The Infinity Minus One sword is the most powerful weapon in the game... almost.
It's not the Infinity+1 Sword
. Statistically Speaking
, it's not as good. It's not necessarily the Sword of Plot Advancement
either (although it could be). And yet, you find people using it for most of the game, despite not being the actual "best" weapon available. Perhaps the Infinity+1 Sword
is too hard to get
, and the Sword of Plot Advancement doesn't show up until five minutes before the Final Boss
fight. Often, however, the Infinity Minus One is available at any shop for the whole party to use, whereas there is only one of the Infinity+1 Sword
. Or that sword is a Bragging Rights Reward
, while this sword is useful in getting
Compare with the Penultimate Weapon
. That's the sword meant to be the best that you'll always end up replacing anyways. With this sword, you normally don't want to replace it, and if you don't do some special quest, you probably can't. This sword is in fact typically the replacement for the Penultimate Weapon
(so the ultimate weapon) when the Infinity+1 Sword
is difficult to reach. This sword may be Level-Locked Loot
, although if so, the Infinity+1 Sword
will probably be much worse.
Likely to be Boring, but Practical
, and can often be a Disc One Nuke
- People who use the New Game+ feature in Chrono Trigger know to always keep a BraveSword in the inventory for Frog. The Masamune doesn't carry over and doesn't get really powerful until after an endgame sidequest, so the BraveSword becomes his most reliable weapon by default.
- Ditto for the Spectral Swallow in Chrono Cross, for the same reasons.
- In the DS version, the Dinoblade is added, and it's better than the BraveSword, and you get it in the Lost Sanctum.
- Ditto Lucca's weapons. Due to a case of Awesome, but Impractical, most people will end up using her second best weapon - the Shockwave, compared to her ultimate weapon Wondershot. This is because Wondershot does randomly generated damaged suggested to be taken from playtime, so Shockwave ends up more consistent and thus, more used. (As with Frog, Lucca gets a better weapon in the Lost Sanctum - Turboshot.)
- In the case of Lucca, her normal attack power is so abysmal (it uses a different formula than most other characters, which runs off of accuracy, which you can't boost with items, and just generally doesn't scale well), so the Wondershot will usually outdamage the Shockwave. The Turboshot, however, gets a huge multiplier so long as her current MP ends in a 9, which is easy to maintain (she can get 99 MP pretty easily, and her best spell costs exactly 20), so it is strong and reliable... so long as you're playing the DS version.
- The Kusanagi Blade, Last Fencer, One World, and various other weapons from Tales of Symphonia gotten through various sidequests. They're more powerful than the weapons you get from the storyline, however the Devil's Arm have the potential to become the Infinity+1 Sword.
- Similar deal for Tales of Eternia. When looking at sheer strength, the Eternal Sword actually is the best weapon. But to get it you have to beat Cless(and possibly Arche) in the arena, which can be difficult if you don't know what you're doing or stacked up on Reverse Dolls. So some just settle for weapons that work like the Eternal Sword, like the Mystic Sword and Gaia Clever. Or the easy to get Last Fencer which is the true Infinity+1 Sword in every aspect but sheer power...
- Speaking of Cless and Arche, in Tales of Phantasia, this is pretty much the case with the Excalibur. Sure, it's not the strongest weapon for Cless in the game, but it's one of the most balanced (And either the best or second best of the ones with equal power for both slashing and thrusting) and is light elemental. There are better weapons for either slashing, OR thrusting, but they tend to be significantly stronger in one than the other, which limits their usefulness significantly.
- Excalibur is most definitely Cless's Infinity+1 Sword. It's got the highest combined slash/stab of any weapon in the game, is non-elemental, and is only acquired at the end of a long and difficult optional Bonus Dungeon, and if you're able to get it, you certainly wouldn't have needed it to finish the game. Though it will still get a little mileage against Pluto and maybe Lilith in the PSX remake. In the remake, Gungnir's third form is probably the Infinity–1 Sword (despite being a spear) - nearly the best stats, relatively easy to get, and acquired fairly early so you'll probably use it for quite some time.
- Also featured in Tales of the Abyss. The Catalyst Weapons have the potential to become the game's Infinity Plus One Swords, but to unlock their power you have to beat the Bonus Boss, who is so overpowered that the game is perfectly justified in not even letting you go into that battle without the bonuses of a New Game+. Thus, if you have the Infinity Plus One Swords, you don't need the Infinity Plus One Swords. Most people prefer the weapons won from the Coliseum, or better yet, the weapons that unlock your characters' second-order Mystic Artes.
