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Share your thoughts on features being tested in the latest Java Edition Snapshot. Keep in mind that not everything may be available, fully functional, or released as tested. General gameplay suggestions and feature requests belong in other categories.

1

The Witchcraft Update

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    PART 2

    • Add the Werewolf, a miniboss mob:
      ¬ It could be a cursed villager afflicted by a spell (visibly represented by magic-like particles) cast by three witches or a single witch. Be careful around witches when they approach villages!
      ¬ It transforms at night and is deadly because of its claw attacks and extremely powerful bites. It has a large amount of health and Health Regeneration I or II. (+ Interesting addition: its bite could inflict Bleeding on the player)
      ¬ Beware of the full moon, which makes it even more ferocious and deadly, increasing its damage. (The Health Regeneration passive could either be permanent, or activate when it reaches 1/4 health. Even better: without a full moon it has Regeneration I, while during a full moon it has Regeneration II)
      ¬ Extremely weak to silver damage (possibly disabling its regeneration passive or applying a strong poison effect, turning the fight around)
      ¬ Can be cured by using the Philosopher's Stone on it
    • Add the Witch Dungeon:
      ¬ Filled with witches
      ¬ Werewolves/ves as guards/protection
      ¬ Jails where villagers could be cursed or where already-cursed villagers might be imprisoned
      ¬ Laboratory containing some kind of alchemy guide, somewhat similar to how the Ancient City provides a guide to Redstone
      ¬ Epic loot: Philosopher's Stone
      ¬ Rare loot: Mercury
      ¬ Explorer Map for the Witch Dungeon, obtainable from witch huts (or any loot chest found in swamps)

    PART 3 IN THE NEXT COMMENT

  • 1
    Registered User commented
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    PART 3

    • Add (optional but VERY highly appreciated) the Charm, a new magic item:
      ¬ It could be used in the off-hand, or have a dedicated inventory slot activated with a keybind
      ¬ It allows the player to cast medium-to-short-range spells
      ¬ Made from silver + a gemstone and rare/valuable materials (such as amethyst, redstone, diamond, lapis lazuli, glowstone, gold, netherite/ancient debris, Ender Eye, Blaze Rod, etc.)
      ¬ Each Charm is unique and has its own magical effect: shoot fire, poison, or ice at an enemy; heal yourself or allies within a certain range; grant a magical shield; provide protection; reveal enemies; make an enemy vulnerable; and much more!
      (¬ The Werewolf could be resistant to Charm spells)
      ¬ It could have an "attack speed" and a durability bar, or alternatively an "attack speed" and a long cooldown after a certain number of "shots" to keep it balanced