troperville

tools

toys


main index

Narrative

Genre

Media

Topical Tropes

Other Categories

TV Tropes Org
random
Infinity+1 Sword
By the time you've earned this, there won't be any evil left to use it on.

"Final Fantasy games give you a choice: you can either spend forty hours playing underwater foosball or watching chocobos screw or whatnot, which eventually gives you your ultimate weapon so that you can defeat the final boss pretty handily. Or, you can spend those forty hours actually fighting the final boss. It's up to you. You want a quick game, go play pinball."

It's the very best weapon in the entire game — even better than the Sword of Plot Advancement and the Infinity–1 Sword. But, in order to get it, you've got to put the plot on hold and embark on a five-hour sidequest! That, or go around killing enemies until one of them Randomly Drops it.

One would think in the time needed to finish the subquest could be better spent on Level Grinding, so the Infinity+1 Sword is often more useful because it has other associated stat bonuses, unique to the character, rather than merely being stronger than other weapons (or so strong, that even leveling up can't give you that kind of strength). Also, it's unlikely the dungeon the sword is in will be uninhabited; in fact, the monsters there tend to be very XP-rich anyway.

Sometimes the sword has not been forged yet — if that's the case, it's time to call in the Ultimate Blacksmith.

If the bosses you need to defeat for it aren't optional, that overlaps with Last Disc Magic.

As noted, this doesn't actually have to be a sword.

Of course, a Rules Lawyer will always be able to use their intimate knowledge of set theory to speculate on the cardinality of the Infinity.

If it's only possible to obtain this once every challenge in the game has already been overcome, it's also a Bragging Rights Reward.

Compare Penultimate Weapon, Infinity–1 Sword, Infinity Plus One Armor. Do not confuse with More Than Infinite. Infinity+1 Element is this applied to Elemental Rock-Paper-Scissors. Likely to be Level-Locked Loot.

Examples

    open/close all folders 

    Action-Adventure 
  • The Legend of Zelda:
    • The Legend of Zelda: Link's Awakening:
      • The boomerang is the Infinity Plus One weapon - it can kill almost anything, including the final boss, in one hit, and if you still have the magic rooster, one can throw the boomerang and then fly around invulnerable. Although the Magic Rod, a mandatory weapon, is pretty much as good, if not better against certain enemies.
      • There's also the Level 2 Sword, which you get by hunting around for 20 Secret Seashells all over Koholint and then turning them in at the Seashell Palace. Not only does the Level 2 Sword deal twice as much damage as the regular sword, but if your health is full, the famous sword blast from the original game makes its return.
    • The Biggoron Sword in The Legend of Zelda: Ocarina of Time. The sidequest required to get it had several Guide Dang It events in it, particularly giving the saw to the carpenter's boss, where it is only vaguely hinted that the gray-skinned man possessing the saw was his son, and to boot, he's in a location (Gerudo Valley) that is unlikely you would visit at the time you start the quest, so by the time you would finally get it, you would have missed out on using it in more than half the dungeons.
    • The Legend of Zelda: Majora's Mask has not one, not two, but three Infinity Plus One Swords. The first is a "normal" sword, the Gilded Sword — while not too difficult to obtain, it requires a lot of money and good timing to get to. The second, the Great Fairy's Sword, actually counts as a C Button item instead of your usual sword—it requires hunting down fifteen Stray Fairies in the fourth temple, which you have to get all in one day cycle, and returning them to their fountain. The last Infinity Plus One Sword, the Helix Blade, comes free with the Fierce Deity's Mask—but in order to get that mask, you have to get every other mask in the game. And even then, you can only use it in boss encounters.
    • The Legend of Zelda Oracle games: The Master Sword, which was an Infinity–1 Sword in most of its appearances (except for its series debut in The Legend of Zelda: A Link to the Past), gets more respect here (gameplay-wise, as it is not plot-relevant in those games), in which it can be (optionally) obtained by linking the two games together and completing a sidequest. (The Infinity–1 Sword in these games is the Noble Sword.) However, this requires one game to be completed, so it doesn't have much use in that game after it's obtained. (Nothing stopping players from replaying the games in the other order to get more use out of the Master Sword, though.) The Biggoron's Sword appears as well and is obtained similarly to the Master Sword, but it is swung more slowly than the standard one-handed swords and prevents Link from being able to equip anything else without unequipping it.
    • The Magic Armor in The Legend of Zelda: Twilight Princess, which can be a major Game Breaker during boss fights. It lasts as long as you have rupees, because when you run out it becomes an Artifact of Doom, slowing Link down. The player can get around this restriction by collecting all the poe souls, which breaks the curse on Jovani and rewards Link with infinite rupees. Of course, without a guide book around, it takes several hours of scouring Hyrule to complete this sidequest, which renders it pretty pointless in a game where the boss battles aren't exceptionally difficult.
    • The Legend of Zelda: Skyward Sword:
      • Being the Origins Episode of the Master Sword, has variants of it as both the Infinity–1 Sword (in the form just called the Master Sword) and Infinity+1 Sword (in the form called the True Master Sword).
      • The Hylian Shield, which unlike the other three shields you can get, doesn't actually take any damage. This is the best shield in the game, and is earned after beating 8 (and only 8) bosses in the Thunder Dragon's challenge.
    • In The Legend of Zelda: A Link Between Worlds finding two pieces of Master Ore and bringing them to the blacksmith in Hyrule means he will reforge the Master Sword into a Red Tempered Sword, then taking two pieces of Master Ore to the blacksmith in Lorule nets you the Golden Tempered Sword. So the base Master Sword is an Infinity -2 Sword?
  • Ōkami features the String of Beads, which basically turns Amaterasu into even more of a god than she already is. It gives you infinite health and ink (the game's equivalent of magic power) and ten times attack power. To get it you must collect all 100 stray beads, which entails completing pretty much every sidequest in the game, among other things. Naturally this a huge Game Breaker, but since the final bead is received upon beating the game, it is a New Game+-only item. Incidentally, this is also an instance of 108, since the beads are the "stray" small beads from the rosary of the mythical Princess Fuse, which broke when she committed suicide (though she's alive and well in the game world). The eight big beads are the power orbs held by her canine warriors.
  • The Spur in Cave Story (Not so much the Sword part as the Infinity Plus One part; it's the most powerful weapon in the game). It's an upgrade to the starting weapon: the Polar Star. To obtain it, you must avoid trading it for a superior weapon until you reach a certain point.
  • Castlevania:
    • Castlevania: Symphony of the Night:
      • The game contains a well hidden sword called the Crissaegrim that attacks with four near-simultaneous blows at once, can strike as fast as the button is pressed, and deals significant damage with each individual hit. It also allows you to walk while attacking, whereas most other weapons don't allow you to. And you can wield two of them. However, it is found on only one very weak enemy in one location that has a small chance of dropping the sword and thus only a few players end up getting one without knowing about it.
      • There's also the Mourneblade, which is randomly dropped by Azahgals. It has the same attack as the Crissaegrim, except it only hits once. Instead, it heals 8 HP per strike which breaks the game wide open. You don't even have to dodge the final boss: just hop around like an idiot swinging the sword and you'll recover more HP than he deals.
      • The Ring of Varda, the "Golden ring to rule over all!". Yes, that is the item's description in-game, and appropriately so. The ring gives you ridiculous stat bonuses which absolutely unbalance the game. And if one isn't enough, you can equip two of these things! It's so awesome that the game only allows you to collect it if you started a new game after you've beaten it at least once. Otherwise, the monster that drops this item will drop the similar-looking Turquoises in place of a Ring of Varda, which can be sold to the librarian, but is mostly useless.
      • The Alucard Shield, when used with the Shield Rod, becomes the strongest weapon in the game. If you put the Alucard Shield and the Shield Rod in each hand, press both buttons at the same time, and you can drain enemies' life away just by touching them with the shield.
      • The Duplicator can be bought from the librarian for 500,000 gp, and is also only available after beating the game at least once. While equipped, it allows unlimited use of all items that would otherwise be consumed when used. (Although it does reduce your stats, but that can be fixed by the Ring of Varda)
    • Castlevania: Aria of Sorrow offers up a Crissaegrim-like weapon with slightly shorter range called the Valmanway. Unlike the previous game, where the Crissaegrim can be picked up halfway through the game if you've got the bravery and the time to waste, the Valmanway can only be picked up as a reward in Boss Rush Mode, which isn't unlocked until you beat the game at least once.
    • Castlevania: Dawn of Sorrow: The Valmanway is still the ultimate (crown) sword weapon , but now it's only available through item crafting. The downside? It requires two boss souls, which you can only get one of per playthrough. So if you make the Valmanway, you have to give up two useful and relatively unique souls. It's incredibly worth it, though, as the Valmanway, despite limited range, absolutely destroys every early boss and most end bosses.
    • Castlevania: Harmony of Despair:
      • The Valmanway returns yet again and continues to be the single most broken weapon for Soma, an already broken character when maxed out. With the correct soul combination he can use it for what is basically health regeneration with every hit and infinitely floating in one place out of many a boss' attack ranges with the correct soul and accessory combinations. And the Infinity+1 Sword gets an infinity plus one version with the Valmanway +1. It makes the game incredibly easy for Soma, but insanely boring for anyone who ends up grouped with a Valmanway Soma. Which is likely as 80% of players online use him for some stupidly boring reason. Oh, and did we mention you can dual wield them?
      • Death's Scythe. It requires you to get the Golden Axe first, a very powerful overhead weapon that can only be crafted with a very rarely-dropped soul. Once you have it though, and once you have Death's soul, you can fuse the two together and get this weapon.
      • The Gungnir. In addition to being a source weapon that can be picked up as you go through the game (meaning you do not even have to build it up from the paltry spear), most of the souls required to build the Gungnir are enemies that are EASILY farmed (and it requires no boss souls, meaning you still have a shot for the Chaos Ring). The final soul which is in the Pinnacle can be farmed almost comically because the bugbears needed come neatly lined up in a row for you to kill. And once you forged it, the normal attack hits twice, has a long reach and the charge attack goes all the way across the screen. That's right, its attack reach is even LONGER than the gun. The only thing stopping it is off screen damage.
      • The Claimh Solais needs to be crafted, and is much slower than in Aria, but is still one of the best weapons in the game. It has a special attack that covers most of the screen and does ludicrous damage, at the cost of a fair bit of MP.
    • Castlevania: Portrait of Ruin:
      • The game hands you a ridiculously powerful sword, the Royal Sword, for a fairly simple quest early on (A-Rank Hunter). It's one of the strongest weapons in the game, boosts several stats, and has only one disadvantage - a slow swing speed. Its only competition is... the Vampire Killer, which starts out ponderously weak but can be boosted with the defeat of a relatively simple Bonus Boss. The Vampire Killer is weaker than the Royal Sword, but it's a lot faster and has the quite-useful Holy elemental affinity.
      • If you have a wireless connection, you can use the Nintendo WFC shop to buy a Rose Stem Whip for the low, low price of 4,800 gold, long before you would find it otherwise. It's the strongest non-elemental whip in the game.
      • Alucard's Spear and the Final Sword. Alucard's Spear is given to you by Wind, the guy who gives out sidequests, if you managed to master the Javelin subweapon (basically killing nearly a thousand enemies with it); the Final Sword is a rare drop from a giant armored warrior that, while having only 50 hit points, is resistant to everything.
    • Castlevania: Curse of Darkness
  • The Mace in La-Mulana. To get it, you must solve a puzzle involving weights and balancing a scale out. This puzzle requires combining six hints scattered throughout the ruins, plus weighing yourself on a scale in another area (and figuring out how to translate the numbers on the scale, and that it is a scale), and parts of the hints have eroded away (requiring you to guess at one pair of gems). If you fail the puzzle once and didn't keep a backup save, it's gone for good. If you succeed, it's got the highest damage per second and per hit in the game, with or without the software combo that boosts it further.
  • Alundra 2 has a quest to gain the most powerful sword in the game, where you must do a Trading Quest all over the world.
  • Beyond Oasis has a hidden dungeon with 100 floors, each filled with progressively stronger enemies. At the bottom is the Infinite Omega Sword: an unbreakable version of the strongest sword type in the game. It sets things on fire.

    Action Game 
  • The Flamethrower from the SNES version of Zombies Ate My Neighbors. There's only one of them in the entire game (400 shots), so once you run out of ammo, that's that. And it's pure Guide Dang It to find. But it does fry up Giant Spider Bosses quite nicely!
  • The UV 9 "Pulsar" ultraviolet laser rifle from Crusader: No Remorse can only be bought from Weasel once late in the game and takes a lot of cash. You need to restrain yourself from desintegrating enemies troughout the game to have the money to get it when it's possible. However, the thing can strip all the soft tissue from any living target in one hit and blows up the strongest robots in three shots that don't take a lot of energy compared to the more common plasma gun. Keep in mind that the micro missile launcher is even more destructive,but it's ammo is very rare and it's not nearly as much fun.
  • Infinity Blade II has an Infinity Plus One Ring - the Holy Band gives you a level 10 spell (other spells currently max out at 8) which does irresistable damage and heals you for the same amount. Getting it, however, requires you to possess the Infinity blade, defeat 4 powerful bosses (two in a row without any rest) and use two treasure maps to locate hidden items; obtaining the ring proves you don't need it to succeed.
  • In The Tower of Druaga, the best weapon is the Excalibur or Hyper Sword, found on floor 45. It's an even trickier Guide Dang It than most treasures, requiring two other treasures (one unusually placed on the same floor) to keep it from turning into a Potion of Death or an Infinity Subtracted from One sword that does no damage.
  • Naked Jehuty in Zone of the Enders, the form of Jehuty that you get only in the very last level(outside of New Game+ that is). With greatly improved stats and infinite subweapon energy, Naked Jehuty can plow through former bosses like they were mere Mooks.

    Adventure Game 
  • Nethergate has Infinity Plus One spells. The Nether Circle spells can only be found in certain dungeons, and to cast them you must be able to cast the highest-ranked spell of their associated spell circle.

    Beat Em Up 
  • An unusual non-weapon example, the "Fist of God" punch in God Hand. Not only does it do 100 damage, it can be charged to do four times as much - and this is without releasing the God Hand, which adds another multiplier to the damage. A single hit from a fully utilised Fist of God can kill bosses in one or two hits! Appropriately, the move is only available through New Game+ and costs 600,000 gold, which is about as much as an average playthrough of the game will net the player, making obtaining it a matter of either ignoring all the powerups to save money, or spending a rather long time in the casino.

