All enchantments (except Curing) use the "default" min/max levels/costs for enchanting (1+10*level min, 6+10*level max), which means they are all available at similar "modified enchantment levels" (level 1 on 11-16, level 2 on 21-26, level 3 on 31-36).
At low enchanting levels you just get Curing (starts at modified enchanting level 1) and Unbreaking (starts at 5).
Amplify and Raging are harder to get because you can only get them from modified enchanting level 11 to 16.
From modified enchating level 37 to 51 you can only get Curing or Unbreaking III. This can be seen by enchanting a high enchatability shield (like Silver) at level 30 on a table: very often (a good 50% of the time I'd say) you just get Curing and Unbreaking III.
I don't have good suggestion for their level costs, but maybe just using similar values to some vanilla enchantments could be a good start. Spreading out some of the enchantments around so you can get a few more at early levels (like enchanting level 5) and a few that don't appear until higher levels would be nice. Like, Poison Spikes and Wither Spikes don't feel like they should be available at the exact same level y'know? (or maybe that's just me on this)
Mostly, increase the max level costs, to be like minLevel+20~30 or something, instead of the default +5, so that we can get more of them at higher enchanting level.
To Reproduce:
Get an Enchanting Table with enough Bookshelves for level 30
Enchant a bunch of Silver/Nickel/Terrasteel Shields
Count how many have just Unbreaking III and/or Curing
Expected behavior:
Some more exciting enchantments, which I could only get like 50% of the time.
General Information
All enchantments (except Curing) use the "default" min/max levels/costs for enchanting (1+10*level min, 6+10*level max), which means they are all available at similar "modified enchantment levels" (level 1 on 11-16, level 2 on 21-26, level 3 on 31-36).
Imo the fact they're all on the same level is an issue, as vanilla enchantments are far more spread out. That gives 2 issues:
I don't have good suggestion for their level costs, but maybe just using similar values to some vanilla enchantments could be a good start. Spreading out some of the enchantments around so you can get a few more at early levels (like enchanting level 5) and a few that don't appear until higher levels would be nice. Like, Poison Spikes and Wither Spikes don't feel like they should be available at the exact same level y'know? (or maybe that's just me on this)
Mostly, increase the max level costs, to be like minLevel+20~30 or something, instead of the default +5, so that we can get more of them at higher enchanting level.
To Reproduce:
Expected behavior:
Some more exciting enchantments, which I could only get like 50% of the time.
Environment Versions
Mystic Mods Versions
Other Versions: