Please check out new enchantments #1 if you enjoyed this one
1. Heavy Weight (Level I - II) (Axes ^ since axes don’t have many enchantments + also they have no PvP related enchantments) Axes can slow down entitys with this enchantment. Hitting an entity with an axe with Heavy Weight enchantment will slow down the enemys movement speed by 23%(Level I) 40%(Level II).
2. Flourish (Level I) (Armor, legendary enchantment, to add to the other two legendary enchants, mending and frost walker) similar to mending enchantment, this enchantment will use xp points the player picks up, however, instead of converting the xp to durability, flourish enchantment converts the xp to health points. For every 6xp points a player gathers while wearing an armor with flourish, 2xp points will be used up for 1HP (Half a heart) In comparison, a zombie drops 5xp points when killed by a player. Flourish also gives a second (+ more useful, in my opinion) role to bottles o’ enchanting) which give 3-11 xp points.
3. Flaming Touch (Level I) (Tools) automatically smelts blocks that can be smelted (iron ore, gold ore, cactus, wood logs, sand, etc) into the blocks smelted form when the blocks are broken with a tool with flaming touch.
Here are some suggestions for new the enchantments to be added to the game in the future:
1. Light Weight (Level I - IV) (Swords + Trident) decreases the sword charge time. Each level grants +8% faster charge.
2. First Strike (Level I - II) (Swords + Trident) increases damage dealt to entity’s when they have full health. Each level grants +18% extra damage to swords overall damage (to entity’s when they have full health)
3. Swift Draw (Level I - III) (Bows) decreases bow charge time. Each level grants +10% faster charge.
4. Deflection (Level I) (Chestplate + Leggings ^since those two armor pieces have very less enchantments) Projectiles (e.g. skeleton arrows, blaze fire projectiles, ghast balls, drowned trident, wither projectiles, etc) will be deflected back at the entity that shot the projectile (gravity for projectiles that are affected by gravity is still active) when a player is hit by a projectile.
5. SuperCharged (Level I - II) (Legendary enchantment ^to add to mending and frost walker, the only two legendary enchantments at the moment) (Armor and Weapons) for weapons: weapons with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more damage dealt on hit. SuperCharged II will grant extra damage dealt for the same xp used. For armor: armor with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more protection (less damage is dealt to player). SuperCharged II will grant extra protection for the same xp used.
0
Thanks for the feedback
1
Hey! I’m back with more enchantment suggestions!
Please check out new enchantments #1 if you enjoyed this one
1. Heavy Weight (Level I - II) (Axes ^ since axes don’t have many enchantments + also they have no PvP related enchantments) Axes can slow down entitys with this enchantment. Hitting an entity with an axe with Heavy Weight enchantment will slow down the enemys movement speed by 23%(Level I) 40%(Level II).
2. Flourish (Level I) (Armor, legendary enchantment, to add to the other two legendary enchants, mending and frost walker) similar to mending enchantment, this enchantment will use xp points the player picks up, however, instead of converting the xp to durability, flourish enchantment converts the xp to health points. For every 6xp points a player gathers while wearing an armor with flourish, 2xp points will be used up for 1HP (Half a heart) In comparison, a zombie drops 5xp points when killed by a player. Flourish also gives a second (+ more useful, in my opinion) role to bottles o’ enchanting) which give 3-11 xp points.
3. Flaming Touch (Level I) (Tools) automatically smelts blocks that can be smelted (iron ore, gold ore, cactus, wood logs, sand, etc) into the blocks smelted form when the blocks are broken with a tool with flaming touch.
1
Here are some suggestions for new the enchantments to be added to the game in the future:
1. Light Weight (Level I - IV) (Swords + Trident) decreases the sword charge time. Each level grants +8% faster charge.
2. First Strike (Level I - II) (Swords + Trident) increases damage dealt to entity’s when they have full health. Each level grants +18% extra damage to swords overall damage (to entity’s when they have full health)
3. Swift Draw (Level I - III) (Bows) decreases bow charge time. Each level grants +10% faster charge.
4. Deflection (Level I) (Chestplate + Leggings ^since those two armor pieces have very less enchantments) Projectiles (e.g. skeleton arrows, blaze fire projectiles, ghast balls, drowned trident, wither projectiles, etc) will be deflected back at the entity that shot the projectile (gravity for projectiles that are affected by gravity is still active) when a player is hit by a projectile.
5. SuperCharged (Level I - II) (Legendary enchantment ^to add to mending and frost walker, the only two legendary enchantments at the moment) (Armor and Weapons) for weapons: weapons with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more damage dealt on hit. SuperCharged II will grant extra damage dealt for the same xp used. For armor: armor with supercharged will use xp points when the weapon is used to hit an entity. The xp is converted to more protection (less damage is dealt to player). SuperCharged II will grant extra protection for the same xp used.