Here are some ideas for new item enchants. I will give the pros and cons of each enchant as well as what the enchant can be applied to,how much experience it costs to even have a chance of getting it and your chances of obtaining the enchant. Hope you like some of them, if you have any suggestions on a enchants pros/cons that either need to be tweaked or removed please be sure to tell me below why it needs to be changed as everything is pretty balanced also all these new enchants can come with enchantments already in the game (sharpness, unbreaking, efficiency,silk touch,etc) also this is my third idea on this forum so please understand I am still trying to get used to this.
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Enchantment Name: Leech
Item(s) It Can Be Enchanted With: Swords
Experience Cost: Tier 1 (20-25) Tier 2 (26-30)
Chance Of Obtaining Enchant: Tier 1 (35%) Tier 2 (25%)
Tier 1 Pros: Leech (Tier 1) has a 30% chance of being successful on a hit and when it is successful npc or player will lose half heart (even if armor is being worn half a heart will still be taken) and enchantment damage will add to the normal sword damage but armor will affect normal sword damage, when enchant is successful the wielder has 50% chance of getting regeneration 1 for two seconds or strength 1 for two seconds. During these two seconds 20% chance of enchant being successful again, when successful 75% chance of renewing your current buff or 25% chance of giving you both buffs (regeneration 1 and strength 1) simultaneously with two second duration. During these two seconds 10% chance of enchant being successful again, when successful 85% chance of renewing your buffs or 15% chance of renewing your buffs and giving you resistance simultaneously with two second duration.
Tier 1 Cons: When leech (Tier 1) is successful three durability is taken instead of one, if you damage another npc or player your enchant resets back to 30% roll, 50% chance wielder getting nausea for two seconds or slowness for two seconds during 20% roll, 75% chance wielder getting wither for four seconds, 20% chance wielder getting blindness for three seconds or 5% chance wielder loses all buffs (even buffs from potions) during 10% roll.
Tier 2 Pros: Leech (Tier 2) has a 35% chance of being successful on a hit and when it is successful npc or player will lose a heart (even if armor is being worn a heart will still be taken) and enchantment damage will add to the normal sword damage but armor will affect normal sword damage, when enchant is successful the wielder has 25% chance of getting regeneration 2 for two seconds, 25% chance of strength 2 for two seconds,25% chance of resistance for two seconds, or 25% chance of two buffs being given simultaneously. During any of these two seconds 15% chance of enchant being successful again, when successful 85% chance of renewing your current buff(s) or 15% chance of renewing your buff(s) and giving you all three buffs simultaneously with two second duration. During these two seconds 5% chance of enchant being successful again, when successful 75% chance of renewing wielders buffs and giving you swiftness 2 for two seconds or 25% chance of npc or player losing all buffs (even buffs from potions) and giving them poison for two seconds or wither for three seconds.
Tier 2 Cons: When leech (Tier 2) is successful five durability is taken instead of one, if you damage another npc or player your enchant resets back to 35% roll, 75% chance wielder getting nausea for two seconds or 25% chance wielder getting wither for three seconds during 15% roll, 85% chance wielder getting wither for three seconds 10% chance wielder getting blindness for four seconds or 5% chance wielder losing all current buffs (even buffs from potions) during 5% roll.
Tier 1 Pros: Fertilizer (Tier 1) has a 50% chance of making enchanted soil, crops that grow on tier 1 enchanted soil will grow 30% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. Tier 1 enchanted soil will have a dim glow to it like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 1 enchanted soil is a little tougher to trample.
Tier 1 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 5 crops on tier 1 enchanted soil or having a pumpkin/melon stem produce 5 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
Tier 2 Pros: Fertilizer (Tier 2) has a 40% chance of making enchanted soil, crops that grow on tier 2 enchanted soil will grow 40% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. Tier 2 enchanted soil will have a medium glow to it producing light that will only touch blocks in a 2x2 radius and will glow like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 2 enchanted soil is tougher to trample. Can grow more crops before enchanted soil becomes trampled automatically.
