this is not a "megathread" with only 50 posts but its coming along..
A megathread is a comprehensive thread dedicated to one purpose. I'd say this qualifies; the amount of posts is irrelevant to it's status. In this case; this thread is far more organized and easier to examine than could be done on the forum and this translates to increased views on the thread (for all interested parties), reduced forum traffic, increased usability, increased organization (and redundancy/clutter lockdown), and less of a headache on secmods when they have a reliable resource.
The beautiful thing is that if I no longer browsed these forums and stopped ruining cumulative days; this thread would still serve as a useful tool making it an easy place to specifically add enchantments; and though no one would be there to update the OP, it would be a way to quickly store enchantments so that mojang/modders/others can browse it.
Heavy Hit 1-4
Axe enchantment
Common-ish
Info: Critical hits do 1/2 heart more damage
and critical hits have a chance to occur on the ground with percent of: 5/10/15/20
Lightness 1
Leggings enchantment
Common-ish
Info: Gives player speed 1
Flash Farm
Item: Hoe
Effect: When tilling grass, very rarely it will automatically plant a seed, carrot, potato etc from your inventory. This will only work when you have a plantable item in your inventory.
New Offensive Enchantments. Can be put on Swords and Axes
Corrosive Aspect: could be used to limit an enemy’s ability to walk or even attack by corroding the enemy’s limbs. This could be used to stop enemy attacks be not allowing them to move after the legs have corroded, but I think that the Spider should be immune to Corrosive Aspect because spiders are poisonous in the real world.
Corrosive Aspect l: 1 heart worth of health. 10% chance to corrode enemy limb's
Corrosive Aspect ll: 2 hearts worth of health. 15% chance to corrode enemy limb's
Corrosive Aspect lll: 3 heart worth of health. 20% chance to corrode enemy limb's
Corrosive Aspect lV: has the DOT (Damage Over Time) effect last for 5 seconds. 25% chance to corrode enemy limb's
Corrosive Aspect V: has the DOT (Damage Over Time) effect last for 7 seconds. 30% chance to corrode enemy limb's
Frost Aspect could be used to Freeze enemies in their tracks. does not work during the day.
Frost Aspect l: Freezes enemies for 1 second. Does no damage.
Frost Aspect ll: Freezes enemies for 2 seconds. Does 1 heart of damage.
Frost Aspect lll: Freezes enemies for 2.5 seconds. Does 2 hearts of damage.
Frost Aspect lV: Freezes enemies for 3 seconds. Does 3 hearts of damage. 5% chance for an Instant Kill enemies
Frost Aspect V: Freezes enemies for 3.5 seconds. Does 5 hearts of damage. 10% chance to Instantly Kill enemies. Effective during the day
Shock Aspect could be used too paralyze enemies
Shock Aspect l: 5% chance to paralyze enemy. does 1 heart of damage.
Shock Aspect ll: 10% chance to paralyze enemy. does 2 heart of damage.
Shock Aspect lll: 15% chance to paralyze enemy. does 3 heart of damage. 2% chance to Disintegrate enemies
Shock Aspect lll: 20% chance to paralyze enemy. does 3.5 heart of damage. 4% chance to Disintegrate enemies
Shock Aspect lll: 25% chance to paralyze enemy. does 4 heart of damage. 8% chance to Disintegrate enemies these are my ideas for new offensive enchantments. hope you enjoy!!!!!
The Meaning of Life, the Universe, and Everything.
Location:
The separatist province
Join Date:
7/17/2013
Posts:
543
Location:
OH CANADAAAAAAA
Minecraft:
Kursze
Xbox:
xXx_BILLY_xXx
Member Details
Enchant name:Blood bath, or something more kid-friendly...like frenzy?
Item to enchant: Can only be obtained on axes.
What does it do?: Each time you kill a hostile mob (5 zombies,3 skeletons,7 slimes,2 zombie pigman or one of each other hostile mob), you get a small speed and strenght buff. Effects would stack with levels of enchants. Level one: 5% speed boost, half a heart more,50% of the time. Stackable up to 2 times. Level two: 10% sped boost and half a heart of damage each time. Stackable 3 times. Level three: 25% speed boost and hafl a heart + 50% chance of hitting one more heart. Min level:16. Max level:well,30, duh.
Pretty rare at lvl 1, rare at lvl 2 and extremely rare at lvl 3.
