# Enchant SMP
**Random ritual events bless your gear with powerful custom enchantments — 21 unique abilities, from a simple lifesteal to calling down a meteor.**
Every so often (or on command), a ritual stirs somewhere in the world. When it completes, everyone holding an eligible tool or weapon has a chance to have it blessed with a random custom enchantment — each with its own real ability, cooldown, and on-screen icon. No two enchants play the same.
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## How it works
- **Rituals** are the only way to get an enchant. A world-wide message and countdown play out, and when it ends, eligible held items get blessed.
- **One enchant per item.** Each tool/weapon (or armor piece, for a couple of them) can only carry one enchant at a time.
- **Two tiers.** Tier 1 enchants come from the normal ritual. Tier 2 enchants are stronger and come from a separate, admin-gated ritual — see below.
- **Every enchant shows a live icon + cooldown** right above your hotbar the moment you're holding the enchanted item, so you always know when your ability is ready.
- **Get a big on-screen reward banner** the moment an enchant lands on your gear, with the enchant's own icon and name.
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## Tier 1 Enchants
| Enchant | What it does |
|---|---|
| **Lifesteal** | Every hit on another player steals a heart from them and heals you — grow your own max health up to 20 hearts the more you steal. |
| **Thunderstorm** | Hits have a chance to call down a lightning strike on your target (10s cooldown so it can't chain-strike). |
| **Effects** | Hits have a chance to curse your target with a random debuff while blessing you with a random buff (10s cooldown). |
| **Freeze** | Trap your target in ice, frozen in place for 5 seconds (10s cooldown). |
| **Blast** | Every hit detonates a safe explosion on your target — you're immune to your own blast (2:30 cooldown). |
| **Teleportation I** | Landing a hit randomly teleports your target somewhere within 7 blocks (30s cooldown). |
| **Web** | Hits trap your target in a cobweb for a couple of seconds (10s cooldown). |
| **Dash** | Right-click to launch yourself forward with real momentum, damaging anyone in your path (2s cooldown). |
| **Levitate** | Hits send your target floating helplessly into the air for 5 seconds (20s cooldown). |
| **Magnet** | Hits yank your target toward you — perfect for punishing anyone trying to run (8s cooldown). |
| **Shockwave** | Hits blast everyone near your target outward, breaking up groups (12s cooldown). |
| **Reflect** *(armor only)* | Bounce a portion of any melee damage you take straight back at your attacker. |
| **Grapple** | Right-click to hook onto whatever you're looking at and pull yourself toward it (15s cooldown). |
| **Heal Burst** | Right-click for an instant heal plus a regeneration boost (45s cooldown). |
## Tier 2 Enchants (stronger — see Tier 2 access below)
| Enchant | What it does |
|---|---|
| **Teleportation II** | Right-click to blink straight to wherever you're looking (30s cooldown), *and* hits randomly teleport your target up to 20 blocks away (60s cooldown) — both on the same item. |
| **Sonic Boom** | Right-click to blind everyone in a 20-block radius and fire a devastating directional shockwave wherever you're looking (45s cooldown). |
| **Chain Lightning** | Hits strike your target *and* arc to nearby enemies too (20s cooldown). |
| **Meteor** | Right-click to call a meteor down on wherever you're looking — a brief warning, then a massive area-of-effect hit (1:30 cooldown). |
| **Vortex** | Right-click to pull every nearby enemy toward you — perfect group setup for a follow-up hit (40s cooldown). |
| **Soul Reap** | Finishing off an enemy heals you and grants a burst of Strength (10s cooldown). |
| **Phase Walk** | Right-click for a few seconds of near-total damage resistance and a speed boost — your escape button (60s cooldown). |
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## Tier 2 access
Tier 2 is off by default and controlled entirely by admins/ops, so server owners can decide when the strongest enchants enter their world:
- `/enchantsmp:tier2 enable|disable` — master switch for the whole Tier 2 system.
- `/enchantsmp:t2_start` — trigger a Tier 2 ritual right now.
- `/enchantsmp:t2_auto enable|disable` — let Tier 2 rituals also happen randomly on their own.
- `/enchantsmp:tier2_upgrade` — any player can run this to upgrade their own Teleportation I item into Teleportation II, once Tier 2 is enabled.
## Other admin commands
- `/enchantsmp:auto on|off` — toggle random Tier 1 rituals happening on their own.
- `/enchantsmp:start` — trigger a Tier 1 ritual right now.
- `/enchantsmp:enchantdisable <enchant>` — turn any individual enchant on or off server-wide.
- `/enchantsmp:give <enchant>` — put any enchant straight onto your held item, for quick testing.
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## Why it feels different
Every ability has been built with real particle effects, its own on-screen HUD, and its own identity — this isn't a reskinned enchant table. Whether you land Freeze on a stray hit, get an Effects buff mid-fight, or luck into a Meteor from the ritual, every enchant changes how a fight plays out.
*This is an early build — feedback on balance, cool
downs, and anything that feels too strong (or too weak) is very welcome!*