- To add insult to injury about the Catalyst Weapons, you can't fight That One Boss to unlock them as Infinity Plus One Swords until you've completed a horribly irritating puzzle in the final dungeon and seen the cutscene right before the final boss. While the coliseum prize weapons and the ones you can forge in Din's Shop may be statistically inferior, you can get them pretty much as soon as you unlock the coliseum (depending on your mastery of the battle system or what your New Game+ bonuses are) or get your Global Airship working, both of which happen reasonably early in the game.
- By exploiting Good Bad Bugs, you can also get the Vorpal Sword the first time you're free to wander the world map. You're intended to not get the Vorpal Sword until late in the Second Act (if you get it at all), so it outclasses just about every other sword you'll get until then (but has the disadvantage of being water-elemental). If you get it (and don't feel guilty about cheating or making the game too easy), it'll be your go-to weapon for Luke or Guy for most of the game.
- Tales of Symphonia has the Material Blade for Lloyd. It's only outclassed by a few other weapons in the game, all endgame weapons. It's the Sword of Plot Advancement, so you don't have to work particularly hard to get it either, and it's balanced in slash and stab. Its best feature though is allowing Lloyd access to his Mystice Arte Divine Justice... Not that you'd necessarily know that. Still, it's easier to get than the Kusanagi and his Fell Arm, the former of which can be Lost Forever, the latter needs you to grind by killing enemies only with it equipped, and both are acquired from beating an extremely hard Bonus Boss.
- Tales of Symphonia: Dawn of the New World gives us one of Emil's early forge weapons, the Echo Tracer. While it's not substantially stronger than other weapons even at the time you get it, and quickly becomes beaten by even store-bought weapons in sheer power, one of its abilities is Accelerate, which reduces attack lag. The sheer speed of this weapon makes infinite combos possible, and even without them, this speed makes it far more useful than the brute force of the later weapons. The only other weapon in the game that has Accelerate is the Nether Traitor, so most players will be using the Echo Tracer for a long, long time.
- Also from the same game is Marta's War Chariot. This can be acquired right around the same time as the Echo Tracer, and has the effect of randomly casting Fire Ball every time Marta attacks. Note that Marta's standard combo on the ground can be up to nine hits, the fireballs come out immediately from wherever she is straight to the enemy and with no cost whatsoever, based on her magic stat (which, considering she's the White Magician Girl, means they will be very strong), and there's nothing stopping Marta from getting multiple fireball casts in one combo. Comically, this means that the best way to deal damage with Marta (before you get Speed Cast 3, anyway) is to have her swing at empty air. There are two other weapons with similar instant-cast effects, but the Energy Arc requires a Philosopher's Stone to make, while the Millstone is found in a chest in The Very Definitely Final Dungeon. Another possible Infinity-1 Weapon for Marta is the Trick Bind, since the Kismet is so hard to get; it has the second highest magic attack power of her weapons, and its Concentrate 2 trait makes it harder for enemies to interrupt her spells.
- The grade seven Spectre Master Gear guns you can get on a first-time playthrough of Mass Effect, as compared to the grade ten varieties that become available at around 50th level.
- Mass Effect 2 has the Mattock rifle, available if you bought the Firepower Pack DLC. Unlike the Infinity+1 Sword of the assault rifle class, the Revenant, the Mattock is available right from the beginning of the game for the Soldier class and doesn't need the accuracy upgrade (acquired even later than the Revenant itself, which you get around the half-way point) to be effective. The Mattock is also available to all classes if they take Assault Rifle training as their bonus on the Collector Ship, whereas the Revenant is only available to the Soldier classnote .
- Lilarcor in Baldur's Gate 2 is a bit like this: You get it early, it's +3 and has some useful special abilities (and it's sentient) usually you keep it around for most of the game (since Carsomyr is paladin-only and the demon sword has nasty side-effects).
- The silver vorpal sword also sees a lot of use: the enchantment level is sub-par, but it's good enough for anything except bosses and the chance for an insta-kill isn't to be sneezed at. You only get it in chapter six, however, so whether it is a Infinity+1 Sword or Infinity–1 Sword depends on how much of the game you did back in chapter two. In Throne of Bhaal it is a definite Infinity–1 Sword, however, since you start the game with it and it has a chance to instantly kill any non-boss enemy.
