Effect

Status effects are various conditions, which can be either helpful or harmful, that affect an entity. They can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of beacons and conduits, and being attacked by or close to certain mobs.

The command allows players to inflict effects upon themselves and other players and entities.

Behavior
Any entities inflicted by a status effect will be affected in various ways for an amount of time. During the effect, swirly particles emanate from the position of the inflicted entity. Players can open their inventory to see any current status effects afflicted upon them, as well as its level and duration. For most effects, higher levels increase the strength of the effect.

Internally, and in the command and potion Amplifier NBT tags, the game stores an "amplifier" value, which is one less than the displayed level. For example, Strength II has an amplifier of 1.

Due to the way this amplifier is stored in NBT, amplifiers of 128 to 255 (levels 129 to 256) in NBT tags (e.g. on potions) are treated as if they were −128 to −1 (levels −127 to 0) respectively. The command initially applies such amplifiers in their positive-valued sense but this is later converted to the negative-valued interpretation, leading to inconsistent results.

Any number of different status effects, including opposing effects such as Strength and Weakness, can be simultaneously active on a player. However, it is not possible to apply the same effect multiple times, even if they are of different levels (e.g. Strength and Strength II). When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level.

Note that even with commands, effects cannot be made to last forever. If an effect is set to an excessively large amount of time, such as 182 hours (655,200 seconds), it will display as "**:**", but will still continue ticking down and eventually expire.

All status effects can be removed by drinking milk, dying, being saved from death by a totem of undying, or traveling through the return portal in the End. Singleplayer users with cheats enabled and operators in multiplayer servers can use or  to achieve the same goal.

List of effects

 * Sources
 * Blocks, items, and mobs that can produce the effect legitimately in Survival mode. The command can produce all status effects and is not mentioned below.


 * Particle
 * Color of status effect particle in RGB hexadecimal notation, with a common color name.


 * Name ID
 * Status effect identifying name, used in commands and third-party tools.

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Absorption
Absorbs damage.


 * Effect
 * Adds × level "absorption health". Absorption health cannot be replenished by natural regeneration or other effects, and vanishes when the effect ends.
 * Negative levels do nothing initially, but give × |−level| (that do not vanish) when the effect ends.


 * Notes
 * Absorption hearts of a mounted mob can be seen while riding it.

.

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Bad Luck
Decreases chances of high-quality and more loot.


 * Effect
 * Subtracts 1 × level from attribute, making loot table entries with a high   score less likely, and entries with negative   more likely. It also makes the chance of   occurring less likely. Currently, only fishing uses  . The new weight of each entry is.
 * Negative levels increase luck.
 * This status effect is exclusive to the Java Edition.

-

Bad Omen
Causes an illager raid to appear if a player with this effect enters a village boundary (any area with a villager and a door) Bad omen will not work in a village without doors or any villagers. It can also be stacked by killing multiple illager captains or leaders. Bad omen is also the only effect in the game which lasts infinitely unless taken away by milk or triggering a raid.
 * Effect
 * Notes

Blindness
Impairs vision.


 * Effect
 * Impairs vision as if a thick black fog were surrounding the player. Also, prevents sprinting and critical hits.


 * Notes
 * The sun and moon can be seen as normal. Also, liquids do not fade into the fog perfectly.
 * If combined with Night Vision, the screen will be completely black.
 * This status effect is exclusive to the Java and Bedrock editions.

-

Conduit Power
A combination of Water Breathing, Night Vision, and Haste, all provided by a conduit. Despite its ability to prevent drowning, it doesn't stack with Water Breathing, which means if the player has both effects, the Water Breathing will still tick down. This can be a problem with turtle shells.

-

Dolphin's Grace
Increases swimming speed.
 * This status effect is exclusive to Java Edition. Although, players in Bedrock Edition and Legacy Console Edition are also able to experience a gain in speed, it is not considered an effect as no effect icon is shown. The movement speed is 80 blocks per second.

This effect is only obtainable by players.
 * Notes

-

Fatal Poison
Inflicts damage over time, potentially killing the entity.

This status effect is exclusive to the Bedrock editions.


 * Effect


 * This is identical to the Poison status effect, except that it is not stopped when a player or mob is at health, and therefore can kill them. It is inflicted on a player who eats a Pufferfish or on a player or mob who moves within a Pufferfish mob's attack range.

-

Fire Resistance
Grants immunity to fire, lava, the direct impact of blaze and ghast fireballs, and standing on magma blocks.


