Talk:Status effect/Archive 1

From Minecraft Wiki
Jump to: navigation, search
This is an archive page of Talk:Status effect. Do not edit this page.
New sections can be added at the current talk page.

Buff Tips

To get the buffs working on food items (For modders!)

1/ Open to find the functions there.

2/ Add .func_35425_a(potion.field_35670_H, X, X, XF) after (new ItemFood(109, 2, 0.3F, true)) "X indicates numbers"

3/ Put the buff function before .field_35670_H or you will get errors

4/ Compile and Enjoy! –The preceding unsigned comment was added by (Talk|Contribs)

Potion effects image

Jeb just tweeted a potion effects image here [1]. And this is the image here[2]. It shows potion effects, potion levels, and potion duration, as well as potion bottles. --Ecksearoh 14:29, 27 September 2011 (UTC)


So has anyone gotten these potions working to know if the effects are correct? --Anthrophobic 15:17, 27 September 2011 (UTC)

potions 1, 2, 3, 6, 7, 10, 17 and 19 are tested and works. Others I didn't test — MiiNiPaaT|C 15:21, 27 September 2011 (UTC)
Thanks for clearing that up, also the effects.. like "poison", "Given from a Cave Spider's attack", what exactly is that? Does that mean that some are not potions, just labeled as a potion that comes from certain things? I am a little confused at the effects..--Anthrophobic 15:23, 27 September 2011 (UTC)
These "potions" are not the potions in common sense. They are more like "effects" or "buffs". When you draw the bow, the potion.moveSlowdown effect will be applied to your character and your FOV will shrink, and speed decrease. When you let go right mouse button, this effect vanish. Same to other. Some of the time they time based, some will affect you till you stp doing something. — MiiNiPaaT|C 15:31, 27 September 2011 (UTC)
So in the future, some potions will be in bottles that you drink and others are effects/buffs that happen automatically, like pulling back your bow? ---Anthrophobic 15:42, 27 September 2011 (UTC)
Yes, I think. — MiiNiPaaT|C 15:47, 27 September 2011 (UTC)


Look at #1,

  • potion.moveSpeed
  • Expands FOV and increases walking speed
  • Increases both effects, stronger levels turn the FOV upside down and reverse controls
  • Sprinting

So, you gain this potion from sprinting? and it turns the FOV upside down? The entire list of effects and how to obtain them confuse the crap out of me. Also look at #19, its the same way. You obtain it from being attacked by a cave spider? --Anthrophobic 15:27, 27 September 2011 (UTC)

All I see are things that have been implemented into the game and we have them. But they are labeled as "potions". Like #2, holding your bow will slow your movement down..we know that. So whats with this potion stuff?
It's just the java name that Notch has given it. It is an effect, not a magical concoction. --HexZyle 17:08, 27 September 2011 (UTC)

Status Effects

I think the page might need to be renamed to Status Effects. Because the effects we are seeing in-game as of Beta 1.9 Pre-release 2 are not all caused by potions.[3] --Ecksearoh 17:03, 29 September 2011 (UTC)

The code calls the effects "potion.blah" regardless of the source. --Wizjany 17:06, 29 September 2011 (UTC)

Effects/Aquire Them

Everyone is posting effects and pictures of them, but what caused them? More info people.. –The preceding unsigned comment was added by Throex (Talk|Contribs) . Please sign your posts with ~~~~

They likely caused them by using a mod. All of the effects have been in the code since 1.8. Verhalthur (talk)(contribs) 17:35, 29 September 2011 (UTC)
I know the code, but blindness and confusion, how was that acquired?
NBT tags on my part, also potions can be editted in (also with NBT tags) --Wizjany 17:39, 29 September 2011 (UTC)
That clears it up for me. Just making sure that all the information is being posted and not half of it so we get everything done. There is alot of things being added to the wiki and edited constantly due to this 3 part adventure update. Started to get frustrated. lol --Throex 17:40, 29 September 2011 (UTC)


For the icons, should each be uploaded separately or should I just upload the whole lot in one and make a template like the item one. It currently looks like this (200%) --Wizjany 17:49, 29 September 2011 (UTC)

