots allow normal land based movement underwater. Helmet allows player to see just as well underwater as above. Chest plate offers fire resistance (lvl 5), and other protections (level 2). Leggings provide protection as well. Or higher jumping.
What item(s) can this enchantment be applied to? Helmet, Leggings, Boots, Chestplate
What are some of the potential drawbacks to using this enchantment? This affects all water. Waterfalls no longer allow easy access down cliffs or ravines. Jumping off of cliffs into oceans will NOT save you. You will fall THROUGH the water as if it were air, and you will die from fall damage.
Are there certain enchantments that can not be applied with this enchantment? Any of the others. Gravity is supposed to emulate the effects of Gravity Suit in Super Metroid.
How rare/common should this enchantment be? Fairly rare.
alright, i'll take a crack at this...two potential new enchants:
1. what is the name of the new enchantment?
firing squad.
what is the maximum level for this enchantment?
3.
what does the enchantment do?
for every level of firing squad, you will be able to fire an additional arrow when shooting with a bow. basically a multishot enchant (a.k.a. oh gawd not another one of these) but with a slightly cooler name.
what item(s) can this enchantment be applied to?
the name and what it does kinda gives it away...it's a bow enchant.
what are some of the potential drawbacks to using this enchantment?
- additional arrows are not affected by any other enchantment.
- the fact that this enchant locks you out of a certain other popular bow enchant...
are there certain enchantments that can't be applied with this enchantment?
infinity. C:
how rare/common should this enchantment be?
on a scale of 0 to 10: 8 (epic).
2. what is the name of the new enchantment?
vampiric.
what is the maximum level for this enchantment?
4.
what does the enchantment do?
for every level of vampiric, you will steal (gain) 5% health of all damage dealt to non-undead, hostile mobs and players.
what items(s) can this enchantment be applied to?
a sword or a bow.
what are some of the potential drawbacks to using this enchantment?
- the stolen health is actually granted to the target if the target is undead, following the same rules as potions of harming and healing.
- does absolutely nothing to passives, and the percentage is reduced to 2% against an ender dragon.
- if there really is no kill like overkill, the enchant only applies to the damage actually dealt. this can actually cancel out the death of an undead mob, too.
- it does absolutely nothing for anything at half health or lower, and there's always a 15% chance for the enchant to do nothing at all regardless of the target's health.
are there certain enchantments that can't be applied with this enchantment?
nope.
how rare/common should this enchantment be?
on a scale of 0 to 10: 6 (very rare).
on a different note, this mod might actually be what convinces me to make the move from a heavily modded 1.8 to an even more heavily modded 1.7.10 for singleplayer...unless, of course, there are plans for a 1.8 version, which i doubt, but hey...no harm in askin', right?
Additional Enchantments aims to add new high quality enchantments to Minecraft. There will be a wide range of various enchantments for all types of purposes and items. The end goal of this mod is to implement at least 100 new enchantments which feel integrated and balanced appropriately.
FAQ
Q: Where is the download for this mod?
A: This mod is currently in early stages of development and do not have an official download. If you are familiar with Java, and would like to experiment with the mod, the sources are available on GitHub. Please do not redistribute unofficial builds of this mod.
Q: Minecraft has a predefined limit on how many enchantments can be added, how do you plan to get around this?
A: I have developed some code for expanding the enchantment id list. A prototype version of this code has been used in Lithial's More Enchantments Mod for several years now. As far as anyone has reported, there are no issues with this code.
Q: Does you intend to make enchantments which have a higher max level then the vanilla enchantments?
A: Yes, I think it would be very cool to have enchantments which can be level 7, 10, maybe even lv 25 enchantments. By default, any of my enchantments which take level into consideration will scale to any level, meaning that if you want to spawn items in with levels higher than the supported amount, you can do that, and they should still work. In vanilla minecraft, there is a translation issue with enchantments over level 10, this mod has added translation keys for up to level 10 000.
Q: Do you have plans for adding support for other mods?
A: I am a huge fan of working with other developers to add support between mods. There are plans to add support for the Wawla mod, and in the future, I may also add some of the enchantments into Tinkers Construct as modifiers.