- Kingdom Hearts has a few of these
- First game: the Oblivion. And to an extent, the Lionheart thanks to its easy unlock requirements, and stats. It is possibly the best Keyblade before Ultima Weapon, at least, outside of Final Mix.
- Kingdom Hearts II: Oblivion again, and / or the Decisive Pumpkin note .
- If you use the Dual Wielding Drive Forms then Oathkeeper is this as well since it makes up for its lack of stats by extending the time you can stay in a form. Once you obtain the Oathkeeper it WILL be in the offhand slot of your Drive Form of choice, Despite its lack of raw stats.
- Each of the three protagonists has their own minus-one in Kingdom Hearts: Birth by Sleep, that has stats tailored to their personal strengths. Aqua gets Bright Crest, which significantly boosts her magic. Ven gets Lost Memory, which has balanced strength and magic. And Terra gets two of them; either Chaos Ripper, which has incredibly high strength stats but actually reduces magic, or Ends of the Earth, which is still strength-focused, but has no magic penalty. Aqua only gets Bright Crest in the Final Episode though, in her storyline this role falls to Stormfall or Pixie Petal, the former having balanced stats but the latter boosting her magic higher.
- Re:coded has the Zero/One, won for defeating the Climax Boss a hour or so before the Final Boss. It has good abilities attached for boosting magic and strength, while the reward for beating the Final Boss has solely defense-oriented abilities and Keyblades that outperform Zero/One are acquired in the difficult optional system sectors.
- In the updated rerelease to Fable, The Sword of Aeons falls under this. While it was the strongest in the game and so everybody put their worth into making sure they had it by the time the expansion came around, The Lost Chapters halved its attack power, and a few weapons beat it out now, most notably the Solus Greatsword. You can buy this weapon in a store, or even get it as a gift from your wife (if you married the Lady Grey) for free.
- However, it's arguable that the Sword Of Aeons/Avo's Tear's exceptionally high damage output still trumps other weapons, and leaves it as the +1 sword. A closer match would be the more common legendary weapons, many of which can be earned without so much as completing the first quest. Weapons like the Blutane Cutlass, Skorm's Bow, and Wellow's Pickhammer are massively effective throughout the game, and are freely available from day one, blurring the line between the Infinity Minus One sword, and the 
- With the addition of DLC content in Fable: Anniversary, the weapons Axel the Axe and Sophia's Sword are now available, though expensive, from the very beginning of the game, and both feature extremely high damage, comparable to end-game legendary weapons like the Katana Hiryu or the Bereaver.
- The Magicant Bat in EarthBound, because the best weapon, the all too rare Gutsy Bat, can only be obtained past the Point of No Return. And the only way to return from that Point of No Return is to use a glitch in the GBA port.
- The first The Legend of Zelda game has the White Sword, which is more powerful than the Wooden Sword obtained at the start of the game but less powerful than the Magical Sword.
- The Master Sword from The Legend of Zelda: Ocarina of Time is like this to Biggoron's Sword, which requires an extremely long Chain of Deals complete with several Timed Missions to get. The Master Sword is a Sword of Plot Advancement that you obtain through the course of normal play (and a good example of Infinity–1 Sword overlapping with Sword of Plot Advancement). Biggoron's Sword being a two-handed sword that denies usage of a shield also helps, though a quick-fingered player can get around this by simply drawing another item when about to be attacked, then switching back to the sword.
- The Razor Sword from The Legend of Zelda: Majora's Mask is a mini example. In the Goron area, you have to restore the blacksmith's forge by melting the ice around it, which allows him to forge the Razor Sword for you immediately. the Razor Sword is much more powerful than the basic sword, but dulls after 100 uses and can't be taken back with you through time. However, the best Sword upgrade, the Gilded Sword, can't be obtained until you've completed Snowhead Dungeon, opened the way to the Goron Races, completed the races in first place to get gold dust, and brought the gold dust to the forge - which probably won't happen until a few cycles later, whereas the Razor Sword is available pretty much as soon as you get to Snowhead and, despite its weaknesses, will be what you'll be using until you unlock the gilded sword.