 * Effect
 * No further effects.


 * Notes
 * Most Nether mobs (excluding chickens, endermen and skeletons) are naturally resistant to fire and lava without requiring the Fire Resistance status effect.

-

Glowing
Outlines entities.


 * Effect
 * Causes entities to glow with an outline that can be seen through blocks.
 * This status effect is exclusive to the Java Edition.

-

Haste
Increases mining and attack speed.


 * Effect
 * Increases mining speed by 20% × level and attack speed by 10% × level.
 * Negative levels cause blocks to be mined slower and the player's arm to move more slowly, and decrease attack speed.


 * Notes
 * At levels 3 or higher, the player's arm will not move while mining.
 * It will also decrease the charging time of sweep attack.
 * Alternative methods of increasing mining speed include: the efficiency enchantment.

-

Health Boost
Increases maximum health.


 * Effect
 * Identical to Absorption, except added hearts can be healed. Added hearts will initially appear as damaged until healed.
 * Negative levels reduce base health, however the entity's actual health is not decreased to the new maximum until damaged or healed.


 * Notes
 * Actual health may be above the base value after the effect ends and will not be capped, unless the entity is healed. Extra hearts of a mounted mob can be seen while riding it.


 * This status effect is exclusive to the Java and Bedrock editions.

-

Hunger
Increases hunger.


 * Effect
 * Increases food exhaustion by 0.005 × level per game tick (removes per 80/level seconds if target has no saturation).
 * Turns the hunger bar yellow-green.
 * Negative levels will decrease food exhaustion. This does not increase saturation or the hunger bar.

-

Instant Damage
Damages entities, heals undead.


 * Effect
 * Instantly inflicts damage of × 2level.
 * Undead mobs (including the wither) are healed as if with Instant Health instead. Death is reported as " was killed by magic". If the effect is forced to last longer than 1 tick, it will damage entities every tick. Levels 30–32 provide no damage. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.

-

Instant Health
Heals entities, damages undead.


 * Effect
 * Instantly heals × 2level.
 * Undead mobs (including the wither) are damaged as if with Instant Damage, instead. If the effect is forced to last longer than one tick, it will heal entities every tick. Levels 30–32 provide no healing. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.

-

Invisibility
Grants invisibility.


 * Effect
 * Causes the mob to disappear (except for bosses).
 * Certain features of entities do not disappear:
 * {| class="wikitable" data-description="invisible effects"

! Feature !! Visibility
 * Armor, held items, stuck arrows, any particles emitted, a shulker's yellow head, the eyes of cave spiders, endermen, phantoms and spiders, a llama's carpet decoration, a pig's saddle and the aura of a charged creeper. ||
 * Horse saddles and horse armor. ||
 * }
 * Notes
 * Mobs will not attack or sense the player until the player is much closer than normal. A player with no armor will be detected at 7% of the usual detection distance. Any single piece of armor increases this to 17.5% of the usual distance, and each additional piece increases this by another 17.5%. After detecting the player, a mob will continue to follow as it does when the player is not invisible.
 * Additional methods of reducing detection by mobs include:
 * Sneaking reduces the detection range to 80% of usual, and stacks with Invisibility.
 * Wearing the corresponding mob head reduces the detection range of skeletons, zombies, and creepers to 50% of usual, and stacks with Invisibility.
 * Players in Spectator mode will see invisible entities as translucent instead.
 * Wearing the corresponding mob head reduces the detection range of skeletons, zombies, and creepers to 50% of usual, and stacks with Invisibility.
 * Players in Spectator mode will see invisible entities as translucent instead.

-

Jump Boost
Increases jump height and reduces fall damage.


 * Effect
 * Increases jump height. Reduces fall damage by each level.
 * The player can normally jump up a distance of $1 1/4$ blocks. With Jump Boost I, that increases to $1 15/16$ blocks, and with Jump Boost II, that increases to $2 1/2$ blocks.
 * Negative levels decrease jump height and increase fall damage (which also causes the player to start taking damage from short falls that would normally do no damage); extreme negative levels will eliminate all jumping ability and will cause damage even when stepping off a slab.


 * Notes
 * When at max level, jumping will not be changed, but a player will never take fall damage.
 * At level 16, the increased height exceeds the damage reduction, causing fall damage on landing.

-

Levitation
Floats entities.


