Bewitchment Contracts: Demon Pacts and What Each One Grants
Contracts are pacts bought from demons at the cost of health. This guide covers what each one does and the terms they come with.
The terms are the same for every contract
A contract is purchased from a demon, paid for in health rather than items. It runs for seven days and cannot be broken once signed.
That combination is what makes contracts a real decision rather than a buff. You are committing a week of play to one effect, you cannot change your mind, and you pay before you know how useful it will be.
The economic contracts
Three change how resources behave:
- Greed — ores smelt themselves automatically and drop twice the normal amount
- Pride — doubles all experience gained
- Lust — animals bred under this contract produce three times the usual offspring
Greed is the one that changes a play session most: automatic smelting plus doubled drops turns any mining trip into roughly four times the output of a normal one.
The survival contracts
- Famine — damage taken drops the hungrier you are, inverting the usual pressure to stay fed
- Sloth — regeneration is much faster while standing still
- Gluttony — doubles the nourishment food provides
- Death — anything you kill heals you
Famine deserves a second look because it reverses a rule you have played by since your first world. Under it, letting your hunger bar fall is a defensive move rather than a mistake.
The aggressive contracts
- Wrath — being hurt makes you stronger
- War — nearby entities turn on each other rather than on you
- Pestilence — lets you inflict heavy illness on enemies
- Envy — murdering a villager transfers their trades to you
War is unusual in that it is crowd control rather than damage. In a fight you cannot win directly, turning the room against itself is often better than any weapon.
Where contracts come from
Demons provide them, and the mod names Baphomet as an ancient greater demon who deals with witches. Reaching one is the gate on the whole system — no contract is craftable.
How this fits the rest of the mod
Contracts sit alongside the mod's 25 ritual recipes and 13 curse recipes as one of three ways Bewitchment lets you spend something other than materials. Brewing is the largest system at 48 cauldron recipes, but contracts are the only one that charges you in health and time.
Version
1.20-10 on Fabric, 1.20.1 only.
Covers the mod's in-game guide topics: