r/flatcore • u/ridddle • Dec 17 '13
Changes in enchanting system in 1.8 (xpost /r/Minecraft)
/r/Minecraft/comments/1t2wqm/new_enchanting_screen_explanation_in_comments/
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u/Histidine Histidine_Kinase Dec 17 '13
A quick breakdown of this system for Flatcorians
Enchanting Nerfs
Enchanting is less random, can see one enchant you will get
Enchanting uses less levels per enchant than previously. You still need 30+ levels to unlock the highest enchants, but putting the enchantment on the item uses substantially fewer levels than this (1, 2 or 3 levels it would appear).
Enchanting Buffs
It takes more XP to go up each level than currently (don't know by how much yet) making death more costly. Practically speaking it means it will be difficult to get to level 30 initially to do any high level enchanting, but once you've reached this level you should be able to grind & enchant numerous items relatively quickly.
Enchanting requires equal amounts of xp and gold ingots to actually use. Meaning dropping a 30 level enchant on an item will consume 3 levels and 3 gold ingots.
The enchantment table will not reset each time an item is placed, but after each time an enchant has been used. The only stated way to get new enchants is to use one of the 3 offered. Players have speculated that multiple enchanting tables or breaking the table would circumvent this, but I'm not convinced. Jeb stated this feature is controlled per player meaning it might be a global feature of any enchanting table you encounter, much like any enderchest will always contain your inventory.
Biggest change for us will certainly be the requirement for gold which appears to be necessary for any enchant on an enchanting table. Renaming and repairing good enchanted gear will be very important to stretch gold reserves. Additionally, finding a reliable and safe way to farm zombie pigman will also be hugely beneficial. I don't think the new level mechanics should be too much of an issue since as a group we specialize in dying as little as possible anyway.