Over the years, dozens of different status effects have been added to Minecraft. Many of these effects can be applied by drinking or by splashing with potions. Some of them can be passively affected by certain blocks. The entire list of status effects can be found here and how they affect your character.
The Meaning of All Minecraft Status Effects
We’ve separated these into two categories: PositiveStatus Effects and Negative Status Effects. You can read the following to find out which ones should be avoided or applied.
Positive Status Effects
- Absorption: Adds 4 HP per effect level to the player’s max HP. When the effect ends, HP returns to its normal level.
- Conduit Power: Grants the effects of Water Breathing, Night Vision, and Haste, but only when underwater.
- Dolphin’s Grace (Java Edition Only): Decreases friction while swimming. This increases swimming speed, while decreasing swimming speed at a slower pace. It also makes it harder to change direction while swimming.
- Fire Resistance: Prevents the player from taking fire damage from all fire and lava sources except ghast fireballs and blaze touch attacks. Fire damage from fire arms is prevented but not base damage.
- Glowing (Java Edition Only): Outlines the affected entity and makes them visible to players (including through blocks).
- Haste: Increases mining speed by 20 percent per effect level and increases attack speed by 10 percent per effect level.
- Health Boost: Increases maximum health by 4 HP per effect level. It is not currently available in Minecraft.
- Hero of the Village: Gives discounts on trades with villagers, and makes villagers throw items at the player.
- Hunger: Increases food exhaustion by 0.005 for each effect level per game tick. Negative effects reduce food exhaustion but don’t increase the saturation or hunger bar.
- Instant Health: Heals living entities 2 HP times two to the power of the effect level. It can heal entities with an effect level of one. It heals entities up to 8 HP at effect level 2. It has the opposite effect on Undead entities.
- Invisibility: Grants invisibility to an entity (does not include held or worn items).
- Jump Boost: Increases the player’s jump heigh by 50 percent per effect level. Fall damage is reduced by 1 HP for each effect level.
- Levitation: Causes entities to float upward at a rate of 0.9 blocks per second per effect level.
- Luck (Java Edition Only): Increases the chance of high-quality loot and the chance of higher quantities of loot to be dropped.
- Night Vision: Improves vision during the night and under water.
- Regeneration: Regenerates health over time, at a rate of 1 HP for every 50 game ticks. Each level decreases by half the amount of HP gained. Rounded down: Level 2 is 25 ticks, Level 3 is 12 ticks, and so on.).
- Resistance: Reduces damage by 20 percent per effect level from all sources except starvation, the void, the /kill command, and high-powered explosions.
- Saturation: Instantly restores one hunger bar per effect level and two saturation points per effect level. If it lasts longer than one tick, each tick restores one hunger point per effect level and two saturation points per effect level.
- Slow Falling: Decreases falling speed and negates fall damage.
- Speed: Increases walking and sprinting speed by 20 percent per effect level.
- Strength: Increases melee damage by 3 HP per effect level in Java. Melee damage in bedrock is affected by the weapon’s base attack damage. A Diamond Sword will deal more melee damage that a Wooden Sword.
- Water Breathing allows the player underwater breathing. Protects underwater animals from suffering suffocation while on the ground.
Negative status effects
- Bad Luck (Java Edition Only): Can reduce the chance of high-quality loot and the quantity of loot dropped.
- Bad Omen: When an entity infected enters a village, it causes an Illager Raid.
- Blindness: Impairs vision and disables the ability to sprint and critical hit.
- Darkness: Sometimes causes the player’s eyes to become dimmed.
- Fatal Poison: (Bedrock Edition Only): Inflicts damage over time at a rate of 1 HP per 25 ticks and it can kill. Each level reduces the time between HP loss by half. Rounded down: Level 2 is 12 ticks; level 3 is six ticks; etc.).
- Instant Damage: Damages living entities 2 HP times three to the power of the effect level. It damages entities by causing damage of 6 HP at effect level 1. At effect level two, it damages entities 12 HP. This effect has an opposite effect on Undead entities.
- Mining Fatigue: Decreases attack speed by 10 percent per effect level. Reduces mining speed up to 70% from the previous effect level for each effect level.
- Nausea: Causes the player’s screen to become wavy and disoriented. The effect level does not affect the potency.
- Poison: Inflicts damage over time at a rate of 1 HP per 25 ticks, but can’t kill. Each level decreases by half the time between HP lost. Rounded down to 12 ticks for level 2, six ticks for level 3, and so on.).
- Slowness: Decreases walking speed by 15 percent per effect level.
- Weakness: Decreases melee damage by 4 HP per effect level.
- Wither: Inflicts damage over time at a rate of 1 HP per 40 ticks. It can kill undead mobs, and it is not poison like Poison. Each level decreases by half the time it takes to lose HP. Rounded down, levels two and three are 20 ticks each, while levels three and four are 10 ticks each.).
The Official Minecraft Wiki classifies Bad Omen and Glowing as a Neutral status effect. We’ve placed them in the appropriate categories to make it easy. This page will be revised as new status effects become available in the game.
Cheaterboss.net provides guides to counter these negative effects. This guide will show you how to do it! How to Make Splash Potions.