Soulbound Enchantment πβ¨
*An enchantment doesn't have to come from a book. This one has to be earned.* βοΈ
**Soulbound** lets your weapons, tools, and armor survive death β for a price, and only for those willing to fight for it. π₯
How to Obtain πΊοΈ


There's no crafting table shortcut. Soulbound Crystals are earned, not built:
| Source | What you get |
|---|---|
| Any hostile mob kill βοΈ | Tiny chance (0.4% / 0.2%) at Crystal I or II |
| Dungeon chests π¦ | Rare pull alongside vanilla loot |
| Wither / Ender Dragon π | Guaranteed drop β 50% Crystal II, 30% Crystal III, 20% both |

| Warden πΉ | Guaranteed Crystal III every time |

| Wandering Trader π§ | Sneak + interact to open a private deal: 32 Emeralds (Crystal I), 64 Emeralds (Crystal II), or 3 Wither Skulls (Crystal III) |

### Applying It β¨
Hold a crystal and use it β a menu opens showing everything you're wearing and carrying that qualifies (any tool, weapon, or armor piece). Pick your target, and the bond is sealed. π
### The Bond Isn't Permanent β οΈ
Every Soulbound enchant now has **limited uses**:

- **Level I** πΉ β 3 uses
- **Level II** π· β 5 uses
- **Level III** π β 8 uses
A use is only spent when the enchant *actually* saves your item on death β a failed roll costs nothing, since that item was already gone either way. π² Lore on the item shows your remaining durability as a percentage, color-coded like a tool's durability bar (π’ β π‘ β π΄).
Run out of uses and the bond **shatters** π β the item stops protecting you, marked `BROKEN` in its lore. It's not dead forever, though: re-enchanting a broken item with *any* crystal fully restores it π§, at that crystal's level.

### On Death β οΈ
Roll the dice per soulbound item based on its level (30% / 60% / 90% survival chance). Anything that beats the odds waits for you at respawn π β however far away, whatever dimension β instead of rotting on the ground.

