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Might and Magic VII: For Blood and Honor Hints
White Potions
White potions can be made by combining a layered potion and another potion. Only characters with at least Master Alchemy skills can make white potions. The resulting potion has a power equal to the average of the powers of the two ingredients. All potions appear as white bottles in the interface -- right-click on white potions to distinguish them.
Potion 1 Potion 2 Result -------- -------- ------ Orange/Yellow Orange Accuracy Boost Purple/Blue Purple Endurance Boost Green/Yellow Green Intellect Boost Purple/Blue Purple/Red Luck Boost Purple/Red Purple Might Boost Green/Blue Green Personality Boost Orange/Red Orange Speed Boost
The potions in the group above add 3 points per power to the appropriate primary statistic for 30 minutes per power. Orange/Red Green Flaming Potion (adds "of flame") Purple/Blue Orange Freezing Potion (adds "of frost") Green/Blue Orange Noxious Potion (adds "of poison") Orange/Red Purple Shocking Potion (adds "of sparks") Green/Blue Purple Swift Potion (adds "of swiftness")
The potions in the group above add the named enchantment to an unenchanted weapon for 30 minutes per power. Orange/Red Purple/Blue Air Resistance Orange/Yellow Green/Blue Body Resistance Purple/Red Orange/Yellow Earth Resistance Red/Orange Green/Yellow Fire Resistance Purple/Red Green/Blue Mind Resistance Purple/Blue Green/Yellow Water Resistance
The potions in the group above add 3 points per power to the appropriate resistance for 30 minutes per power. Green/Yellow Orange Cure Paralysis Red/Orange Orange/Yellow Divine Cure (heals 5 x power HP) Green/Yellow Green/Blue Divine Power (adds 5 x power SP) Green/Yellow Purple/Red Divine Restoration (cures all but death, stoned, eradicated conditions)