- Surprisingly, the Gilded Sword itself is also an example of this. You can obtain it roughly halfway into the adventure and there two more powerful swords after it. However, one requires you to complete 99% of the fourth dungeon, (and like the Biggoron's Sword, prevents you from using your shield because of its massive size) and the other can only be obtained by collecting all the masks, and it only works on boss' fights. Fortunately, the Gilded Sword itself is pretty awesome with its long range and great strength.
- In The Legend of Zelda Oracle games, the Noble Sword is this, though it's the most powerful sword the first game played can be finished with. (The Master Sword is the Infinity+1 Sword of these games, and can only be obtained after linking the two games together after finishing one of them, and can only be used in the first one played after it's already beaten.)
- The Legend of Zelda: Skyward Sword once again uses this on most everything. You not only have the Goddess Sword (and unpowered Master Sword) but you have your potions, gear, and even shields which can all be upgraded to "master" level by investing tons of time collecting bugs, ore, and goop.
- Speaking of shields, each one has their own weaknesses and strengths. The Wooden Shield will burn up if Link is set ablaze and its durability is quite low. The Iron Shield has more durability than the Wooden Shield, but it can't block electrical attacks because it's conductive. The Sacred Shield is the game's Infinity -1 shield, being a step below the unbreakable, block-everything Hylian Shield; the shield resists fire, electricity, cursed attacks, has self regeneration, and it can cause undead monsters to cower in fear, but its durability (without upgrades) is worse than the Wooden Shield.
- In The Legend of Zelda: A Link to the Past, the Tempered Sword can be had fairly early the Dark World with some minor Sequence Breaking and is what you'll wind up using for the majority of the game's dungeons, as the Golden Sword doesn't become available until shortly before the end.
- Getting the best weapon for Vyse in Skies of Arcadia is a fool's errand, as the next best, and significantly easier to obtain, weapon for him hits the damage cap anyway.
- In Max Payne, the three best weapons are the assault rifles - the Kalashnikov, MP5, and M4 Carbine. However, the handgun Desert Eagle is arguably superior with decent power, a decent rate of fire when DualWielded (an ability exclusive to the second game), and it has great accuracy. With proper use of bullet time and good aim, the player can headshot most Mooks with it and kill them with one hit. As well, the Desert Eagle, like most shotguns and handguns, is quite common in the first 66% of the game or so while the three assault rifle weapons are rare. Not to mention they are assault rifles, and thus you use up a lot of ammo fast.
- The Kikuichimonji in Golden Sun and the Tisiphone Edge and Excalibur in Golden Sun: The Lost Age. The Kikuichimonji and the Tisiphone Edge are found as (not quite) Random Drops from enemies, so the sufficiently patient player can get multiple copies. The Kikuichimonji and Tisiphone Edge are classed as "light blades", meaning the only people in your party who CAN'T wield them are the resident White Mages Mia and Sheba, while the Excalibur has a 5% chance of being forged from the rarest forgeable material in the game, and has the potential to do more damage than the Infinity+1 Sword.
- They are, however, the Infinity+1 Sword weapons of choice for Ivan and Jenna, who can't use heavier equipment.
- Excalibur and it's evil twin, the Darksword, can serve as this for Isaac and Felix. Overall they're less powerful than the Sol Blade note , but you can't get that until halfway through The Very Definitely Final Dungeon, while the forged weapons can be obtained almost immediately after completing Jupiter Lighthouse if the player knows what they're doing.
- The Nebula Wand is the Infinity -1 staff for Mia, since its unleash is water elemental and restores her PP.
- In Golden Sun: Dark Dawn, the Levatine is the better weapon for Tyrell in practice than the above mentioned Excalibur and Darksword, even though it's significantly weaker, due to the changes in the unleash system. The Verdant Sword is much easier to obtain than the Tisiphone Edge, and when equipped on Karis in her base class line, its power can potentially be doubled because it's powered up by the user's Jupiter power. Rief will get more use out of the Clotho's Distaff than any other end-game weapon since every attack will have a chance to restore his PP and he's not meant to cause physical damage. Despite being only the third strongest light blade, the Masamune may serve Amiti better than the others due to the already powerful Rising Dragon unleash running off his high Mercury and being capable of affecting multiple targets. The only superior option is obtained in the bonus dungeon after the final boss has been defeated.
- The Chicago Typewriter of Dead Rising: Chop Till You Drop is easier to get than the Mega Buster, and can take out any boss you can use it on with less than a clip's worth of ammo.