    Driving Game 
  • In the N64 Classic Beetle Adventure Racin you can obtain a police VW Beetle. In addition to having max speed, acceleration, and handling, it has the ability to cause all other cars to stop when its horn is played. Of course to get it you have to unlock every other car (including the Infinity-1 Sword car, the Alien VW Beetle) meaning that all you have left to do is find the hidden boxes around the tracks.
  • In F-Zero Maximum Velocity, there is an Infinity Plus One car that also functioned as an Infinity Minus One as well. To get the Jet Vermillion, you had to A: beat every league(4) on Master difficulty. With the first 9 cars you unlock. You could also do B: race on the Championship Circuit 255 times. That is, all 5 laps, 255 times. You could also take a 3rd option: cheat. Either gameshark it or use the ingame password system. What makes this an infinity + -1 object is that the car itself is horrible on paper but awesome in practice, because of the one stat not listed in-game: The time it takes to decelerate after a boost runs out. Case in point: it's the car that holds the world records on every course but one, due to its inability to make one jump for a shortcut.
  • Gran Turismo 5 features the Red Bull X2010, created as a joint project between Polyphony Digital and Red Bull Racing. The idea behind the car was essentially "let's go build a race car that isn't bound by any stupid league restrictions!" The car features over 1400 horsepower and weighs only 550 kilograms, and can achieve lateral acceleration levels of 8.75 G's (in comparison, real-life F1 cars get anywhere from 2-4 depending on speed) and has a top speed of over 500 km/h. It is so fast that there is zero competition for it from any AI racers in-game and it is disallowed in all 'serious' online racing rooms. Acquiring the X2010 requires you to score at least Bronze on three time trials that feature the X2010 - the time is actually easy for anyone with simulation racing experience and a wheel, but scoring Gold is the hardest challenge in the entire game. Only a handful of people have gotten Gold for all three trials with a standard PS3 controller.
    • On the other hand, you can actually unlock the car by either reaching A-Spec level 40 or raising your B-Spec driver to 35. It'll take awhile after level 30 but hey, at least you won't have to laboriously attempt to complete the 3-race X2010 Time Trial event.
  • T.T. from Diddy Kong Racing. He has the highest acceleration and top speed of any character, and middling handling, which makes almost every race in the game an utter joke - but to get him, you have to have beaten the entire game already, then beat very challenging times on every track in the game. It's a refreshing challenge in an otherwise fairly easy game, which upon victory then makes the easy game even easier.
  • In Road Trip Adventure, acquiring all the stamps gives you access to the Devil Parts. The parts comprise mainly of the Devil Tyres and Engines. Their stats are given as "unimaginable" and can take you from 0-349km/h in a matter of seconds and can stop to a standstill from the maximum speed instantaneously. They are also able to reverse to speeds of 700km/h, making the act of driving backwards faster than driving normally. They can be considered as a Game Breaker although all races, challenges and mini-games have to be completed before being able to unlock the demonic Devil Parts.
  • In the "Story" mode of Final Lap Twin on the Turbografx 16, you can't buy the best car parts, you have to find them. Once you do, your car becomes the Infinity Minus One Car. Getting all the legendary parts and taking them to a mad scientist gives you the Infinity Plus One Car, which hits the top speed without turbo, has almost limitless (and functionally useless) turbo fuel, turns without skidding no matter how fast you're going, and all but flies through the air when it hits a ramp. And the final race in the game is still extremely difficult, because the guy you're racing against has the exact same car.
  • Midnight Club Los Angeles has the Saleen S7; it is the fastest car in the game (can achieve 221 mph without Nitrous) and is probably the only vehicle in the game which can match the fully tuned Kawasaki Ninja ZX-14. When using Nitrous, it can reach 251 mph, can tackle corners like if they were nonexistent and sticks to the road like if it's made of glue. And without the need of slamming in performance upgrades! However, the car costs 580,000 dollars, which means you must hysterically play the game to get your hands in one of them. Couple it with the fact that this game is even harder than Nintendo Hard...
    • A probably easier method to get one of them is: Step 1. Defeat the final boss. Step 2. Raise a million dollars. Step 3. Go to Karol's mansion and give to him the million bucks. Step 4. Profit!
      • Don't get it? If you spend this million dollars, EVERYTHING IN THE GAME (the Saleen S7 included) will be totally free of charge.

    Fighting Game 
  • In Dissidia: Final Fantasy, each character has exclusive weapons, equippable only at Level 100, that are tailor-made to improve their unique aspects, and are usually the best weapons those characters can use (though there are some non-exclusive Level 100 weapons that are more useful). However, none can compare to Exdeath's ultimate weapon: Enuo's Scourge. Aside from its stats (which are good, but just as good as the other ultimate weapons), it has, like the other Exclusives, added effects based around the character. For Enuo's Scourge, those bonuses are Brave Point boost on block, and an effect called Riposte, which makes every attack a critical hit if done to a staggering character. Exdeath's abilities are based around blocks and counterattacks, meaning virtually EVERY hit he does will be done to a staggering opponent, reeling from their attacks being blocked. Boosting his Attack rating will make his critical hits do absurd damage, ensuring you'll be doing several thousand points of damage with each of his counters. And this is with a character designed to counter everything.
  • The driving forces behind the events of the Soul Series of fighting games are the twin swords Soul Calibur and Soul Edge. The Soul Edge was a legendary sword sought after by countless warriors. Unfortunately, said sword is actually an Artifact of Doom, whose hobbies include devouring souls, slaughtering innocents, and becoming its wielder's Superpowered Evil Side. The Soul Calibur was a sword created to destroy Soul Edge. The swords are often the ultimate weapons of the characters. Ironically, the motives of many characters revolve around destroying one or both of the swords, rather than claiming them as their own.
    • In-Game, an equippable version of one or both swords is available to nearly all characters. As a general rule of thumb, the Soul Edge gives insane stat boosts, particularly to damage, at the cost of the weapon gradually draining health from the user. The Soul Calibur, however, gives more reasonable (though still impressive) stat boosts, but also gradually heals the user.
    • In Soul Calibur Legends for the Wii, the main character wielding a fully powered soul edge with a certain amount of spirit power/mana or whatever you call it can activate a special attack that does nearly half a bar of damage to an opposing player. It IS the soul edge we are talking about...

    First Person Shooter 
  • Left 4 Dead 2:
    • The Sniper Rifle and Laser sight can be considered one such weapon. The base Sniper Rifle kills any non-special infected in 1 shot, and most specials in 2 or 3. It also has semi-auto fire capability. The problem is, if you walked and fired with it (which, given the game's gauntlet crescendos, will be very often) the accuracy is so pathetically diminished you'd be wasting more ammo than with a full automatic rifle. However, getting the Laser sight almost completely erases this problem, and it effectively becomes a shotgun (the only other non-special weapon that can cause a kill with one shot to anywhere on the body) with 300 bullets (the tier 2 shotguns all have only about 130 bullets).
    • In The Passing campaign, there's the M60, a huge machine gun that never has to be reloaded, kills common infected in a single shot, and can shred a Tank fairly quickly thanks to its firepower and no reloading required. The only downside is the gun cannot have its ammo replenished and it can only be found once or twice in the whole campaign.
    • The Mutation Game Mode "Gib Fest" is basically a whole mode built on this trope. You start off with the aforementioned M60 machine gun as your primary weapon with the Magnum as your secondary. The clincher is the M60 has infinite ammo and never has to reload. You can literally go through the entire game holding down the trigger button (which incidentally is the best way to earn one of the harder achievements) and even better if you can somehow find a laser sight somewhere along the way.
    • The Grenade Launcher tops all other weapons in the game. It's rare to find and its ammo cannot be replenished, but direct blasts to the infected kill them in a single shot and all other infected who are in the way. The weapon is the only one in the game that can cause infected to stumble, including the resident One-Hit Kill Witch. Only the Tank and the Charger are immune to being stumbled from the weapon.
  • The FarSight from Perfect Dark: an Imported Alien Phlebotinum sniper rifle that's massively overpowered and features insane penetration to the point of being able to shoot through almost any wall and barrier, coupled with an Infrared X-Ray Camera scope that tracks other players for you. Yes, that's right: it can see through walls. The only disadvantages to it were a slight Sniper Scope Sway and a slow firing rate, but the rest of its attributes more than made up for it.
  • In Quake, the lightning gun comes close to such a true weapon, especially when Quadded, and approaches a GM-level, Not Meant For Mortals level of weapon. If you include the 2x Rune from the quasi-official Capture The Flag mod, and yes, it did make it 8x, then no player could survive the briefest of swats from it. In fact, not much short of Superman or the magically, AKA mathematically, invulnerable could survive 8 lightning bolts at once, or, in game terms, approximately 800 dps, continuous. And that's in Quake terms, where a fighter with max armor (armor = hp there) and double health had about 450 hp equivalent. 900 hp, if you count the damage-halving rune from CTF. 1000 hp if he had that and chugged two of the max-health power ups, thus they'd last a little over 1 second under the strain. Scale that to the top end tank in the game of your choice.
  • In Borderlands and Borderlands 2 any legendary item can qualify. The first game had the Hellfire, a powerful fire SMG that just decimated all in its path. The second game brings it back, and adds the Bee shield. What makes it so unique is that it's an amp shield, a new type that increases the damage of the first shot fired while the shield is charged at the cost of draining the shield. The Bee, however, doesn't drain when amping a shot, and has the highest amp damage in the game, making it able to pump out metric craptons of extra damage. It was so broken, that it has the dubious honor of being the first specific piece of equipment to have its stats alter in a patch.
    • There is also the Norfleet, A reward for fighting certain Raid Bosses, and can quickly cover an entire battlefield with a metric f—ktonne of elemental damage, only downside being that you might be in the blast radius...

    Four X 

    Hack and Slash 
  • The sword Hymir's Finger in Drakengard. It is only unlocked by completing the Inevitable Tournament, accessible in a side-story unlocked for the third ending, in under five minutes. It is a gigantic BFS that, when fully upgraded, deals about twice the damage of the second-most damaging weapon in the game and one-shots two thirds of the game's enemies, has one of the longest reaches, can hit multiple enemies per swing, and knocks over enemies with every blow.
  • Dynasty Warriors:
    • Starting in Dynasty Warriors 3 all the playable characters can obtain an extra fourth weapon aside from the normal three. These weapons in any version can be a real case of Guide Dang It as each character must play on one particular stage, completing a series of various tasks. This must also be done on the hard difficulty setting, which makes things even more challenging. Each weapon would give HUGE stat boosts to various different stats, which are different for every character. Also some of them added an element to the characters moveset. But of course that wasn't enough for Koei, so instead they decided in the Dynasty Warriors 3 Xtreme Legends update to add in fifth weapons! Same rule of obtaining them, but on a different stage, and this time you have to do it on the new VERY HARD DIFFICULTY! Good luck getting them all!
    • In the XL version of Dynasty Warriors 4, fifth weapons are obtained by playing each character's Legend Mode on Very Hard and getting the best rating.

    Massively Multiplayer Online RPG 
  • Final Fantasy XI:
    • Relic weapons literally take years to get, and that's if you have a crapton of money. The upgrade process is so convoluted that the developers have actually stated that only the most insane players can get them.
    • Mythic weapons require climbing a Bonus Dungeon to get a weak version of the weapon, killing a bunch of Bonus Bosses, some of which appear at the end of another Bonus Dungeon, followed by collecting things that require completing the same content over and over (with one item in particular that has the drop rate of a Pink Tail, yet THIRTY THOUSAND is needed), and this is followed by a series of Fetch Quests and Bonus Boss battles all leading to get three items that also have a Pink Tail drop rate. And if these items don't drop, the whole series of Fetch Quests needs to be restarted. This is capped by a final Bonus Boss where if failed, will require another set of the three items mentioned earlier. The kicker is that the Mythic weapons are seen as less useful and less powerful than the comparably easier to get Dynamis relics. We're still trying to find out what the developers are smoking, because there are time-sinks, and then there are Bottomless Pits.
    • The Empyrean Weapons currently do not possess particularly impressive stats outside their damage rating... except that they come bundled with a token weapon skill that threatens to desensitize us to discrete values. The Masamune's Tachi: Fudo has been reported to hit for 10,000 damage ''on an Adamantoise Boss'', which is probably more than a majority of players could even parse over the course of the entire fight. Considering this is only their midstage form, that would make them Infinity Plus Two weapons once they're completed.
  • Final Fantasy XIV uses this to the letter. Once completing the quest chain to obtain your relic weapon you unlock the ability to trade items in to turn your relic into "(Relic Name Here)+1" with enhanced stats. Patch 2.1 renamed the souped up relic weapons so the +1 is no longer used.
  • Ragnarok Online has the godlike equipments. Each is made by a quest that takes certain almost unattainable items dropped from the castles, so only the leader of a guild can get them. AND, if that wasn't enough, the quests themselves are unlocked by having yet another uncanny quest completed by 50 diferent players. And the items ARE worth it, even.
  • World of Warcraft:
    • There is a set of weapons that are extremely difficult to acquire. So much so that they have their own rarity category, Legendary. Some of these items drop from certain bosses at ludicrously low rates (Illidan's Twin Glaives of Azzinoth, Thori'dal,) others require a number of pieces of the item that drop from bosses at a high rate which combine to form a broken version of the item that has to be repaired through some sort of quest (Atiesh, Val'anyr,) others combine the best of both worlds and require multiple items with ludicrously low drop rates that the player must use as part of a quest to form them (Thunderfury, Sulfuras.) Additionally, the Kael'thas fight in Tempest Keep temporarily grants the entire 25-player raid fighting him a number of these items (which fade in 15 minutes or when you leave the area) as a sort of Eleventh Hour Superpower.
    • Updates to Wrath of the Lich King added two more Legendary class items: Val'anyr, a mace for use by healers that must be crafted from rare drops from Ulduar bosses, requiring a number of trips through the instance to gather them; and Shadowmourne, the sister-axe to Frostmourne, the sword borne by Arthas himself. It can only be obtained at the end of a very long questline requiring many trips through Icecrown Citadel to gather rare crafting materials and feeding the nascent axe the souls of 1000 inhabitants of the instance, culminating with the defeat of many of the hardest bosses in the instance while the wielder of the nascent axe does special actions during the battle.
    • The Cataclysm brought 2 more weapons. The first being Dragonwrath, a new caster staff that requires going into Firelands for mats and in the Nexus dungeon up in Northrend. Said staff can also grant the wielder its own unique flying mount. The 2nd is the Fangs of the Father, a pair of daggers made only for a Rogue. The questline requires going into the Dragon Soul raid to gather the mats and going to Ravenholdt and Gilneas for the specific questlines.
  • Video Game/Runescape:
    • The Primal melee weapons, Saggitarian Longbow/Short Bow, and Celestial Catalytic Wand/Staff are the strongest weapons in the game, requiring skill mastery of 99 in Attack/Strength, Ranged, or Magic respectively. However, they are only usable in Dungeoneering. But outside of Dungeoneering, there exist the level 90 weapons for each combat style as follows: Drygores Rapier/Long-swords/Maces for Melee, Ascension Crossbows for Ranged, and the Seismic Wand and Singularity for Magic. The Drygores are a drop exclusive to the second strongest Boss, The Kalphite King while the Seismic Wand/Singularity are dropped only by Vorago, the strongest boss in-game. The Ascension Crossbows are crafted from the Dragon Crossbow and the 6 Signets from each of the respective Legios of the Ascension Dungeon. However, all of them are insanely expensive and degrade after 10 hours of usage, after which you have to pay 2 million gold coins to repair, less if your Smithing levels are high.