Bear in mind that I don't check the quality of the various enchantments here; just that they have a name, an item, an effect, and that its not redundant. It takes about 10~15 minutes of my time to clean up about 5 posts unless they're especially content-heavy and I generally scan once every other day if it needs updating.
I am human, so if I update and I seem to have skipped you; there's a small but very real chance that I dun goofed. Please keep in mind that I'm also not a vapid fool either. That chance is indeed small, and any error is likely on your end. Chances are you didn't put a name, item, effect, or it's redundant; check your post for that before PMing me if you don't like swallowing square pills of reality.
The Meaning of Life, the Universe, and Everything.
Location:
The separatist province
Join Date:
7/17/2013
Posts:
543
Location:
OH CANADAAAAAAA
Minecraft:
Kursze
Xbox:
xXx_BILLY_xXx
Member Details
I have a defensive enchant actually, for helmet. Its called Perception. Basically, it lets you see a light green highlitht of some mobs through block at certain levels. Very useful at night or in caves.
Level one:very faint highlight, can be seen in darkness, but not on air block with light levels of 2 or below. Range of 7 blocks.
Level two:fairly visible highlight, can be seen in any type of darkness but not through blocks. Range of 15 blocks.
Level three:strong highlight, can be seen through complete darkness and permanent light level of 6 when wearing. Thus, not emits light, only lets you see better. Can be seen through walls, but only by a green dot, without a specific highlight shape. Range of 2 chunks.
Only obtainable through books, then added to the helmet. Other items can't recieve the enchant. Books at lvl 11/22/30
Lightning Aspect I-V
Rare
For gold, iron, and diamond swords and bow.
I: +1 heart damage, 10% chance to stun target for 1/2 second, 5% chance for energy to ark to 1 target within 4 blocks doing 1 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
II: +1.5 heart damage, 15% chance to stun target for 3/4 second, 10% chance for energy to ark to up to 2 targets within 5 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
III: +2 heart damage, 20% chance to stun target for 3/4 second, 12.5% chance for energy to ark to up to 3 targets within 6 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
IV: +2.5 heart damage, 20% chance to stun target for 3/4 second, 15% chance for energy to ark to up to 4 targets within 6 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
V: +3 heart damage, 20% chance to stun target for 3/4 second, 15% chance for energy to ark to up to 5 targets within 7 blocks doing 2.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen, 0.25% chance for lightning to strike target.
This would have to have reduced attack speed to prevent stun-locking...it's probably OP or UP anyway.
Rollback Post to RevisionRollBack
My avatar is definitely not a dog. What is it? It's a... I'll tell you tomorrow.
This would have to have reduced attack speed to prevent stun-locking...it's probably OP or UP anyway.
It's also ninja'd by minecraftman210. I'll add the bow implementation, but I'm not going to add the sword implementations because they're entirely too similar.
Kursze is actually on the razors edge of not being accepted, but the fact that it highlights nearby enemies instead of highlighting the terrain (and therefore being a different concept) helps him out. From here on out, it'll be more difficult to come up with truly unique enchantments; still, that's not an excuse for posting redundancies.
If you support an enchantment, then that enchantment.
Necromancer I-IV
Sword and axe enchantment
Rare
Info: When hitting a mob you may give it a random effect (ex. Poision, blindness, fire, frozen(new effect) etc. and there is a 75% chance of getting the monster's health sapped
Dismemberment I-III
Sword enchantment
rare
Info: when you hit a mob it has a 50% chance of dropping its head (works on all mobs exept bats and ghasts)
It's also ninja'd by minecraftman210. I'll add the bow implementation, but I'm not going to add the sword implementations because they're entirely too similar.
Because of the stunning?
Rollback Post to RevisionRollBack
My avatar is definitely not a dog. What is it? It's a... I'll tell you tomorrow.
Shock Aspect could be used too paralyze enemies
Shock Aspect lll: 15% chance to paralyze enemy. does 3 heart of damage. 2% chance to Disintegrate enemies
Lightning Aspect I-V
Rare
For gold, iron, and diamond swords and bow.
I: +1 heart damage, 10% chance to stun target for 1/2 second, 5% chance for energy to ark to 1 target within 4 blocks doing 1 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
With both, paralyzing and stunning are sort of ubiquitous in Minecraft. They are different things in pokemon and other turn-based games, but when dealing with real-time stuff, being stunned and being paralyzed are different animals in the same way a bison and buffalo are different animals.
While one has arcing damage, the other has a disintegrate; While those two are different, I don't see them being different enough; but I'm always subject to being overruled here if popular vote gets into the mix.