There are two missing, possibly sprinting and the bow? I would do them separately, in case the image is used on another page. --Throex 17:51, 29 September 2011 (UTC)
What bow? The image is taken from gui/inventory.png btw, that's all there is there. --Wizjany 17:56, 29 September 2011 (UTC)
Never mind I counted wrong. haha My own stupid mistake. Sorry. --Throex 17:57, 29 September 2011 (UTC)
You have a point here...there are 19 effects but only 17 icons.. --Wizjany 18:00, 29 September 2011 (UTC)
Ah, so I did not count wrong. lol... I thought there were two missing. --Throex 18:05, 29 September 2011 (UTC)
"potion.heal" (Instant Health) and "potion.harm" (Instant Damage) don't have icons, checked in game -Wizjany 18:18, 29 September 2011 (UTC)

Screenshot at potion 15 leads to a 403 Forbidden page -- 17:01, 2 October 2011 (UTC)

Refresh it --HexZyle 02:35, 3 October 2011 (UTC)

Something to Consider

I noticed there was a "weakness" effect, but no "strength" effect in the list, despite the official screenshot given by Jeb having a strength bonus. Can someone test these effects but use negative strength rather than positive? Will this give an opposite effect? --HexZyle 14:30, 2 October 2011 (UTC)

( Image for Blindness

It gives me a 403 - Forbidden if I try to look at it. Can someone put it in the Wiki gallery as opposed to linking it to someplace far less indelible?

Refresh the error page. --HexZyle 05:39, 10 October 2011 (UTC)

Has anyone tried

Using the resist potion with another potion? perhaps it migitates the effects of other potions? I can't mod, so I can't really try it myself. Thanks: -- 03:31, 10 October 2011 (UTC)

It doesn't. Resistance only prevents physical damage, there is no coding that makes it effect other potions drunk. --HexZyle 05:34, 16 October 2011 (UTC)


There isn't really a detailed description of what weakness does. On the Brewing page it says that it prevents the player from doing damage unless they have a weapon, and even then it is halved. I don't think this is how it works, it would be more likely that Weakness halves all damage and rounds down. This would mean that the fist damage is rounded down to zero and that it is possible to do damage with tools (with the exception of the wooden shovel) --HexZyle 05:34, 16 October 2011 (UTC)

Inventory Editing

You can currently only make levels I and II of each potion, but I understand that levels III and IV are in the code. Is there any way to acquire these potions through inventory editing? The Potions page says you can mess with damage values to get them, but I tried that and it didn't seem to work. Am I just crazy and doing it wrong? --Rasimpson 06:39, 22 November 2011 (UTC)

  • This is a slow response, but at that time you may not have been able to, but you can have the effects. Now you can have any level up to 127 (I think). Pokechu22 02:58, 16 November 2012 (UTC)

Potion Data Values

So today I was messing around with the /i command in SPC and I was spawning myself potions. Then I realized how the game sorts out the potions:

itemID 373 = Water Bottle, it can be given an additional value to select which kind of potions it will spawn, 373:0 is a regular water bottle.

373:1 = Regeneration Potion, 373:2 = Swiftness Potion, 373:3 = Fire Resist Potion, 373:4 = Poison Potion, 373:5 = Instant Health Potion, 373:6 = No Effect, 373:7 = No Effect, 373:8 = Weakness Potion, 373:9 = Strength Potion, 373:10 = Slowness Potion, 373:11 = No Effect, 373:12 = Instant Harm Damage, 373:13 = No Effect, 373:14 = No Effect, 373:15 = No Effect, 373:16 = No Effect (Awkward Potion).

The potions with no effects had prefixes like Artful Potion, Thick Potion, Clear Potion and Awkward Potion. Then the pattern repeats itself again giving the exact same potions in the same order (the No Effects had new prefixes) from 373:17 to 373:32. The pattern repeated itself in specific ways:

From 373:1 to 373:32 the potions were regular. From 373:33 to 373:64 the potion were Level II potions. From 373:65 to 373:96 the potions had enhanced duration. From 373:97 to 373:128 the potions were Level II with enhanced duration. On 373:129 it started back again with regular potions and it repeated itself following the same pattern.