 * Effect
 * Causes the affected entity to float upwards at a rate of 0.9×level blocks per second.
 * Does not affect swimming or flying. Prevents the use of elytra, but the effects do not show if the player is already gliding. Negative levels cause the entity to float downwards, overriding the usual falling due to gravity; level 0 (amplifier 255) makes falling, jumping and ascending stairs impossible. Fall damage is not affected.


 * Notes
 * Additional methods of moving upwards include: flying with elytra and jumping on a slime block.

-

Luck
Increases chances of high-quality and more loot.


 * Effect
 * Adds 1 × level to attribute, making loot table entries with a high   score more likely, and entries with negative   less likely. It also increases the chances of   occurring. Currently, only fishing uses  . The new weight of each entry is.
 * Negative levels decrease luck.


 * Notes
 * Using a fishing rod enchanted with Luck of the Sea increases a player's  attribute, but doesn't actually grant the Luck status effect.
 * This status effect is exclusive to the Java and Legacy Console editions.

-

Mining Fatigue
Reduces mining and attack speed.


 * Effect
 * The effects on mining speed are shown in the table below:
 * {| class="wikitable" style="text-align:right"

! Level !! Speed !! Breaking time × |- | 1 || 30% || $3 1/3$ |- | 2 || 9% || $11 1/9$  |- | 3 || 0.27% || $370 1/27$  |- | 4+ || 0.081% || $1234 46/81$  |}
 * Attack speed decreases by 10% × level.
 * Negative levels increase attack speed, but still act as level 4 with respect to mining.


 * Notes
 * The effect does not affect block breaking in Creative mode, or blocks that are broken instantly.
 * Other conditions which reduce mining speed include: being underwater; riding a horse, pig, or minecart.

-

Nausea
Wobbles and warps the view.


 * Effect
 * Besides the effect on vision, there are no other effects. The effect on vision builds up over the first two seconds of the effect, and then declines over the last two seconds.


 * Notes
 * After a zombie villager is cured, the villager gets Nausea for 10 seconds.
 * Standing in a nether portal affects vision similarly, but doesn't actually grant the status effect.

-

Night Vision
Improves vision in darkness.


 * Effect
 * Allows player to see as if light levels were 15 everywhere.


 * Notes
 * Screen flashes for 10 seconds before the effect wears off.
 * If used in the End everything will appear pink.
 * If combined with Blindness or used in the Void, the screen will become entirely black.
 * If submerged in lava, the screen will appear bright orange.

-

Poison
Inflicts damage over time, reducing the player's health to, and cannot kill.


 * Effect
 * The amount of damage inflicted to the affected entity is shown in the table below:
 * {| class="wikitable" style="text-align:center"

! Level !! Ticks per !! per second |- | 1 || 25 || 0.4 |- | 2 || 12 || 0.8 |- | 3 || 6* || 1.66* |- | 4 || 3* || 3.33* |- | 5+ || 1* || 10* |}
 * * Due to damage immunity, the effective rate is 12 ticks ( × 0.8 per second) at levels 3 and 4 and 10 ticks ( × 1 per second) at level 5.
 * The player's hearts turn yellow-green ( on hardcore mode).
 * Damage is suppressed while the player or mob is already at health, but can resume if healing occurs before the effect expires. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are treated modulo 32 (as though reduced by 32 until they are within the range, or alternatively as the remainder from division by 32, i.e. 33 will be treated as 1.)
 * Undead mobs, spiders and cave spiders are unaffected by this status effect.

-

Regeneration
Heals over time.


 * Effect
 * The amount of health healed over time is shown in the table below:
 * {| class="wikitable" style="text-align:right"

! Level !! Ticks per !! per second |- | 1 || 50 || 0.2 |- | 2 || 25 || 0.4 |- | 3 || 12 || 0.8 |- | 4 || 6 || 1.66 |- | 5 || 3 || 3.33 |- | 6+ || 1 || 10
 * }
 * Undead mobs are unaffected. Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.


 * Notes
 * When a villager opens a new tier of trade, it gets Regeneration I for 10 seconds.

-

Resistance
Reduces most damage.


 * Effect
 * Reduces all incoming damage, except void damage and, by 20% × level.
 * Negative levels increase damage taken.


 * Notes
 * Level 5+ gives the player full immunity to all damage, with the exception of the void and the command.

-

Saturation
Replenishes hunger.


 * Effect
 * Instantly replenishes × level and 2 × level points of saturation. If the effect is forced to last longer than one tick, it will increase hunger and saturation each tick.
 * Negative levels decrease hunger and saturation.