- The Infinite Rocket Launcher in Resident Evil 4. Costs the same as the Chicago Typewriter, useless up close due to it being explosive, and a worse firing rate than the other two secret weapons. But at the same time, all you need to do to get it is beat the game once. Assignment Ada and the Mercenaries minigames are required if you want to get the other two guns and that will take up at least some time, and it sure makes all those bosses you fought before much easier to kill. Many of the standard guns can also become this. After upgrading them full you get an exclusive upgrade that gives the Striker a magazine of 100 rounds for example. Another good example is the Red9, which gains a very high firepower, together with a stock making it steady and as it's available early on, you will probably have upgraded it fully once you reach the end. As it's a handgun you will never have to worry about ammo either.
- Infinite rocket launchers from the prior games are shoulder-fired and won't let you aim them up or down, meaning you can't really use them as your only weapon because they aren't able to hit small, quick enemies like crows and dogs. The launcher from the 2002 REmake, however, fires off the hip and lets you aim up or down as you please, making it an Infinity+1 Sword instead.
- You will find many Resident Evil 5 players using an infinite rocket launcher rather than a rifle, which is even less useful, because if you miss (and if you're on chapter 3-3, you will), you either have to wait for the weapon to re-scope or blind-fire it. Also, many people use the SIG 556, an assault rifle with lower firepower but a higher capacity than the AK-74 (but the capacity becomes moot when you unlock infinite ammo), and the "Lightning Hawk", which is the weakest magnum, is middle in capacity, but has the highest reload speed (again, a moot point when you have infinite ammo). Both of these guns have to do with recoil, which is not measured by the game. The M3 is the Infinity–1 Sword of shotguns: it technically has lower firepower than the Hydra (M3 has 900, but the Hydra has 550 for each of the three barrels it fires), but has the benefit of not blocking your field of vision when you aim it with Chris.
- Give the best magnum to the computer controlled character, because they will never miss. Keep the lesser magnums for yourself because they reload faster and have less recoil.
- They also don't use ammo, so giving them ammo hog weapons that do tons of damage is a very effective way to make them more useful.
- The Elder Scrolls III: Morrowind, on one hand, has the Infinity+1 Sword Goldbrand, which deal a ludicrously gigantic punch but is also ludicrously hard to get (and upgrading it to Eltonbrand absolutely requires reading a guide). On the other hand, there are the much easier to find, still quite powerful weapons Umbra — provided you can find and kill the Orc, Magebane — a glass claymore which lies within the Urshilaku burial and can be taken with just a telekinesis or levitate spell, and the Scourge mace, which lies in one of the main quest destinations and only needs a powerful unlock scroll and bit of stealth skill to get. Alternatively, once you've leveled enough, you can simply kill monsters in shrines or in the Grazelands until you find a Daedric sword, or you can train your Conjuration skill so you can summon Daedric swords all the time.
- The Dwemer Jinksword can purchased from the Fighter's Guild in Balmora after completing the initiation quest less than thirty minutes into the game. Who needs to do 100+ damage when you can just paralyze your foe, switch to the bound dagger (also for sale in Balmora), and just wail on them until they die?
- If you're after paralyzation effects, you might as well get the Daedric Crescent, which has the same enchantment, packs a wallop, and looks much more cool. You do have to kill the guy who wields it to get it, though.
- The shack in the corner of the Dren Plantation, where lurks a guy with a Daedric Daikatana, the most powerful unenchanted weapon in the game... right from the beginning of the game, requiring no quests, and only enough levelling (or skill) to shank the guy. Actually enchanting one of these can take it up to Game Breaker status.
- The Elder Scrolls V: Skyrim has several to choose from:
- Dragonplate Armor. Daedric Armor is strictly better, but the materials to make it include Ebony Ingots (expensive unless you know where to look) and Daedra Hearts (rare). Much easier to get Dragonplate, since it uses those Dragon Bones and Dragon Scales you've been saving up all game. Also, there's a point at which the extra armor points for daedric don't matter because damage reduction is capped at 80%, which isn't too hard to get.
- For efficiency's sake, there is a perk which greatly boosts the effectiveness of Dwarven armor to just under that of Daedric, and the smithing perk for Dwarven gear is one of the first in the tree. The only issue then are the weapons.
- Until you max out your smithing and enchanting skills, the Shrouded Armor / Thieves' Guild armor are this for stealthy light armor users, and you can get them very early into the Dark Brotherhood or Thieves' Guild quest lines respectively.