Q: Are you accepting suggestions?
A: I am always open to input from the community, please read the spoiler on this page about suggesting enchantments, and then leave a comment on this thread. Please note that I can't guarantee any of this feedback will be implemented.
Current Enchantment List
Cloaked: Cloaked is an enchantment which can be applied to any armor piece. When a piece of armor has the cloaked enchantment, it will be rendered as invisible when worn. This allows players to make their armor completely invisible. This can allow for players to show of their skins, or perform sneak attacks while wearing armor. This enchantment only has 1 level.
Updraft: Updraft is an enchantment for boots. When the player falls, they are given a fall distance buffer, equal to 16 multiplied by the level of the enchantment. The fall distance buffer increases the total amount of blocks which a player must fall in order to experience fall damage. By default the player needs to fall 4 blocks in order to receive 1/2 hearts of damage. If they were using this enchantment, they would need to fall 20 blocks (16 + 4) in order to recieve 1/2 hearts of fall damage.
To suggest new enchantments you should include several bits of information about the enchantment. Here is a list of questions you may use to help document your idea for a new enchantment.
What is the name of the new enchantment?
What is the maximum level for this enchantment?
What does the Enchantment do? (If there can be more than one level, explain how that becomes a factor)
What item(s) can this enchantment be applied to?
What are some of the potential drawbacks to using this enchantment?
Are there certain enchantments that can not be applied with this enchantment?
How rare/common should this enchantment be?
A note on enchantment rarity: Enchantments use a weighted system to calculate how rare an enchantment is. Weighted systems work similarly to a raffle, the weighted value of all enchantments are added together and then the weighted value of a specific enchantment is used to create a percentage. For example say there are two enchantments, one with a weighted value of 10, the other with a value of 5, together there is a total of 15 points. The first enchantment has a 10/15 or 66% chance while the other has a 5/15 or a 33% chance. Information on the vanilla enchantments is included below.
The following information was generated using data from the enchantment code. This data was generated using 1.7.10 source code.
Enchantment Name: Protection | Enchantment Weight: 10 | Max Enchantment Level: 4 | Min Enchantability: 21
Enchantment Name: Fire Protection | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 22
Enchantment Name: Feather Falling | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 15
Enchantment Name: Blast Protection | Enchantment Weight: 2 | Max Enchantment Level: 4 | Min Enchantability: 17
Enchantment Name: Projectile Protection | Enchantment Weight: 5 | Max Enchantment Level: 4 | Min Enchantability: 18
Enchantment Name: Respiration | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 40
Enchantment Name: Aqua Affinity | Enchantment Weight: 2 | Max Enchantment Level: 1 | Min Enchantability: 41
Enchantment Name: Thorns | Enchantment Weight: 1 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Sharpness | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 21
Enchantment Name: Smite | Enchantment Weight: 5 | Max Enchantment Level: 5 | Min Enchantability: 25
Enchantment Name: Bane of Arthropods | Enchantment Weight: 5 | Max Enchantment Level: 5 | Min Enchantability: 25
Enchantment Name: Knockback | Enchantment Weight: 5 | Max Enchantment Level: 2 | Min Enchantability: 61
Enchantment Name: Fire Aspect | Enchantment Weight: 2 | Max Enchantment Level: 2 | Min Enchantability: 61
Enchantment Name: Looting | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Efficiency | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 61
Enchantment Name: Silk Touch | Enchantment Weight: 1 | Max Enchantment Level: 1 | Min Enchantability: 61
Enchantment Name: Unbreaking | Enchantment Weight: 5 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Fortune | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Power | Enchantment Weight: 10 | Max Enchantment Level: 5 | Min Enchantability: 16
Enchantment Name: Punch | Enchantment Weight: 2 | Max Enchantment Level: 2 | Min Enchantability: 37
Enchantment Name: Flame | Enchantment Weight: 2 | Max Enchantment Level: 1 | Min Enchantability: 50
Enchantment Name: Infinity | Enchantment Weight: 1 | Max Enchantment Level: 1 | Min Enchantability: 50
Enchantment Name: Luck of the Sea | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Enchantment Name: Lure | Enchantment Weight: 2 | Max Enchantment Level: 3 | Min Enchantability: 61
Farewell everyone o/
Interesting idea but I don't think those are things I want to tackle
Farewell everyone o/
There isn't a download or enough documentation, the moderators already moved it to discussion, is this a bit of a fail or what
But minecraft could use more enchaments anyways so, the idea is good.. but is the mod, will we ever know?