Outside of that, the names are similar so one change or another has to occur. Since his post was here first, it's hardly right to ask him to change.
Thanks for bringing that to my attention, and I mean no disrespect on my "ruling".
Okay, I'm cool with that. How about this?
Shockwave
Level I-V
I - Does 1 heart dmg to every mob within 4 blocks.
II - Does 1.5 hearts dmg to every mob within 5 blocks.
III - Does 2 hearts dmg to every mob within 5.5 blocks.
IV - Does 2 hearts dmg to every mob within 6 blocks.
V - Does 2.5 hearts dmg to every mob within 7 blocks!
To balance, this cannot be used with sharpness, bane of arthropods, and things like that, and shockwaves have cooldowns. (When used, if used again before cooldown finishes, does not use shockwave effect.
Boots
Pretty rare but not that rare.
Has a 10/15/20 % of jumping in mid-air, at tiers 1/2/3
Play minecraft.
NOW
The beautiful thing is that if I no longer browsed these forums and stopped ruining cumulative days; this thread would still serve as a useful tool making it an easy place to specifically add enchantments; and though no one would be there to update the OP, it would be a way to quickly store enchantments so that mojang/modders/others can browse it.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
UPDATE: [REMOVED]
Ender Ambience[sic] - Mangabors101
Wearing - owenmwelsh
Removed from the list due to inability to contact me to properly format it. If you feel I did this in error, simply contact me and I'll fix it.
Until then, tough!
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Axe enchantment
Common-ish
Info: Critical hits do 1/2 heart more damage
and critical hits have a chance to occur on the ground with percent of: 5/10/15/20
Lightness 1
Leggings enchantment
Common-ish
Info: Gives player speed 1
Play minecraft.
NOW
Item: Hoe
Effect: When tilling grass, very rarely it will automatically plant a seed, carrot, potato etc from your inventory. This will only work when you have a plantable item in your inventory.
Corrosive Aspect: could be used to limit an enemy’s ability to walk or even attack by corroding the enemy’s limbs. This could be used to stop enemy attacks be not allowing them to move after the legs have corroded, but I think that the Spider should be immune to Corrosive Aspect because spiders are poisonous in the real world.
Corrosive Aspect l: 1 heart worth of health. 10% chance to corrode enemy limb's
Corrosive Aspect ll: 2 hearts worth of health. 15% chance to corrode enemy limb's
Corrosive Aspect lll: 3 heart worth of health. 20% chance to corrode enemy limb's
Corrosive Aspect lV: has the DOT (Damage Over Time) effect last for 5 seconds. 25% chance to corrode enemy limb's
Corrosive Aspect V: has the DOT (Damage Over Time) effect last for 7 seconds. 30% chance to corrode enemy limb's
Frost Aspect could be used to Freeze enemies in their tracks. does not work during the day.
Frost Aspect l: Freezes enemies for 1 second. Does no damage.
Frost Aspect ll: Freezes enemies for 2 seconds. Does 1 heart of damage.
Frost Aspect lll: Freezes enemies for 2.5 seconds. Does 2 hearts of damage.
Frost Aspect lV: Freezes enemies for 3 seconds. Does 3 hearts of damage. 5% chance for an Instant Kill enemies
Frost Aspect V: Freezes enemies for 3.5 seconds. Does 5 hearts of damage. 10% chance to Instantly Kill enemies. Effective during the day
Shock Aspect could be used too paralyze enemies
Shock Aspect l: 5% chance to paralyze enemy. does 1 heart of damage.
Shock Aspect ll: 10% chance to paralyze enemy. does 2 heart of damage.
Shock Aspect lll: 15% chance to paralyze enemy. does 3 heart of damage. 2% chance to Disintegrate enemies
Shock Aspect lll: 20% chance to paralyze enemy. does 3.5 heart of damage. 4% chance to Disintegrate enemies
Shock Aspect lll: 25% chance to paralyze enemy. does 4 heart of damage. 8% chance to Disintegrate enemies
these are my ideas for new offensive enchantments. hope you enjoy!!!!!
Item to enchant: Can only be obtained on axes.
What does it do?: Each time you kill a hostile mob (5 zombies,3 skeletons,7 slimes,2 zombie pigman or one of each other hostile mob), you get a small speed and strenght buff. Effects would stack with levels of enchants. Level one: 5% speed boost, half a heart more,50% of the time. Stackable up to 2 times. Level two: 10% sped boost and half a heart of damage each time. Stackable 3 times. Level three: 25% speed boost and hafl a heart + 50% chance of hitting one more heart. Min level:16. Max level:well,30, duh.
