Potion

Potions are brewable items that imbue the consumer with specific, time limited effects in Minecraft. Potions are made using water and various ingredients combined in a Brewing Stand. Combining a potion with Gunpowder will result in a Splash Potion - a variant which may be thrown as a weapon.

Potions can only have one effect. There are 4 renderable tiers of potion, though only I and II brewable (e.g.: Speed I, Speed II). However, tiers can reach levels up to 127, but will render as potion.potency.# (e.g.: Speed potion.potency.126 = Speed 127)

Brewing


For ingredients that go into Potions, Splash Potions, and known Potion recipes see Brewing. According to Jeb there are 161 possible potion combinations, and there may be 2,653 potions in future updates.

Potions
Here is a full list of the names, effects, and damage values of potions that are currently obtainable through brewing.

Potions have a different effect according to their damage value (DV), with the exception of reverted potions being identical to their base potions. By using the command or an Inventory Editor to modify the damage value of a Water Bottle, a player can hack a potion directly into their inventory.

Reverted potions are obtained by adding an opposite ingredient such as glowstone if extended by Redstone or Redstone if extended by glowstone to an already upgraded potion.

In the inventory, they will look identical to their base potion, much like Mundane and extended Mundane potions. Their usage is also identical to their base potions, with the exception of turning into reverted potions rather than base potions when adding fermented spider eyes as described above.

Modifiers
Potions can be modified in certain ways after you have the potion.
 * Gunpowder will convert a potion into a splash potion.
 * Redstone will increase the duration of the potion's effect and it cancels any previous glowstone effect.
 * Glowstone magnifies the effect (damage done, health healed, etc.) and it cancels any previous redstone effect.
 * Fermented Spider Eyes will "corrupt" a potion, turning it into a different, but similar one (Example: Healing to Damaging).

Base potions
All base potions have no effect when you drink them.

Primary potions
Note, that the duration of tier II potion is always half the duration of its base potion, and the duration of extended tier I potion is 8/3 the duration of base.

Unbrewable potions
This class of potions exist in the game code and are functional, but cannot be brewed. They seem to be the extended and empowered versions of existing potions, but the brewing process normally only allows for one of the two to take precedence. Thus, these potions result from custom data values that place both effects on the potion. A schematic of all available potions in-game is available from the forums. See the Potion Damage Values Table below for a complete set of what is included.

Unused potions
There are 13 unused potions which all appear to be base potions. These are the potions that were left behind in Beta 1.9 Prerelease 2. Below is a list of their names and damage values. Adding multiple of 64 to damage value will result in the same potion. As with other potions, adding 16384 will result in a splash version of given potion. These items can still be obtained by use of the command.


 * Clear Potion: 7
 * Diffuse Potion: 11
 * Thin Potion: 15
 * Bungling Potion: 23
 * Smooth Potion: 27
 * Debonair Potion: 31
 * Charming Potion: 39
 * Refined Potion: 43
 * Sparkling Potion: 47
 * Potent Potion: 48
 * Rank Potion: 55
 * Acrid Potion: 59
 * Stinky Potion: 63

There are also some more left behind potions, but can only be earned by "/give @p 373 1  {CustomPotionEffects:[]}". Note that most of them will not look like base potions. With these potions, it bumps up the number of unused potions to 29.
 * Pink Potion:1
 * Uninteresting Potion: 2 & 3
 * Bland Potion: 4 & 5
 * Clear Potion: 6 & 7 §
 * Milky Potion: 8 & 9
 * Diffuse Potion: 10 & 11 §
 * Artless Potion: 12 & 13
 * Thin Potion: 14 & 15 §
 * Flat Potion: 18 & 19
 * Bulky Potion: 20 & 21
 * Bungling Potion: 22 & 23 §
 * Buttered Potion: 24 & 25
 * Smooth Potion: 26 & 27 §
 * Suave Potion: 28 & 29
 * Debonair Potion: 30 & 31 §
 * Elegant Potion: 34 & 35
 * Fancy Potion: 36 & 37
 * Charming Potion: 38 & 39 §
 * Dashing Potion: 40 & 41
 * Refined Potion: 42 & 43 §
 * Cordial Potion: 44 & 45
 * Sparkling Potion: 46 & 47 §
 * Potent Potion: 48 & 49 §
 * Foul Potion: 50 & 51
 * Odorless Potion: 52 & 53
 * Rank Potion: 54 & 55 §
 * Harsh Potion: 56 & 57
 * Acrid Potion: 58 & 59 §
 * Gross Potion: 60 & 61
 * Stinky Potion: 62 & 63 §

§ One of the numbers in these pairs contain a Damage Value where you do not have to add "{CustomPotionEffects:[]}" at the end of the command.

