I feel that the current range of enchantments available falls a little short when it comes to swords and armor and that more varied and interesting effects could be acheived through more enchantments.
SWORDS
1. Sturdiness
Level range: 1-10 (I) 15-20 (II) 20-30 (III) 25-30+ (IV)
Effect: Functions like Unbreaking in that swords have a chance not to use up durability when striking, and for each level the amount of damage is received while blocking is (Edit: i'm an idiot->) inDEcreased by half a heart.
2. Frost Aspect
Level range: 10-20 (I) 15-20+ (II)
Effect: Slows the movement rate of the enemy struck, moreso for level 2. Does not stack with Fire Aspect.
EDIT: Beaten to it:
Your "Ice Aspect" is practically copied from my thread. I dont see how this is your enchantment idea. Here is proof of my thread . http://www.minecraft...st__p__14027609
Much more fleshed out than mine, go give him a +1. 3. Vampiric
Level range: 15-30 (I) 25-40 (II) 35-50 (III)
Effect: Upon striking a mob (excluding boats and minecarts), restores half a heart per level.
HELMETS
1. Hardhat
Level range: 8+ 15+ (I)
Effect: Sand and gravel break when they drop on your head.
2. Omniscience
Level range: 35+ (I)
Effect: Allows you to see mob tags like back in the day when F3 revealed them.
CHESTPLATES
1. Regeneration
Level range: 20-35 (I) 35+ (II)
Effect: Regenerates half a heart every (5 for level I, 3 for II) seconds
2. Creeper Aspect (MARTYRDOM)
Level range: 15-35 (I) 20-35+ (II)
Effect: Upon death, you release a spiteful explosion that deals (18 (I) 24.5 (II)) hearts of damage.
1. Retribution
Level range: 40+ (I)
Effect: Enemies attacking with melee take half a heart of damage each strike.
2. Stalwartness
Level Range: 20-30 (I) 25-35 (II)
Effect: Attacks move you less - you're less likely to be shoved off an edge.
LEGGINGS
1. Endurance
Level Range: 1-20 (I), 15-30 (II), 30+ (III)
Effect: Hunger bar and food saturation decays (2 (I) 3 (II) 4 (III)) times as slowly.
BOOTS
1. Spring
Level range: 1-20 (I) 15-30 (II)
Effect: Increased jump height
2. Tenacity
Level range: 15-30 (I) 25-35+ (II)
Effect: Slowing effects are reduced by 25% per level. (As in, water, soul sand, lava, slowing potions)
Sturdiness
I originally thought it was Unbreaking on a sword, but as I read on, it started to make no sense at all.
Frost Aspect
Pretty good idea, but yet not original.
Vampiric
Just TERRIBLE. Especially hate the name of it.
Hardhat
Then sand mining would become ridiculously easy, and there would be no need for falling sand/gravel traps for Survival maps.
Omniscience
The reason the feature was removed was because it was way too overpowered and made the gameplay way too easier. No reason to bring it back.
Regeneration
I am completely baffled at how a chestplate can be used to heal your wounds.
Martyrdom
So if I'm killed by a horde of zombies, I can't go back and retrieve my stuff 'cause it's all gone now by the explosion? Think before you post.
Endurance
Same as the Regeneration enchantment: Unless you're chewing on your pants, I have no idea how they can replenish your hunger.
Spring
Too overpowered. When you're cornered by mobs, you could just put on some Spring boots and hop over all the mobs. ('cause theyre mostly two blocks tall)
And it would be almost impossible to get used to the two-block jumping thing.
Tenacity
Almost as useless as Bane of Arthropods enchantment unless you're constantly throwing a Slowness potion at your face.
1. Sturdiness
Level range: 1-10 (I) 15-20 (II) 20-30 (III) 25-30+ (IV)
Effect: Functions like Unbreaking in that swords have a chance not to use up durability when striking, and for each level the amount of damage is received while blocking is increased by half a heart.
Though the blocking part would be useful, the Unbreaking enchantment actually works the exact same way in terms of chances for durability to not drop.
2. Frost Aspect
Level range: 10-20 (I) 15-20+ (II)
Effect: Slows the movement rate of the enemy struck, moreso for level 2. Does not stack with Fire Aspect.
Interesting, but I have to agree with MidKnightDark though, I have seen that idea before.
3. Vampiric
Level range: 15-30 (I) 25-40 (II) 35-50 (III)
Effect: Upon striking a mob (excluding boats and minecarts), restores half a heart per level.
Though the actual concept is alright, this might make the game way too easy.