I followed this all the way to 373:256, 373:257 started on regulars again. I don't know if the Level III and Level IV are higher than that or if they're unobtainable via spawning commands

What does this mean? 1- There will only be 16 types of potions (or 15 if the Awkward Potion remains as 373:16). There are 19 Potion effects listed so probably 3 effects will be left out. 2- It is currently impossible to get the other effects (Nausea, Protection, Invisibility, Night Vision, etc) or Level III/IV potions without the use of external inventory editing tools.

And of course, this is just a guess that I'm making after messing around with spawning commands and it could change in future updates. But seeing that the only way to change this is to rewrite the whole potions coding, I can almost safely assume I'm correct on my calculations.

*Ignore the odd bold/italic writing, wiki formatting messed up my little wall of text and I had to use them to make it slightly easier to read. --Nameless023 01:46, 28 November 2011 (UTC)

These are the damage/meta values for all the potions? This should definitely be added to one of the wiki pages. Probably the Potions one, as there is an incomplete list there, though it has completely different numbers from yours. Lunakki 00:46, 2 December 2011 (UTC)

Adjusting Numbers

Increasing the amplifier of the strength effect clearly changes the amount of damage, but doesn't seem to linearly correlate with the amount done.

Resistance does increase damage resistance, and higher levels seem to cause more resistance, leading up to what seems to be invulnerability at level 127. Negative values increase the damage taken.

It seems that effects that affect health don't wrap around.Firebastard 21:14, 1 December 2011 (UTC)

  • Resistance 4 is invulnerability. I think 5 will heal you. Pokechu22 03:18, 16 November 2012 (UTC)

Swirl and potion liquid color are the same!

For example, swirls caused by Speed potion effect have the same color than the Potion of Swiftness. That's why I don't think we need both of swirl colors and potion images.

CosmoConsole my page! my talk! my contributions! 19:07, 13 December 2011 (UTC)

I added them to the template for the purpose of guessing the colours of potions that aren't yet present. I think that fairly solid reasoning. Shellface

Could the two columns be merged? Show the swirls next to the potion bottle images, and have the descriptions together? That would save a column, and mean the table wasn't so squashed horizontally. Moo 16:01, 10 February 2012 (UTC)

Regeneration bug

I've been testing regeneration potions, and it seems that the regeneration effect also increases the rate you can take damage! (tested with fire and lava) can anyone confirm this and should it be added to the page?

Regenerating in any way resets your damage tick, allowing you to get hit again.

New Potions?

My friend let me play his Minecraft game, and I noticed he had these potions:

  • Potion of Growth - Makes player become larger. Attack power also increases.
  • Potion of Shrinking - Makes player become smaller. Attack power also decreases.

Could someone please tell me how to brew these, and WHAT THE HECK THEY ARE? TrollGlaDOS 03:36, 20 April 2012 (UTC)

Sounds like a mod to me. Maybe you should ask you friend, they'll probably know. --timrem 02:31, 21 April 2012 (UTC)
He said it was the Gulliver mod. User:TrollGlaDOS

Move to Effects

There are now several effects that are not caused by potions. I think this article should me moved to Effects and be less potion oriented. LB(T|C) 14:07, 25 August 2012 (UTC)

 Pro move --mgr 16:01, 25 August 2012 (UTC)
I agree that there may be a better name, but I hardly think "Effects" qualifies; that's far too general a term. I would instead suggest something along the lines of "Potion-like effect" (and also note that I'm proposing a singular name rather than plural). ディノ千?!? · ☎ Dinoguy1000 01:25, 26 August 2012 (UTC)

Invisibility and armor

I did some testing and as it seems monsters (or at least zombies) can see you if you are wearing armor. But they seem to take more time until they notice you if you are wearing less pieces of armor. --☺ Sven ? ! 16:48, 26 August 2012 (UTC)