    Platform Game 
  • Ratchet & Clank:
    • Ratchet & Clank: One could simply purchase the R.Y.N.O., the most powerful gun in the game... for a whopping 150,000 bolts. The price for the different versions of R.Y.N.O increases with each game.
    • Ratchet: Deadlocked gives us the Harbinger/Supernova, created by Dreadzone after one of its top gladiators stated that the R.Y.N.O. was a "Weak sissy from the sissiest place in Sissyland." To top it, not only is the Harbinger/Supernova absurdly powerful, it has a special Omega version that can be upgraded a grand total of 99 times, and have a damage rating of 10,000. The thing is (possibly because it's a major Game Breaker), you can't pick up any ammo from ammo crates; you have to buy it at the vendors.
    • In Ratchet & Clank Future: Tools Of Destruction, one cannot even buy the R.Y.N.O. IV and must run around looking for pieces of the blueprint. The reason for this is because Gadgetron deemed the weapon too dangerous and not only discontinued it but scattered the blueprint throughout the galaxy (the guy who gives you the thing in exchange for the complete blueprint even casually mentions it's banned in three galaxies). Seeing as how this same company had no problems with making and selling a portable black hole launcher (point away from face), it should come as no surprise the new Rip Ya a New One is a major Game Breaker.
    • Ratchet & Clank Future: A Crack In Time: The trend is continued with the RYNO V. Good news, there's less schematic pieces to collect, and one can locate them all with the updated Treasure Mapper Gadget (Though the last piece is found right before the final fight with Nefarious). More good news, it's also a major Game Breaker.
    • Ratchet & Clank: All 4 One: RYNO VI can only be unlocked if one completes all of the secret lab challanges. Fortunately, it can be used during the final boss fight (But it'll still take tons of shots).
  • Sonic the Hedgehog:
    • Sonic the Hedgehog 2 first gave players access to Super Sonic after gathering all seven Chaos Emeralds in the bonus stages. Completely invincible, superfast, and with ludicrous jumping ability. Hell, even touching him makes quick work of bosses. The Sonic Adventure games made him into an Eleventh Hour Superpower, due to him being too broken to use during regular gameplay.
    • Sonic 3 & Knuckles gave Tails and Knuckles a Super form as well, neither of which have been seen in-game since. Combining Sonic 3 & Knuckles could get you Hyper Sonic (assuming you got both Chaos and Super Emeralds), which is Super Sonic with a dash ability that could clear all enemies from the screen. If Super Sonic broke the game, this shattered it into microscopic pieces.
    • After a long time, Sonic Colors brings back the Super Form and introduces it into 3D, something previous Sonic games haven't done. While it's more a Bragging Rights Reward as it requires you to gather all the red rings and beat every Sonic Simulator stage, it makes getting S ranks much easier since being in the form will grant you points every few seconds. Only catch, you can't use it in boss fights.
  • Mega Man:
    • The ROM hack Rockman 4 Minus Infinity has the ?Dagger, which you must do a No Damage Run up through Wily 4, then fight Shadow Man in one life (dying invalidates the No Damage Run, and thus you don't get to fight him) to obtain. It turns every hit into a Critical Hit, making the rest of the game a breeze.
    • Mega Man Zero
      • The first game has the Jackson cyber-elf, which grants invisibility.
      • In Zero 3, entering cyberspace in the penultimate level forces you into a Bonus Boss battle with the first game's Phantom. The reward for defeating him is the Ultima Boots, which possesses all the abilities of the other Foot Chips.
    • Mega Man ZX had the Omega biometal, which you could only acquire by either beating the Bonus Bosses (accessed by plugging in two Zero games) or Omega himself on normal and then beating the game. Its special ability is an infinite Overdrive to get a crimson aura similar to Omega's. All of the special sword attacks have elemental properties. All normal shots are instant charged blasts and on top of that, infinite usage of Zero's old Giga Crushes, including the Rekkoha.
    • Mega Man X3 has the Gold Chip, which you get after obtaining all armor pieces, Ride Armors, Sub Tanks and Heart Tanks but don't take up any of the special chips, grants you all of the abilities of the four chips you passed up and arms you with a protective barrier when you get hit. But, you can only get it at the first Sigma stage.
      • There's also Zero's Saber, which you gotta keep Zero alive throughout the entire game until you get to a certain boss and have Zero beat him.
    • Mega Man X4 has the Ultimate Armor, which you get... with a code and going to the first capsule you can get to. It gives you all of the armor abilities, infinite Nova Strike and both X-Buster versions.
    • Mega Man Legends has two. One is the Shining Laser, your reward for completing three drawn-out events near the end of the game and spending a metric crap-ton of zenny to fully upgrade. It's basically a big glowing beam that pierces through enemies, has huge range, unlimited ammo, and will kill even the final boss in about three seconds. The other is the Active Buster: homing missiles that fire like a machine gun and, again, have unlimited ammo. You find the parts early on in the game, but it costs even more than the Shining Laser to upgrade, so good luck even doing so at all without playing for hours.
      • The sequel has the same two as above, but also adds the Crusher to the mix. It's basically a grenade that creates a huge freaking ball of electricity that annihilates any Reaverbot dumb enough to enter it (Read: all of them). It's considerably cheaper to upgrade than the above two (One of which costs 9999999 Zenny for the unlimited ammo upgrade).
  • Kirby:
    • Kirby's Adventure, featured the very rare UFO which couldn't be taken between levels and let the player fire one of the most powerful attacks in the game at will.
      • It is possible to take the UFO ability outside the level it's obtained in by means of a glitch: Hit Start and Select at the exact same time so that Kirby releases the ability, but the indicator on the bottom still says "UFO". Exit the level from the pause menu, and while the indicator will say "Normal", Kirby will still be in UFO form.
    • Kirby and The Amazing Mirror:
      • Copy Abilities, the two best ones in the game by a mile. They are also the only two abilities in the game that can perform all three ability-specific actions: cut strings, break gray blocks, and pound pegs.
      • Smash gives Kirby "familiar fighting moves", specifically his moveset from his appearances in the Super Smash Bros.. series, which includes attacks from several other abilities. For most of the game, it's only available by beating a Master Hand or Crazy Hand miniboss, until you hit every big switch in the game to unlock the copy ability room.
      • Master, an upgraded Sword ability, is given to you for the final boss battle, and after clearing the game it becomes freely available in the Hub Level. It can take down nearly any regular enemy in one hit, as well as taking out minibosses in a matter of seconds. More importantly, it can break blocks, pound posts, cut ropes, light fuses, and anything else you'd need to solve any puzzle in the game, encouraging you to hunt down any treasures you missed.
    • Kirby Squeak Squad also featured the Ghost ability, which allows Kirby to take control of any enemy. However by the time you get it is useless as you've already cleared most of the levels and the ability itself has limited usage.
  • Wario Land 4 has the Black Dog/Big Lips/Big Fist/Black Dragon items, which can be bought for about 20 mini game coins before any boss battle. However, this isn't merely an equippable weapon that's powerful, nope, you just enter the boss battle, and get to watch the item being used to send the boss to literally two health points from death before the battle even begins.
  • Iji's Null Driver requires collecting every ribbon and finding every secret poster (many of them Guide Dang It), as well as beating every sector in Sudden Death mode. Then you have to make it through the entire Bonus Dungeon with a single hitpoint. However, the item is a literal Game Breaker.
  • The Legendary sword and armor in Wonder Boy In Monster Land, the former of which is obtained by defeating the well-hidden King Demon boss. In the sequel, Wonder Boy III: The Dragon's Trap, you start out with the Legendary equipment and lose it after being cursed, but you regain it towards the end of the game.
  • The Water Sword in Prince of Persia: Warrior Within. To obtain it, the player must complete an optional nine-part "quest" which spans the whole game. On top of that, the plot actually forks, depending on whether the player enters the final boss battle with it or not.

    Real Time Strategy 
  • Company of Heroes: Jagdpanther and King-Tiger. They become more so when you realize that both of them are only attainable if you select a certain doctrine (Tank Destroyer Tactics and Terror Doctrine, respectively) and only come into play very late in the Skirmish games.
  • Dawn of War 2:
    • The Terminator Armour suits. There are 3. One you get in a main quest mission. The other 2 you can get in 2 side quest missions, that are the most difficult missions in the entire game (the last mission is a walk in the park after this). One involves killing an insanely powerful Warboss after going through waves and waves of looted tanks and nobs. This is the easy one. The hard one involves killing an Eldar Avatar of Khaine that is invulnerable to all melee weapons short of power fists and some ranged ones, after going through scores off Fire Prism tanks to get to him. And both of them have at least 100 times more hit points then all your units combined. And they heal.
    • Avitus. One of the reason for this is another IPOS: Neverending Hail of Destruction. This godly Heavy Bolter can do ungodly amount of damage to almost everyone (except against Monstrous Creatures or vehicles of which the punishment is reduced, but your team will have other stuff to counter these problems anyway). If you bring it to the final battle and turn on Focus Fire frequently, Avitus can basically hold a section of the line on his own.
    • From the expansions, there's the Golden Armour of the Custodes and the Golden Cage for your Force Commander in Chaos Rising, a set of Powered Armour and and Terminator armour, respectively they are extremely nice to have but are also rather hard to find and require you to be at fully faithful to the God Emperor to use. Certain Chaos-corrupted armour of similar rarity and which requires you to have sold your soul to the Chaos Gods also counts. In the second expansion, Retribution we get the absolute craziest example in the Daemon Sword for Lord Eliphas the Inheritor, which has the absolute highest melee damage of any weapon in the game and which can allow him to slaughter Terminators in one hit on any difficulty, go toe to toe with bosses and emerge unscathed and which also allow him to regenerate a massive amount of health with any hit.
  • Frostmourne in Warcraft III is said to be this. Near the end of the Human campaign, Arthas and Muradin believe their only hope of defeating a powerful demon. When they finally find it, however, Muradin reads the description on the dais and realizes that the blade is cursed. Arthas then proceeds to take the sword anyway, caring more about revenge than his own wellbeing. The ice around the sword explodes, "killing" Muradin. Arthas successfully uses Frostmourne to kill the demon (though World of Warcraft reveals it to be Not Quite Dead), but the sword steals his soul and turns him into a Death Knight.
    • It fits in terms of gameplay, too, though it's only usable in one level. While wielding it Arthas gets a boost to his damage dealt and his basic attack becomes Chaos-type, which means it tears buildings apart just as easily as regular units. When combined with Divine Shield (which, as you've maxed his level out by now, makes him invulnerable for 30 seconds) it lets Arthas actually destroy Scourge bases on his own.

    Roguelike 
  • The Trident of the Red Rooster, from Ancient Domains of Mystery (aka ADOM), is unquestionably the best weapon in the game; it grants immunity to every element as well as see-invisible and a massive mana boost, has especially awesome damage and accuracy with useful slaying properties, and also automatically returns when thrown. It is also necessary for the best endings. Unfortunately, it is gained after finishing a series of Guide Dang It sidequests, many of which are also pretty Luck Based. It's kind of amazing anybody's ever collected it at all.
  • Shiren the Wanderer:
    • The most powerful sword in the game cannot be found in dungeons or on monsters; it has to be created by finding the most powerful sword you can find in dungeons or on monsters, upgrading it to the maximum level, and then have a blacksmith upgrade it again to turn it into said sword. That's still not the best weapon in the game though. The REAL Infinity+1 Sword is the result of many dungeon runs and a painstaking amount of Item Crafting. After getting the sword, you need to acquire every weapon in the game that has a special property and fuse it to the sword with Fusion Pots in order to get what you want. And you really need to tell the difference between a normal pickaxe and an indestructible pickaxe. Since the entire process probably requires you to complete everything in the game, and the use of warehouses means that this can only be used in the main dungeon that you will have already completed, this is also an example of Bragging Rights Reward. (And possibly Too Awesome to Use, unless you're playing the SNES version and have a Dividing pot and two Withdraw scrolls.) But hey, at least you got yourself a sword that has a swastika on its hilt and a blade that looks like an impossible energy burst, right?
    • A Rasen-Fuma shield that halves explosion and fire damage, prevents theft of your items, cannot rust, slows hunger, increases your chance to dodge normal attacks, reflects magic, and returns half of any normal damage done to you.
  • Pokémon Mystery Dungeon
    • Explorers of Sky has the Space Globe, a held item presumably made by Arceus itself that doubles the power of all your moves with no drawbacks-except it's at the top of Destiny Tower, a massive dungeon that you randomly unlock via Spinda's Café. Your level is reset to one, you can't bring any teammates or items, and you can't recruit anyone in the dungeon itself. Complete all 99 floors, and laugh as your weakest moves tear foes a new one (and your strongest moves become downright mean).
  • FTL: Faster Than Light:
    • The Glaive Beam. It takes four bars of power and a whopping twenty-five seconds to cool down, but it can cut through shields and can One-Hit KO enemy ships. Getting one is a matter of luck or having a small mountain of scrap lying around.
    • In the same vein, the Weapon Pre-Igniter, a ship augment that lets you start off each battle with a cheery full barrage of weapons at the enemy ship. Skipping the long load times of your weapons will save you a fortune in repairs. Again, getting your hands on one requires either a random event or finding one at a store and having the cash to buy it.

