Quote from Dr_FancyPants
This is the best thing ever since.....
Why, thank you for the feedback good sir/ma'am.
Quote from Godzilla200088
You should also be able to brew a Wither potion with these by adding them to a Mundane potion.
Quote from Alden589
Ok I will go back and make it look better. You have a good point.
I don't see how this is different from mod grinders. You can get infinite experience from sitting there. You don't have to even wait much. With farming you have to wait for it to grow. Maybe I should change it to say you don't always get experience from farms and You get less from tree farming. I thought it seems ok because you can get a lot of experience really quickly from killing mobs you find underground and at night. Ever since mining for experience was added they made it a lot easier to get experience. Breeding is something that can be renewable and so is fishing. There is a limit to ores but that is the only way to get experience that is limited. I think that this seems like its very fair. Let me know if there is a way I can make it seem better.
Quote from Delthyn
More variety in every-day stone would be appreciated. Maybe re-name this "stone variety" or "extra stone" instead?
Another thing we need is a red sandstone block. Go look a picture of the Grand Canyon and tell me if we don't need that in Minecraft.
Quote from an1m8r
Nice, I'd love to see an explanation of the nether blocks. I mean soul sand can make WITHERS now, that deserves some lore, but great work so far?
Quote from ___MeRliN___
Ok got a few more ideas, sorry a bit late but well:
-Effect for each level: 10% Chance to reflect any sort of projectiles back to the oponent.
-Enchant level 1 is unommon
-Enchant level 2 is very uncommon
Max Enchant Level: 2
-Not combineable with Feather Falling
-Incompatible aswell to Protection IV, Protection III
-3 Enchant Levels
-Very uncommon enchant
-Effect for level 1: Casts a small explosion doing 0.5 hearts damage to near mobs/players when receiving fall damage, effect starts working at 4 blocks fall height, each 2 blocks from that starting limit grant 0.5 hearts more explosion damage, limit is set with 5 hearts damage, so if you fall 22 blocks deep you are dead but you also damaged all nearby mobs/players. Personal note I hope you got that right, hard to explain if english isnt first language :/
-Effect for level 2: Effect from level 1 + Nearby mobs and players are ignited for 3 seconds
-Effect for level 3: Effect from level 1, 2 and in addition mobs and players receive knockback equal to knockback I
-Max enchant level: 1
-Effect: Shooting arrows gives you a repulsion effect, means you are "jumping" 8 blocks backwards, usefull to get distances to creepers, players or if aimed on ground, reaching higher area.
Also updated Corrosion Aspect for swords I suggested earlier:
-Max Enchant levels: 2
-As common as fire aspect
-Effect for each level: 3 Armor durability points for each gets destroyed on enemies armor on each hit instead of one. That way other players most likely loose armor while combat
-Incompatible to fireaspect
Poison Catalyst Potion:
Indigrent: No idea yet, something rare maybe... maybe a mushroom stem block, means requires silk touch
Upgradeable to Level II effect? No
Extendable Duration? No
Needed potion to craft: Splash Potion of Harming II
Effect: If this potion hits a mob the mob becomes Poison Catalyst for 2:30 minutes: Each other mob/player enclosing it till 3 blocks distances receives a Posion II effect for 8 seconds. Poison Catalyst does not show any visible "bubbles", means you wont notice if a mob or player got that effect. This effect basicly allows "infecting" mobs near for instance a faction base. If the faction members leave base to get wood, or start a raid or whatever they would get infected and weakened, so others can ambush them easilier.
Additional note: Poison Catalyst Effect only applies to one mob hit by it so you cant mass infect animals.
Thats it (for now)
Quote from gulden2
I really like Leech and Unbreaking for Sword and Brisk for the Bow!