Move to Status effects

I think that "Potion effects" should be moved to "Status effects". Here's why:

1. Sounds better.

2. Proper term.

3. Not all "potion effects" are caused by potions, such as the new "Wither" effect.

What do you think? -TrollGlaDOS


 Agree More and more of these effects are showing up in non-potion contexts, and many of them don't even have potions, including the latest addition (Wither). --Mental Mouse 14:36, 11 December 2012 (UTC)

 Agree, though as Dinoguy mentioned above, it would be better to use the singular Status effect for linking purposes. If the page name is plural, linking a singular use to it requires a piped link such as "[[Status effects|status effect]]". With a singular page name, a plural use can be linked more simply with "[[status effect]]s". -- Orthotope 04:01, 12 December 2012 (UTC)



Is the Resistance effect additive or multiplicative with the effects of worn armor?

If it's additive, then eating a Golden Apple wearing full diamond armor should make you invincible (since full diamond armor gives 80% damage reduction and Resistance I gives 20%.) What does the code say? TorchicBlaziken 19:25, 1 December 2012 (UTC)

Resistance is calculated first, and then armour/enchantments reduce the value again. Not certain though, additive sound way OP.

Where to find effectiveness

Where can I find exact values for each potion effect? Most say "by a set value" and I don't find that helpfull when I'm doing math-y stuff. 20:44, 13 December 2012 (UTC)

Exact effects are buried in various places in the code, so they're not particularly easy to find. This is what I was able to dig up, though it may not be entirely complete, as I couldn't find where Invisibility is used. Some notes are theoretical, as I haven't tested high-level effects in-game.
Speed: increases movement speed by 20% per level.
Slowness: decreases movement speed by 15% per level. Applied after Speed, so having both at level I would increase speed by 2%. May be impossible to move at level VII.
Haste: digging speed increased by 20% per level.
Mining Fatigue: digging speed decreased by 20% per level. Applied after Haste, so having both at level I would decrease digging speed by 4%. May be impossible to break blocks at level V.
Strength: damage increased by 3 (Heart.svgHalf Heart.svg) at level I, doubling with every additional level (6 (Heart.svgHeart.svgHeart.svg) at level II, 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg) at level III, etc.).
Instant Health: heals 6 (Heart.svgHeart.svgHeart.svg) at level I, doubling with every additional level. Harms undead mobs instead for the same amount.
Instant Damage: causes 6 (Heart.svgHeart.svgHeart.svg) damage at level I, doubling with every additional level. Heals undead mobs instead for the same amount.
Jump Boost: normal jumps set vertical speed to 0.42 blocks/tick; this increases it by 0.1 per level. Maximum jump heights are 1.25 blocks (normal), 1.83 blocks (I), 2.51 blocks (II), 3.29 blocks (III), 4.15 blocks (IV), 5.10 blocks (V).
Nausea: level has no effect.But the longer you are the effected by it the worse the 'spinning' gets.Sparklegirl124 (talk) 07:39, 29 July 2014 (UTC)sparklegirl124
Regeneration: heals 1 (Half Heart.svg) every 25 ticks (1.25 seconds) at level I, interval cut in half (rounding down) with every additional level (12 ticks at level II, 6 at level III, 3 at level IV, 1 at level V and above).
Resistance: reduces damage by 20% per level. Immune to damage at level V. (Some types of damage may ignore this, such as the Void and /kill command.)
Fire Resistance: immune to any sort of fire damage: standing in fire, being on fire, in lava, and fireballs. Level has no effect.
Water Breathing: air supply does not decrease; level has no effect.
Invisibility: couldn't find the code for this one.
Blindness: affects rendering, prevents critical hits and sprinting. Level has no effect.
Night Vision: level has no effect.
Hunger: adds 0.025 exhaustion per level every tick.
Weakness: decreases damage by 2 (Heart.svg) at level I, doubling with every additional level.
Poison: causes 1 (Half Heart.svg) damage every 25 ticks at level I, cut in half with every additional level (like Regeneration). Does not cause damage if health is currently at 1 (Half Heart.svg).
Wither: causes 1 (Half Heart.svg) damage every 40 ticks at level I, cut in half with every additional level (20 ticks at level II, 10 at III, 5 at IV, 2 at V, 1 at VI and above).
In theory, level 0 potions should generally have no effect, and negative levels may reverse the effect. Could be interesting to test. Orthotope 12:46, 11 December 2012 (UTC)