Pretty rare at lvl 1, rare at lvl 2 and extremely rare at lvl 3.
Blame my mobile for being such a bad post maker.
Keep them coming :D.
Bear in mind that I don't check the quality of the various enchantments here; just that they have a name, an item, an effect, and that its not redundant. It takes about 10~15 minutes of my time to clean up about 5 posts unless they're especially content-heavy and I generally scan once every other day if it needs updating.
I am human, so if I update and I seem to have skipped you; there's a small but very real chance that I dun goofed. Please keep in mind that I'm also not a vapid fool either. That chance is indeed small, and any error is likely on your end. Chances are you didn't put a name, item, effect, or it's redundant; check your post for that before PMing me if you don't like swallowing square pills of reality.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Level one:very faint highlight, can be seen in darkness, but not on air block with light levels of 2 or below. Range of 7 blocks.
Level two:fairly visible highlight, can be seen in any type of darkness but not through blocks. Range of 15 blocks.
Level three:strong highlight, can be seen through complete darkness and permanent light level of 6 when wearing. Thus, not emits light, only lets you see better. Can be seen through walls, but only by a green dot, without a specific highlight shape. Range of 2 chunks.
Only obtainable through books, then added to the helmet. Other items can't recieve the enchant. Books at lvl 11/22/30
Rare
For gold, iron, and diamond swords and bow.
I: +1 heart damage, 10% chance to stun target for 1/2 second, 5% chance for energy to ark to 1 target within 4 blocks doing 1 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
II: +1.5 heart damage, 15% chance to stun target for 3/4 second, 10% chance for energy to ark to up to 2 targets within 5 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
III: +2 heart damage, 20% chance to stun target for 3/4 second, 12.5% chance for energy to ark to up to 3 targets within 6 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
IV: +2.5 heart damage, 20% chance to stun target for 3/4 second, 15% chance for energy to ark to up to 4 targets within 6 blocks doing 1.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen.
V: +3 heart damage, 20% chance to stun target for 3/4 second, 15% chance for energy to ark to up to 5 targets within 7 blocks doing 2.5 heart damage, 2.5% chance to charge creepers and zombify pigs into zombie pigmen, 0.25% chance for lightning to strike target.
This would have to have reduced attack speed to prevent stun-locking...it's probably OP or UP anyway.
Kursze is actually on the razors edge of not being accepted, but the fact that it highlights nearby enemies instead of highlighting the terrain (and therefore being a different concept) helps him out. From here on out, it'll be more difficult to come up with truly unique enchantments; still, that's not an excuse for posting redundancies.
If you support an enchantment, then that enchantment.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Sword and axe enchantment
Rare
Info: When hitting a mob you may give it a random effect (ex. Poision, blindness, fire, frozen(new effect) etc. and there is a 75% chance of getting the monster's health sapped
Dismemberment I-III
Sword enchantment
rare
Info: when you hit a mob it has a 50% chance of dropping its head (works on all mobs exept bats and ghasts)
I'm totally linking you into OP. ^_^.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Bow enchant
Hitting a mob with a bow from over fifty blocks away will cause a one hit kill
Levels 1-2
Because of the stunning?
With both, paralyzing and stunning are sort of ubiquitous in Minecraft. They are different things in pokemon and other turn-based games, but when dealing with real-time stuff, being stunned and being paralyzed are different animals in the same way a bison and buffalo are different animals.
While one has arcing damage, the other has a disintegrate; While those two are different, I don't see them being different enough; but I'm always subject to being overruled here if popular vote gets into the mix.
Outside of that, the names are similar so one change or another has to occur. Since his post was here first, it's hardly right to ask him to change.
Thanks for bringing that to my attention, and I mean no disrespect on my "ruling".
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Okay, I'm cool with that. How about this?
Shockwave
Level I-V
I - Does 1 heart dmg to every mob within 4 blocks.
II - Does 1.5 hearts dmg to every mob within 5 blocks.
III - Does 2 hearts dmg to every mob within 5.5 blocks.
IV - Does 2 hearts dmg to every mob within 6 blocks.
V - Does 2.5 hearts dmg to every mob within 7 blocks!
To balance, this cannot be used with sharpness, bane of arthropods, and things like that, and shockwaves have cooldowns. (When used, if used again before cooldown finishes, does not use shockwave effect.
Edit: Swords and Bows.