Unless your normal style of playing the game is "run around all night battling monsters", it's going to take a loooong time to afford any of the higher-end enchantments.
I've actually been fortunate enough to have made a portal that happened to lead to a nether fortress, so I bump up the difficulty to hard, put on my iron armor and head out to slay some pigmen and blazes (sometimes ghasts if I'm lucky). I know that's not the typical play style, but I can usually garner about 15 levels (going from 0 to 15, that is) per trip, and I use those to enchant my weapons and armor so the next time I'm out it'll go a little faster.
I was actually thinking about a mod that would reward experience for mining blocks not placed by you, so you still have access to enchants even if you play on peaceful, or just don't run into enemies that often.
I used 50 levels on my invincible gold sword (TMI) and i got fire aspect II, not what i had in mind, but still fire aspect is an epic enchantment.
The thing is is that enchantments are not very reliable, considering you would think you would get something better than just fire aspect II
I'm not willing, furthest I made was level 20 then I got far, far too bored to continue. I had started treating the system as a 'occasional perk' when I get a few levels of experience like Pelykys had said, because it's not worth the extra time for something that is cool but very temporary.
Actually you can repair equipment now. Currently, repairing an enchanted item destroys the enchantment, but Jeb said that was a bug.
If you manage to get a sick enchant, like Sharpness V Fire Aspect II Knockback II on a diamond sword, you could just sacrifice a new unenchanted diamond sword to restore it's durability. That is, after the bug is fixed.
I also dislike the random nature of enchantments, and I also have a bit of a problem with the enchantment GUI.
Here's how I personally would like to see enchantments work:
First off, I'll tackle my problems with the GUI. Enchantments are listed at random, and there is no way to flip through the book without removing your item and placing it back into the GUI.
Here's what I propose for the enchantment GUI:
While the enchantments themselves would still appear as unknown cryptic writings, the enchantments themselves would be listed in order by XP cost. The same enchantment would not be listed twice, and the GUI should contain buttons or controls to flip forward and backwards through the book page by page without removing the item you wish to enchant. Also, the presence of bookcases around the table would allow access to higher level pages in the book.
Next is the issue of the individual enchantments themselves.
No two enchantments in the book should have the exact same effect(s). Also, it should not be possible for the same enchantment effect(s) to be listed under more than one XP cost.
This would make navigating the enchantment for specific enchantments easier, and would help eliminate the possibility of spending a huge amount of XP on an enchantment with only one "I" level effect. The enchantments would still have a random element in that the enchantments themselves are written as random combinations of words in an alphabet that most players don't have memorized.
Find a zombie spawner (or spider), build a wall with a safe hole to attack the zombies without they getting you. Just bring plenty of stone swords.
I think my enchanting will be done that way.
use water to make zombies/skeletons move away from mob spawners, go u↑p, then back towards and over the mob spawners, then make them fall enough blocks so that they have half a heart (for skeletons I believe it's 22 blocks) so that when your'e farming them you have a never-ending supply of mobs that you can OHKO with your fist.
Is that with the latest snapshot data? Because that thread was made two days before the snapshot was released, and I'd hate to think you revived this thread with a link to obsolete data (that we already have a calculator for.)
Rollback Post to RevisionRollBack
Mostly moved on. May check back a few times a year.