    Role-Playing Game 
  • Breath of Fire:
    • According to the game info in Breath of Fire, the hero's best weapons are, in order: Dragon Sword, Emperor's Sword, Tri-Rang. The player will realize during gameplay that the order actually goes: Tri-Rang, Emperor's Sword, Dragon Sword. The Tri-rang is the 2nd strongest of the 3 weapons, but is the lightest AND hits everyone on the screen. To get it, take Adult Nina (and her Great Bird form) behind a tower at the top of the world map. No level grinding, no epic sidequests, just find the tower, press B, pick up Uber-weapon. Of course, if you didn't read the FAQ, you won't know it's there.
    • Breath of Fire II:
      • Spar's ultimate weapon, the 9-TailWP, can only be won from a certain enemy called the Zodiac in the Infinity dungeon. However, the random drop rate is only 1-in-256, and even worse, the Zodiac will usually drop an ArmyGL instead, a much more common piece of armor.
      • The same goes for most of the other characters; their ultimate weapons (and some other equipment) are also 1/256 random drops from specific enemies. Ryu, on the other hand, gets the Emperor Sword, which is obtainable from a highly remote fishing spot that becomes Lost Forever once you open the door to Infinity.
    • Breath of Fire III: The Goo King Sword can only be obtained from the Goo King. First of all, these enemies don't show up often. Then, unless you're faster than lightning and manage to steal its beloved Green apple, it'll flee. If you succeed, you must fight it, and it is the hardest normal monster in the game. Also, you get the weapon by chance. Yes. You have to beat it and HOPE you'll get it as a reward. The best way to ensure a better chance..is to fight TWO of them...and even then, you'd be better off just moving on a little while ahead and fighting the Big Bad.
    • Breath of Fire IV: The ultimate weapon for Scias, the Render, can only be acquired after repetitive fishing for tens of hours, and when acquired isn't actually that great, since its power depends on how many enemies you've fought. Then there's the Slayer, which can only be bought after the game is over from a cameo character from the third game, and starts out as a "Rusted Sword". This sword has an abominably low attack power, and you need to kill no less than 1000 enemies with it before it turns into the Slayer!
  • Chrono Trigger:
    • Frog has as his central life's goal the acquisition of an "ultimate" sword called Masamune. Of course, since it is obtained as part of the plot relatively early on, it is supplanted by vastly superior weapons as the game goes forward. One of the endgame quests that can be undertaken before the battle with Lavos is a quest to refine the Masamune into an even more ultimate sword, which is truly Frog's best weapon.
    • Giving a certain stone to Melchior late in the game will allow him to create the Rainbow Sword for Crono, arguably the most powerful weapon in the game, with a ridiculously high critical hit ratio (70%!!).
    • The DS Remake rewards you for defeating the new Bonus Boss with an even more ultimate weapon (The Dream Blade) for Crono with an even more ridiculously high critical hit ratio (90%!!!).
    • About half the characters in Chrono Trigger get these. Before you can get the Rainbow Sword, for example, Lucca uses that same stone to create the Wonder Shot, a gun with randomized damage output which is, on average, the strongest weapon in her arsenal, by far.
    • At the end of his personal end-game sidequest, Robo picks up two weapons: the Terra Arm and the Crisis Arm. The Terra Arm is his best weapon by stats alone. The Crisis Arm has the potential to be even stronger then that. Its damage algorithm is decided by the last digit in his current HP count. If that number is 0, it does nothing. If that number is 9...
    • Ayla, who fights with her bare hands, starts out with her weapon classified as "Fists". Level Grind her enough and that will change to "Iron Fists" which confuse enemies on a hit. Level grind her even more (almost to the level cap), and these turn into "Bronze Fists" which will score 9999 damage on a critical hit. Every. Single. Time. In the DS remake, you can earn an accessory from the first Bonus Dungeon that can only be equipped to Ayla. The Valor Crest not only gives her a 50% counterattack rate when hit, but it boosts her critical hit rate. Now, imagine the possibilities of combining that with the Bronze Fists.
    • Also in the DS remake, Robo can obtain a weapon with the same effect as the Bronze Fists.
  • Chrono Cross:
    • The spirits that inhabit the Masamune (plus their older sister) transmigrate into that game's main character's weapon, becoming a weapon even more ultimater than the one Frog got. AKA the Mastermune.
    • Glenn (who happens to be named after Frog's human form) can acquire the legendary holy sword, Einlanzer. This seems to be his Infinity+1 Sword, until you go to a parallel reality and get that world's version of Einlanzer - after which Glenn will use both at once.
  • Evil Islands: An equipment made of diamond. An odd case since you don't really need to work for them as Tka-Rik hands them to you on a silver platter, for free, just before the final battle.
  • Final Fantasy:
    • The various Ultima (or Celestial) Weapons in the games. Sometimes requires the completion of a really long side quest, or clearing the Bonus Dungeon.
    • Final Fantasy I has a lesser example: Masamune, the most powerful weapon in the game (it gave by far the highest attack and accuracy bonuses, had the highest critical hit rate and, unlike virtually all other top-level weapons, could be used by any class) was acquired on the penultimate floor of the final dungeon, but only if you took a relatively long detour, making it still an example of this trope.
    • Final Fantasy IV: The final dungeon (which takes place on the moon) has an optional sidequest, where you must get a Pink Tail from a Pink Puff to acquire Adamant Armor, the best armor in the game, bar none. It's helped by the fact that everyone can equip it. The only problem is that the tail is so rare, you will spend hours aimlessly walking around their very small spawn area because the combined encounter and drop rate is around 1 in 16082. This subquest was expanded in the DS remake: now there are several critters that drop tails at ridiculously low rates. Even the Treasure Hunter augment doesn't really help much (as all it does is double the drop rate). That said, there is a bonus to doing the expanded quest: the gear you get from it is the only gear that you can take with you in a New Game+.
    • Final Fantasy V:
      • Even though some of the Twelve Legendary Weapons are the best of their type, some, like the Excalibur, are outclassed by weapons like the Ragnarok. Then there's the Brave Blade and the Chicken Knife, whose power falls and rises respectively depending on how many times you fled battles. The Chicken Knife is the more popular option, though.
      • The Excalipur/Excalipoor, a sword used by an anticlimactic boss near the end; while its attack stat was incredibly high, it would usually do a ridiculously low amount of damage. That is, unless you threw it or used it with Goblin Punch, either of which ignored its special effects...
    • Final Fantasy VI:
      • What is actually named Ultima Weapon is the Infinity + 1, but its mechanics keep it from being useful until the final dungeon, even though you can acquire it relatively early in the game with little effort. Its attack power depends on the user's max HP and level and it ignores defense, so at higher levels it'll ignore do several thousand damage a swing and with the right stat bonuses it can easily do 9999 damage.
      • The Lightbringer. It has 255 power, boosts Speed, Strength, Stamina and Magic by 7 (+ 7 is the highest boost any equipment piece gives), and + 50 Evade and Magic Block. It also automatically scores a critical hit at the low cost of 20 MP per attack, and has a random chance to cast Holy to do even more damage. You get the Lightbringer by betting the Ragnarok in the Colosseum, which is also a very good sword in its own right though inferior to the Lightbringer. Originally, the weapon was translated into "Illumina" which may be the more prolific name among the English community.
      • The Advance bonus dungeon introduces a new Infinity Plus One Weapon for each character, including the swords Apocalypse and Save the Queen.
    • Final Fantasy VII: Ultimate weapons are remarkably easy to come by. In the most extreme case, you have to kill an optional boss. Some of them have bits of Guide Dang It, but there literally isn't a single one that doesn't have the requisite hints in the game itself. Level 4 Limit Breaks, on the other hand, are either stupidly simple to get, or require acts too bizarre as to make you wonder what the hell the developers were smoking. The worst is Tifa's Final Heaven, which requires you to play a piano in a flashback, choosing a particular option, then a minimum of twenty hours later, go back to that same piano and play the same tune from memory. And if you don't have Tifa in your party it doesn't work. Whoops.
    • The weapons themselves don't become ultra-powered in Final Fantasy VIII, but Squall's final weapon gives him his final Limit Break: 17 consecutive hits that almost always do 9999 damage each. If he gets an 8-hit wind-up, that's 250,000 damage — more HP than the final boss has. Squall will always get the full range of hits on Ultimecia, because he gets a special Renzokuken attack sequence for the final boss.
    • A variation exists in Final Fantasy IX, whereby in order to obtain Steiner's Infinity+1 Sword, the Excalibur II, the player has to go from the start of the game to a point roughly halfway through the final dungeon and search in a specific area, in less than 12 hours. In a game that spans four discs. This time limit is infamous for making it almost impossible to get the sword on the EU version due to the game not having been adapted to the European 50Hz refresh rate, which makes it run a bit slower while the timer (which is linked to the PSX clock) runs normally. The only way to still get the sword in those versions is to exploit a bug and open the console's disc hatch whenever a video cutscene starts, which allows you to skip them and saving you just enough time to get the sword, if you are lucky.
    • The ultimate weapons in Final Fantasy X come in three parts each, some of which are fairly simple to uncover (you'll stumble on Auron's almost by accident) and some of which are legendary in their frustration value. Auron's in particular is nearly a Game Breaker - it boosts his damage based on how injured he is, making it possible to deal maximum damage (and one-hit-kill most compulsory bosses) at a relatively low level if he's badly injured.
      • Yuna's Nirvana is also relatively easy to acquire and power up (and since the quest involves acquiring all the aeons, which are Game Breaker heaven, it should probably be done anyway) and it allows her to cast any spell for 1 MP. Dang.
    • Final Fantasy X-2 has an Infinity+1 Dressphere in the Mascot Dressphere. It has powerful abilities that are unique to each party member, great stats across the board, total immunity to Standard Status Effects, and allows each party member to access abilities from two other dresspheres. It can only be obtained near the end of the game if the player gets a chapter complete in all five chapters and requires extensive leveling up, but it's worth the effort.
    • Final Fantasy XII:
    • In Final Fantasy XIII any weapon can be an Infinity+1 Sword but you have to level it up and use an item that costs 2 Million Gil or farm a certain Boss in Mook Clothing (there is a trick to make this easier) and pray for a drop. Using these weapons gives the AP + 1 ability in the addition to the weapon's normal effects...this is the only way to get this ability. Even though these are the Ultimate Weapons, more upgrades are available. Leveling the sword to maximum power requires an additional 1.6 Million gil, though this is hardly necessary; a fully-leveled team can quickly defeat the final Bonus Boss using fully-powered Tier 2 or basic Tier 3 (Ultimate) weapons.
      • Interestingly enough, XIII mostly subverts this trope in two ways. First, which weapon is actually a character's Infinity+1 Sword is widely debated because all weapons come with their pros and cons and situational benefits. True, some characters may have a weapon that clearly stands out, but others depend largely on opinion (i.e. a weapon with low stats that increases the frequency at which you can attack vs one with higher stats that can more easily Stagger an enemy). Second, many consider the upgraded Tier 2 weapons to be better than the Tier 3 weapons thanks to the combat system's scoring penalties for Tier 3's additional ATB gauge and the fact that upgrading to Tier 3 causes the weapon to lose its Synthesis Group trait (which grants passive bonuses when equipped with like accessories).
    • In Final Fantasy XIII-2, the Odinblade and Odinbolt are the Infinity Plus One Swords...but they only hit full power once you've collected all 160 fragments.
    • Vaan's Anastasia sword in Final Fantasy XII Revenant Wings starts out as a fairly average weapon (he'll probably have better ones especially if you've been crafting, and you should). After going through an incredibly grueling Bonus Dungeon with freaking Yiazmat as the Bonus Boss ten times the Anastasia becomes the most powerful weapon available to Vaan. How powerful? He'll be able to take down the aforementioned Bonus Boss by himself. It doesn't even stop at ten times, in theory, with enough grinding, it's possible for Vaan to become enough of a power house that he'll even one-hit-kill the final boss fight's level 100 bahamut(which his attacks is usually ineffective against).
    • The four mystic weapons are one of the many optional collections available in Final Fantasy Legend III. They seem to have a unique element associated with them that bosses (and Dwelgs, for some reason) are weak against. There's even one boss that can only be killed with the mystic weapons.
    • Final Fantasy Crystal Chronicles had a set of Infinity Plus One equipment for each of the four races. The problem? To get items created, you have to get an item's crafting scroll, and the right materials, and then take to a blacksmith and have it made. All of the ultimate weapons require a rare drop, sometimes multiples, from the boss of a particular dungeon, and virtually require you to own a Game Boy Advance to know how to get enough points to have a chance of that drop set appearing. This is mitigated by the consolation prize: Even if the item you want doesn't appear, there's still some good loot to be had.
  • Kingdom Hearts:
    • Save the King, Save the Queen, and Ultima Weapon in Kingdom Hearts.
    • In Kingdom Hearts II, you can create each of these (using a somewhat more streamlined system) and acquire the Fenrir Keyblade, which is slightly stronger than Ultima Weapon though the latter has useful magic bonuses. And just to go over-the-top, once you've made these things you can make them again, this time adding a "synthesis enhancement" ingredient, to make the Infinity Plus Two versions. (Not so much for Ultima Weapon, as there only exist enough Orichalcum+ in the game to make it once.)
    • Birth by Sleep has the Ultima Weapon again, and a Keyblade made out of ice cream called Sweetstack that is slightly weaker but has a 100 percent Critical rate. The US version of the game adds No Name, which is more magically inclined then the Ultima Weapon, and the Final Mix adds the Unlimited Crown, which is truly the strongest weapon in the game, combining the best qualities of all of them.
    • Dream Drop Distance also has the Ultima Weapon again which has magically-inclined stats, and Overdrive which has strength-inclined stats and the best critical and Reality Shift rates in the game.
  • The Devil's Arms from Tales of Symphonia had variable attack power based on how many enemies the character in question had killed throughout the course of the game, and you could even save the kill-count for New Game+ for truly insane power. However, their true power was only available after beating the game's toughest boss.
  • Tales of the Abyss had the Catalyst Weapons, which worked roughly the same way: weak as hell when first acquired, attack-power-based-on-kills after beating the most powerful boss in the game. Additionally, said boss also holds the best Capacity Core in the game; you can only acquired this by stealing it from her, and you can only steal from her when she's staggered, which, as you might guess, does not happen often.
  • Tales of Vesperia:
    • The Fell Arms work the same way. After you defeat the True Final Boss, the Fell Arms' strength increases by the number of kills that the character has acquired. Combine this with the cape you receive from defeating Dhaos in the 200 man melee that transforms Destruction Field into a massive attack known as Dhaos Blast and Yuri becomes an absolute monster in battle. The difference here is you can keep the activated weapons on a New Game+ and they remain activated. Fortunately the ability to save the kill-count was removed or they'd be the mother of all Game Breakers. As it is, it still takes a good while to grind enough kills to make them the best weapons again in a new game. The PS3 version to save kill-count was added to the grade shop, and isn't particularly expensive either. To compensate (though barely), if you power up all the Fell Arms, the final boss gets a new third form. Also, even with the extreme attack power they can rack up, it'll barely be enough to fight the Spiral Draco.
  • In Tales of Symphonia: Dawn of the New World, Emil has the Nether Traitor, which, in addition to the highest attack power of all of his weapons, has the incredibly broken Accelerate trait that allows him to lock an enemy into a permanent combo. The Regenerate 3 trait, which restores a sizable chunk of his HP periodically, is just gravy. Marta's Kismet has the highest physical and magical attack of any of her weapons, and will automatically revive her once per battle if she gets knocked out. Good luck getting it.
    • Though not a weapon, the "Star Breaker" Gauntlets and the "Healer's Ribbon" errr...Ribbon, give you the Technical 3 skill, which means ALL ARTES cost just 1 TP. Couple that with Marta's broken speed casting late game and you've got an infinite photon/prism sword/divine saber combo, which can trap the final boss, making sure he never TOUCHES YOU.
  • Tales of Xillia has the Fell Arms, as well. They all drop from separate optional bosses that can be found wandering around specific field and dungeon maps, and the full potential of the weapons is only unlocked after beating the Golden Mage Knight in the bonus dungeon. However, they're practically required if you want the later boss fights on Unknown difficulty to conclude in a reasonable amount of time due to the sheer amount of HP and defense they have.
    • Tales of Xillia 2 continues the tradition, however, they're instead obtained by beating the postgame EX Tag Arena with the corresponding party members. The damage is now based on the number of times the character has performed a link attack, which makes it take longer to increase their damage up to the max, but unlike the prequel, getting them to this point will make you destroy absolutely everything in seconds regardless of the difficulty setting.
  • Tales of Phantasia has Excalibur, a sword better than the game's purported Infinity+1 Sword, the Eternal Sword. To get it, you need to visit the secret dungeon below the Morlia Mineshaft (which has the most powerful enemies in the game, The Very Definitely Final Dungeon notwithstanding). Conveniently, you also get the spear version of this, a weapon you've had once before but had it confiscated, and the most powerful summon in the game — three Infinity Plus One Swords for the price of one dungeon.
  • In later Tales games (except for Tales of Symphonia, the prequel of Phantasia), the Eternal Sword itself was the Infinity+1 Sword, generally won by defeating Cless, the protagonist of Phantasia, in some kind of arena. He's generally a lot stronger and faster than he was back then. For extra fun, turning the difficulty up adds in either Phantasia's White Mage or witch. (Keep in mind, the White Mage can stop time.)
  • In Tales of Eternia, the Eternal Sword was only the ultimate weapon in terms of sheer power, sacrificing other stats for it. Not to mention its Time element weakens it against certain enemies. The game had a few other weapons like it too. The true Infinity+1 Sword was the Last Fencer. While not as strong in terms of sheer strength, it had no element, and the advantage of raising all stats at once. It also may or may not be named after one of the titles Cless gets in Tales of Phantasia.
  • In Romancing SaGa, there is a Special quest reserved for the Ineffectual Loner (He is the only one who can hear the spirit of the sword) that involves you actually forging the Infinity+1 Sword known as the Demonbrand. Also it starts off as a rusty katana perhaps better suited to cutting food. Video.
  • In Romancing Sa Ga 3:
    • There are a few Infinity Plus One weapons for each weapon class. The best one is probably the Dragon Spear, which has awesome damage and an exclusive waza that also deals a lot of damage. It's also the hardest one to get, as it Randomly Drops from Dragon Rulers.
    • You can get a two for one deal if you are playing as Harid and going for his strongest weapon; the boss guarding the Infinity+1 Sword is a Dragon Ruler! You can net both Sword and Spear in one go.
    • This can also be true in the Ice Galaxy since the guardian of the Ice Sword (Best 2 handed sword which also damages the enemy that attacks the wielder) is a Dragon Ruler also.
  • In Star Ocean: The Second Story, the final weapon of the main hero is the "Eternal Sphere", which can only be made through a certain path of upgrades from a unique sword gained from the Inevitable Tournament. If you sell off that sword after acquiring a better one, unaware of the inherent and entirely unmentioned potential, you can say bye-bye to the Infinity+1 Sword. The upside? With a bit of luck and a little more Save Scumming, you can aquire the Infinity+1 Sword as soon as you can leave town.
  • You can only get Roddick's (and Ashlay's) best sword in Star Ocean First Departure if you use his Customization skill on a sword only available while within a single particular dungeon (when you leave that dungeon, the required sword is taken from you unless you customize it into another). It's a very real possibility that, unless you decided to spend a while mid-game grinding up levels for skill points, Roddick will have barely touched Customization by the time you get to this dungeon. Even then you may have to Save Scum a bit to make sure you don't botch the customization. Even better? If you don't get Roddick's Infinity+1 Sword and settle for the second-best available through plot and Customization later on, the second-best sword causes elemental damage that heals the True Final Boss, just to rub it in a little bit - and you had to sacrifice the real second-best weapon for fighting him to make it in the first place! Other characters have an easier time getting their own best weapons if they also learn Customization, as a character can only customize their own weapon type.
  • The four Infinity +1 Weapons of EarthBound can be earned as random drops from defeating a certain type of enemy (different for each). It's a grind, however: the weapon only has a 1 in 128 chance of dropping. And Ness' is actually found after the Point of No Return, and you can't even save with it without backtracking to the beginning of the last area, and can't use it for anything but that area and the final boss. (He at least has an Infinity–1 Sword, but that's beside the point.)
  • Shadow Hearts:
    • Each game has sidequests for each character to obtain their best weapons, best armor, best transformations, unique accessories and the most powerful skills. These often require actions being taken throughout the entire game, in addition to the main storyline.
    • Unfortunately, these weapons are usually only a little better than the next strongest weapons. The real Infinity Plus One Equipment tends to come in the form of accessories like Anne's Cross, a Karin-specific item in Covenant that makes her immune to all status ailments, recovers a small amount of health every turn, and gives a moderate attribute boost.
    • Each of the Valentine family member's ultimate armor is obtained through the lottery, requiring you to track ALL the members and play at least one game with them. Some are hidden in dark dungeons, behind scenery, and saying certain things to them. You need a ticket to play the game, which aren't common. The first game even required you to activate a scene first before meeting the lottery member. The good thing is that member has Margarete's ultimate weapon.
    • Yuri's ultimate weapon can only be obtained if you play a minigame to hit the Judgement Ring ten times while it speeds up at a insane rate. However, considering that Yuri fights Those One Bosses on his own to obtain his ultimate transformation which he can keep in the New Game+ it's worth suffering through.
  • Persona 3 has the Monad Block, a Bonus Dungeon only accessible the first time in January. The best weapons of each type are found in rare (yellow) chests on specific floors. They usually have 400 attack power and 99% accuracy, as well as an additional effect. Persona 3: FES, however, has even better weapons, which are created via the game's new Item Crafting feature, which top out around 450 attack and have powerful special abilities.
  • Persona 4, unfortunately, is a little more annoying about it. The true best weapons for each character cannot even be found except in a New Game+, and even then can only be collected by beating down a randomly appearing Bonus Boss. It's not a terribly hard bonus boss, if you prepare properly, but each time you beat him he'll only drop one item. This means that to get everyone's weapons you'll have to beat the exact same boss seven times. Then seven times again if you want to get everyone the best armor in the game.
  • Technically not a weapon, but still increases your characters' powers to ridiculous levels, the Sheriff Star is an accessory in most Wild ARMs games that you obtain after fighting Ragu O Ragula, the most difficult Bonus Boss in the largest Bonus Dungeon in the games.
  • In Wild ARMs 4, 5, and XF you could make your own Sheriff Star. It was usually very pricy and often required use of the Black Market, which you shopped with character levels instead of money. This graph shows how hard it was to make a Sheriff Star in the fourth game from scratch, without relying on stealing or random drops. Yes, you read that right, 8080 levels and near 1.5 million gella.
  • In Xenosaga Episode 1, the AG-05, the final and most powerful A.G.W.S. available for purchase, sells for 300,000 G, a truly ridiculous sum in that game. It is certainly possible to buy it, but by time you've killed enough enemies to have that kind of money, your characters are invariably so high level that they're more powerful on foot than in the A.G.W.S. anyway!
  • In Xenoblade, there's the True Monado, which is obtained in the final battle. It can be carried over into a New Game+, which ends up making multiple cutscenes look rather ridiculous, as they'll play out as though Shulk were using whatever inferior weapon he would normally have at those points, leading to silliness like you hitting a Mechon For Massive Damage, only for Shulk and/or others to exclaim "It's not working!" in the cutscene that ensues.
  • Fable:
    • The Frying Pan weapon can either be this or a Joke Weapon, depending on whether or not you acquired all the clues needed to find it; if you do, you'll get a massively-powerful weapon with four augmentation slots, but if you don't, you'll get a weapon with no slots which does 0 damage.
    • There's also Skorm's Bow, the best longbow in the game, which you can only acquire by sacrificing someone at Skorm's temple at the right moment in the night. Although you can do this at the very beginning of the game, before getting even a single experience point, so it's really more of a Game Breaker.
    • The Sword of Aeons in Fable if you're evil, or Avo's Tear if you're good, although Avo's Tear only appears in the expanded re-release of Fable.
  • Fable II:
    • The Red Dragon pistol. You get it by completing with a perfect score in the shooting gallery. It does immense damage with a single shot, but in manual aim mode its true power is realized... yeah, it fires as fast as you can smash the Fire button.
    • The Daichi. Only the Master Axe and Master Hammer have a higher attack damage, but even so, their both extraordinarily slow in comparison. In the time it takes for one of their swings, the Daichi does just about three. By the time a character using those is halfway into the battle, the Daichi is done. It also doesn't hurt that its augments boost the damage, add shock damage, and make the hero more attractive.
  • Valkyrie Profile 2 has an Infinity+1 Sword that epitomizes the "so hard to get that it becomes useless" issue. Getting the "Angel Slayer" requires completing the bonus dungeon ten times, each time being harder then the last. The only challenge higher than a tenth playthrough of the bonus dungeon is to start a new game on a higher difficulty — and you lose the sword when you do that. It does possibly help you fight the Hamsters.
  • Super Mario RPG:
    • Obtaining the Lazy Shell equipment involves a bizarre Fetch Quest that requires going way off the beaten path, but the end result is the best weapon for Mario and the best armor for Peach.
    • The Frying Pan, although not as good as the Lazy Shell, is still a very powerful weapon, enough to allow Peach to do damage on par with Bowser. It can be bought, if you know where to look.
    • Also, the Super Suit, which is ridiculously powerful armor. The only way to obtain it, however, is to get a one hundred hit combo with Mario's Super Jump and talk to the Chow in Monstro Town.
  • The Dragon Bracelet in Blue Dragon; to get it, you have to find, kill, and collect a fang from each of five dragons, four of which don't even appear until you've talked to Elder Bauhm, whose village can only be reached by the Mechat.
  • The World Ends with You:
    • Most of the Gatito threads, which you can get after beating the main game (with the exception of Pi-Face's Cap); as well as the samurai gear, and some of the weirder clothing you get while collecting the Secret Reports.
    • And the Black Planet pin set (also known as the Darklit Planets). The Black Planet pins are pretty good by themselves, but put all six of them in one deck and you've got what is possibly the most destructive pin set in the game, because all of them deal substantially more damage if all six are in the deck together. The catch? You only get one of the pins from Hanekoma, though if you try putting the cartridge into different DS's you might find another one to buy there, and you have to hunt down the rest by getting Noise to drop them. Incredibly powerful Noise, who can only drop them on the highest difficulty level, and you have a snowball's chance in hell of them dropping it without setting your HP incredibly low or chaining battles together. Alternatively, mingle with someone who has the whole set and buy it off of them.
    • And the HP Hax Feather gives 30 attack, 30 defense, 2000 HP and three fusion stars. Anyone who says they don't use it, either hasn't finished the BRV grinding yet or is LYING.
  • Shin Megami Tensei: Nocturne:
    • Not a weapon, but a thing called a Magatama which is ingested by the main character to make him immune to EVERYTHING except Almighty attacks and gives him + 10 in all stats except Luck. First, you need to get a broken sword then go to the Cathedral of Shadows, then proceed to a weird temple that appears out of the ground and fight 4 guardians and many monsters of varying difficulty from bloody hard to mega hard. Worth it though.
    • Nocturne has one other possible contender for this title: Completing the Burial Chamber special battles in the required number of press turns awards you with perhaps one of the games greatest prizes on the second run-through: the Demi-Fiend's second Press Turn. Makes Hard Mode significantly easier after Matador.
    • But while either of these things might be an Infinity+1 Sword in any other game, this one is so hard that even both of them together won't make it a cakewalk.
  • In Ultima VII: The Black Gate, the game didn't even come with the Infinity Plus One Sword, the Black Sword — it was added to the game through an expansion pack, Forge of Virtue. As Infinity Plus One Swords go, it ranked right up there, making the rest of the game ridiculously easy — including such things as Instant Magic Recharge, one-shot kills on ANY creature, etc. It had to be created in the expansion pack, and was useless without the demon who was trapped in the hilt. In the game's sequel, Ultima VII Part II: Serpent Isle, you wind up having it teleported away from you, and when you find it again, you must release the demon inside in order to escape the dungeon you have been imprisoned in.
  • The Elder Scrolls III: Morrowind:
    • Goldbrand, one of the best swords in the game. To acquire it, one must swim down to an unmarked and destroyed offshore statue and talk to it's head. The head will tell you to that it wants to be rebuilt, but only by this one crazy orc. Once you find the orc, he tells you that he needs a book that is only available from one bookseller. Once you recover the book and bring it to the orc, you still have to wait two in game weeks before the statue is finished and you get the sword.
    • Furthermore, Goldbrand can be upgraded to Eltonbrand - en even more awesome sword, but only if you're a vampire and (at some point) if you have a certain exact amount of gold in your inventory.
    • Despite all of that, the Black Hands Dagger is still more powerful. Each attack is guaranteed to deal three times as much damage as Eltonbrand and can even do much more sometimes. Also it blinds your opponent and heals you for as much damage as it deals... considerably more powerful than any other sword in the game (including ones you enchant yourself).
    • The first expansion to Morrowind, Tribunal, gives you TWO of the strongest swords in the game at the end of the main quest. You have to beat a living god to get them, though.
  • The Elder Scrolls IV: Oblivion:
    • It is possible for players to create their very own Infinity+1 Sword by doing a custom enchantment on a regular weapon. This involves finding the biggest possible type of soul gem and filling it, which practically qualifies as a sidequest in itself and is something only very high-level players, or players who are "clued in" by various quests can accomplish. Then, the player has to either complete a long string of side quests or pay real money for the official "Wizard's Tower" mod, and game money for the appropriate equipment. With all that done, he can finally put a custom enchantment on his weapon. A common choice is both weakness to magic and magical damage enchantments, which is a Game Breaker.
    • Additionally, one of the game's official downloadable content mods adds Mehrunes Razor, a dagger with, among other things, a chance to instantly kill anything it hits. The dagger is found at the bottom of a nine level dungeon.
    • Shivering Isles introduces the Dawnfang/Duskfang, which deals heavy base damage, heavy additional elemental damage based on time of day in-game, instantly recharges when the weapon transforms, both the dawn and dusk forms can transform into even more powerful versions of themselves when you kill a certain amount of enemies, and the fact it's a longsword means one could combine this sword with the 100% Chameleon trick to become an unstoppable juggernaut to boot.
  • The Elder Scrolls V: Skyrim:
    • It is kind of averted when you realize the enemies become stronger as you get stronger. Even Dragon Bane, Ebony Blade (not to be confused with Ebony Sword), Dawn Breaker (kind of useless until you get into dungeons with undead, which is actually pretty common. By the time you get it, however, most Dragur has been brought up the ranks to Dragur Scourges and Overlords, pretty much putting a dent into your damage ratio) upgraded to the maximum (enhancement and enchantments)won't do much good although it does help kill some things more quickly than others (It won't become game breaking).
    • Archery, on the other hand, may as well be completely random. Sneaking with the strongest Bow in tow with the strongest arrows with the highest level of perks could easily one-shot kill nearly anything (enemies such as giants, dragons and "bosses" are those exceptions).
    • By pure stats alone, Miraak's Sword from the Dragonborn DLC is the strongest one-handed sword in the game. It also comes with a nifty tentacle attack to boot. By this point however, you can probably kill whoever you meet just by poking them with the sharpest object on you though.
      • It also scales in damage depending on the level you got it. If you decided to play Dragonborn early on, Miraak's sword will be outperformed by any sword made from glass or above in materials (which, if you prioritised smithing, you can easily have access to at that point).
    • Master-level Spells in any school is this, especially the damage dealing ones. Firestorm instantly roasts anyone around you, Blizzard provides a constant snowstorm to deal damage to anyone else in it, and Lightning Storm lets you fire a WaveMotionCannon at whatever you choose until your Magicka runs out. With the right enchantments you can actually spam these en-masse, destroying entire legions of enemies. You can only obtain these after you've progressed far enough in the College of Winterhold Questline.
    • At the end of the day, there's no real Infinity+1 Sword as given by the game... but by exploiting Alechemy, Enchanting and Smithing, you can make your own.
  • The Spirit Sword in Grandia Xtreme. To obtain this weapon, the player must beat the game, travel to some of the bottom floors of a 100-levels randomly-generated dungeon in which the player can only leave every five floors, and can only return if such an "exit" was made into an entrance, at which point the exit cannot be used and the player must advance five more levels down just to make an exit. Making matters worse is that the sword is the rare drop of a fairly difficult enemy which is (thankfully) not rare on these floors. The only "easy" method of ensuring the player gets it is to equip one of the more useless characters with a ridiculous rabbit-themed set of armors and skills which are likewise rare drops of equally ridiculous, and nearly impossible to kill, cute rabbit-like enemies. Even then, you will be seeing an awful lot of the common drops. This is not the only time the game does this to the player.