Keep modding?
for example, a fish,can it have its own enchantment?
I'm just a wanderer.....
This is not a released mod it's a page to discuss ideas to include within the mod for when it is published. (Thus the no content listed or downloads). The forum moderators did not move the thread (note that I myself am a forum moderator) and it was in mod discussions from the start.
Any item can have its own enchantment
Farewell everyone o/
can a item change its function?
for example,again, fish, can it be right-clicked for purpose other than filling hunger bar?
if yes, then here is one suggestion
ocean slider
max lv:3
it increases players speed in water
lv 1: same speed as walking speed on land
lv 2:running speed on land
lv 3: speed 1 potion + running speed on land
only fishes can have this enchantment (after enchantment, they can't be eaten but can act like helmet)
potential drawback: water mobs within 5x5x5 area will get attracted and swim near player with the enchanted fish (the new guardians are included)
no enchantment collision for now
common, but acquired 30 lv to apply this enchantment
I'm just a wanderer.....
Yes that would be possible.
Not sure if this is a serious suggestion but here is my response to it anyhow. Allowing items to be placed in different slots like the armor slot is possible but it can be tricky to do and will sometimes not work well with other mods. I think I would prefer to keep items to their slots. So for instance the effect you mentioned could only be put into affect when the player is holding the fish. As for the speed increase, that seems a little bit unbalanced. I think it would be better to attempt to create an effect similar to the Depth Strider enchantment in the new snapshots. That being said the Depth Strider fills this role already so I don't think it is needed. As for canceling the use of an item, that is more than possible.
Yes that would be possible.
Not sure if this is a serious suggestion but here is my response to it anyhow. Allowing items to be placed in different slots like the armor slot is possible but it can be tricky to do and will sometimes not work well with other mods. I think I would prefer to keep items to their slots. So for instance the effect you mentioned could only be put into affect when the player is holding the fish. As for the speed increase, that seems a little bit unbalanced. I think it would be better to attempt to create an effect similar to the Depth Strider enchantment in the new snapshots. That being said the Depth Strider fills this role already so I don't think it is needed. As for canceling the use of an item, that is more than possible.
Farewell everyone o/
response to your response XD
it is a half seroius suggestion, why I think of this enchantment is I'm not satisfied with the new depth strider
it only gives land walking speed when you have solid block under feet in the water
so it is only gd for exploring under-non-deep-water structure,for example,the water temple
but how about deep water adventuring?
that's what it is for
I'm just a wanderer.....
Depth strider actually gives speed almost equal to sprinting while under water. But you are right, the depth strider requires a block below the player. Not sure if I am comfortable adding it though as they are very similar. I will think about this in the future.
Farewell everyone o/
another suggestion,which I'm not sure if I should give it out, too many buggy-possibility
upper striker
max lv: 5
instead of blocking while right-click on a sword,it gives a short jump boost
you can jump high and do a crit hit,but the crit dmg% is increased
lv1: jump boost 1, dmg% 250% (instead of original 200%)
jump boost increase by 1 and dmg% increase by 50% per lv
this enchantment can be applied on sword or axe
potential drawback:
a fail strike can hurt,especially on cliffs
also not gd for enemies with knockback(skele-butts,ender dragon,blaze..etc)
enchantment collision: knockback and fire aspect
this will be a rare enchantment,as rare as fire aspect or even fortune
the principal behind this is a simple dmg-defence balance
sword can block originally,this enchantment turns this defence into offence
meanwhile the jump-boost gives risk to the strike,especially on higher lv of this enchantment
maybe on successful hit,player neglects fall dmg,as a reward,but I'm not sure
I'm just a wanderer.....