Data value table
(r) = Reverted Potion

Bits 0-3 (1, 2, 4 and 8) determine the potion effect. The highest legitimately available is currently 14decimal = 1110binary. Bits 0-5 determine the potion's name. If bit 5 (32) is true, the potion is a level II potion (or, in some cases, a reverted potion). If bit 6 (64) is true, the potion is an extended potion (or, in some cases, a reverted potion). Potions with bits 5 and 6 set to true cannot be brewed. Bits 13 and 14 (8192 and 16384) determines whether the potion is a drinkable potion or a splash potion. If bit 13 is true, it's drinkable. If 14 is true, it's a splash potion. Bits 7-12 and 15 are ignored, so many potions with distinct data values will have the same properties.

Using this table, creating a custom potion is simple: ''/give  373 1  {CustomPotionEffects:[Id:,Amplifier:,Duration:]}'' (PRE 1.7) -OR- ''/give  minecraft:potion 1  {CustomPotionEffects:[Id:,Amplifier:,Duration:]}''.

The duration is in ticks, and there are twenty ticks in a second. The amplifier counter starts with zero. Eg. /give RandomName minecraft:potion 1 8270 {CustomPotionEffects:[Id:9,Amplifier:3,Duration:2400]} would give the player RandomName a Potion of Nausea IV for 2 Minutes.

Potion effects
Potion effects are conferred by Potions, or alternatively through Splash Potions. A player affected by a potion effect emits swirling particles the color of the potion for the duration of the effect.

History
Alchemy was first hinted in July 2010, when Notch explained why redstone ore disintegrates into "dust". He states that dust will be used later in potions.

A couple of months later, Notch did a Q&A session on Reddit. He was asked about Alchemy, and responded "Oh Yes! Definitely!". All of his posts in that thread are now deleted, but records can be found in other places.

