Status effects are the part of Minecraft most players use without ever reading. You drink something, an icon appears, something is different for a while. The system underneath is more precise than that, and knowing it changes what you brew and when you drink it.
Three numbers, not one
Every active effect has three properties: which effect it is, an amplifier, and a duration in ticks. The icon shows you the first. The Roman numeral shows the second. The timer shows the third. Everything confusing about status effects comes from how those three interact when you apply the same effect twice.
The amplifier is zero-indexed internally, which is why Strength II is amplifier 1 rather than 2. You will only see this if you use commands, but it explains the off-by-one that trips people up when writing them.

What happens when effects overlap
This is the rule worth memorising, because it is not what most people assume.
- Same effect, higher amplifier. The new one replaces the old one. The old one is remembered and resumes when the new one runs out.
- Same effect, same amplifier. The longer duration wins. They do not add together.
- Same effect, lower amplifier. Nothing visible happens now, but it is stored and takes over when the stronger one expires.
That second rule is the one that costs people potions. Drinking two eight-minute Strength potions back to back gives you eight minutes of Strength, not sixteen. If you want the duration, drink the second one when the first is nearly done.
Beacons, milk and immunity
Beacon effects behave differently from potions: they are reapplied continuously while you are in range, so the timer keeps resetting rather than counting down. Step out of range and it drains normally from a few seconds, which is why beacon buffs feel permanent inside a base and vanish the moment you leave. The range and tier rules are covered in the beacon pyramid guide.
Milk removes every effect at once, good and bad, with no way to be selective. That makes it a panic button rather than a tool. Honey removes poison only, which is the targeted version and much more useful mid-fight.
Some effects cannot be removed by milk because they are not effects at all. Being on fire, being frozen in powder snow and the darkness pulse from a warden are separate systems that happen to look similar.

The effects worth understanding properly
Regeneration vs Instant Health. Regeneration heals over time and is better value per potion. Instant Health heals immediately and is what you want when the alternative is dying. Both are wasted on an undead mob, where they invert.
Resistance. Reduces incoming damage by 20% per level, multiplicatively with armour. Resistance IV makes you immune to most damage entirely, which is why it is not obtainable from a normal potion.
Absorption. Adds temporary hearts that do not regenerate. They are consumed first, so absorption is effectively a shield with a timer rather than healing.
Fire Resistance. The single most underrated effect. It removes lava damage, fire damage and blaze projectiles, which turns the Nether from hostile into merely inconvenient.
Slow Falling. Prevents fall damage entirely while active. Cheaper than a water bucket in most situations and much cheaper than dying with an elytra.
Where they come from
Potions are the obvious source and the most controllable one, with duration and amplifier both extendable through brewing. The full ingredient chain is in the brewing guide.
The less obvious sources are worth a list: suspicious stew from specific flowers, beacons, conduits, eating certain foods, arrows with effects applied, lingering potion clouds, and area effects from mobs. Suspicious stew in particular is an underused early-game source of Night Vision and Fire Resistance long before you have a brewing stand.
Reading the HUD
Effect icons appear top-right, positive on the left, negative on the right. The timer turns white and flashes in the final ten seconds, then the last three seconds flash faster. That flash is your cue to reapply, not to panic – for Fire Resistance while standing in lava it is also the difference between walking out and not.
If you run any HUD mod, the effect display is usually the first thing it improves, since vanilla shows the timer only when you open the inventory at certain GUI scales. That is the same information gap that makes hunger and saturation overlays so widely installed.
Commands and the amplifier trap
If you hand out effects with commands, the amplifier being zero-indexed is the thing that catches everyone. Amplifier 0 is level I, amplifier 1 is level II, and so on. Writing amplifier 2 expecting Strength II gives you Strength III.
Duration is in seconds for the effect command and in ticks in most other contexts, at twenty ticks per second. Mixing those up produces either an effect that lasts a fifteenth of a second or one that lasts twenty minutes, both of which are easy to misread as “the command did nothing”.
The practical loadout
For most fights, three potions cover almost everything: Fire Resistance for the Nether, Slow Falling for anything vertical, and Regeneration for the fight itself. Strength is situational and Speed is a convenience.
Carry them split rather than stacked. Three separate potions of eight minutes beat one of twenty-four, because you can drink one now and keep the other two for the next two fights instead of wasting the tail of a long timer.
Images: Runes project gallery.