Skill Items are new OFFHAND items which can be used in conjunction with a main hand sword/tool to apply some affect when right clicked with a full weapon cooldown. This costs a set amount of experience, which is consumed directly from the skill item. All Skill Items have a built-in effect akin to Mending, where they consume experience orbs to power themselves. They also suffer from a global cooldown, which is shared between all Skill Items and prevents spamming. This is unrelated to attack cooldown, although using a Skill does apply the normal attack cooldown.
Skill Items can be found rarely in various loot chests or dropped from "Ancient" mobs, which have full Iron (10% Diamond per piece, 50% enchanted per piece) armor, carry an Iron (25% Diamond, 75% enchanted) sword and have 3x Health. Ancient mobs will carry the Skill Item in their offhand, which they have a 1/3 chance of dropping when killed by a player. Zombies, Skeletons, Zombie Pigmen and Wither Skeletons may all spawn as Ancient. Ancient Zombies and Skeletons may also spawn in the End, with 6x Health and a 2/3 chance of dropping their Skill Item when killed by a player. Any mob has a 2.5% chance to become "Ancient".
Notes
The inclusion of bows would require some changes to how mainhand/offhand works in order to function, and even then I am unsure of if it would fit, as it would mean that you are unable to fire regularly, so for now bows have no Skill Items.
In order to prevent using a Skill Item then quickly changing to a Shield (especially with Knockback enchantments on the Mainhand), Shields would take 2-3 seconds to "prime" before being able to block when equipped (up from 0.25 seconds).
Skill Items
Crusaders Seal
Skill: Swipe
Appearance: A red seal attached to a piece of paper
Visual Effect: Sword swipe, but larger and with red/orange highlights.
Effect: Deal 75% Mainhand damage to main target and 25% damage to all nearby targets.
Cooldown: 5s
Cost: 25XP
MaxStored: 150XP
Cursed Skull
Skill: Beheading
Appearance: A Wither Skull with glowing purple eyes
VisualEffect: A purple swipe at around neck height.
Effect: Deal 50% Mainhand damage to target. If target dies has a 2.5% chance of dropping its head, if possible. For Wither Skeletons, it multiplies the drop chance by 5. Chance is doubled if Mainhand is an Axe.
Cooldown: 7s
Cost: 50XP
MaxStored: 300XP
Essence of Death
Skill: Withering
Appearance: A small vial of black liquid
Visual Effect: Black particles flying out of the target.
Effect: Deal 100% Mainhand damage to target and apply Wither I for 3 seconds (1.5 hearts of damage).
Cooldown: 7s
Cost: 40XP
Max Stored: 240XP
Bezerker's Sash
Skill: Stunning
Appearance: A blue sash with some text on it
VisualEffect: A yellow shockwave emanating from the target.
Effect: Deal 125% Mainhand damage to target and apply Slowness II for 3 seconds.
Cooldown: 5s
Cost: 35XP
MaxStored: 210XP
Warrior's Gauntlet
Skill: Devastating Strike
Appearance: A metal gauntlet with a red gem set in it
VisualEffect: Similar to a sword swipe, but downwards and red.
Effect: Deal 200% Mainhand damage, ignore 50% shield, ignore 33% armor, deal 2x durability damage to target armor, apply Slowness III for 3 seconds to user.
Cooldown: 10s
Cost: 50XP
MaxStored: 300XP
Necromantic Rites
Skill: Reanimate as Skeleton
Appearance: A piece of black paper with a picture of a bone on it.
VisualEffect: A red aura moving upwards.
Effect: Deal 100% Mainhand damage. If target is hostile and dies, summon a Skeleton Minion. It will not despawn and will be able to pick up items (it will drop them when shift+right clicked with an empty hand in a fashion similar to the Armor Stand), and will follow the player (but if not given a helmet or Fire Resistance will still burn in daylight).
I'm gonna have to pull out an "absolutely no support" card. These are just pre-named weapons with 'built-in' enchantments.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
These are still another form of enchantments, with rather clichéd names that aren't very Minecraft-ish.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
These are still another form of enchantments, with rather clichéd names that aren't very Minecraft-ish.
I guess, but the point is more to provide items designed to go in the Offhand slot, expanding it from "Shields" an "Arrows". As for the names, I agree. But that is more besides the point, they are only example items.
I have to say, none of these items are very good. I'm not sure if the cooldowns listed are for using a second one of these or just for attacking, but either way they aren't very useful. I can do more damage just doing normal attacks with an enchanted sword or splash potions in less times, with no negative effects to me. Plus potions are way easier to amass in large quantities.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I have to say, none of these items are very good. I'm not sure if the cooldowns listed are for using a second one of these or just for attacking, but either way they aren't very useful. I can do more damage just doing normal attacks with an enchanted sword or splash potions in less times, with no negative effects to me. Plus potions are way easier to amass in large quantities.
Ok, I don't think I explained myself very well.
So the skill items are not attacks on their own. They are items which go in the offhand (shield slot) and are used by right clicking to perform a special attack with the item you are currently holding (the main hand). All the traits of physically punching someone with the item you are holding are applied (although damage is modified by a multiplier, as specified in the skill info) and share a cooldown timer with other skills, although this is different from the attack cooldown.
A good comparison is shouts in TESV: Skyrim. All shouts share a global cooldown timer with each other, and you cannot use a Shout until the timer has fully elapsed. But you can still attack and cast regular spells just fine, regardless of the cooldown timer.
Also, did I make it seem like the items are consumed? Because they aren't. I was thinking of maybe having durability and requiring some material to repair them, instead of using Experience (or maybe as well as, I don't know) but it didn't quite seem right. I didn't really want them to be books, because if anything books are even more unoriginal, but books would have been good if you want to repair them with books or paper.
