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Remnants | Witchbound

A witchcraft RPG: strike pacts with witches for a gift and a lasting price, survive hexes that follow you past death, earn your Coven Standing, and find seven coven huts with resident witches. Formerly The Witch Hut.
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Remnants | Witchbound 2.0

Every gift has a price

Remnants | Witchbound makes Minecraft's witches an RPG faction you earn standing with. A resident witch in each of seven coven huts offers pacts: keep the gift, pay the price, for good. Witches you fight channel hexes that follow you past death until you break them. Your Coven Standing opens more pact slots and cheaper remedies, and at the top, safe passage among witches.

Fabric and NeoForge · Minecraft 1.21.1, 26.1.2, 26.2 and 26.3 · install on the server and clients · Fabric needs Fabric API, nothing else is needed

2.0 "Every Gift Has a Price" is a full rework of The Witch Hut. The mod id is the same and the original hut is still here, repaired, so 1.0 worlds keep loading.

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What's new in 2.0

Version 2.0 rebuilds the mod around three RPG systems. Changes from 1.0:

  • Seven coven huts instead of one, each with a named resident witch. The 1.0 hut is back as The Old Hut, with real loot.
  • 12 pacts: permanent gifts with permanent prices, such as Leech, Night Hunter, Witchfire and Undying.
  • 8 hexes cast by witches in battle. They survive death and milk, and you break them by doing their task.
  • Coven Standing from −100 to 100, in six tiers from Hunted to Kin.
  • Errands, offerings and remedies at every resident.
  • The Coven screen and the Grimoire ledger. Pacts and hexes show as sigils on your HUD.
  • Witch Bottles and Poppets.
  • Wild witches channel hexes. Hit them mid-spell to break it.
  • A 25-advancement tab, a commented config, /witchbound commands.
  • Terrain-aware hut placement, 1.21.1 and 26.3 builds, and no dependencies. 1.0 needed an undeclared library.

The Seven Huts

Seven coven huts, seven witches

Hut Where Resident What is there
The Old Hut plains, sunflower plains, forests, birch forests Granny Hollowell the 1.0 tower under its witch-hat roof, repaired, with a brewing stand where the spawner was
Bog Hut swamps Old Mother Mirewort a crooked hut on stilts with a jetty, a mossy chimney and a toadstool island
Mangrove Roost mangrove swamps Auntie Silt a two-storey round tower on mangrove roots with a wraparound balcony
Hedge Cottage meadows, flower forests, cherry groves Hedgewife Tansy a thatched cottage, a hedged herb garden, berry rows and beehives
Nightshade Circle dark forests, pale gardens Mother Nightshade standing stones around a great cauldron on a blackstone dais, soul fires and candles
Rime Hut snowy taigas, snowy plains, groves Frostwife Isolde a half-buried log cabin with a powder-snow cauldron and an ice altar
Bone Hut badlands, deserts Crone Ossia terracotta and bone, a ribcage door, skulls on poles, a lava cauldron

Residents never despawn, never join raids, and fight only if you strike them or if the Coven hunts you. Every chest has its own loot table: potions, reagents, Witch Bottles, Grimoires and the odd Poppet.

Before a hut is placed, the land is sampled. Land huts need level ground, and swamp huts need shallow water or mud. Find all seven for The Seven Covens advancement, or try /locate structure #better_witch_huts:coven_huts.

Pacts

Every gift has a price

  • Right-click a resident witch. Each night she offers three pacts, chosen for you and the same until the next day.
  • Strike one and it is yours: its Gift and its Price are permanent.
  • Pacts survive death and milk. Only a resident can undo one, for 24 emeralds and a little standing.
  • You hold one pact as a Stranger, two when Trusted and three as Kin.

Choose your bargain

Pact Gift Price
Leech melee hits heal you for 20 % of the damage 2 fewer hearts
Night Hunter +35 % melee damage at night and underground −20 % under the daytime sky
Toad jump 40 % higher, fall damage starts 6 blocks later you burn twice as long
Stoneskin +4 armor, +2 toughness −12 % speed
Hare +18 % speed, step up full blocks +50 % fall damage
Magpie +3 Luck, remedies cost a quarter less 1 fewer heart
Witchfire melee hits set targets on fire for 4 s −25 % melee damage while wet
Moth permanent night vision −10 % speed and −20 % mining speed under the daytime sky
Wolf every kill restores 2 hunger hunger drains 50 % faster
Briar melee attackers take 30 % of their damage back −10 % attack speed
Raven lighter gravity, softer landings, +1 reach −25 % armor
Undying once a day, a killing blow leaves you on 2 hearts with Regeneration 3 fewer hearts

Hexes

Hexes that follow you

  • Witches you fight channel a hex: purple motes circle the witch for a moment, then the curse flies if she can still see you.
  • Hit her mid-spell to break it. Nights are worse, and full moons are worse still.
  • A hex stays through death and milk. You can carry up to three.
  • Break it in one of three ways:
    • do the task it rolled
    • smash a Witch Bottle
    • pay a resident to lift it
  • A Poppet in your inventory catches the next hex meant for you, then burns.
  • Kill a resident and you get a hex every time. The Coven will remember.

