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+# Hytale ChainLightning Sceptre
+
+A magical sceptre for **Hytale** that fires chain lightning at mobs — right-click a target and the bolt jumps to up to 5 nearby enemies within 8 blocks, dealing decreasing damage with every hop.
+
+
+
+
+
+
+
+
+
+---
+
+## ⚠️ Proof of concept — and I need help
+
+This is first and foremost a **proof of concept** I built to learn the Hytale Plugin API while it's still in early access. I'm a Java dev, **not a 3D / VFX artist** — I don't know how to author proper custom assets (models, particle systems, SFX). Everything visual here reuses **builtin Hytale assets**:
+
+- The wand model is the builtin `Items/Weapons/Wand/Wood.blockymodel`
+- The chain-hit particles use the builtin `Splash` system
+- Sounds use the builtin `ISS_Weapons_Wand` set
+
+→ The visuals are placeholder and the plugin is rough around the edges. **If you're a 3D artist, VFX artist, sound designer, or Hytale plugin dev and want to make this look great — please reach out.** Issues, PRs, or a quick email are all welcome.
+
+---
+
+## What Does It Do?
+
+- **Right-click a mob**: chain lightning resolves, jumping up to **5 targets** within **8 blocks** of each previous hop.
+- **Damage falls off per hop** (configurable in code, tested via JUnit).
+- **Left-click**: normal attack (engine fallback — sceptre still works as a basic weapon).
+- **4-second cooldown** between casts.
+
+---
+
+## Quick Start
+
+1. Drop `hytale-chain-lightning-.jar` into your server's `Plugins/` folder.
+2. Boot the server.
+3. Spawn the item with the standard Hytale `/item give` flow (item id `chain_lightning_sceptre`).
+4. Equip, face a mob, **right-click**.
+
+---
+
+## Stack
+
+- **Java 25** (records, sealed types, modern API).
+- **Gradle 8 + Shadow** for the fat jar.
+- **Hytale Plugin API** core (`Interaction`, `EntityEffect`, `ParticleUtil`, `EffectControllerComponent`).
+- **JUnit 5** for the pure chain-resolution algorithm.
+
+---
+
+## How It Works
+
+```
+Player right-clicks mob
+ │
+ ▼
+ChainLightningSceptreInteraction.firstRun(Secondary)
+ │
+ ├─ Cooldown gate (4s)
+ ├─ HytalePlayerRayCaster ──> primary target ref
+ ├─ HytaleEntitySource ──> nearby entity snapshot
+ │
+ ▼
+ChainResolver.resolve() (pure Java, JUnit-tested)
+ │ BFS over hops, max 5 targets, max 8 blocks/hop
+ ▼
+ChainHit list
+ │
+ ├─ ChainDamageApplier.apply() ──> dégressive damage per hop
+ └─ HytaleVfxEmitter.playChainEffects()
+ ├─ ParticleUtil.spawnParticleEffect("Splash", pos) (direct broadcast — bypasses client-side effect dedup)
+ └─ EffectControllerComponent.addEffect("Chain_Hit_Effect") (blue tint, 0.05s)
+```
+
+The chain-resolver is decoupled from Hytale via small interfaces (`RayCaster`, `EntitySource`, `ChainEntity`), so the algorithm is unit-tested without a running server. Hytale-bound adapters live in `sceptre/`.
+
+---
+
+## Known Limitations
+
+- **Splash particles sometimes silent on client** — server logs confirm `5/5` `SpawnParticleSystem` packets per cast every time, but the early-access Hytale renderer appears to throttle/cull duplicate `systemId` particles at nearby positions. Likely a client-side issue, can't fix from the plugin.
+- **No custom model** — sceptre reuses the builtin wand. A real 3D model would help a lot.
+- **No custom particle system** — `Splash` is functional but not *electric*. A proper arc/branch particle would sell the fantasy.
+- **No custom SFX** — uses the generic wand sound set.
+
+---
+
+## Development
+
+* JDK 25, Gradle, Hytale Plugin API (from https://maven.hytale.com/release), local dev server.
+* Source: `src/main/java/com/mythlane/chainlightning/`
+* Tests: `src/test/java/` (pure algorithm, no server needed).
+
+### Building
+
+```bash
+./gradlew shadowJar # fat jar
+./gradlew test # unit tests
+```
+
+---
+
+## Help Wanted
+
+Genuinely open to help. If any of these match you:
+
+- **3D artist** — design and model a proper sceptre (`.blockymodel`).
+- **VFX artist** — author an electric arc / branching lightning particle system that beats `Splash`.
+- **Sound designer** — cast / hit / loop SFX.
+- **Hytale plugin dev** — review the API usage, suggest better patterns, or pair on the splash-on-client mystery.
+
+Open an issue, send a PR, or email **contact@mythlane.com**.
+
+---
+
+## Credits
+
+Made by [Mythlane](https://mythlane.com)
+
+---
+
+## License
+
+License to be decided. Ping contact@mythlane.com for questions.