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Igneo's Combat Revamp
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A complete overhaul of the vanilla enchantment system and (eventually) armor system! This will change the boring stat increase system into a skillfull and interesting ability system!
Does not follow a specific thematic focus apart from vanilla Minecraft.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Features role-playing elements like character progression, quests, and story-driven gameplay.
Introduces new enchantments and/or changes the vanilla enchantment system.
Introduces new weapons, which may add unique mechanics or abilities.
Introduces new armor, which may add special properties.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Large portions of artwork done by Radi and Hadopalegic Rainbow, thank y'all!!
THIS MOD IS HEAVILY HEAVILY RECOMMENDED TO BE PLAYED WITH THE FOLLOWING MODS:
Parcool
Better combat
Weaponworks
IT IS NOT PLUG AND PLAY, YOU MUST ADD WAYS TO GET THE ENCHANTMENTS YOURSELF
The vision is to completely upturn the basis of Minecraft's combat system. As it stands, Minecraft's combat is at a severe loss when it comes to depth and complexity. My mod aims to fix that, by killing two birds with one stone. Enchantments are also a very poor system so by completely changing what enchantments are available and how you obtain them, I can turn Minecraft into a unique, and interesting flavor of combat, not seen in many other games.
First off, enchantments are now one-per-piece, no more stupid god armor like in the base game, but instead a system where you have to think carefully and make a build suitable for your playstyle.
The enchantment table has also been reworked. Now instead of in the base chance based xp system, all enchants now have a static cost, and you unlock what enchants you can enchant your items with by placing enchanted books in chiseled bookshelves where the normal bookshelves would be. This is not compatible with modded enchants
Nearly all vanilla enchants have been removed besides silk touch and riptide. Effeciency has been replaced with brute touch, which is efficiency 7, except it doesnt drop blocks. This may raise a huge question in your mind considering durability, and although not removed, the increasing cost in anvils has been, as well as your ability to enchant via enchanted books on it, in order for you to not make the mistake of not putting it in your collection.
After testing this thousands of times on the testing server, the same very server this mod is designed for, we have concluded it makes combat so much better. I hope you enjoy it as much as we do. If you want to see it in action, then feel free to join us!
Below are video descriptions of each enchantment if you want more info
Weapons:
Trident:
Bow:
Helmet:
Chestplate:
Leggings:
Boots:
If you were worried about all the vanilla enchantments being removed however, they have been repurposed!
Armor trims have now been given effects, many being what the vanilla enchantments were! If you were really adamant on trims not having effects, that's fine though, since you can turn this off in the config, but I just recommend using cosmetic armors. all the effects listed here here:
Coast: Respiration
Dune: High gravity
Eye: Magic and lightning resistance
Host: Slower attack speed, greater protection
Raiser: Jump boost
Rib: Fire protection
Sentry: greater knockback, less defense
Shaper: More armor toughness (blocks lighter hits)
Silence: Slower move speed, higher damage
Snout: Faster attack speed
Spire: feather falling
Tide: Depth strider
Vex: Projectile protection
Ward: Explosion protection
Wayfinder: Speed boost
Wild: Health boost
Large portions of artwork done by Radi and Hadopalegic Rainbow, thank y'all!!
THIS MOD IS HEAVILY HEAVILY RECOMMENDED TO BE PLAYED WITH THE FOLLOWING MODS: Parcool Better combat Weaponworks
IT IS NOT PLUG AND PLAY, YOU MUST ADD WAYS TO GET THE ENCHANTMENTS YOURSELF
The vision is to completely upturn the basis of Minecraft's combat system. As it stands, Minecraft's combat is at a severe loss when it comes to depth and complexity. My mod aims to fix that, by killing two birds with one stone. Enchantments are also a very poor system so by completely changing what enchantments are available and how you obtain them, I can turn Minecraft into a unique, and interesting flavor of combat, not seen in many other games.
First off, enchantments are now one-per-piece, no more stupid god armor like in the base game, but instead a system where you have to think carefully and make a build suitable for your playstyle.
The enchantment table has also been reworked. Now instead of in the base chance based xp system, all enchants now have a static cost, and you unlock what enchants you can enchant your items with by placing enchanted books in chiseled bookshelves where the normal bookshelves would be. This is not compatible with modded enchants
Nearly all vanilla enchants have been removed besides silk touch and riptide. Effeciency has been replaced with brute touch, which is efficiency 7, except it doesnt drop blocks. This may raise a huge question in your mind considering durability, and although not removed, the increasing cost in anvils has been, as well as your ability to enchant via enchanted books on it, in order for you to not make the mistake of not putting it in your collection.
After testing this thousands of times on the testing server, the same very server this mod is designed for, we have concluded it makes combat so much better. I hope you enjoy it as much as we do. If you want to see it in action, then feel free to join us!
Below are video descriptions of each enchantment if you want more info Weapons:
Trident:
Bow:
Helmet:
Chestplate:
Leggings:
Boots:
If you were worried about all the vanilla enchantments being removed however, they have been repurposed! Armor trims have now been given effects, many being what the vanilla enchantments were! If you were really adamant on trims not having effects, that's fine though, since you can turn this off in the config, but I just recommend using cosmetic armors. all the effects listed here here:
Coast: Respiration
Dune: Fire aspect, less base damage
Eye: Magic and lightning resistance
Host: Slower attack speed, greater protection
Raiser: Jump boost
Rib: Fire protection
Sentry: greater knockback, less defense
Shaper: More armor toughness (blocks lighter hits)
Silence: Slower move speed, higher damage
Snout: Faster attack speed
Spire: feather falling
Tide: Depth strider
Vex: Projectile protection
Ward: Explosion protection
Wayfinder: Speed boost
Wild: Health boost
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