Over the years, dozens of different status effects have been added to Minecraft. Most of them are applied by drinking or being splashed by potions. Some of them affect you passively, caused by specific blocks' areas of effect. We've got the whole list of status effects and how they apply to your character.
All Minecraft Status Effects and What They Mean
We've separated these into two categories: PositiveStatus Effects and Negative Status Effects. Read below to see which ones you want to be applied or avoid!
Positive Status Effects
- Absorption: Adds 4 HP per effect level to the player's max HP. HP returns to the normal amount when the effect ends.
- 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 results in much faster swimming speed and losing swimming speed at a slower rate, but also makes it more difficult to change directions while swimming.
- Fire Resistance: Prevents the player from taking fire damage from all fire and lava sources except ghast fireballs and blaze touch attacks. Prevents fire damage from fire weapons, but not the 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. Currently not used in any version of 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 decrease food exhaustion, but do not increase saturation or the hunger bar.
- Instant Health: Heals living entities 2 HP times two to the power of the effect level. At effect level one, it heals entities 4 HP. At effect level two, it heals entities 8 HP. 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. Reduces fall damage by 1 HP per 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 the time between HP gained by half, rounded down (level two is 25 ticks, level three is 12 ticks, etc.).
- 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. In bedrock, melee damage is increased based on the base attack damage of the weapon being used (a Diamond Sword will gain more melee damage than a Wooden Sword).
- Water Breathing: Allows the player to breathe underwater. Prevents underwater animals from taking suffocation damage while on land.
Negative Status Effects
- Bad Luck (Java Edition Only): Can reduce the chance of high-quality loot and the quantity of loot dropped.
- Bad Omen: Causes an Illager Raid when the affected entity enters a village.
- Blindness: Impairs vision and disables the ability to sprint and critical hit.
- Darkness: Causes the player's vision to dim occasionally.
- Fatal Poison: (Bedrock Edition Only): Inflicts damage over time at a rate of 1 HP per 25 ticks and it can kill. Each level decreases the time between HP lost by half, rounded down (level two is 12 ticks, level three is six ticks, etc.).
- Instant Damage: Damages living entities 2 HP times three to the power of the effect level. At effect level one, it damages entities 6 HP. At effect level two, it damages entities 12 HP. Has the opposite effect on Undead entities.
- Mining Fatigue: Decreases attack speed by 10 percent per effect level. Decreases mining speed by 70 percent from the previous effect level at each effect level.
- Nausea: Causes the player's screen to become wavy and disoriented. Does not increase the potency with effect level.
- Poison: Inflicts damage over time at a rate of 1 HP per 25 ticks, but can't kill. Each level decreases the time between HP lost by half, rounded down (level two is 12 ticks, level three is six ticks, etc.).
- 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. Unlike Poison, it can affect undead mobs and kill players. Each level decreases the time between HP lost by half, rounded down (level two is 20 ticks, level three is 10 ticks, etc.).
The Official Minecraft Wiki classifies Bad Omen and Glowing as a Neutral status effect. For simplicity, we have put them in the categories we feel they fit best. This page will be updated as new status effects are implemented into the game.
Pro Game Guides has guides to help you counter some these negative status effects! Learn how with this guide on How to Make Splash Potions.