Basic Information
Skill Items are new OFFHAND items which can be used in conjunction with a main hand sword/tool to apply some affect when right clicked with a full weapon cooldown. This costs a set amount of experience, which is consumed directly from the skill item. All Skill Items have a built-in effect akin to Mending, where they consume experience orbs to power themselves. They also suffer from a global cooldown, which is shared between all Skill Items and prevents spamming. This is unrelated to attack cooldown, although using a Skill does apply the normal attack cooldown.
Skill Items can be found rarely in various loot chests or dropped from "Ancient" mobs, which have full Iron (10% Diamond per piece, 50% enchanted per piece) armor, carry an Iron (25% Diamond, 75% enchanted) sword and have 3x Health. Ancient mobs will carry the Skill Item in their offhand, which they have a 1/3 chance of dropping when killed by a player. Zombies, Skeletons, Zombie Pigmen and Wither Skeletons may all spawn as Ancient. Ancient Zombies and Skeletons may also spawn in the End, with 6x Health and a 2/3 chance of dropping their Skill Item when killed by a player. Any mob has a 2.5% chance to become "Ancient".
Notes
The inclusion of bows would require some changes to how mainhand/offhand works in order to function, and even then I am unsure of if it would fit, as it would mean that you are unable to fire regularly, so for now bows have no Skill Items.
In order to prevent using a Skill Item then quickly changing to a Shield (especially with Knockback enchantments on the Mainhand), Shields would take 2-3 seconds to "prime" before being able to block when equipped (up from 0.25 seconds).
Skill Items
Crusaders Seal
Skill: Swipe
Appearance: A red seal attached to a piece of paper
Visual Effect: Sword swipe, but larger and with red/orange highlights.
Effect: Deal 75% Mainhand damage to main target and 25% damage to all nearby targets.
Cooldown: 5s
Cost: 25XP
Max Stored: 150XP
Cursed Skull
Skill: Beheading
Appearance: A Wither Skull with glowing purple eyes
Visual Effect: A purple swipe at around neck height.
Effect: Deal 50% Mainhand damage to target. If target dies has a 2.5% chance of dropping its head, if possible. For Wither Skeletons, it multiplies the drop chance by 5. Chance is doubled if Mainhand is an Axe.
Cooldown: 7s
Cost: 50XP
Max Stored: 300XP
Essence of Death
Skill: Withering
Appearance: A small vial of black liquid
Visual Effect: Black particles flying out of the target.
Effect: Deal 100% Mainhand damage to target and apply Wither I for 3 seconds (1.5 hearts of damage).
Cooldown: 7s
Cost: 40XP
Max Stored: 240XP
Bezerker's Sash
Skill: Stunning
Appearance: A blue sash with some text on it
Visual Effect: A yellow shockwave emanating from the target.
Effect: Deal 125% Mainhand damage to target and apply Slowness II for 3 seconds.
Cooldown: 5s
Cost: 35XP
Max Stored: 210XP
Warrior's Gauntlet
Skill: Devastating Strike
Appearance: A metal gauntlet with a red gem set in it
Visual Effect: Similar to a sword swipe, but downwards and red.
Effect: Deal 200% Mainhand damage, ignore 50% shield, ignore 33% armor, deal 2x durability damage to target armor, apply Slowness III for 3 seconds to user.
Cooldown: 10s
Cost: 50XP
Max Stored: 300XP
Necromantic Rites
Skill: Reanimate as Skeleton
Appearance: A piece of black paper with a picture of a bone on it.
Visual Effect: A red aura moving upwards.
Effect: Deal 100% Mainhand damage. If target is hostile and dies, summon a Skeleton Minion. It will not despawn and will be able to pick up items (it will drop them when shift+right clicked with an empty hand in a fashion similar to the Armor Stand), and will follow the player (but if not given a helmet or Fire Resistance will still burn in daylight).
Cooldown: 15s
Cost: 150XP
Max Stored: 150XP
I'm gonna have to pull out an "absolutely no support" card. These are just pre-named weapons with 'built-in' enchantments.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Except that they are not weapons. They are items which augment weapons, providing a special effect.
These are still another form of enchantments, with rather clichéd names that aren't very Minecraft-ish.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
I guess, but the point is more to provide items designed to go in the Offhand slot, expanding it from "Shields" an "Arrows". As for the names, I agree. But that is more besides the point, they are only example items.
I have to say, none of these items are very good. I'm not sure if the cooldowns listed are for using a second one of these or just for attacking, but either way they aren't very useful. I can do more damage just doing normal attacks with an enchanted sword or splash potions in less times, with no negative effects to me. Plus potions are way easier to amass in large quantities.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Ok, I don't think I explained myself very well.
So the skill items are not attacks on their own. They are items which go in the offhand (shield slot) and are used by right clicking to perform a special attack with the item you are currently holding (the main hand). All the traits of physically punching someone with the item you are holding are applied (although damage is modified by a multiplier, as specified in the skill info) and share a cooldown timer with other skills, although this is different from the attack cooldown.
A good comparison is shouts in TESV: Skyrim. All shouts share a global cooldown timer with each other, and you cannot use a Shout until the timer has fully elapsed. But you can still attack and cast regular spells just fine, regardless of the cooldown timer.
Also, did I make it seem like the items are consumed? Because they aren't. I was thinking of maybe having durability and requiring some material to repair them, instead of using Experience (or maybe as well as, I don't know) but it didn't quite seem right. I didn't really want them to be books, because if anything books are even more unoriginal, but books would have been good if you want to repair them with books or paper.