You're amazing, thanks! 20:20, 13 December 2012 (UTC)

Description of the Custom Potion NBT Structure

I think someone should add the NBT structure of the Custom Potion Effects. It would help new map-makers to make custom potions. –Preceding unsigned comment was added by Longor1996 (Talk|Contribs) 20:55, 13 February 2013‎ (UTC). Please sign your posts with ~~~~

Potion of Swiftness Bug

If I sprint through a 3x3 Obsidian Tunnel, while beeing affected by a Potion of Swiftness IV, my FOV gets really strange, becoming a square, with the rest of the screen beeing black, but my hotbar and my hand are still visible. Can anyone explain this?

Mining Fatigue and new /effect command

I had been making a hybrid survival/adventure map for multiplayer, but didn't realise that it's now possible to break blocks in Adventure Mode (with the correct tools). As this map required people to be unable to break blocks in settlements, dungeons and arenas, my only option was to add a command block on a repeater clock that removed all tools from the player inventory. This is completely undesirable, of course! It would suck to lose all those diamond tools you worked so hard to get.

So, with the inclusion of the new /effect command in Snapshot 13w09b, I tried out something else; a Command block (again on a clock) that constantly deals a few seconds of Level 4 mining fatigue to all players in its radius. This seems to work completely, as I was trying to dig and mine using diamond tools in adventure mode and absolutely nothing was happening.

Obviously, placing blocks is still an issue, but an operator can most likely keep an eye on that until another solution presents itself.

Upon leaving the radius of the command block, the fatigue wears off in a few seconds, so you can go back to mining and building to your heart's content.

Seems I've found the fix I needed to get this map off the ground again!

Just thought I'd post this up here for anyone who was having issues with the changes made to Adventure Mode. 02:13, 28 February 2013 (UTC)

Speed LV 20

I've noticed at Speed level 20 the controls are neither reversed nor regular, resulting in immobility unless sprinting. Should this be put on the page? 14:26, 5 April 2013 (UTC)

How is Swiftness/Slowness calculated?

Now, i've been reading the info about the Slowness effect:

"Expands FOV and increases walking speed by 20% per level of strength"

Is this increase per level calculated progressively (1.20n, where n is the level of the effect), or linearly (1+0.20*n)? 10:21, 2 May 2013 (UTC)

Linearly; Swiftness III would increase speed by 60%. If both Swiftness and Slowness are active, they are applied progressively. For example, Swiftness III and Slowness I would result in a speed increase of 36% (1.6 * 0.85 = 1.36). -- Orthotope 10:47, 2 May 2013 (UTC)

Does Haste work as advertised?

This wiki page states:

blocks break faster (by 20% per level)

Correct me if I'm wrong, but my interpretation of this is that, for each level of Haste, you subtract another 20% of the normal digging time from the normal digging time. For example, if a hypothetical block type takes 1 second to break with a given tool, then with Haste 1 it should take 0.8 seconds, and with Haste 2 it should take 0.6 seconds.

But I took some measurements, and they don't jibe with this. Is it the documentation, the implementation, or my understanding that's wrong?

Here are my data. This is the number of seconds it takes to break 30 stone blocks with a non-enchanted stone pickaxe:

No haste: 26.75 seconds
Haste 1: 24.0 seconds (~10% faster)
Haste 2: 22.5 seconds (~16% faster)

I'm running Minecraft version 1.5.2

Wb4 20:49, 15 May 2013 (UTC)

Random Effects?