Trivia

 * When under the effects of the potion of invisibility, you can still see your arms if you are holding a map.
 * Taking a potion while already under the effects of another potion does not add onto the effects time, but simply resets it. A potion effect will not "downgrade" if a lower level is activated. For example, if a player has Regeneration II, drinking a regluar potion of Regeneration will not have any effect.
 * An Instant Damage IV Potion is powerful enough to instantly kill its victim(s).
 * Upon death, all potion effects are lost.
 * On some multiplayer servers, dying while under the effects of an invisible potion can render the player permanently invisible, until they log off.
 * A player can drink two potions quickly by switching to another potion immediately after drinking one, making it so that the second drinking animation will not be shown.
 * When you drink a potion, the animation uses the eating animation, showing the player "chewing" into the bottle. However, unlike the eating animation, no bits of bottle are thrown out when a potion is drunk.
 * As the smallest Slimes only have a half a heart of Health, poison potions are ineffective against them.
 * Drinking a potion or milk makes a kind of slurping sound.
 * Despite the speed bonus, a potion of swiftness, at any level, will not increase jump distance while walking.
 * There is more than one legitimate damage value for each potion, such as how there are two kinds of Mundane Potion; as reverted potions are legitimate copies of their base potion.
 * Hacking the game to give yourself stacked Potions surprisingly works fine; like filling a stack of bottles with water, the empty bottle will attempt to place itself in your inventory, and failing that, will throw itself onto the ground.
 * Corrupting a Potion of Night Vision, which allows a player to see in darkness, creates a Potion of Invisibility, that renders the drinker invisible. Logically, it should instead make a potion that makes vision more unclear (such as a Potion of Blindness. However, If you use /effect to give yourself night vision, it is possible that it will glitch and cause you to be blinded for a duration of time.)
 * Splash potions of poison can prove useful for obtaining record discs from creepers, as they can damage the creeper enough for a skeleton to kill it, but will never kill the creeper by itself.
 * In SMP, drinking a potion and then entering The Nether will cause the inventory marker and particle effect to stop appearing. However, the potions effect will still function.
 * If one sets their FOV to Quake Pro, drinks a Potion of Swiftness II, sprints, and flies in creative mode, the screen will stretch as much as it possibly can without using commands (/effect) or third party programs for making a custom potion.
 * The slowest way possible to walk in the game is to sneak and block with your sword while walking backwards through cobwebs and still lava on soul sand with ice underneath it, with the effects of the potion of slowness. This results in an approximate speed of 1/272 m/s.
 * A Splash Potion of Night Vision used on mobs will seemingly give them the effects and emanating particles of it, but it makes absolutely no change to them, as all mobs' visions are unaffected by any amount of lighting.
 * Splash Damage Potions affect the player the same amount no matter what kind of armor they have. (Example: You throw an Instant Damage II potion at another player. Even if they have Diamond armor they will still take the same amount of damage as a person without any armor.) This makes Instant Damage II Potions effective when taking on players with better armor and tools.
 * While under the effects of invisibility, wearing armor will allow mobs to see and attack you. Wielding a weapon (or any item), however, will not cause hostile mobs to see you.
 * The inclusion of a Golden Carrot in the recipe of the Potion of Night Vision is probably a reference to the urban legend that carrots will improve your vision.
 * When you use a potion with data 16384, it will not result in a splash Water Bottle, but a splash mundane potion.
 * Drinking milk from a Milk Bucket stops all food poisoning, venom, and potion effects. This includes positive potion effects, such as regeneration.
 * Because of the mechanics of brewing stands, any potion can technically be brewed with any ingredient by placing an ingredient and at least one water or awkward potion in the brewing stand, and any additional potions in the other slots. This will not yield any effects on the potions unless a valid recipe is followed, however, and is therefore just a waste of ingredients.
 * Mundane (extended) and Thick potions can only be brewed with fermented spider eyes (unless using method above), turning them into Weakness (extended) potions or basic Weakness potions, respectively.
 * Mundane potions can only be brewed with fermented spider eyes or gunpowder (unless using method further above), turning into Weakness potions or Splash Mundane potions, respectively.
 * Currently, Mundane potions and non-extended thick potions are a waste of ingredients, as their only current use is as an inefficient method of brewing a potion of weakness, which can be brewed directly from a water bottle.
 * Splash potions can be upgraded with glowstone dust, redstone or fermented spider eyes, resulting in the splash version of what their base potion would have resulted in.
 * The Potion of poison II actually lasts for 22.5 seconds, but it is displayed as 22 seconds because the item hover display only shows rounded-down integer values.
 * Extending Fire Resistance potions (adding redstone) has no detrimental effects, as they have no potency to be reduced. Similarly, increasing the potency of Instant Health potions (adding glowstone) has no detrimental effects, as they have no duration to decrease.
 * As of Snapshot 13w24b, Golden Apples made with golden blocks instead of golden nuggets gives 2 minutes of Absorption, 30 seconds of Regeneration V and 5 minutes of Resistance and Fire Resistance potion effects.
 * While under the effects of a splash potion of invisibility, an NPC villager will still be pursued by zombies.
 * When observing the potion bottle in the hand you will notice only the potion liquid has the "enchanted" animation effect, however in the hotbar/inventory the whole bottle will be "enchanted".
 * When throwing a splash potion so as to use the effect on yourself, the best way to do this is by throwing the potion upwards and having it land on your head. This will give you the entire duration of the potion because the first thing that the potion hit will have been your hitbox.
 * Sometimes, potion time can be modified by distance from a splash potion. This has only been tested in multiplayer.
 * A potion can reach a maximum tier of 127, but using the /effect command, status effect levels can reach 256.
 * Due to the fact that adding 64 to a potion's data value will make it the same potion/potion tier (adding 64 to the data value of Potion of Regeneration II will get you the same potion. Same with other tiers of this potion, like Potion of Regeneration I, and other potions in all) there can only ever by a total of 64 potion/potion tiers, unless this rule is changed.
 * A Splash Potion of Harming will heal an undead mob for the same amount it would damage a player.
 * Doing "/give @p 373 1  {CustomPotionEffects:[]}" will remove the enchantment glint, remove the effects, and will rename the potion a name of a base potion that was left behind.
 * Sugar being the ingredient for the Potion of Swiftness may be based on the stereotype of sugar making people hyper.