Brewing is the most menu-driven system in Minecraft and the least intuitive. Three ingredients in sequence, each doing something different, with two modifiers that can be applied to almost anything. Once the structure is clear it is simple; until then it is guesswork with blaze powder.
The three stages
Every potion follows the same path. Water bottle, then a base ingredient, then an effect ingredient, then optionally a modifier.
- Water bottle – three at a time, from a water source or a cauldron.
- Nether wart – makes an Awkward Potion. Almost every useful potion starts here.
- Effect ingredient – decides what the potion does.
- Redstone or glowstone – extends duration or increases strength.
- Gunpowder – converts to a splash potion, at any stage.
Skipping nether wart is the most common beginner mistake. Adding an effect ingredient to plain water produces nothing useful.
The effect ingredients worth knowing
- Golden carrot – Night Vision. The most useful potion in the game for caving.
- Magma cream – Fire Resistance. Non-optional for the Nether.
- Sugar – Swiftness.
- Glistering melon – Instant Health.
- Blaze powder – Strength, and also the brewing stand’s fuel.
- Pufferfish – Water Breathing.
- Ghast tear – Regeneration, the expensive one.
- Turtle shell – Resistance, which nothing else provides.

Redstone versus glowstone
Redstone extends duration. Glowstone increases potency. They are mutually exclusive – adding one removes the option for the other, so you choose per potion.
The rule of thumb: duration for anything you want running in the background, potency for anything you need right now. Night Vision and Fire Resistance take redstone. Instant Health and Strength take glowstone.
Fermented spider eye
This is the corruption ingredient. Applied to a finished potion, it inverts the effect – Night Vision becomes Invisibility, Healing becomes Harming, Swiftness becomes Slowness. It is how you get the negative potions for splash use.
It is also the ingredient that makes brewing feel arbitrary, because the inversions are not always obvious. Invisibility from Night Vision is the one worth remembering.
Setting up a brewing station
Three things make brewing bearable rather than tedious: a water source adjacent to the stand, a blaze powder supply, and a nether wart farm. Without the third, every potion is a trip to the Nether.
Nether wart grows on soul sand, needs no light and no water, and can be farmed in the Overworld once you have brought some back. A four-by-four plot supplies a casual player indefinitely.

What to keep stocked
- Fire Resistance, extended – for any Nether trip.
- Night Vision, extended – for caves and for underwater.
- Water Breathing, extended – for ocean monuments.
- Healing II – for emergencies, as a splash potion.
- Slowness, as a splash – genuinely useful against raids.
Five potion types cover almost everything. The rest are situational and most players brew them once out of curiosity.
Where potions change what is possible
Ocean monuments without Water Breathing are a timed challenge; with it they are an ordinary raid. The Nether without Fire Resistance is survivable and unpleasant; with it, bastions become approachable.
The deep dark is the exception – no potion helps with the Warden, because the mechanic is sound rather than damage. That fight is entirely about movement, and how to loot the deep dark and survive it is about the approach rather than the equipment.
Splash and lingering
Gunpowder makes a potion throwable, at reduced duration. Dragon’s breath makes a splash potion lingering – it leaves a cloud that applies the effect repeatedly to anything standing in it.
Lingering potions are the basis of tipped arrows, which is the most practical use for them. A stack of Slowness arrows changes how a raid goes.
The experience cost
Brewing costs no experience, which makes it the cheapest power increase in the game relative to what it provides. The cost is entirely in ingredients, and every ingredient except ghast tears is farmable.
That makes brewing worth setting up early rather than late. Many players treat it as an endgame system and go the entire game without a brewing stand, which is a straightforward mistake.
Food, potions and staying alive
Potions supplement food rather than replacing it. Regeneration is expensive and temporary; saturation from good food is cheap and continuous, and the interaction between the two is where a lot of players lose health they did not need to lose.
The food side of that equation is covered in the honey production chain, since honey bottles clear poison and restore hunger in one item – one of the few consumables that does two jobs.
A first brewing session
- Build the stand, fuel it with blaze powder.
- Three water bottles, nether wart, wait.
- Split the awkward potions between golden carrot and magma cream.
- Add redstone to both.
- Plant the nether wart you brought back before you forget.
Twenty minutes, and you have the two potions that matter most for the next hundred hours.
Images: Spelunkery project gallery on Modrinth.