I was messing around on my world, and all of a sudden I had Blindness and Invisibility applied to me. There was no pressure plates where I walked, so if anybody finds out what happened, please let me know! 22:19, 16 May 2013 (UTC) Edit: Please let me know what happened! I was more than a little creeped out (Herobrine?), so advice would be appreciated. 17:11, 19 May 2013 (UTC)

Nothing happened that wasn't caused by vanilla Minecraft. Kanegasi C 05:22, 23 May 2013 (UTC)
Well, do you know what did happen? -Fred071202 01:24, 24 May 2013 (UTC)
Okay, if you know what's going on, please tell me, because the same thing happened with Fire Resistance while I was doing lava parkour...on the same world. I'm getting really freaked out, here. -Fred071202 23:50, 28 May 2013 (UTC) EDIT: And today, I mentioned Herobrine, and got Blindness for a second, then Speed and Haste. What's going on? -Fred071202 21:00, 29 May 2013 (UTC)
If this was a custom map, it might have been going too close to a command block. hotdogPi-t--c--Try my quiz! Do not click! 03:01, 9 June 2013 (UTC)
I heard something similar to this. The computer gives you random effects because you have loaded so many chunks that the computer cant keep up with them all. It gives you the effects so that you exit the game and reload it, allowing the computer to catch up.--Jamesbond0194 21:32, 24 July 2013 (UTC)
Not buying this. If the OP is actually for real, I'd say check what mods you have loaded. --Mental Mouse 01:37, 25 July 2013 (UTC)
Jamesbond0194: That's probably what happened.
Mental Mouse: It was a Vanilla world. Fred071202 16:42, 25 July 2013 (UTC)
Sudden data corruption. 23:19, 23 March 2015 (UTC)

Effect ID's?

Why are there not effect ID's for the potion effects?-- 20:02, 5 June 2013 (UTC)

Please sign your posts using "~ ~ ~ ~" (no spaces). -Fred071202 16:50, 28 May 2013 (UTC)

Sorry, I (somehow) didn't notice the effect ID's and the wiki won't let me delete this section.-- 20:02, 5 June 2013 (UTC)

Health Boost

How exactly does this work? Does the amount of time matter? hotdogPi-t--c--Try my quiz! Do not click! 03:01, 9 June 2013 (UTC) Actually it works by adding your natural life.This effect is usually considered to be the only effect that adds your health and can be healed. if the time expired, you will be back to 20 half hearts.-- 21:33, 4 November 2014 (UTC)

Negative Jump Boost effect

I just think that this could be noted somewhere: Jump Boost with an effect level of -6 (/effect <player> 8 1000000 250) is the highest level that will completely prevent jumping, without causing problems with attempting to jump off of a platform. This could be used, for example, in a Spleef arena. - Andrio Celos 08:26, 21 June 2013 (UTC) Can I have a question?

why did you used jump boost -6 that in your command it is 250? --Paidpop (talk) 21:41, 4 November 2014 (UTC)

Reduced Effects

I'm working on a map and want to nerf cave spiders. Unfortunately, the lowest level weakness effect makes it so that the cave spiders deal no damage and don't inflict poison. Is there some way (possibly with a high effect level) to get a half-power weakness effect that lowers damage by less than three hearts, or am I out of luck? 16:38, 22 June 2013 (UTC)

I don't think so, but you could hit them with Slowness and/or negative Jump Boost. Or give them an area with nothing to climb.... --Mental Mouse 01:39, 25 July 2013 (UTC)
Actually, I realized there is a way now. Take a look at Attributes -- I recall hearing that spawners can be customized with them. --Mental Mouse 02:07, 25 July 2013 (UTC)

Simple you just gonna add attribute to that spider. --Paidpop (talk) 21:42, 4 November 2014 (UTC)


In the article it is stated that water breathing SETS and holds air to full, though I have tried to use this by creating 3 second splash potions designed to simply refill the meter. However, it appears to simply freeze the countdown. Is this just overlooked, or is it something to do with snapshot (I am in 12w11b) 17:37, 7 April 2014 (UTC) Darthzeus

182 hours in seconds

I have changed the page so that after "such as 182 hours," it says "such as 182 hours [655200 seconds]," I hope that that change is ok -- Tedjam 10:00, 3 August 2014 (UTC)

Promotional Content