1. Hardhat
Level range: 8+ (I)
Effect: Sand and gravel break when they drop on your head.
There's an exploit where you can just place a torch right under you, causing sand and gravel to break and turn into items, but your idea seems more logical.
2. Omniscience
Level range: 35+ (I)
Effect: Allows you to see mob tags like back in the day when F3 revealed them.
Though some could argue that this could make things too easy, I'd want this anyway, just because it would make scattering for XP orbs easier for me. I'd recommend a distance limit for this, though.
I think the name "Explosion Aspect" would fit more here, seeing as Creepers aren't the only things that explode. This would be painfully annoying if you died in your own house with this enchantment.
1. Endurance
Level Range: 1-20 (I), 15-30 (II), 30+ (III)
Effect: Hunger bar and food saturation decays (2 (I) 3 (II) 4 (III)) times as slowly.
Alright, I could live with that. I don't know how anyone else would respond to this, but I'd take it, just because I'd have to pay attention to hunger a lot less, and this would be great against hunger poison.
1. Spring
Level range: 1-20 (I) 15-30 (II)
Effect: Increased jump height
This could be a nuisance, as this might cause you to unintentionally jump into dangerous hazards.
2. Tenacity
Level range: 15-30 (I) 25-35+ (II)
Effect: Slowing effects are reduced by 25% per level.
Slowing effects?
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Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
Hardhat This would be nice, but I have to agree that it would be a little cheap...but it's good anyway.
Omniscience
Yes, this would be nice. Hate how they removed that...but it should only function when you do F3 though, or else it would be annoying. Regeneration No. Doesn't even make sense.
Martyrdom
Eh...unless you're want to kill bullies on multiplayer, this would just be a nuisance... Endurance No. This makes no sense either.
Spring
Yes! This would be awesome! Only annoying thing would be taking them off and on all the time...it would be better with a quick toggle. Tenacity Useless... So, ones that I want are Frost, Aspect, Hardhat, Omniscience, and Spring.
Explaining Sturdiness: Aside from Unbreaking, Blocking with your sword makes it absorb more damage than if it weren't enchanted - edit: Oh wait, I see my typo now. Awhoops.
Alright... The explosion aspect WAS intended for SMP PVP... in retrospect, useless outside of it.
Regeneration isn't receiving much positive feedback as well - I think I just need to retool the entire chestpiece list...
As for some Endurance not making sense, I didn't think one had to make sense in Minecraft, especially dealing with magic... but; I thought it would be nice to have something where you can go for longer without munching down on something.
Vampiric isn't receiving good feedback either, I think I'll just go ahead and remove it from the list too.
As for Frost Aspect not being my original idea - Oops. I guess I should be more vigilant in my searches and enter each one into the bar instead of looking for general enchantment threads. My bad!
Hardhat being a little cheap - yeah, maybe so...
On Tenacity - it's less for combat and more for trudging through water, soul sand, and, if you have the fire resist potion effect, lava.
So...yeah. that'll teach me to post right before class. Editing OP!
Alright, lemme know what you think of the revised list.
SWORDS
1. Sturdiness
Level range: 1-10 (I) 15-20 (II) 20-30 (III) 25-30+ (IV)
Effect: Functions like Unbreaking in that swords have a chance not to use up durability when striking, and for each level the amount of damage is received while blocking is (Edit: i'm an idiot->)
inDEcreased by half a heart.2. Frost Aspect
Level range: 10-20 (I) 15-20+ (II)
Effect: Slows the movement rate of the enemy struck, moreso for level 2. Does not stack with Fire Aspect.
EDIT: Beaten to it:
Much more fleshed out than mine, go give him a +1.
3. VampiricLevel range: 15-30 (I) 25-40 (II) 35-50 (III)
Effect: Upon striking a mob (excluding boats and minecarts), restores half a heart per level.
HELMETS
1. Hardhat
Level range:
8+15+ (I)Effect: Sand and gravel break when they drop on your head.
2. Omniscience
Level range: 35+ (I)
Effect: Allows you to see mob tags like back in the day when F3 revealed them.
CHESTPLATES
1. Regeneration
Level range: 20-35 (I) 35+ (II)
Effect: Regenerates half a heart every (5 for level I, 3 for II) seconds
2. Creeper Aspect (MARTYRDOM)
Level range: 15-35 (I) 20-35+ (II)
Effect: Upon death, you release a spiteful explosion that deals (18 (I) 24.5 (II)) hearts of damage.
1. Retribution
Level range: 40+ (I)
Effect: Enemies attacking with melee take half a heart of damage each strike.
