Gold is one of the ores that can be used to craft Tools, Weapons and Armor, However, its rarely used to craft such items, because gold items have terrible stats
Golden swords deal as much damage as wooden swords, and have even less durability.
Golden Armor in general has both less durability and protection compared to iron, although its more rare.
Golden tools have less durability than wooden tools, but they excel in having the highest mining efficiency among all tools.
Except for one stat golden items excel at; Enchantability.
Without complex explanation of Enchantability, basically, what it does is that it increases the chance for having better enchantments, you can read further Here
Golden Items have the highest enchantability (25 for armor and 22 for tools/weapons), compared to diamond, which has the second highest enchantability after gold (10 for tools, weapons and armor), Golden items have very high enchantability, yet still, they are useless because of the low stats.
The idea here is to alter the Enchantability mechanic, to give it a stronger, and clearer impact on the system.
Instead of simply increasing the chances for better enchantments, an items Enchantability ensures better (or more) enchantments, and unlocks higher Levels and possibly whole new enchantments otherwise impossible to obtain at lower Enchantabilities.
List of Enchantments
[b]Higher levels for already existing enchantments[/b]
The level cap increases for already existing enchantments, these levels are exclusive to high enchantability items (gold mainly).
[b]Fire protection V :[/b] completely negates fire damage
Respiration[/b] Level III : [/b]just stronger than I and II at the same rate
Depth strider[/b] Level III : [/b]just stronger than I and II at the same rate
Knockback[/b] level III :[/b] just stronger than I and II at the same rate
Looting[/b] level IV[/b] :[/b] just stronger than I,II and III at the same rate
Unbreaking[/b] level IV and V[/b] : resistance increases with the same rate
[b]Thorns IV [/b]: 60% proc chance, doesn't drain durability on proc, deals Thorn damage to all surrounding enemies.
[b]New Enchantments (Yellow Levels are exclusive to golden items)[/b]
Mark for Death[/b] - Swords
Attack target receives more damage from any source except weaponry enchanted with death curse.
( I ) 15% increased damage received, lasts 6 seconds
( II ) 25% increased damage received, lasts 7 seconds
( III ) 35% increased damage received, lasts 8 seconds
Arcane[/b] - Swords and Axes
increases XP gain from kills
( I - III ) increases XP drop by 10/20/30%
( IV ) increases XP drop by 50%
Armorer[/b] - Chestplate
provides bonus armor to near players of the same team and tame animals (horses, wolves, cats).
( I ) bonus 2 armor levels
( II ) bonus 3 armor levels
( III ) bonus 5 armor levels
( IV ) bonus 6 armor levels
Fertile[/b] - Hoes (though you usually want your hoes not Fertile :P)
increases growth speed on farm pods made by enchanted hoes, effect is lost after the plant is harvested and needs to be hoed again
( I ) bonus 15% growth speed
( II ) bonus 30% growth speed
Hammer strike[/b] - Swords and Axes
Multiplies damage dealt to the enemies armor.
( I ) ×4 damage to armor
( II ) ×8 damage to armor
( III ) ×16 damage to armor
( IV ) ×32 damage to armor
Leader Strike[/b] - Swords
makes attack targets especially vulnerable to companion attacks (dogs and golems only for now)
( I ) 35% increased Damage
( II ) 100% increased damage
Assassin[/b] - Swords
Limited only to golden swords, makes the sword invisible if you are invisible (potion effect)
( I ) only 1 level
Storm[/b] - Swords
grants a chance to make a thunderbolt that appears between you and target, then bounces to other nearby mobs. bolt damage is dealt as a separate damage instance, and couldn't bounce to already hit enemies until no more un-hit enemies could be found in search radius. Drains 4 durability when it acquires, except on golden swords, it drains the normal amount. has got a 20% chance of acquiring and deals 2 damage
( I ) 2 bounces
( II ) 3 bounces
( III ) 6 bounces
[b]Spectral Edge [/b]- Swords
Grants full armor penetration, can't be combined with bonus damage enchantments
( I ) only 1 level
Garnets are very rare ores usually found in other ore veins, or Purchasable from villagers.
Garnets can be added to any tool, weapon or armor to give it +5 enchantability and allows the weapon to be enchanted twice, however it doubles enchantment level cost, and triples it on the second time the item gets enchanted.
(doesn't increase the level requirement, only increases the level cost).
Gold arrows are new types of arrows crafted like normal arrows, but with a gold ingot replacing the flint.
Gold arrows have less base damage than regular arrows, but they can be enchanted with powerful enchantments, these enchantments are too powerful to be given to bows, so they are given single use golden arrows.
Can be renamed with an Anvil to include the name of a player in "quotation" marks, the Arrow deals double damage to the specific player, and broadcasts a special death message.
Doesn't deal any damage, transforms players upon impact into a chicken for 2 seconds.
I think 1 simple fix for making gold useful would be the ability to combine gold enchanted tools to other tools of that kind.
Example: Gold pickaxe can transfer enchantments to diamond, iron or wood tools with use of an anvil. At the cost of the gold tool of course.
This is almost the same as I've always wanted... except the other way round...
What I've always wanted was that you create your gold tool/weapon etc but can 'extend' the durability of it by adding iron/diamond etc to it.. just not as much as if it was a standard iron/diamond tool/armor
A standard gold helmet has a durability of '77'
A Standard iron helmet has a durability of '165'
a difference of '88'
Since you need 5 iron ingots to make a iron helmet then '88/5' = 17.5 per ingot.. If we round down to '16' then if we use 1 iron ingot then gold helmet duarbility increase to '93'... add 2 ingots & the durability = '109' etc
The idea gold arrows I like - give more uses for gold