- Skyforge Steel will serve you well for the majority of the game, and you can get a Skyforge Steel Sword for free in the second town (and purchase Skyforge Steel versions of whatever weapon you prefer for a reasonable price).
- The Ebony Blade is this for anyone who uses greatswords and isn't too strong in Enchanting. While its damage is relatively subpar (nothing skill and smithing can't fix), it's the lightest greatsword of the game and comes with a nifty Life Drain enchantment that can be enhanced and is infinite note . Obtaining it will take you 15 minutes tops (a bit longer if Balgruuf is no longer jarl) and it's in a familiar place (Dragonsreach) the only prerequisites being a level 20 character and the innkeeper of Whiterun must be still alive.
- Bound weapons (summoned, ethereal daedric blades and bows) aren't quite top-tier, but they're weightless, can't be stolen, lost, or disarmed, never need to be recharged, and level the Conjuration skill. Their cost (both in gold to learn the spell and magicka to cast it) is very reasonable and they can be bought or found quite early in the game. Many characters will never use anything else, and for convenience, they can't be beat.
- With the enchanting and alchemy fortification going back and forth... any weapon/armor can become like this and may even reach Infinity+1 Sword status if kept at it enough times.
- In the original Final Fantasy I, at least in the PS and WSC versions that aren't afflicted with bugs, it is better to keep the Knight class equipped with the Excalibur instead of the Masamune due to the former's damage bonus to every enemy type in the game making it the stronger weapon in practice.
- In Final Fantasy IV there's the Excalibur. It isn't too hard to get—you need to visit a blacksmith in a very easy to reach location, he needs Adamantite, also obtained from an easy to reach location. The single catch is you have to trade a Rat Tail for it, which isn't a problem because it's in an optional area you're likely to visit anyway (the area provides access to two good Summons) and the chest holding it is right out in the open at the entrance. Cecil's ultimate weapon Ragnarok is found deep in the final dungeon only accessible via an invisible pathway, guarded by a strong optional boss, while Excalibur can be gotten before you attempt said dungeon.
- In Final Fantasy V there are the twelve legendary Weapons Of Plot Advancement. Only three of the twelve are actually the strongest weapons of their type in the original game, and in the Advance remake there are many weapons better. In the literal sword category there's the Excalibur again—the actual strongest sword (not counting the two in the Advance bonus dungeons), the Ragnarok, is obtained in an area roughly three screens before the final boss, and is guarded by Shinryu, a Bonus Boss famous for being incredibly difficult to defeat if you try and face him in a head-on battle of attrition.
- But if you choose to never run away throughout the entire game, you can pick up the Brave Blade for free with no necessary fights as soon as World 3 becomes explorable (in other words, before you can even get the Excalibur). At max power, the Brave Blade has 150 Strength, stronger than even the Ragnarok. The only thing that beats it is the Ultima Weapon, which can only be obtained by killing Neo Shinryu at the end of the remake's tedious postgame bonus dungeon.
- Alternately, you can run away a bunch and pick up the Chicken Knife. It's as powerful as the Brave Blade, does more damage, and since it's a knife, can be wielded by a larger variety of classes.
- Final Fantasy VI has the Enhancer. Its attack power is only average, but it gives +7 magic power, the highest stat boost to magic power of any equipment piece in the game—even the ultimate weapons in the bonus dungeon in the Advance release don't give more than that. The Enhancer also gives +20% Magic Block, so with a Genji Glove and two Enhancers, your magic power is +14 and you have roughly a 33% chance to block any blockable magic attack. And if you're playing the SNES version, where evasion of physical attacks is mistakenly tied to the Magic Evade stat, the Enhancer can help make some characters nearly invulnerable. And to top it off, the Enhancer is buyable in a normal town and is actually pretty cheap.
- For Edgar and Mog, the Holy Lance. High power, boosts magic, randomly casts Holy, and only outperformed by spears acquired in the final dungeon and bonus dungeon.
- There's also the Infinity Minus One Hat, the Circlet. Its defensive stats are only a few points lower than the top-grade helmets, but it gives a boost to all other stats, is buyable and is very cheap, and everyone can equip it.
- Locke's Valiant Knife is not the strongest knife in any version of the game, but its ability to ignore defense and increase in damage the lower Locke's HP is, a bonus which ignores the damage penalty from the Offering/Master's Scroll's, makes it more useful than any of the knives that are stronger on paper.