  • In Grandia III, the Spirit Sword makes a return as the Infinity+ 1 weapon, and has an extremely similar method of acquisition, with the exception that the player must defeat the enemy, and cannot resort to stealing, running away, reentering battle, stealing, etc (as can be done in Xtreme). Luckily, this enemy is right next to a save/recovery point. Unluckily, this enemy is extremely difficult for no apparent reason.
  • Neither of the first two Grandia games have secret weapons that could be considered Infinity+ 1 Swords. However, if one hacks items in the first game, an item called the 100 Sword will appear. It would be an Infinity+ 1 Sword had it been included in the game proper as the final weapon (the Spirit Sword) has only 70 + STR while the aptly-named 100 Sword has + 100 STR. There is also a 100 Fire Mace in the game files for no reason in particular.
  • Lufia II: Rise of the Sinistrals:
    • Protagonist Maxim spends roughly half the game in search of Dual Blade, a weapon which will magnify his energy enough to challenge the titular villains. Yet the Dragon Blade, a prize offered at the Forfeit casino, offers much better stats (though at the cost of a weaker IP ability).
    • Lufia 2 has the Infinite Plus One Ring in the form of the Egg Ring, which one gets from defeating the Egg Dragon. But how to fight the Egg Dragon? You have to find all the Dragon bal....err.. eggs scattered throughout the world multiple times. After granting your wish several times, he'll fight you instead, and is one of the most vicious bosses in the game if fought legitimately, or can be killed in one round. The Egg Ring grants whomever equips it with maximum stats and will pretty much guarantee that person will NEVER die and always do max damage.
    • Then there's the weapons from the Ancient Cave. Some of them are the strongest weapons (and armor) for different characters, but if you get them is completely random and you can spend hours after hours trying to.
  • Pokémon:
    • It has some items like this for certain Pokemon. Pikachu has the Light Ball, which turns it into a Glass Cannon. Cubone and Marowak have the Thick Club, and Farfetch'd has the Stick. The former two only have a 5% drop rate, but they both double the attacking power of their respective Pokémon, which in Marowak's case, raises its Attack to the second highest of all Pokémon, only beaten by Shuckle when it uses Power Trick (which is an unreliable strategy anyway). The Stick only raises critical hit ratio, however.
    • None of those items are even banned or feared as much as Soul Dew, which turns Latias and Latios from Uber-level Pokemon to absolute Gamebreakers.
    • Wobbuffet, seriously. Finding, catching, and leveling one is ridiculously annoying in normal playthroughs, but it is the one Pokemon that acts as a counter to everything.
    • In addition to items, legendary Pokémon are basically the Infinity+1 Sword combined with Bonus Boss or That One Boss. Especially event Pokémon like Mew, which is capable of learning any move in the game.
      • Also, Legendary Pokemon normally have base stat totals of around 500-700, much higher than most common Pokemon, but their Achilles's Heel being that they are technically sterile and cannot breed (being in the "Undiscovered" egg group), so they can be outdone by having bad Individual Values in the competitive scene. This has been luckily averted in Gen VI onwards, where all encountered legendaries now have two perfect I Vs (highest value) as standard.
    • Mewtwo in Pokémon Red, Blue, and Yellow versions was a straight example of the trope. It had the highest base stat total in the game, but could only be obtained after fighting the final bosses the Elite Four, at the bottom of a treacherous cave filled with high level Pokémon, and was notoriously difficult to capture when encountered. Fortunately, the game's other Infinity+1 Sword, the Master Ball, would capture Mewtwo without fail. There was also the fact that, in those first-generation games, Psychic-types effectively had no weaknesses due to some programming errors. As the strongest Psychic-type, Mewtwo was so overpowered in that generation that putting it on your team was almost cheating.
    • The move Return can function as a mix of this, Disc One Nuke, and Magikarp Power due to how it works. Power of Love indeed.
    • Some Pokemon can become Infinty +1 Shields, with notably high Defenses and/or Special Defenses, although offset by having either physical or special defense and/or having poor stats in other areas.
    • An odd example is a level 1 Pokemon, particularly if they have endure, quick attack and a focus sash. The result is a David vs. Goliath scenario where the level 1 Pokemon brings the higher level juggernaut to 1 HP and defeating it with a well-placed quick attack, which can be pretty embarrassing if a trainer falls for this. Luckily this has been avoided in the competitive scene by smarter trainers using indirect damage or faster moves.
  • Murkons Refuge:
    • There are two Items of Specialness for each character class. You most likely won't find them until you reach the deepest dungeon levels, and even then you have to dive into pools and hope that you're lucky enough to get one. Even rarer than the Items of Specialness is the Rod of Catastrophe, an item that casts one of the highest Sorcerer spells in combat with no loss of Mana points and can be used multiple times in combat.
    • There's also a literal sword, far rarer than the rod, but not as handy as a bottomless supply of free CHAOS spells.
  • In some games, particularly Book I of Ys Book I and II, and Ys IV: Mask Of The Sun, the Infinity Plus One equipment doesn't work against the Final Boss, so you have to switch to a certain lower level set of equipment.
  • Golden Sun:
    • The Sol Blade in Golden Sun: The Lost Age is one interesting example, as it lies in an easy-to-find treasure. Yet, all other weapons pale in comparison to the sheer damage-output of this weapon. The only two swords that come close are Excalibur and the Tisiphone Edge. (The former needs an Ultimate Blacksmith, the latter is a rare drop)
    • This is Golden Sun. There are no "rare" drops, only drops that are harder to engineernote  than other drops.
    • Although Excalibur has a 5% forge rate and the material used to make is found in chests and dropped by Sky Dragons in the Bonus Dungeon.
    • There's also the accursed Darksword, which is even more powerful than the Sol Blade, and if you got the Cleric's Ring out of Crossbone Isle in the first game, the only drawback is losing the Sol Blade's devastating unleash.
    • The Sol Blade is back in Dark Dawn, and it's no less powerful. However, a set of Infinity Plus One Equipment exists in the form of the Umbra Gear, and not only do they make Sveta an anti-elemental tank (each gives 20 points to two Resist values, and the knuckles are her best weapon bar none, and that's not counting the massive stat boost Beastform grants), they are all required to complete the game. The Sol Blade is, too, but it comes in at the final dungeon anyway.
    • There are three Sveta-specific weapons stronger than the Umbra Knuckles (a "rare drop", a rare craftable, and a cursed weapon). However, the Umbra Knuckles are required to complete the final dungeon, so the stronger weapons are best left for the bonus dungeons (you'll need them).
  • Fallout 3:
    • There is the Experimental MIRV, a cannon that launches eight miniature nukes at once and kills anything it hits in one shot. As well as the huge cost of a single shot making it Awesome, but Impractical, getting it requires finding the place it is hidden in and finding the five password tapes for it scattered around the wasteland.
    • The Mysterious Stranger's .44 Magnum would also fall into this category, as it causes roughly the same amount of damage as the MIRV in one shot. The disadvantage is that it's only available through hacking or sheer dumb luck.
    • A more practical Ultimate Weapon would be Lincoln's Repeater.
      • It's the only .44 Magnum rifle in the game, it can be repaired with ordinary hunting rifles, it does a lot of damage and sneak attacks can one-shot-kill most enemies. About its only drawback is that ammunition for it is relatively scarce, but it doesn't need very much anyway.
      • Sadly, Lincoln's Repeater becomes a lot worse in the new DLC Broken Steel. Granted, you'll still be an unstoppable force of mass destruction until about Level 18, but it's main appeal has always been either sniping or use in V.A.T.S. in combination with the perk Grim Reaper's Sprint, which makes you pretty much invincible as long as you can kill your enemies in one V.A.T.S. sequence. However, when regular enemies start having 1.5 times as much health as Deathclaws - who are still quite lethal - and survive your assaults quite easily, you'll be pretty much a sitting duck for the Feral Ghoul Reavers and Albino Radscorpions with the powerful, accurate but horrendously slow Repeater and those Big Guns and Combat Shotguns suddenly become a lot more appealing! The dart gun is still quite broken though...
      • What can easily compliment the Repeater in terms of usefulness is the Gauss Rifle added in the Operation Anchorage DLC. Deals nice damage (even some splash damage!), has a sniper scope and scoring a critical hit even knocks down the target for four seconds. And it uses microfusion cells for ammo which are plentiful late in the game, unlike the extremely rare .308 used by sniper rifles. Only problem is the low rate of fire as it must be reloaded after every shot. And it uses the Energy Weapons skill which can present a problem for characters leveled towards using conventional guns.
      • Said DLC also earns you the Infinity +1 Power Armor, which due to a programming error, has ridiculously high durability and will not degrade noticeably over the course of gameplay.
      • Fallout 2 also had a Gauss Rifle which fits this trope perfectly. Landing a critical to the eyes WILL kill most enemies, no questions asked. To quote the Fallout wiki: "the Bloody Mess trait is seldom necessary to see the most violent death animations" (which in this case means blowing a sizeable hole in the target's torso). Another excellent weapon is the YK42B Pulse Rifle which, while very short-ranged, deals the highest damage of all single-shot weapons in the game, even without criticals. Scoring a lethal critical literally vaporizes the target!
      • Point Lookout has the Backwater Rifle. Although it has a 5 points less base damage and critical damage than Lincoln's Repeater, it makes up for that with a 5x critical chance multiplier, uses the much more common 10mm ammo, and is more durable.
    • The Terrible Shotgun. From the fallout wiki "Critical Hit damage with this weapon is actually applied individually on each pellet the weapon fires in a shot outside of V.A.T.S.. If all nine pellets critical hit at the same time (such as in a point-blank sneak attack critical attack), the weapon's total critical damage is 9 x 40 = 360! And with the Better Criticals perk, it can go up to 540. Add in the base 80 power of the weapon, and then double the whole thing because of the sneak attack bonus, and the weapon's total damage turns 1240, quite close to that of the Fat Man itself! In fact, if the damage is increased further with a head shot, this weapon's destructive power against a single target becomes even greater than the Fat Man, being able to kill even a Super Mutant Behemoth with a single sneak attack critical head shot!" To reiterate, under the right conditions this weapon can be more powerful than a nuclear explosion!
    • There's also the "Liberty Laser", Liberty Prime's Laser Vision. Ever wanted to throw a big, badass, 5000+ damage dealing Lazorbeem at an Enclave trooper? Now you can!
    • Broken Steel also has Callahan's Magnum, however the only way to get it outside of hacking is to betray the Brotherhood and use the Enclave's Kill Sat on their Citadel in the final quest.
    • More easily obtained is the Blackhawk magnum, which is earned if you find sheet music for Agatha during her sidequest.
    • Helping Harkness escape in the "Replicated Man" sidequest, which can be done early on, earns you a unique Plasma Rifle.
      • FNV also has a unique plasma rifle, the Q-35 Matter Modulator, that can be obtained from the REPCONN HQ with a high-enough Lockpick skill.
    • Sidney's Ultra 10mm SMG, which can either be looted from her dead body, or earned by finding the note from her father during "Reilly's Rangers".
    • The Gatling Laser is already very powerful in its own right, but an even better unique version, entitled Vengeance, can be found at the bottom of Deathclaw Sanctuary.
    • Speaking of Gauss Rifles, Fallout: New Vegas features the YCS/186, which is even more powerful than the Anti-Materiel Rifle. As for small arms, there's the Gobi Campaign Sniper Rifle. Not as much base damage as the AMR, but is easier to handle and acquire ammo for, and has bonus critical chance and damage. Even better, Christine's Silencer Rifle from Old World Blues is the most powerful .308 weapon in the game, and has the added benefit of a silencer as its name suggests.
    • The Gun Runner's Arsenal add-on adds the Bozar, a hyper-accurate Light Machine Gun with a scope. Very expensive, however.
      • For armor, there's the Gannon Family Tesla Armor(the only Medium-weight Power Armor), the Reinforced Sierra Madre Armor from Dead Money(best Light armor), and the Elite Riot Gear from Lonesome Road(best non-powered armor).
    • The 12.7mm SMG is hands down the best automatic weapon in the game, combining the second-highest damage per second with the weight and Strength requirement of a 10mm SMG. Add the silencer and laser sight(GRA)=total ownage.
    • The Pulaski axe Knock-Knock is arguably the most powerful non-DLC melee weapon in FNV, and can be obtained early by a side trip to Searchlight immediately after Nipton. Bring plenty of Rad-Aways, though.
    • When it comes to DLC added melee weapons one that takes the cake, arguably, is the Blade of the West. In most cases it acts as a sort of Infinity Minus One weapon to some of the perceived stronger weapons, outperforming the previously mentioned Knock-Knock on base value. However it truly shines when given to the right Courier build specifically one designed to both utilize the knock down ability of Super Slam! (This Perk gives weapons that use two hands a 30% chance to knock down an opponent, effectively paralyzing them) and critical hits. With a higher than normal critical hit multiplier of 1.5 you can get a 48% chance to critical hit on attacks and as a special bonus with the weapon you get a knock down for each critical hit, with both knock down chances stacking. Just think about that.
  • Mass Effect actually makes it quite easy to acquire the Infinity Plus One Swords:
    • In Mass Effect 1, all you need to unlock the Spectre-grade weapons is to acquire more than one million credits. Though there are actually Infinity Plus Two weapons as well which don't appear until your character nears level 50, as there are two tiers of Spectre weapons, and then the Infinity Plus One Bullets and weapon mods... All of which are available at a fraction of their usual price for finishing the Pinnacle Station DLC. Good thing, too, as those guns will be needed to not make playing a flurry of perfect decisions or Trial-and-Error Gameplay while playing Insanity or Hardcore difficulties. Needless to say, starting a new character on those difficulties will be quite rough.
    • Mass Effect 2:
      • The Infinity Plus One weapons and armor are for sale; the stuff available from the DLC packs are better than any of the gear available in the game itself.
      • In-game, however, there are the special weapons certain classes can choose to take aboard the Collector ship, chief among them the Widow Sniper Rifle. With the right combination of points and ammo (warp is your best bet), it's possible to one-shot almost any enemy in the game, even on higher levels. Its slow firing rate and low ammo capacity makes some people argue for alternate sniper rifles, but they're kidding themselves. Widow's where it's at. For the soldier class there's the Revenant machine gun, which packs more firepower than most of the heavy weapons and so much ammo that you can effortlessly hose down rooms of enemies without reloading. It's only balanced by a lack of accuracy, but once you have the assault rifle precision upgrade there's nothing in the game that poses any real threat.
      • DLC weapons do manage to avoid Bribing Your Way to Victory. All of them are significantly more difficult to aim than your other weapon options, which means they take more actual playing skill to use, which gets rewarded with a damage upgrade.
      • And then there's the Awesome, but Impractical Cain heavy weapon. Also known as the Nuke Gun, although technically speaking it isn't nuclear. It is the biggest heavy weapon ammo hog in the entire game. It takes several seconds to fire. And it can wipe out entire rooms of enemies in a single shot.
    • Mass Effect 3:
      • Not a type of weapon, but it still applies: the Phantom armors from The Citadel DLC. 80% total boost to a variety of stats (for comparison, the default N7 armor + custom parts typically add up to a 50% boost, maximum 65% with certain parts, while most armor sets add up to 60%), only available by breaking the score Cap at the Armax Arsenal Arena, limited to 1 per file. (The only other armor to reach the 80% mark is the Cerberus Ajax Armor, but that's another story altogether.
      • There's also the Spectre-specific weapons, most notably the Black Widow sniper rifle - essentially the Widow from 2 with vastly more ammunition and three-round clips instead of the Widow's "bang, reload" philosophy. In the hands of an Infiltrator and fitted with the right upgrades and fully upgraded Disruptor Ammo, it can kill a Brute in three shots. Of course, it doesn't have the bonuses of the Javelin, which can - with the right upgrades - shoot clean through any cover in the game, but unlike the Javelin it's Hitscan.
  • Enchanted Arms has the Omega Golem, with the ability to reduce ANY and all enemy's HP to exactly 1, regardless of defensive Enchants. This is offset by the fact that you have to do 4 sidequests before you can do the actual quest to go through 50 (or was it 40?) floors of doom, all guarded by the toughest monsters in the game as Random Encounters, which will sap the ever so vital Vitality Points from your characters. The boss himself is tougher than any other boss, boasting no elemental weakness, 99,999 HP, 9,999 EP, said Game Breaker, and the standard attack deals OVER 1700 HP worth of damage, AND can nail you to the floor. Even IF you beat him, the core for said Golem requires 275 of EVERY kind of gem, he comes up at level 1 only 15 or so VP, and he takes up a good amount of the field. Suffice to say, if you are willing to get and train said Golem, ALL boss fights will be a breeze.
  • Neverwinter Nights 2 - Taken to ridiculous extreme with a Enchanted Papyrus Blade (paper sword?) that actually makes you good at using that kind of sword. True, its appears to be a hidden bonus but the main point of the game is also to put a ridiculous powerful sword back together, the Sword of Gith, used to save the world.
  • Riviera: The Promised Land has the Fanelia, one-shot weapon that deals 999* 8 damage, which is far more than any other weapon in the game. It's actually not that hard to gain, but requires some unconventional thinking as it was hidden in the ground in Undine Springs after you complete mission 5 or 6. You need to dig it 5 times, while 4 times before you will be prompted that there's nothing there.
  • The Witcher:
    • A legendary ARMOR with all the trappings of an infinity plus one sword, such as a famous wielder/wearer, it must be reassembled from various fragments, an explict quest is required to gain it and it was crafted by Gnomes.
    • It's possible to get two Infinity Plus One steel swords, which are still practical because oils with different effects can be applied to each and the player can switch between them. It's also possible to get Infinity Plus One silver swords, but only one can be kept and there's only one optimal oil for silver anyway.
    • Unlike most Infinity Plus equipment, the armor and swords don't come on the verge of the final fight, but the player is given a goodly chunk of story and action to make the most of them.
  • Shin Megami Tensei I has sword fusion, which allows you to fuse certain swords with demons. There were a few nice ones, including one that required you to fuse three elementals to the blade in succession, and one that required a component you could only obtain just before fighting Maou Asura - i.e. at the very end of the game. The sequel took this even further - you now had even more combinations and possible swords. At the very end of the tree, you had the sword Hinokagutsuchi, which scored three hits, had amazing accuracy and damage, and turned its targets to stone. To get it, all you had to do was follow a convoluted expert-level fusion process that consumed seven original swords and sixty-seven demons. For even more fun, the sword could be further fusioned to create the Brahmastra, the best gun in the game, or the four pieces of your female companion's ultimate armor. (Which, bad graphics aside, looks downright stripperiffic.) To sum things up, in order to get the best equipment ever, you need EIGHT infinity plus one swords, so you have to bind five hundred and thirty-six demons, and obtain fifty-six baseline fusionable swords. Oh, and did I mention those swords are random drops? Have fun!
  • The Granstream Saga has the Onimaru, which is twice as strong as the 'best' sword you would get normally. Surprisingly, you find it very early in the game, if you use the Cat's Eye somewhere in the west wall of the church basement in Arona. It sometimes causes instant death to enemies if it hits them while they're performing long attacks. The icing on the cake? The instant death thing even works on bosses.
  • Mario & Luigi: Partners in Time:
    • It has an Infinity+1 Sword in the Ulti Free Badge. What exactly does this equippable item do you may ask? Gives you an INFINITE supply of attack items, which, considering the massive power of them (up to 999 damage for many, and infinite for others), allows the user to literally flatten the opponent under a barrage of hugely damaging special attacks if they have even just one of the item they want to use. It can also, thanks to this pretty much kill the final boss in about ten minutes.
    • To a lesser extent, the Supreme Slacks and 100-Point Pants, which are both dropped very rarely by certain enemies in the final area.
    • Multiple exist as some useful special moves in Mario & Luigi: Bowser's Inside Story. You've got the Magic Window and Mighty Meteor attacks for the bros (the former is easy infinite hit, latter gives free ultra powerful items are every use, and is good in the Gauntlet) and Magikoopa Mob/Brogger Bonker for Bowser, which are extremely powerful but also extremely easy to use to well.
    • When it comes to the main gear (Overalls and Shells) in Bowser's Inside Story, two of each qualify. For the Bros' Overalls, you have a choice between the Master Wear, which increases Defense and SP and powering up Special Attacks, that can be gotten as early as activating the Air Pipes and defeating the Shroobs, which makes all the special attacks for the Cholesteroad availible. Getting A Rank on all gets you this. In addition, there is the A-OK Wear, which increases all stats and makes the wearer immune to status ailments, which can be bought at the Star Shop, which unlocks at Level 25. For the Shells, there is the Ironclad Shell, found in the first Bowser area of the game, Cavi Cape, but requires an ability that comes in the final area. It increases Bowser's Defense by a whopping 300. Also, there is the King's Shell, which increases Defense (not as much as the Ironclad Shell, though), Attack, and SP with the side effect of increasing the power of Bowser's punch, which requires all of Bowser's special moves except for Shy Guy Squad and Broggy Bonker, though Magikoopa Mob is found in the final area. Broque Madame gives it to you after getting A Rank on all four Special Attacks used.
  • Mario & Luigi: Dream Team has a few. There's the Zee Egg and Star Rocket, Mario and Luigi's most powerful attacks. The former can hit the entire field for massive damage, the latter can hit a single enemy for that and they're both extremely easy to use and look awesome to boot. However, you need all Pi'illos saved for the former and the attack pieces from the final dungeon for the latter, so it'll be quite late in the game before you get them. There's also the last two badges (the Gold and Miracle Badges), which have ridiculously overpowered effects like freezing time (but are only available before about the second to last area) and pretty much everything gained in the Rainbow Rank shop. All extremely powerful, all kind of difficult to obtain and all able to make the final boss about half as difficult as he'd usually be.
  • In Paper Mario, the quite useful Lucky Day badge can only be obtained after delivering a chain of 14 letters, requiring at least thirty minutes outside of the main plot. Not to mention how long it takes to get all of Chuck Quizmo's 64 Star Pieces for all badges and 100% completion!
  • Parasite Eve 2 has two of them. The first is the Gunblade, which with the right ammunition, will deal damage in the thousands. The other is the Hypervelocity railgun. While it does have a 10 second charge up time, it also deals damage in the thousands. Both are rewards for getting the best rank in the game (which you can only do in the New Game+)
  • Dark Cloud:
    • You get the best of them by beating the game and then completing an extra 100 floor dungeon. For extra points, you can then level up said weapon, granting it the suffix '+ 1'.
    • Worth mentioning is that due to the weapon upgrade system of Dark Cloud and its sequel, it's entirely possible to upgrade any weapon to Infinity Plus One status, except for the starting weapons in the first game.
  • Dragon Quest:
    • Erdrick's Sword, which, while not required to beat the Final Boss (except in the first game, where no other weapon will hurt the boss), certainly makes it considerably faster/easier. And of course, there's Erdrick's Infinity Plus One Armor, which not only protects the hero from poison swamps and barriers, but restores his HP with every step. From Dragon Quest II onward, the true Infinity Sword is always capable of extreme damage, but always cursed in some way.
    • Later titles have the Metal King Sword which can be obtained from extremely rare drops from Metal King Slimes, collecting enough mini medals, or buying at the casinos.
    • Dragon Quest VIII:
      • The Liquid Metal Sword, the most powerful sword in the game, is created by alchemizing a unique Rusty Sword with two rare items. Many players eschew it in favor of the Über Falcon Blade, which is only slightly less powerful and requires more common materials to craft.
      • The Hero's Infinity Plus One Spear is the Metal King Spear. Since the Infinity Minus One Spear, aptly named Hero Spear, heals the Hero as it deals damage, some players continue to use it even after obtaining the Metal King Spear.
      • Yangus' Infinity Plus One Axe is found in a treasure chest only accessible late in the game.
      • Jessica's Infinity Plus One Whip, the Gringham Whip, can only be obtained by grinding for an obscene amount of casino tokens. It can be worth it, as it has significantly better stats than the second-best whip and hits all enemies instead of just a group.
      • Angelo's Infinity Plus One Bow, the Odin Bow, is created by combining three lesser bows: the Eros' Bow, Cheiron's Bow, and the Great Bow. It is refreshingly easy to obtain, requiring no grinding or ultra-rare ingredients.
  • Baldur's Gate: The two-handed sword +3 in the bottom level of Durlag's Tower. It is one of the few +3 weapons you will ever see in the game, and found in the bonus dungeon you usually won't see the bottom of unless you're at the highest level already.
  • Baldur's Gate II:
    • Anything with a +5 modifier is essentially this. The crafting system (accessed through Cespenar in the Throne of Bhaal expansion pack) allows you to make these weapons with the requisite components and/or money. Each weapon class has one ultimate version:
    • Carsomyr: A Paladin-only greatsword that grants magic resistance and can dispel an enemy's magical barrier, and can be upgraded to +6 in Bhaal.
    • Although the Crom Faeyr in Amn is the best warhammer in the vanilla game, it is superceded in Bhaal by the Runehammer, which grants a maximum +5 THACO, more damage, a ridiculous amount of bonus damage to undead enemies and several enchantments that can be cast once per day (including Fire Giant Strength).
    • The Flail of Ages: A multiheaded flail that does several types of elemental damage at once. Was originally a + 3 in Amn, but Bhaal added more heads to increase it to +5. In addition, the + 3 version can be obtained fairly early in the game.
    • The Vorpal Blade a.k.a. Silver Sword. Despite being only +3, it nevertheless is capable of one-shotting anything it hits.
    • Watcher's Keep has a whole host of Infinity +1 Swords throughout its five level structure (all of which can be upgraded to +5 versions), including the best axe (Axe of the Unwielding), bastard sword (Foebane), bow (Taralash), crossbow (Firetooth), dagger (Dagger of the Star), longsword (Angurvadal), mace (Storm Star), short sword (Short Sword of the Mask), spear (Ixil's Nail) and staff (Staff of the Ram).
  • Skies of Arcadia: Legends:
    • There is a sword for Vyse that requires you to fulfill a ridiculous number of requirements to get, of which the three hardest are getting 90% of treasure chests in the game, finding every discovery, and killing 2500 enemies. Getting every moonfish in the game is another difficult requirement. Fortunately, you can get the second-best sword for Vyse just by recruiting the Ultimate Blacksmith, getting a rare mineral, and then paying him to make a sword out of it.
    • Final Cupil is another example of an Infinity Plus One Weapon. You see, the White Magician Girl's main weapon is a Ridiculously Cute Critter that can shapeshift into a weapon. The strength of the weapon it can shapeshift into increases as you feed it these things called chams. In order to get it to its strongest form, you have to find all thirty normal chams, plus all three super chams. One of the super chams requires you to finish a ridiculously long fetch quest in order to get it. The upshot is that the White Magician Girl goes from having the weakest primary attack in the game to having the... second weakest! Final Cupil is stronger than Aika's ultimate weapon, as it should be considering the difficulty in getting it. Final Cupil can usually do more than 600 damage per hit (never mind that at this point, Vyse's Cutlass Fury might be doing 9999 damage per hit). Though statistically, Final Cupil is stronger than even the above sword for Vyse; it's just that it's not being used by someone meant as a fighter.
  • Dragon Age:
    • In Dragon Age: Origins, this role was fulfilled by Starfang, a sword forged for the Warden out of Thunderbolt Iron, which is easily the best longsword/greatsword available in the module. Unfortunately, because it was only attainable with the Warden's Keep DLC, you couldn't import it to Awakening or any other DLC campaign without the aid of mods.
    • Dragon Age: Origins – Awakening, however, lets you (well, not you, but Wade, but you have to find the materials for him) craft Vigilance. You only have to kill a powerful Bonus Boss for one of the key components needed to forge it; the rest of the components aren't terribly difficult to make/buy/find. It gets better; the sword can be customized — it can be either a longsword or greatsword, made to have better accuracy and cold damage or better power and fire damage, and the blacksmith offers a choice of other extra bonuses too. This is on top of the basic bonuses the sword provides. It even has a unique appearance (which is unfortunately bugged if you installed the Warden's Keep DLC too). The sword is so awesome it even gets mentioned in the Modular Epilogue and seems well on its way to becoming a Soul Edge expy.
    • Dragon Age II had Level Scaling for items, meaning that however powerful a weapon or armor you just found was, it would probably be outpaced by Random Drops after the next level up. However, if you played the game and its DLC packs in the release order, the Hawke's Key from the Legacy DLC fits the bill. Depending on the Player Character's class, it is either a Magic Staff, a dagger, a bow, or a sword that is customizable akin to Vigilance and only usable by Hawke. Or an exploit can be used to give it all twelve potential bonuses at once.
      • Ends up subverted overall by the game with DLC weapons for all characters that scale with level, meaning that you're probably going to be using the exact same weapon to fight the final boss that you were using immediately after arriving in Kirkwall at the beginning.
  • In Exile/Avernum, there are multiple weapons that are made for a specific monster to kill. The top example being Demonslayer, a sword that you have to find the parts of. Due to how the damage caps, technically, fists are the strongest weapon.
  • The Level-10 guns in Freelancer. You can only get them by looting a few far-flung derelict fighters, or by going trough a Jump Hole to an Eldritch Location and fighting Nomads, the nastiest enemies in the game. They aren't the most amazing weapons due to their slow refire rate and bad long-range accuracy...but the Nomad guns actually consume no power, meaning that if they make up enough of your weapon loadout you can fire forever, and they're deadly at close range.
  • Mega Man Battle Network 5: Double Team:
    • To unlock super powerful Bass Cross Mega Man, you first have to complete the game on GBA so that you could complete it on Nintendo DS with a couple of bonuses.
    • Some of the Giga Chips are possible Infinity Plus Ones. Many of the FortePlus/BassPlus/BassAnly chips deal far too many hits not to be used with Attack+ 10's, and you get them from the inevitable fight with him at the end of the Bonus Dungeon. From EXE3, FolderReturn cost a fortune in Bug Fragments and broke the game into little tiny pieces. In Star Force, drawing one of the AM-seijin Giga Cards is a fantastic "kill all enemies" button.
    • FolderReturn in EXE3 wasn't the Game Breaker, NaviRecycle was. The general consensus at the time was that, if you needed to use your folder more than once to win, there was something wrong with your folder. NaviRecycle, on the other hand, was essentially a replay button for the last Navi chip (essentially summons, and powered up to match), including any bonuses attatched to it. With the right 5 chip combo and a bit of luck and timing, any enemy in the game could fall to it, and that's assuming it survived the first shot...
    • FolderReturn, however, additionally acted as FullCustom. Theoretically, a user could continuously end the round immediately through the aforementioned chips, until the opponent no longer had chips available. The user, on the other hand, would still have their entire folder to work with. Combined with a certain glitch, as well as legitimate customization in the game itself, the chance of this happening isn't as small as one would think.
    • Oh dear god Hub.BAT. Battle Network 3's is such a perfect example it hurts. It requires getting to Secret Area 3 (which in itself requires half the Standard library and at least one Giga chip), fighting your way through a long, twisty path full of horrid Random Encounters (with a nerfed character - thanks, Press Program!), and finally fighting a twenty round chain battle with some of the most annoying monsters the game had to offer. And once you had the thing, you had to know the style-specific enabler code. And to make it worthwhile, you also had to know the compression command. However, just tossing it onto Mega Man made you ridiculously powerful, to the point that practically every metagame Mega Man was wearing it, halved HP or no.
    • Its predecessor, HubStyle/SaitoStyle in Battle Network 2, is also a prime example. It had most benefits of Hub.BAT / Saito Batch, plus no elemental weakness. However, to get it, you had to S-rank every V3 Navi in the game, which in turn required completing the WWW Area first, which itself had several requirements.
  • Inazuma Eleven 3 has a number of special abilities served as this such as Omega the Hand, Maximum Fire, and Prime Legend, though it's quite acceptable since you still get to do a lot of things after you beat the final boss.
  • Epic Battle Fantasy 4 has the Equilibrium sword. It reduces the damage taken from Holy and Dark by 50% each - Holy is the hardest element to resist, and Dark is generally the most dangerous. It negates enemy Dispel 100% of the time, in a game where status buffs are extremely important to keep. Its raw power is second only to the Anarchy sword, which drastically reduces the wielder's defenses - Equilibrium doesn't. It counter attacks with the third strongest non-Limit Break attack in the game, when the second-strongest harshly debuffs the user's attack afterwards and the strongest outright kills the user. It inflicts the Syphon status condition when it hits an enemy, which prevents the enemy from using any abilities that require MP at all. And if all this wasn't enough, it grants the user Auto-Revive status between turns. The catch? Not only is this weapon found at the top of the Bonus Dungeon, which is only accessible with real cash, but it requires you to beat four consecutive Boss Rushes on top of fighting your way through said Bonus Dungeon, and it's no pushover.
  • South Park: The Stick of Truth has the Sweet Katana which is... a completely run of the mill steel forged katana. But since the game's setting is a giant LARP most of the weapons are 2X4 wood mechanisms or blunt weapons, the Katana's standing as a legitimate bladed weapon makes it the strongest one you'll get.