 * Notes
 * All foods replenish food saturation, but they don't actually add the Saturation status effect.
 * This status effect is exclusive to the Java and Bedrock editions.

-

Slow Falling
Decreases falling speed and negates all fall damage. It also eliminates all damage from thrown ender pearls.


 * Effect
 * If the player is in the air while having this effect, they will fall down at a much slower rate.
 * When the player hits the ground, they will not take any fall damage. Also, if any type of entity jumps on a crop with this effect, there is no chance of the crop breaking and dropping as an item.


 * Notes
 * If the player is sprinting while having this effect, they are able to jump across a nearly 6 block gap, compared to 4 blocks normally.
 * Unboosted elytra flight will be twice as efficient, but four times slower. Boosts work at normal speed, but the momentum gained doesn't last as long.

-

Slowness
-

Speed
-

Strength
Increases melee damage.


 * Effect
 * Increases melee damage by × level.
 * Negative levels decrease melee damage, with attacks being ignored entirely if damage would be 0 or lower.


 * Notes
 * While a zombie villager is being cured, it will have the Strength I effect in Normal difficulty or Strength II in Hard difficulty.
 * Alternative methods of increasing melee damage include: critical hits.

-

Water Breathing
Prevents drowning.


 * Effect
 * Prevents the oxygen bar from decreasing completely.


 * Allows the use of waterlogged beds.


 * Notes
 * Alternative methods of slowing or preventing drowning include:
 * the Respiration enchantment
 * the Conduit Power status effect

-

Weakness
Reduces melee damage given.


 * Effect
 * Melee damage inflicted by the affected entity is reduced by × level.
 * Negative levels increase melee damage dealt.


 * Notes
 * Zombie villagers can be cured of zombification using a golden apple, if they have the weakness status effect on them.

-

Wither
Inflicts damage over time (and can kill).


 * Effect
 * The amount of damage inflicted to the affected entity is shown in the table below:
 * {| class="wikitable" style="text-align:center"

! Level !! Ticks per !! per second |- | 1 || 40 || 0.25 |- | 2 || 20 || 0.5 |- | 3 || 10 || 1 |- | 4 || 5* || 2* |- | 5 || 2* || 4* |- | 6+ || 1* || 10* |}
 * * Due to damage immunity, the effective rate is 10 ticks ( × 1 per second) at levels 4 and up.
 * The player's hearts turn black ( on hardcore mode), making it harder, but still possible for the player to see their health.
 * Amplifiers outside the range 0–31 (corresponding to levels 1–32) are used modulo 32.


 * Notes
 * Death is reported as " withered away".

Trivia

 * If the player puts Blindness and Night Vision together, the screen will turn black and only the sun and moon will be visible (except in rainstorms or thunderstorms).
 * The maximum health the player can achieve using Health Boost and Absorption is 2068 (1034 hearts).
 * If the player gets max health using the method above, and adds Regeneration with the level of 255, while healing to 1034 hearts, their view will jolt, even in Creative mode, as if they are taking damage.
 * If the player has at least Resistance 5, then they are practically invincible (apart from the command and the void).
 * If the player has Regeneration 7 or higher, the void cannot kill them.
 * The Wither effect is the only negative effect that can negatively affect both living and undead mobs.
 * The Jump Boost status effect does not make slimes, magma cubes or guardians jump higher.
 * Speed allows slimes to jump farther. High levels of speed can make slimes bounce out of view with just one jump.
 * The Levitation status effect will normally rise the player into the air. However, if they go into water, they will just flow along with the water, while not floating.
 * When having multiple status effects, the status effects' timer's seconds will always be reduced by 1 each simultaneously regardless when the player takes another potion. This is because they use the same "seconds counter" that "ticks" every 20 game ticks to save memory. For example, if the player drinks one potion and another potion (which is different, so that it doesn't reset the timer) 5.5 (or any non-integer amounts) seconds later, both status effects' timers will subtract 1 second from both of them simultaneously.
 * The player can walk/run while having the Levitation effect, especially on level 254.
 * Although the Wither effect is given to the player by being hit by wither skeletons or the wither, the icon shows a normal skeleton head instead of a wither skeleton head.
 * Using will make the player fly in Survival and not jump, when the effect is over in Survival when in midair, hitting the ground will cause them to shoot into the air, then the player will most likely die.
 * When a creeper has a status effect and explodes, it leaves a lingering potion cloud of the effect(s) that it had before it died.
 * The Conduit Power status icon reuses the old heart of the sea texture.