Break them by your own hand

Hex What it does Break it by (one is rolled)
Leaden Limbs −15 % speed, −25 % jump swimming 150 blocks · sprinting 600 blocks
Gnawing Hunger hunger drains twice as fast eating 10 meals · catching 5 fish
Black Cat −4 Luck ringing a bell 3 times · trading 3 times
Brittle Bones double fall damage slaying 3 skeletons · slaying 12 creatures
Withering Grip −20 % melee damage, −10 % attack speed slaying 12 creatures · slaying 6 zombies
Insomnia you cannot sleep placing 6 candles · slaying 2 phantoms
Frail Heart 3 fewer hearts breeding 3 animals · eating a golden apple
Clumsy Fingers −25 % mining speed, −1 reach mining 48 stone · chopping 24 logs

Progress comes from your own statistics, so it also counts what you do with other mods.

Coven Standing

Earn the trust of witches

Tier Standing What it means
Hunted −50 or less residents refuse you and fight; wild witches hex you more often
Distrusted −49 to −10 no pacts; lifting a hex costs 16 emeralds
Stranger −9 to 19 1 pact; lifting costs 8
Known 20 to 49 Poppets for sale; lifting costs 6
Trusted 50 to 79 2 pacts; lifting costs 4
Kin 80 or more 3 pacts; free remedies; wild witches leave you alone

Raising your standing:

  • Errands: +8 to +15
  • Offerings: up to +6 a day
  • Breaking a hex by its task: +3

Losing it:

  • Killing a witch: −4 (raid witches don't count)
  • Striking a resident: −5
  • Killing one: −40, and a hex

Errands and Remedies

Work for the Coven

  • Errands: every resident offers a new one each day, from 20 kinds:

    • deliveries: spider eyes, toadstools, phantom membranes, amethyst…
    • hunts: drowned, creepers, endermen, the illagers who burned the old covens…

    Hand it in at any resident for emeralds and standing, and sometimes a Witch Bottle.

  • Offerings: give a witch the reagents witches carry (spider eyes, sugar, glowstone, redstone, bottles, nether wart). Every 2 items earn 1 standing.

  • Remedies: lift a hex, buy a Witch Bottle (6 emeralds), or buy a Poppet (10 emeralds, from Known).

The Grimoire

The Grimoire

Item Recipe What it does
Grimoire book + spider eye + feather + ink sac (shapeless) your ledger anywhere: standing, pacts, hexes with progress, errand, record
Witch Bottle glass bottle + 2 iron nuggets + sweet berries + redstone (shapeless) right-click to smash it and break your oldest hex
Poppet string, wheat and an amethyst shard carried, it catches the next hex cast at you

Pacts and hexes also appear among your status effects as hand-drawn sigils, so you always see what you carry.

For Servers and Modpacks

Your coven, your rules

  • config/better_witch_huts.json is written on first start, with comments. It controls:
    • pact slots per tier
    • hex chances, cooldowns and limits
    • every standing change
    • every price
    • Kin peace
    • each hut on or off
    • disabled pacts and hexes
  • Biomes, spacing and loot are datapack data under data/better_witch_huts/.
  • /witchbound shows your record. Operators get /witchbound info|standing|pact|hex|errand <player> for quests, servers and testing.
  • The mod uses no custom networking: the Coven screen runs on vanilla container packets.
  • It works alongside YUNG's Better Witch Huts and other swamp-hut mods, which change the vanilla hut. Witchbound adds its own.

Downloads

Pick the file that matches both your Minecraft version and your loader:

Minecraft Fabric (needs Fabric API) NeoForge
1.21.1 better_witch_huts-fabric-1.21.1-2.0.0.jar better_witch_huts-neoforge-1.21.1-2.0.0.jar (NeoForge 21.1.219+)
26.1.2 better_witch_huts-fabric-26.1.2-2.0.0.jar better_witch_huts-neoforge-26.1.2-2.0.0.jar (NeoForge 26.1.2.7-beta+)
26.2 better_witch_huts-fabric-26.2-2.0.0.jar better_witch_huts-neoforge-26.2-2.0.0.jar (NeoForge 26.2.0.93+)
26.3 better_witch_huts-fabric-26.3-2.0.0.jar better_witch_huts-neoforge-26.3-2.0.0.jar (NeoForge 26.3.0.97+)

Java 21 for 1.21.1, 25 for 26.x.

FAQ

Do I need it on the server and the client? Yes, on both.

Will my 1.0 world break? No. The mod id and the hut's structure id are unchanged. Huts that already generated stay, and new chunks get the new huts.

Can I lose a pact or a hex by dying or drinking milk? No. Pacts end only when a resident undoes them. Hexes end when you do their task, smash a Witch Bottle or pay a resident.

The witches are too dangerous / not dangerous enough. Change the hex chance, cooldown and limit in the config, or turn hex-casting off for wild witches entirely.

Is there a 1.21.1 version? Yes, for Fabric and NeoForge, with the same content as the 26.x builds.

Can I use it in my modpack? Yes. It is Apache-2.0, has no dependencies and has commands for quest mods.

What Comes Next

  • Witch variants: bog, frost, bone and ash witches with their own brews and hexes.
  • The Sabbath: on full moons the Coven gathers at the Nightshade Circle.
  • Herbalism: wild mandrake, wolfsbane and nightshade for home-brewed remedies.
  • Familiars: small companions that grow with your standing.

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