    Sandbox 
  • In Saints Row: The Third, you can get the special ASP tank if you beat the mission "http://deckers.die". It's virtually indestructible, can smash anything in its path, and has really powerful infinite ammo. The only downsides are that it only holds one person, and that it doesn't have a radio, so you can't play music while you're in it, although the latter can easily be fixed with PC mod tools.

    Shoot Em Up 
  • R-Type Final features several extremely powerful ships which require two hours of game-time with the previous ship in the series, meaning by the time you get them you're probably good enough that they're entirely useless.
  • The eponymous Heavy Barrel. One always felt compelled to collect the pieces to get it - though playing without it was more fun than playing with it.
  • In the side scrolling shooter Hydorah, the last weapon can only be gotten by going through several out of the way levels. Oddly enough for the genre, this weapon is an actual sword.
  • Armored Core:
    • The MOONLIGHT laser blade and the KARASAWA laser rifle usually falls into this category, at least in the earlier games. The former could potentially shave off half an AC's health with one hit and its blade wave produced an explosive energy burst. The latter, with the right parts, made the game laughably easier. The KARASAWA, despite its recurring status, got the nerfbat after AC 2:AA. The MOONLIGHT lost a bit of its destructive power but instead got a significant increase in blade length. Both parts in the first game have to be found in difficult and risky areas.
    • In Project Phantasma however, both get one-upped by the FINGER part which you unlock once you top the Arena. One of the lightest parts in the game, but ridiculously overpowered with its wide-spread, but tightly concentrated rapid fire which gives it insane close range power and doubled by the fact it carries 3000 rounds. Phantasma alone can be killed in less in a minute with this thing.

