Enchants
An enchant is a named power you stamp onto a piece of gear. It is the most common thing you will create. Every enchant in StarEnchants follows the same simple shape:
When something happens (a trigger) on the right kind of item, maybe (a chance) run a list of effects on someone (a selector).
That is the whole model. A sword that heals you on hit, a chestplate that strikes back when you are attacked, a pickaxe that showers you with experience — all of them are the same pattern with different triggers and effects.
How an enchant fires
When a triggering event happens (you swing a sword, you take a hit, you break a block), StarEnchants runs the enchant through a short sequence of gates:
- Disabled worlds — is the enchant switched off in the world the event happened in?
- Protection — do the region/build rules here allow it to fire at all?
- Trigger match — does this event match the enchant's
trigger, and is the enchant on the right kind of item (applies-to)? - Level — is the enchant at a level that can fire?
- Suppression — has something silenced this enchant, its group, its type, or one of its effect kinds? (See Groups.)
- Cooldown — if the enchant just fired, it may be on cooldown and skip this one. The cooldown is reserved here, and released again if any gate below fails — so a sub-100% enchant on a cooldown still gets to roll on every swing.
- Condition — an optional boolean test (e.g. only when the victim is below 6 health). If it fails, the enchant does nothing.
- Chance — a percentage roll. A 25% enchant fires roughly one swing in four.
- Souls — if the enchant costs souls, the player must be in soul mode with enough banked.
- Effects — the list of actions finally runs: deal damage, heal, ignite, apply a potion, play a particle, send a message, and so on.
The order matters: cooldown is checked before condition and chance, but because a failed condition or chance roll releases the reservation, only a real activation actually spends it.
Each of those gates is optional except the trigger and the effects. A simple enchant is just a trigger, a chance, and one effect.
Levels
An enchant has levels (often I–III, but you choose). Each level can set its own chance, cooldown, condition, and effects — usually getting stronger as the level climbs. Levels do not have to be contiguous, so a set like 1, 3, 5 is perfectly fine.
Where enchants come from
Enchants live on gear as hidden data and render into the item's lore automatically. Players obtain
them through the item economy — most often by applying an enchant book (see
Enchant books). Admins can stamp one directly with
/se enchant <key> [level].
Related concepts
- Rarity tiers — the color/glint/sort metadata an enchant carries.
- Groups — the suppression buckets an enchant belongs to.
- Crystals and armor sets — other sources that feed the same engine.
- Masks, pets, weapon reforges and use-items — further sources that feed this exact same pipeline, gate for gate.
Ready to write one? See Configuring an enchant for the full, annotated schema, or open the Enchant Creator to build one visually.