Problem Statement:
Some enchantments are disproportionately powerful, notably Mending being essential to long term survival worlds. Exploration and interaction with the enchanting table are both highly disincentivized ways of acquiring enchantments, with librarian villager trading being significantly more convenient and reliable. Interactions with lower than max tiers of enchantments are infrequent, I.E. protection levels below 4 being usually unused.
Overview:
The base idea is similar to Hollow Knight's Charm system, with each tool having a number of enchantment slots depending on how easy that type of tool is to enchant. (I.E. Gold tools have more slots than average.) From there, each enchantment and enchantment level is given a cost, and lastly, enchantments no longer become mutually exclusive unless they are mechanically incompatible with each other. A bow could have 9 slots, mending would take 4, infinity would take 4, leaving 1 for power 1, but nothing else.
Anvil:
Actions done at the anvil would no longer cost exp, and repairs may be done indefinitely, making mending less required.
Enchanting Table:
The enchanting table gets the ability to switch "pages". Enchanted books can be put on each page and have their enchants repeatedly enchanted onto items. The enchanting table can reference books stored in nearby chiseled bookshelves.
Slot Opening:
Enchanted books found by exploring have chances of reduced slot costs on their enchants. Curses add slots.
1500 char limit is difficult.
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