    Simulation Game 
  • Ace Combat:
    • Almost all of the superfighters have hard-to-achieve requirements, usually including New Game+, but they are Game Breaking enough that the demands are almost justifiable.
    • The Falken in AC5 only required the player to destroy several hangars located in out of the way locations in missions to obtain. More specifically, it requires completing the story mode no less than 1 and a half times, as the hangars are located in Yes/No level paths, so you have to choose one side, then the other on the next playthrough. After that, you still need about 570,000 credits to buy one. If you're lucky, you can sell off all your planes to earn this much just in time for the final level on the 2nd playthrough. Totally worth it though.
    • The X-02 Wyvern can be unlocked in Ace Combat Zero simply by having an Ace Combat 04 save on the same memory card. The price is prohibitive but is still possible to purchase on the first playthrough provided you managed your money and scored enough kills to afford it.
    • If you have the (real) cash, you can get the Prototype (fixes the stability problems of the stock) or Razgriz (hardens the armor, fixes stability, looks cool in black) CFA-44 Nosferatu as DLC in Ace Combat 6. Normally, you would have had to slog through the campaign on Hard mode, but you can get it at the beginning of the game (complete with ADMMs and railguns). Oh, and while you have to buy the stock planes with your in-game cash, any DLC planes you purchased are free.
    • Ace Combat: Assault Horizon offers the Nosferatu as DLC, but it's weapons have been nerfed and brought more in line with the rest of the game. After completing the story mode though, you gain access to the PAK-FA for free missions and online play. The Trinity weapon is one of it's special weapons. While you only get three of them, they'll destroy anything (including you if you don't fly away). Unfortunately, it's an unguided bomb (good for ground targets), and the majority of the game is fighting against other planes in the sky.
  • Air Force Delta Strike features over-powered aircraft from various other Konami games such as the Vic Viper and Jerry Mouse as bonus planes.
  • The Mineral Town and DS flavors of the Harvest Moon series gives you Infinity Plus One Tools in the form of the Mythic tools. It takes effort to get all six: you have to level up your regular tools to full, then find the cursed tools via mining, then lift the curse on each one, turning them into Blessed Tools, AND THEN you have to pair them with Mythic Stones and a boatload of gold to the local blacksmith (Saibara or Gray, depending on the game) to gain the Mythic Hammer/Axe/Watering Can/Sickle/Hoe/Fishing Pole. Made harder in DS by the fact that you can't save scum the mines until you have six Mythic Stones - you can only posess one of them at a time. Although a few are more powerful than they're worth: A fully charged Hammer will destroy every poundable object on screen... including your fencing. Ditto the Axe (in DS) and your fruit trees.
  • In Princess Maker 2 the war gods sword is the most powerful sword in the game. If you can beat up the war god you can beat anyone else in the game in your sleep. It does have one effect however, it's required for the "Hero" ending.