2. Stalwartness
Level Range: 20-30 (I) 25-35 (II)
Effect: Attacks move you less - you're less likely to be shoved off an edge.
LEGGINGS
1. Endurance
Level Range: 1-20 (I), 15-30 (II), 30+ (III)
Effect: Hunger bar and food saturation decays (2 (I) 3 (II) 4 (III)) times as slowly.
BOOTS
1. Spring
Level range: 1-20 (I) 15-30 (II)
Effect: Increased jump height
2. Tenacity
Level range: 15-30 (I) 25-35+ (II)
Effect: Slowing effects are reduced by 25% per level. (As in, water, soul sand, lava, slowing potions)
I originally thought it was Unbreaking on a sword, but as I read on, it started to make no sense at all.
Frost Aspect
Pretty good idea, but yet not original.
Vampiric
Just TERRIBLE. Especially hate the name of it.
Hardhat
Then sand mining would become ridiculously easy, and there would be no need for falling sand/gravel traps for Survival maps.
Omniscience
The reason the feature was removed was because it was way too overpowered and made the gameplay way too easier. No reason to bring it back.
Regeneration
I am completely baffled at how a chestplate can be used to heal your wounds.
Martyrdom
So if I'm killed by a horde of zombies, I can't go back and retrieve my stuff 'cause it's all gone now by the explosion? Think before you post.
Endurance
Same as the Regeneration enchantment: Unless you're chewing on your pants, I have no idea how they can replenish your hunger.
Spring
Too overpowered. When you're cornered by mobs, you could just put on some Spring boots and hop over all the mobs. ('cause theyre mostly two blocks tall)
And it would be almost impossible to get used to the two-block jumping thing.
Tenacity
Almost as useless as Bane of Arthropods enchantment unless you're constantly throwing a Slowness potion at your face.
Though the blocking part would be useful, the Unbreaking enchantment actually works the exact same way in terms of chances for durability to not drop.
Interesting, but I have to agree with MidKnightDark though, I have seen that idea before.
Though the actual concept is alright, this might make the game way too easy.
There's an exploit where you can just place a torch right under you, causing sand and gravel to break and turn into items, but your idea seems more logical.
Though some could argue that this could make things too easy, I'd want this anyway, just because it would make scattering for XP orbs easier for me. I'd recommend a distance limit for this, though.
I think the name "Explosion Aspect" would fit more here, seeing as Creepers aren't the only things that explode. This would be painfully annoying if you died in your own house with this enchantment.
Alright, I could live with that. I don't know how anyone else would respond to this, but I'd take it, just because I'd have to pay attention to hunger a lot less, and this would be great against hunger poison.
This could be a nuisance, as this might cause you to unintentionally jump into dangerous hazards.
Slowing effects?
This makes no sense at all...explain?
Frost Aspect
Not original idea, but good.
Vampiric
WAAAYYY to cheap.
Hardhat
This would be nice, but I have to agree that it would be a little cheap...but it's good anyway.
Omniscience
Yes, this would be nice. Hate how they removed that...but it should only function when you do F3 though, or else it would be annoying.
Regeneration
No. Doesn't even make sense.
Martyrdom
Eh...unless you're want to kill bullies on multiplayer, this would just be a nuisance...
Endurance
No. This makes no sense either.
Spring
Yes! This would be awesome! Only annoying thing would be taking them off and on all the time...it would be better with a quick toggle.
Tenacity
Useless...
So, ones that I want are Frost, Aspect, Hardhat, Omniscience, and Spring.
Explaining Sturdiness: Aside from Unbreaking, Blocking with your sword makes it absorb more damage than if it weren't enchanted - edit: Oh wait, I see my typo now. Awhoops.
Alright... The explosion aspect WAS intended for SMP PVP... in retrospect, useless outside of it.
Regeneration isn't receiving much positive feedback as well - I think I just need to retool the entire chestpiece list...
As for some Endurance not making sense, I didn't think one had to make sense in Minecraft, especially dealing with magic... but; I thought it would be nice to have something where you can go for longer without munching down on something.
Vampiric isn't receiving good feedback either, I think I'll just go ahead and remove it from the list too.
As for Frost Aspect not being my original idea - Oops. I guess I should be more vigilant in my searches and enter each one into the bar instead of looking for general enchantment threads. My bad!
Hardhat being a little cheap - yeah, maybe so...
On Tenacity - it's less for combat and more for trudging through water, soul sand, and, if you have the fire resist potion effect, lava.
So...yeah. that'll teach me to post right before class. Editing OP!
Alright, lemme know what you think of the revised list.