Tier 2 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 10 crops on tier 2 enchanted soil or having a pumpkin/melon stem produce 10 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
Tier 3 Pros: Fertilizer (Tier 3) has a 30% chance of making enchanted soil, crops that grow on tier 3 enchanted soil will grow 50% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. 10% chance of turning carrots into golden carrots on tier 3 enchanted soil. Tier 3 enchanted soil will have a bright glow to it producing light that will only touch blocks in a 3x3 radius and will glow like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 3 enchanted soil is the hardest to trample. Can grow the most crops before enchanted soil becomes trampled automatically.
Tier 3 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 25 crops on tier 3 enchanted soil or having a pumpkin/melon stem produce 25 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
I have more enchantment ideas if anyone would like to hear more ideas from me please say below and I will make another post covering those other enchants, it is like 6 am where I am at that is why I could only get 2 enchants on here and I spent a couple hours putting thought into each enchant so if something is messed up im sorry I am tired and I didn't realize it. Thanks for reading all of this if you have, take care everyone.
Hm, good enchantments, but 1 question, why make another thread when you could have posted in googiesh's version of this thread which is the original one by the way but, nonetheless, good job!
Hm, good enchantments, but 1 question, why make another thread when you could have posted in googiesh's version of this thread which is the original one by the way but, nonetheless, good job!
like i said at the top I am new to this forum so i didn't know some1 else made a new enchants thread so ya. I am glad you like them, I have some other enchants if your interested in them.
Leech sound like a pretty risky enchantment, but I'm not against that.
I also think that hoes could use some enchanting, along with unbreaking.
Well that's the point I was going across, it would mainly be for player verse player scenarios but I just added the npc stuff so it would also work against those so as a example. You can use the leech and get lucky and make the wither boss not have the ability to regenerate heath, or if your in a player verse player type situation you can get some buffs to help you out and sometimes you will debuff yourself sometimes you debuff them. Also hoes should of had enchants a long time ago, I can see fertilizer 3 unbreaking 3 and fortune 3 on a hoe to be very helpful for farming and such
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Enchantment Name: Leech
Item(s) It Can Be Enchanted With: Swords
Experience Cost: Tier 1 (20-25) Tier 2 (26-30)
Chance Of Obtaining Enchant: Tier 1 (35%) Tier 2 (25%)
Tier 1 Pros: Leech (Tier 1) has a 30% chance of being successful on a hit and when it is successful npc or player will lose half heart (even if armor is being worn half a heart will still be taken) and enchantment damage will add to the normal sword damage but armor will affect normal sword damage, when enchant is successful the wielder has 50% chance of getting regeneration 1 for two seconds or strength 1 for two seconds. During these two seconds 20% chance of enchant being successful again, when successful 75% chance of renewing your current buff or 25% chance of giving you both buffs (regeneration 1 and strength 1) simultaneously with two second duration. During these two seconds 10% chance of enchant being successful again, when successful 85% chance of renewing your buffs or 15% chance of renewing your buffs and giving you resistance simultaneously with two second duration.
Tier 1 Cons: When leech (Tier 1) is successful three durability is taken instead of one, if you damage another npc or player your enchant resets back to 30% roll, 50% chance wielder getting nausea for two seconds or slowness for two seconds during 20% roll, 75% chance wielder getting wither for four seconds, 20% chance wielder getting blindness for three seconds or 5% chance wielder loses all buffs (even buffs from potions) during 10% roll.
Tier 2 Pros: Leech (Tier 2) has a 35% chance of being successful on a hit and when it is successful npc or player will lose a heart (even if armor is being worn a heart will still be taken) and enchantment damage will add to the normal sword damage but armor will affect normal sword damage, when enchant is successful the wielder has 25% chance of getting regeneration 2 for two seconds, 25% chance of strength 2 for two seconds,25% chance of resistance for two seconds, or 25% chance of two buffs being given simultaneously. During any of these two seconds 15% chance of enchant being successful again, when successful 85% chance of renewing your current buff(s) or 15% chance of renewing your buff(s) and giving you all three buffs simultaneously with two second duration. During these two seconds 5% chance of enchant being successful again, when successful 75% chance of renewing wielders buffs and giving you swiftness 2 for two seconds or 25% chance of npc or player losing all buffs (even buffs from potions) and giving them poison for two seconds or wither for three seconds.