    Stealth-Based Game 
  • The later Syphon Filter games has a funny example in the E.P.D.D, which is a long-range, sure kill, stealth weapon with infinite ammo that you can only unlock by getting the best rating in certain tasks, such as performing non-lethal KOs or stealth kills. Why is it funny? Because in the first game, it was called the Air Taser and served as your default Emergency Weapon. Unsurprisingly, less broken weaponry like combat knives and short-ranged tasers were used in its stead in later games, but they still kept it as a hidden weapon, making this one of the rare instances that an item found itself on both sides of the power spectrum.
  • Metal Gear Solid 3's Patriot is simple -- just clear the game. Metal Gear Solid 4's on the other hand requires a no Alert, no Continues, No Kills (of humans; tranquilizing an enemy who falls to his or her death counts, but GEKKOs and Scarabs don't), no recovery item (normal and iPod-assisted natural regeneration is fine), no special item (Stealth Camo or Bandanna), Speedrun on The Boss Extreme... where everything that's not a "Now Loading" screen (but the "Press Start" prompt does count!), between-Acts install time (including the "Press Start" prompt), and a post-Act results screen counts towards the 5 hour time limit. Yes, even the Start menu and the PS3 home screen.
  • Assassin's Creed:
    • Both Assassin's Creed II and Assassin's Creed: Brotherhood have the Sword of Altaďr, the games' only "primary" weapon with maxed-out stats. (AC2's Papal Staff requires poisoning the Pope, preventing you from clearing the story). In II it is automatically unlocked when you clear Sequence 8 (about two-thirds through the story, or four-sevenths with the DLC), but can only be bought at the Monteriggioni blacksmith and is the game's most expensive weapon at 50,000 florins. In Brotherhood it's only usable during the first Core Memory (story mission), but if you complete all of the Assassins Guild challenges it's unlocked at the Tiber Island Hideout and does not need to be bought. Story-wise it can be unlocked about halfway through the game after recruiting one's first two Assassins, but completing the challenges may require grinding (mainly for Arrow Storms and signaling Apprentices during combat). The Armor of Altaďr was II's Infinity Plus One Armor, granting as much Health as a complete Missaglias armor set but unbreakable, and only unlocked by clearing the six Assassin Tombs, which were mainly platforming missions.
    • Brotherhood also has the Dagger of Brutus, a Short Blade with maxed-out stats, unique kill animations and a hidden effect making enemies more likely to flee an encounter. It's acquired along with the Armor of Brutus (equivalent to the Armor of Altaďr) when the player clears all six of the Lairs of Romulus (equivalent to the AC2 Assassin Tombs) and then goes to the underground cell where the Armor and Dagger are stored.
    • Assassin's Creed: Revelations has both the Master Assassin Armor and Ishak Pasha's Armor, though the former can be obtained as soon as you can recruit and level assassins, the latter requires a certain story mission to be beaten that unlocks an area where one of the collectibles for the armor is contained. In the case of weapons there's Yusuf's Turkish Kijil, the Almogavar Axe and Altair's Sword.

    Survival Horror 
  • Resident Evil 4:
    • THREE (in post-Gamecube versions, FOUR) of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million PTAs at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser.
    • Technically, every weapon can become one of these when fully upgraded. When all upgrades are bought, a ridiculously expensive one becomes available. For instance, the Striker gains an ammo capacity that takes roughly an hour to empty, the SMG gains damage equal to several pistol clips per bullet, and the Broken Butterfly magnum gains damage rivaled only by the Rocket Launcher and the Handcannon. Restarting the game with a New Game+ using these weapons is terribly fun. Oh, and bear in mind the Handcannon is terrible without all its upgrades. Without them it uses an ammo that is very hard to find, selling the ammo to make money for the upgrades is a simpler option.
    • Believe it or not, the Shotgun can be this. Yes, the same shotgun you found in Pueblo that you quickly sold to buy the Riot Shotgun becomes a Game Breaker if you upgrade it all the way. It's full customization negates the dispersion effect. At long range even a single pellet from the barrel does full damage, meaning it can instantly kill an entire hoard of Ganados in one or two shots max.
  • In Resident Evil: The Darkside Chronicles, the Linear Launcher fulfills this trope in terms of power, but is much easier to get then the average Infinity+1 Sword. All you need to do is beat every level on Hard difficulty (admittedly, the Operation: Javier 4/6, which are full of tough enemies, including a number of Demonic Spiders, and end with That One Boss, with you taking roughly 1.5 damage in 4 and double damage in 6, aren't exactly cakewalks), and your reward is a weapon with S rank Attack and Stopping Power (both of which can be raised to S+ , the best rank in the game, for 22000 gold each), a massive splash radius, and infinite ammo. It does need to charge between each shot, but once you've upgraded that to its maximum, it's roughly 2 seconds between shots that can wipe out any non-boss enemy on the screen.
  • The first Fatal Frame game has an Infinity+1 Sword in the form of a camera upgrade. If you photograph every ghost in the entire game, which at best can be completed early through a second playthrough, the Zero function makes the game ridiculously easy — rather than have to spend time charging each shot, your camera stays at full charge all the time. It's basically the equivalent of upgrading from a flintlock rifle to a minigun. Oddly, this isn't the hardest upgrade to get; the reward from getting perfect scores in battle mode is much more challenging and virtually useless, since you're limited to equipping only one upgrade at a time.
  • Dead Space 2 has the Hand Cannon, which basically turns the game into a walk down easy street, no matter the difficulty, seeing as it has unlimited ammunition and kills in one hit. And if it doesn't kill in one hit, it'll most likely kill in about three. So what do you have to do to get it? Beat Hardcore mode. And what is it exactly? A red foam finger which Isaac "shoots" by yelling "Bang! Bang!" or "Pew! Pew! Pew!"
  • Dead Rising:
    • The small chainsaw. The absolute king of weapons that could kill most bosses in six hits and the Elite Mooks of the game in one or two. And if you gather the right books, it will won't break until after 2160 hits, meaning you can essentially use nothing but the small chainsaw for the entire game (except for the sniper rifle for early bosses, and the Assault Rifle or "Machinegun" for Special Forces / later bosses).
    • The sequel has two: The Six-Shooter and the Knife Gloves. The Knife Gloves are basically this games small chainsaw: only difference is that they can be built (i.e. you can have more than one of them) and no books boost its durability to Game Breaker levels. The Six-Shooter on the other hand holds sixty rounds, has ridiculous accuracy, and does very good damage. Pulling it out in any boss fight is basically an instant "I win".
  • Resident Evil, all games pre Resident Evil 4, has the Rocket Launcher, a weapon that can instantly kill anything in one shot. It usually appears towards the end of the game to use against the Final Boss as a flashy finish. Depending on how well you do, you can unlock the Rocket Launcher for your New Game+ with infinite ammo, making the entire game a cakewalk.
    • The infinite launchers from the oldschool games have one very critical drawback, though: you can't point them up or down, so some enemies are either extremely difficult or outright impossible to hit with them.
  • The S.T.A.L.K.E.R. series has the Gauss Rifle. It's very accurate due to the scope and does damage roughly equal to dropping a good-sized house on the target. It's also very heavy and has a long time between shots. Unfortunately, in the first game, you only get it very late in the game and ammo is scarce, and a sniper rifle isn't of much use at close range or indoors, where most of the fighting is at that point. In the second game, you get it literally at the end of the story and really only use it on one person. In the third game, unless you save the lion's share of the content for the post-story gameplay, you have access to it for about a half-dozen jobs.
  • Certain unlockable-by-beating-the-game weapons in the Silent Hill series, such as the katana in the first game, the Unlimited SMG in the third (It's as broken as it sounds), and all of the unlockable weapons in Silent Hill Origins. Others, sadly, range from just Bad Ass to so-so to lame. If Difficult but Awesome counts, there's also the Great Knife in the second game.

    Turn-Based Strategy 
  • Disgaea:
    • In the series nearly any weapon in the game can become extremely powerful by fighting in its Item World. However, the true Infinity Plus One Sword of the games can only be found within the deepest levels of the best items.
    • The original Infinity+1 Sword was the Yoshitsuna. A sword that was stronger than the mightiest axe (axes were the most powerful weapons but decereased your accuracy and could hit only one enemy at time), more range than guns, and increased almost all your others stats by a lot to boot.
    • Disgaea also has the Hyperdrive, which allows any character that equips it to teleport anywhere on the battlefield save for the Dimensional Gate in Item World maps. In the original, it was awarded for going through all 100 levels of an ultimate item and defeating the Item God 2 (which is level 6,933) on the 100th floor, while in the PSP and DS remakes, it is only awarded if all 100 levels are done in a row without exiting out in between. Note that the only way to revive a fallen party member is to exit out.
  • Final Fantasy Tactics Advance:
    • A set of infinity plus one equipment: The Sequence Sword, the Peytral armour, the Sapere Aude Rod and the Acacia Hat. Each of them were capable of growing by one point in their main stat every time a certain repeatable quest is completed. These quests didn't occur very often, however it was also possible to do two-player co-operative missions that also awarded both players (or just one in the case of hunting missions) with equipment growth.
    • Only the Sequencer and Peytral return with the same mechanics in the sequel, Final Fantasy Tactics A2: Grimoire of the Rift, but instead are powered up a point whenever any character uses an Opportunity Command, even before getting the weapon. On top of that, the two missions you get them for aren't even that difficult later on in the game.
    • The original Final Fantasy Tactics has the Knight Swords, weapons only equipped by Knights, Dark Knights, and certain special classes. While Defender, Save the Queen, and Ragnarok are nothing special (they're good, but not jaw-dropping), the two standout weapons are Excalibur, which grants permanent Haste to the wielder, and Chaos Blade, which has the highest power of any weapon, grants permanent Regen, and can petrify an enemy on contact. And they're all one-handed, meaning you can equip both of them with the right ability. You can get one Excalibur in normal gameplay (at the moment when difficulty in the game becomes strictly optional, as Orlandu is equipped with it when he joins you), but Chaos Blades can only be acquired in the Bonus Dungeon.
  • Fire Emblem:
    • While the final weapons for the main Lords don't really match this trope exactly (well, it is technically possible to 'miss' some of the Lord weapons like Falchion in certain games...), each game generally comes with a half dozen to a dozen S ranked weapons you can get (but don't need...unless this is Fire Emblem 6, see below). To kick this up a notch, Fire Emblem 10 had 13 SS Ranked weapons that you could hand out to your party. Granted, Fire Emblem games are often Nintendo Hard and while you don't NEED them in a technical manner, you do need them in an "Oh God, oh God, we're all going to die!" manner.
    • And the gold medal of this trope goes to the Naga Tome, from Genealogy of the Holy War. It's only usable against 13 enemies, by a single character. Said character is already broken as-is; with the Naga tome, she's nigh unstoppable. She could easily defeat the Final Boss (who even cuts your characters' power in half and gets guaranteed critical hits under half HP) single handedly, without even gaining a level in her life, due to the tome giving her insane stat buffs and negating the boss's debuff. (It's also completely missable- while the game tells you "Go get this weapon or you will die", poor Princess Julia is Brainwashed and Crazy (and trying to kill you) the moment before you can pick it up- forcing you to deal with quite a hurdle before you can get it, and if, perchance, you kill her...)
    • In Fire Emblem: The Binding Blade you must get every one of these weapons if you want to get the True Final Boss, and unlocking the side chapters they're found in often requires beating a chapter under a certain amount of turns, and all three require leaving certain units alive. If you're late, or one of your required units is killed, the weapon is Lost Forever, and a Mini-Boss will often show up to add insult to injury.
  • Phantom Brave:
    • Clever use of random dungeons, bottles (an enemy monster type that makes it easier to acquire items you summon your phantoms into), titles, and a number of otherwise "useless" job classes means that you can do this with any weapon you hold, and you can deck your entire party out with their own Disc One Nuke if you so choose. And since Phantom Brave has a Weapons Kitchen Sink, this means that you can make yourself an Infinity Plus One Sword...or Book...or Loaf...or even Fish.
    • If, however, you want the item described as the Ultimate Sword; the Divine Blade Yoshitsuna; you have to go through 99 stages of a high level Dungeon without restoring the game; and then there is a 5-15% chance that the Dungeon Boss will have it; which you then have to steal.
  • Super Robot Wars:
    • Not a weapon, but the Haro equipable part can turn any mech into a game breaker or HPHGCP in Alpha Gaiden, which is capable of doing the same. Same for the W-Up unit in the few games it appears in, because it grants a buff dependent on how many parts slots a mecha has. Mount one of these things on a four part slot mech and watch the carnage. It's even worse in Impact, where you can get TWO and mount them on the same unit.
    • Some of the unlockable mecha pass into this, like Great Zeyormer in J, Shin Getter and Sanger Zonvolt and his Thrudgelmir in Alpha Gaiden, the HM Black Selena in R, and the Gespenst Type S and Visaga in Original Generation.
    • You get most with out doing anything! Usually these either are obtained later on or they're Magikarp Power, like the ∀ Gundam after it unlocks all its abilities in Z, (It was meh to average in Alpha Gaiden), Zeyormer in J and MX, where you get it VERY early on and it's near unstoppable (though useing it on J unnecessarily will cause you not to get Great Zeyormer, but the regular version is Game Breaker incarnate as it is), Ideon in Alpha 3, the Nirvash Spec 2, Spec3, and Aquarion in Z, usually Mazinkaiser and Shin Getter are the strongest things you'll get, and you don't have to do anything for them. (Except in @ Gaiden for Getter but it's VERY easy. Which makes its Dissapointing [{Awesome, but Impractical Stats]] even more annoying considering you get something like Mazinkaiser alongside it) You pretty much start the game with tons of infinity plus one swords in hand. Of course they need upgrades as you go along.
  • In Tactics Ogre and Knight of Lodis, this is the Snapdragon. It turns a party member into a sword that is based off their own stats, giving insane boosts to the stats of whoever wields it.
  • In XCOM: Enemy Unknown, the Blaster Launcher. Absolutely staggering blast radius, can shoot around corners, and massive damage. Getting one requires taking down a Battleship. The joke is by the time you get the Blaster Launcher, you've proven you no longer need it.
    • The launcher was powerful enough to blow holes in downed or landed UFOs, allowing your flying units to gain ingress into poorly guarded areas of the ship instead of having to walk them in through the front door.

    Visual Novel 

Non-video game examples

    Anime & Manga 
  • In the Light Novel version of Sword Art Online, the <<Holy Blade Excalibur>> is considered the strongest weapon ever in the VRMMORPG Alfheimr Online. The only way to get it is by moving through all of the impossible dungeon of Jötunheimr, which is the home of the Evil-God Class monsters. One Evil-God Monster requires a party of more than 20 people with the best of equipment just to stand ANY kind of chance. You can imagine how hard it is to get it.

    Gamebooks 
  • The White Sword in The Fabled Lands. Has +8 attack and you cannot ever lose this sword, even if you are robbed, captured or killed.
  • Lone Wolf: The Sommerswerd, the Sword of the Sun. You get it in the second book, which seems somewhat game-breaking, but its later awesomeness makes up for it by far. To get its full potential out, you require certain Kai skills during that book: Sixth Sense gets you a description about how the sword improves your Sixth Sense, and having Weaponskill (with the sword) gives you the "extra" CS bump of + 10 instead of + 8. Some of the later books have weapons that are either even stronger than your solar blade (e.g. the Death Staff) or don't create near as much attention when trying to deal a preemptive strike (e.g. the Ironheart Broadsword). For the most part, however, the Sommerswerd is the best you're going to get, due to being unable to keep the more powerful weapons at all.

    The Prisoners of Time and the infamous Chaos Master deserves special mention. (The other foe where the Sommerswerd is a handicap is Zakhan Kimah, but there are ways around this.) As mentioned before, the Chaos Master will be a lot stronger if you fight him with the Sommerswerd than if you don't have it and are able to obtain the Ironheart Broadsword. The problem is that if you don't have the Sommerswerd (you can't keep the IB), the LAST battle, a doubleheader against the condemned Sommlenders and Vonotar, will be nearly impossible to survive. Any way you look at it, 1) a mighty sword of the gods being weak against two enemies out of the dozens you'll face doesn't come close to justifying doing away with it and 2) completing The Prisoners of Time by ANY means is an Infinity Plus One task regardless of what kind of hardware you have.

    Newspaper Comics 
  • In FoxTrot, Jason comes across Doomulus Prime, which is essentially a one-handed version of this page's image. However, he gets DC'd from the server just as he is about to click on it.


Infinity–1 SwordFor Massive DamageChunky Salsa Rule
Inexplicable Treasure ChestsRole-Playing GameInfinity–1 Sword
Immunity DisabilityPowerJust Toying with Them
The IlluminatiImageSource/OtherIn Medias Res
Improbable Weapon UserVideo Game Items and InventoryInfinity–1 Sword
Improvised WeaponWeapons and Wielding TropesInfinity–1 Sword

random
TV Tropes by TV Tropes Foundation, LLC is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Permissions beyond the scope of this license may be available from thestaff@tvtropes.org.
Privacy Policy
291736
0