I wrote a whole post about it and accidentally pushed the refresh button, so I'll just summarise the idea.
The mod will introduce an Anvil block, which is used for reforging and repairing. Its recipe allows it to be crafted prior to diamond.
The Anvil block has two inputs and one output.
Repairing can be done by placing 1 to 9 iron ingots in the second input and damaged equipment in the first.
Reforging is done by placing any metal equipment in the first slot and inserting a set amount of metal blocks in the second.
Reforging can be done up to 5 times.
A reforged tool will get a random innate enchantment and title at Level 5, and will be Player-bound, which will mean it won't drop on death (it will break from durability damage though)
It costs about 64 metal blocks to improve equpment up to Level 5, so perfection is NOT cheap.
Iron equipment loses enchant power with each successive reforging, but will gain the ability to mine obsidian at level 4, it will also surpass diamond in strength at level 4, a fully reforged iron sword will have 5x the normal durability, and will be slightly slower than gold.
Gold equipment doesn't lose enchanting power, but its effectiveness will not improve, and will have about normal iron durability at level 5.
Diamond/Wood equipment cannot be enchanted, however they won't be easily replaced.
I feel this could help make loot in the game more three dimensional.
Discuss, would you love to see this idea implemented in minecraft?
Oh and since this thread is short I have another idea... boss mobs, enemies which spawn randomly in the world, they are often a lot more tricky than other enemies, but they can easily be avoided.
Tarantulas - These are not just upscaled spiders, these are a massive 4x2x4 block spider. They only have 20 hearts worth of health, but a high damage resistance, plus immunity to fire and arrows. Players should be especially careful around a tarantula, as their powerful attack can bring an unarmored opponent down for the count, they're pretty slow though. They are also HIGHLY possessive of their prey, and if they see it being attacked by any other hostile mob they will divert their attention towards them until they're dead, this can be used to help get away if you find yourself cornered by one.Spawn Type: Rare, spawns at any time in forests, swamps and jungles. Always hostile. Drops: Tarantula Carapaces, which can be used in alchemy (Effect: Buffs Armor) and armor (Armor prevents sprinting, but deflects arrows, strong and durable,) good chance at dropping rare loot.
Skeleton Captain - Skeleton captains have the same amount of health but you, but they will move quickly and attack aggressively, but within his aggressive attack is a pinch of preparation and relent, players will often find themselves dying and doing no damage against them. Their attacks hit hard but are often easily and painlessly blocked. Spawn Type: Rare, spawn in swamps, and cold biomes at night. Burn up during the day. Docile, until a player gets close enough to him. Drops: Same as skeleton, but with a significantly higher chance for rare drops.
Ent - A tree golem essentially, the vicious Ent is very dangerous due to it's high health and powerful regeneration rate. He definitely knows how a good offense can make a good defense, he uses many high damaging attacks with high knockback to keep the player out of melee range, which helps him heal. However, he is opposed to the idea of the player trying to escape the fight, and will use vines to pull the player into attacking range. The vicious ent has no damage resistance, but the only way to defeat it is having a high DPS, bring your fire arrows and your best sword, leave your poisons at home though. Spawn Type: Rare, they spawn anywhere you can find an abundant source of trees. Only hostile if struck. Drops: Materials for a wood armor, they also have a good chance of dropping rare loot.