Amulets

There are 6 kinds of amulets in Infinity Quest II. Each one affects Prince Argonn as soon as it is picked up. 

An Amulet of invulnerability prevents you from taking any damage whatsoever, although you can still suffer paralysis and other such effects. The amulet’s power lasts 20 turns.

A Counterpoison amulet protects you against the poison in the air for the duration of your stay on the current level: the poison intensity will increase by 1 point. For example, instead of taking a point of damage every 3 turns, you will take a point every 4 turns. If the poison intensity is already at maximum (10), the amulet will not affect it.

A Poisonous amulet is the reverse of a Counterpoison amulet: the poison intensity will decrease by 1 point. For example, instead of taking a point of damage every 3 turns, you will take damage every 2 turns. If the poison intensity is already at minimum (1), the poisonous amulet has no effect.

Passwall amulets, when worn, render Prince Argonn semi-material. In such a state, he is able to occupy the same square as any type of wall (except invisible walls, whose magic still blocks passage, and moveable walls, which are pushed normally) or pillar, pass through doors even if they are locked or one-way and through closed portcullises. However, all other scenery reacts normally and monsters can still attack Prince Argonn for full damage. The effects of the amulet last for 20 turns. Prince Argonn will not suffer if he is “on a wall” at the moment the effects fade; he can simply move out of it.

An Amulet of sight grants Prince Argonn magical powers of vision. He becomes able to see invisible walls and Invisible Mages. He will recognize false exits, damageable walls, trapped walls, breakable walls and fading walls for what they are. The powers of the amulet last 15 turns.

While he wears an Amulet of poisonous touch, Prince Argonn automatically causes 3 points of damage to adjacent monsters every turn, as long as they are subject to poison. The poisonous touch lasts for 15 turns.

Miscellaneous items

A Cloak of invisibility will be worn as soon as you walk on its square. Most monsters will not see you, although all of them will sense your presence if you are next to them, and attack. Invisibility lasts for 25 turns.

Speed potions will allow you 2 actions each turn before monsters react. The effects last 20 turns (10 from the monsters’ point of view).

When wearing a Ring of protection, you become immune to paralysis, to confusion, to weakness, and to disenchantment, from whatever causes. The protection granted by the ring lasts for 25 turns.

A magical key grants you the power to open many objects. Chests, locked doors and portcullises will be opened as though you had used a key on them. In addition, metal doors will open to the touch of the magical key, and one-way doors will be transformed into normal doors. A magical key will vanish 12 turns after you have picked it up.

Candles increase the light intensity by one, unless the level is already fully lit.

Hourglasses add 25 moves to the time limit for this level. If there is no time limit, then the hourglass has no effect.

Chests require keys to be opened. They may contain any one of the objects that have been previously mentioned. They always contain something.

Permanent objects

There are three objects that, unlike all others, are retained for the rest of the adventure once they have been gained. These holy relics greatly improve Prince Argonn’s chances of survival. It is possible to gain them more than once, but there are no added effects (though the hefty bonus in points is still scored).

The Magic Shield is a potent defensive item. It reduces all damage from hits by 25%. Poison damage of all kinds, and the damage inflicted by traps, are not diminished. The protection is rounded down: for example, if you are hit by a fireball (normal damage = 10) the shield absorbs 2 points (not 2.5 or 3) and you take 8.

The Holy Sword will increase your basic hand-to-hand damage from 2 points to 3 points.

The Elven Bow makes your arrows do 2 points of damage instead of 1 point. There is no bonus for using it with magic arrows.