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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:

  1. Disabled worlds — is the enchant switched off in the world the event happened in?
  2. Protection — do the region/build rules here allow it to fire at all?
  3. Trigger match — does this event match the enchant's trigger, and is the enchant on the right kind of item (applies-to)?
  4. Level — is the enchant at a level that can fire?
  5. Suppression — has something silenced this enchant, its group, its type, or one of its effect kinds? (See Groups.)
  6. 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.
  7. Condition — an optional boolean test (e.g. only when the victim is below 6 health). If it fails, the enchant does nothing.
  8. Chance — a percentage roll. A 25% enchant fires roughly one swing in four.
  9. Souls — if the enchant costs souls, the player must be in soul mode with enough banked.
  10. 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].

Ready to write one? See Configuring an enchant for the full, annotated schema, or open the Enchant Creator to build one visually.