If you are still taking suggestions or are starting development, I do have an idea... a reverse charge enhancement. It does have limited usage, however. Basically, in vanilla Minecraft, it would be able to turn Zombie Pigman back into pigs and take charged creepers and make them regular creepers again. It would be an enhancement applied to bows. It would be cool if it worked with other mods that utilized lightning to charge or change a mob.
After not touching this thread for a while, I have returned. While I have been working on Additional Enchantments, it has always been on the back burner. Right now my schedule is cleared, and I have been working on this mod. Right now it only has a few features, but it's getting there. So far I have the following features.
-Extension handler, allows for enchantment ids greater than 256.
-Fixed level translations, previously minecraft only had roman numeral support for level 1 through 10. I have added support for 11 through 10 000. Only 11 through 3999 have roman numerals, as the roman numeral system can only go to 3999 reliably. The rest use Arabic numbering.
-Cloaked: This is an enchantment which can be applied to any piece of armor. This makes that piece of armor show up invisible when worn.
-Updraft: This is a boot enchantment, it's a typical no fall damage enchantment. It also spawns some falling particles.
You can follow the mod progress on GitHub.
Farewell everyone o/
YES!!!!!!!!!!!!
man Ive been waiting so long,glad that you finally have time on these smaller projects
I'm just a wanderer.....
What is the name of the new enchantment? Gravity
What is the maximum level for this enchantment? 1
What does the Enchantment do? (If there can be more than one level, explain how that becomes a factor) Acts like the Gravity Suit in Metroid. Boots allow normal land based movement underwater. Helmet allows player to see just as well underwater as above. Chest plate offers fire resistance (lvl 5), and other protections (level 2). Leggings provide protection as well. Or higher jumping.
What item(s) can this enchantment be applied to? Helmet, Leggings, Boots, Chestplate
What are some of the potential drawbacks to using this enchantment? This affects all water. Waterfalls no longer allow easy access down cliffs or ravines. Jumping off of cliffs into oceans will NOT save you. You will fall THROUGH the water as if it were air, and you will die from fall damage.
Are there certain enchantments that can not be applied with this enchantment? Any of the others. Gravity is supposed to emulate the effects of Gravity Suit in Super Metroid.
How rare/common should this enchantment be? Fairly rare.
alright, i'll take a crack at this...two potential new enchants:
1.
what is the name of the new enchantment?
firing squad.
3.
what does the enchantment do?
for every level of firing squad, you will be able to fire an additional arrow when shooting with a bow. basically a multishot enchant (a.k.a. oh gawd not another one of these) but with a slightly cooler name.
what item(s) can this enchantment be applied to?
the name and what it does kinda gives it away...it's a bow enchant.
what are some of the potential drawbacks to using this enchantment?
- additional arrows are not affected by any other enchantment.
- the fact that this enchant locks you out of a certain other popular bow enchant...
are there certain enchantments that can't be applied with this enchantment?
infinity. C:
how rare/common should this enchantment be?
on a scale of 0 to 10: 8 (epic).
2.
what is the name of the new enchantment?
vampiric.
4.
what does the enchantment do?
for every level of vampiric, you will steal (gain) 5% health of all damage dealt to non-undead, hostile mobs and players.
what items(s) can this enchantment be applied to?
a sword or a bow.
what are some of the potential drawbacks to using this enchantment?
- the stolen health is actually granted to the target if the target is undead, following the same rules as potions of harming and healing.
- does absolutely nothing to passives, and the percentage is reduced to 2% against an ender dragon.
- if there really is no kill like overkill, the enchant only applies to the damage actually dealt. this can actually cancel out the death of an undead mob, too.
- it does absolutely nothing for anything at half health or lower, and there's always a 15% chance for the enchant to do nothing at all regardless of the target's health.
are there certain enchantments that can't be applied with this enchantment?
nope.
how rare/common should this enchantment be?
on a scale of 0 to 10: 6 (very rare).
on a different note, this mod might actually be what convinces me to make the move from a heavily modded 1.8 to an even more heavily modded 1.7.10 for singleplayer...unless, of course, there are plans for a 1.8 version, which i doubt, but hey...no harm in askin', right?