Tier 2 Cons: When leech (Tier 2) is successful five durability is taken instead of one, if you damage another npc or player your enchant resets back to 35% roll, 75% chance wielder getting nausea for two seconds or 25% chance wielder getting wither for three seconds during 15% roll, 85% chance wielder getting wither for three seconds 10% chance wielder getting blindness for four seconds or 5% chance wielder losing all current buffs (even buffs from potions) during 5% roll.
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Enchantment Name: Fertilizer
Item(s) It Can Be Enchanted With: Hoes
Experience Cost: Tier 1 (10-15) Tier 2 (16-20) Tier 3 (21-30)
Chance Of Obtaining Enchant: Tier 1 (75%) Tier 2 (50%) Tier 3 (25%)
Tier 1 Pros: Fertilizer (Tier 1) has a 50% chance of making enchanted soil, crops that grow on tier 1 enchanted soil will grow 30% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. Tier 1 enchanted soil will have a dim glow to it like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 1 enchanted soil is a little tougher to trample.
Tier 1 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 5 crops on tier 1 enchanted soil or having a pumpkin/melon stem produce 5 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
Tier 2 Pros: Fertilizer (Tier 2) has a 40% chance of making enchanted soil, crops that grow on tier 2 enchanted soil will grow 40% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. Tier 2 enchanted soil will have a medium glow to it producing light that will only touch blocks in a 2x2 radius and will glow like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 2 enchanted soil is tougher to trample. Can grow more crops before enchanted soil becomes trampled automatically.
Tier 2 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 10 crops on tier 2 enchanted soil or having a pumpkin/melon stem produce 10 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
Tier 3 Pros: Fertilizer (Tier 3) has a 30% chance of making enchanted soil, crops that grow on tier 3 enchanted soil will grow 50% faster then growing crops on basic soil. The ability to plant poisoned potatoes on enchanted soil to turn them into regular potatoes. 10% chance of turning carrots into golden carrots on tier 3 enchanted soil. Tier 3 enchanted soil will have a bright glow to it producing light that will only touch blocks in a 3x3 radius and will glow like a enchanted tool to tell the difference between what has been turned into enchanted soil and what is basic soil. Tier 3 enchanted soil is the hardest to trample. Can grow the most crops before enchanted soil becomes trampled automatically.
Tier 3 Cons: When enchanted soil is trampled by a npc, player, or a block is placed on it will cause it to lose its enchanted affect. After growing 25 crops on tier 3 enchanted soil or having a pumpkin/melon stem produce 25 total pumpkins or melons will cause enchanted soil under the stem to become trampled making the stem break.
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I have more enchantment ideas if anyone would like to hear more ideas from me please say below and I will make another post covering those other enchants, it is like 6 am where I am at that is why I could only get 2 enchants on here and I spent a couple hours putting thought into each enchant so if something is messed up im sorry I am tired and I didn't realize it. Thanks for reading all of this if you have, take care everyone.
My criticism is OVER 9000!! Oh, and by the way, ¡llum¡π@t¡ ©oπf¡rmed o3o
like i said at the top I am new to this forum so i didn't know some1 else made a new enchants thread so ya. I am glad you like them, I have some other enchants if your interested in them.
I also think that hoes could use some enchanting, along with unbreaking.
Well that's the point I was going across, it would mainly be for player verse player scenarios but I just added the npc stuff so it would also work against those so as a example. You can use the leech and get lucky and make the wither boss not have the ability to regenerate heath, or if your in a player verse player type situation you can get some buffs to help you out and sometimes you will debuff yourself sometimes you debuff them. Also hoes should of had enchants a long time ago, I can see fertilizer 3 unbreaking 3 and fortune 3 on a hoe to be very helpful for farming and such