A potion is a type of consumable or throwable item which can give a player status effects. There are several different kinds of potions and most can be made out of a variety of materials. Potions can be brewed in a brewing stand (see below for crafting recipe). The main starter ingredient to potions is Nether wart, which can be found most commonly in Nether Fortresses and Bastion Remnants. While potions can be started with other ingredients, it is easier to use Nether wart first. You also must use blaze powder when brewing potions, like the fuel in a furnace. Witches will drop potions of invisibility, healing, fire resistance, swiftness, and water breathing if they die while drinking a potion.
2. In addition to the brewing stand, a player will need blaze powder and glass bottle (crafted using 3 glass) in their respective slots (shown below), along with a water source to fill the bottles with (a water source block or a cauldron).
3. Fill the glass bottles with water by right-clicking on a water source while holding the bottles. Once a player has finished filling the bottles, they can begin brewing.
4. Put 1-3 water bottles in the brewing stand and then put the first base ingredient (usually Nether Wart) in the top slot. When it finishes brewing, a player should have an Awkward Potion if they used Nether wart.
5. Once a player has an Awkward Potion, they can put other ingredients in the top slot to make several different potions.
TIP: If a player is unsure which ingredients to use, look at the potion recipes section below.
Ingredients have a wide range of effects most of which develop certain ilks of potions with a few ingredients that specify the ilk of potion being brewed.
Bases are key ingredients that start off the brewing process. Bases are the first ingredient added to the glass bottles. The most commonly used base is the Nether wart since it is needed to make the largest range of possible options. The ilks of bases are:
- Nether Wart (Awkward Potion)
- Redstone (Mundane Potion)
- Glowstone Dust (Thick Potion)
- Fermented Spider Eye (Weakness)
Secondary ingredients are the ingredients that determine the ilk of potion (in other words, the effect). They are:
- Blaze Powder (Strength)
- Fermented Spider Eye (inverts Healing and Poison to Harming, Night Vision to Invisibility, brews Weakness with Water Bottle)
- Ghast Tear (Regeneration)
- Glistering Melon (Healing)
- Golden Carrot (Night Vision)
- Magma Cream (Fire Resistance)
- Pufferfish (Water Breathing)
- Rabbit's Foot (Leaping)
- Sugar (Swiftness)
- Spider Eye (Poison)
- Phantom Membranes (Slow Falling)
Converters describe the aspects of the current potion. You can't use 2 at once. They can alter the length-of-effect, positivity, or use. Types of converters are:
- Redstone (Extends Length of Effect)
- Glowstone Dust (Extends Strength of Effect)
- Fermented Spider Eye (Inverts Effect)
- Gunpowder (Splash Potion)
- Dragon's Breath (Lingering Potion)
Fire Resistance (3:00)
Fire Resistance Extended (8:00)
Harming II (Instant)
- Nether Wart→ Glistering Melon → Fermented Spider Eye ↔ Glowstone Dust
- Nether Wart→ Spider Eye → Fermented Spider Eye ↔ Glowstone Dust
Healing II (Instant)
Invisibility Extended (8:00)
Leaping II (1:30)
- It cannot be brewed. It is also exclusive to Java Edition and Legacy Consoles Edition.
Night Vision (3:00)
Night Vision Extended (8:00)
Lucky Extended (8:00)
It cannot be brewed. It is also exclusive to Java Edition and Legacy Consoles Edition.
Poison II (0:22)
Regeneration Extended (1:30)
Regeneration II (0:22)
Slowness Extended (3:00)
- Nether Wart→ Sugar → Fermented Spider Eye ↔ Redstone
- Nether Wart→ Magma Cream → Fermented Spider Eye ↔ Redstone
Strength Extended (8:00)
Strength II (1:30)
Swiftness Extended (8:00)
Swiftness II (1:30)
Water Breathing (3:00)
Water Breathing Extended (8:00)
Weakness Extended (4:00)
Slow Falling (1:30)
Slow Falling Extended (4:00)
There are different categories of potions, like poison's variations: Poison, Poison II, and Poison Extended. A usual potion has the usual effects, which come naturally when it is 1st brewed, but some potions can be enhanced in 2 ways.
If a player adds redstone to a potion, it makes the potion last longer, thereby creating Poison extended ("ext" is added to the end of the potion's name). This enhancement can be applied to most potions, except for those that have an instant effect (i.e. Harming or Healing).
If a player adds glowstone dust to a potion, it makes the potion more potent/stronger, thereby making Poison II. Some potions can't be enhanced this way, as they activate an effect that can be only active or inactive.
- If you kill a witch while it is holding its healing potion you have a 45 percent chance to get it and a 25 percent chance for other potions including Instant Health II
The following effects only apply to the regular potion without any duration or potency extents added to it.
- Fire resistance - Gives immunity to damage from fire, lava, and ranged Blaze attacks.
- Harming - Inflicts 3/6 damage instantly.
- Healing - Restores 3/6 health instantly.
- Invisibility - Renders invisible, but equipped/wielded items and armor are still visible to others.
- Leaping - Can jump higher than normal. Higher-level increases jump height.
- Luck - Increases odds of getting higher-quality items in dungeon chests, fishing, etc.
- Night vision - Makes everything appear at the max light level, including underwater areas.
- Poison - Deals damage over time with the poison effect. Higher Level deals more damage over time.
- Regeneration - Restores health over time by approximately 1 heart every 2.4 seconds. Higher-level lets you regenerate faster.
- Slowness - Movement speed is decreased by 1 minute and 30 seconds.
- Swiftness - Increases walking speed, sprinting speed, and jumping distance by 20%. It increases to 40% for level II.
- Strength - Adds 1 and 1/2 heart /3 damage to all melee attacks with or without a weapon.
- Water breathing - Lets something breathe underwater or stay underwater for a longer time. It also gives extra vision underwater.
- Weakness - Reduces all melee attacks by 1 heart damage. This will also make the victim unable to deal damage without using a weapon.
- Slow falling - Makes the affected entity “glide” instead of fall.
- Unluck - Shrinks the odds of getting treasure from fishing.
- Turtle Master - Slows down but also makes take less damage. (Resistance IV and Slowness IV)
The potion of healing harms undead mobs (this includes mobs like zombies, skeletons, Wither skeletons, and the Wither), but the potion of harming heals those mobs. The idea of sugar being used to make potions of swiftness may be based on the theory that sugar makes some hyperactive. The idea of golden carrots being used to make night vision potions may be based on the theory made by the British Air Force that carrots help people see better (which is only true in people with low amounts of vitamin A). It could also be a reference to the myth of how carrots can help people see better at night. When throwing a splash potion with a duration downwards, the duration of the potion will be lowered. Thus, it is usually better to throw a splash potion upwards for the full duration. Even if night vision is increased, you still get the same amount of vision. It is impossible to increase night vision to Night Vision II on Survival Mode than it is on Creative, because of the use of commands. In Java edition, with the command /give <player> potion, you gain the Uncraftable Potion, which affects no mob.