- The Game Boy Advance version introduced several new Infinity-1 weapons while turning some former Infinity+1 weapons into Infinity-1 weapons. Terra's Apocalypse and Celes' Save the Queen are essentially weaker versions of the Lightbringer. Edgar's Longinus and Mog's Gungir lose out to the classic Radiant Lance since in spite of being stronger, they don't have the bonus to jump damage usually given to spears, although the Gungir is a true ultimate weapon if Mog is used as a mage. Sabin's Godhand loses out to his old Tiger Claws since the former give no bonus to magic power, and so do nothing to improve Sabin's best Blitzes. Strago's Stardust Rod, Relm's Angel Brush, and Gogo's Scorpion's Tail have much less useful bonuses than the classic Magus Rod. An argument can be made for the Angel Brush's speed boost being more useful, but it's obtained so late that Relm will still be using a Magus Rod in the interim.
- Pretty much all of Final Fantasy VII's ultimate weapons have some sort of limiter that makes them less than ideal choices, primarily that they have zero Materia growth. Thus you're more likely to equip those mid-game Double growth weapons, rare Triple growth weapons, or weak 8-slot normal growth weapons for a fair chunk of the game if you ever want to level up your Materia at a reasonable pace (or at all). The Infinity Minus One Swords tend to be those one or two weapons with high attack power and normal materia growth that you can use until you're ready to switch over to the ultimate ones-Vincent's Outsider/SuperShot ST, Tifa's God Hand, Barret's Max Ray, Yuffie's Oritsuru, Nanaki's Behemoth Horn/Spriggan Clip, Cait Sith's Starlight Phone, Cid's Spirit Lance/Flayer, and Cloud's Ragnarok.
- An interesting case in Final Fantasy VIII. Weapons are not found or made but rather upgraded from your existing ones. While there are magazines that you get at certain parts of the game telling you which items you need to upgrade which weapon (the last magazine for the ulimate weapons not appearing until disc 3) you don't need them to upgrade your weapons so long as you have the right weapons. Thus you can get all but one characters' ultimate weapons as early as Disc 1 if you play enough triple triad * . The minus 1 part comes from the fact that all of these ultimate weapons require incredibly hard to get items and are so tedious and time consuming to get that it really isn't worth it doing until discs 2 or 3 except for bragging rights. That, and the weapons right below the ultimate (like Squall's [[BFS Punishment]] and Quistis' Red Scorpion) require items that are FAR less rare and can be easily acquired with just s hours worth of card playing. These weapons will still give your characters a massive strength and allow them to plow through most of the early part of the game, and you won't need to play 12+ hours of triple triad to get them.
- Final Fantasy IX has Steiner's Ragnarok sword. His best weapon, Excalibur 2, is difficult to obtain to the point of being a Bragging Rights Reward—it is found only in one single spot in the final dungeon, but only if you can get there in under twelve hours. This means a lot of missed content and rushing through the entire game for a weapon that is simply not worth the hassle.
- Zidane has The Tower and the Masamune, if for some reason you skipped the chocobo hot and cold sidequest, both of which have debatably better Soul Blade abilities and decent attack stats.
- Steiner's Excalibur sword is something of an Infinity Minus Two sword, if such a thing exists. If you skipped out on Chocobo Hot and Cold and didn't get the Ragnarok, you can obtain the Excalibur with enough gil, a Chain of Deals and a Fetch Quest. The Excalibur is an excellent weapon on its own, and teaches a very good ability in Climhazzard. Shock, the ability Steiner gets from the Ragnarok, is quite frankly overkill in most situations, and since the damage cap doesn't go past 9999 and Shock will do that to almost any enemy unless Steiner is horribly underleveled, the only benefit Excalibur 2 would give him is maybe saving some MP in the long run, which isn't an issue by the time you have access to Shock.
- The Brotherhood in Final Fantasy X - you get it early in the game, and at that point it has only one effect (Strength +5%). However, when you reach Guadosalam and visit the Farplane, it gets an upgrade, gaining a total of four effects (Strength +5%, Strength +10%, Sensor and Waterstrike). These effects are are nothing to scoff at—if you want a stronger weapon for pure power you're looking at expending several rare items to customize Strength +20% onto a different weapon. Furthermore, due to Elemental Rock-Paper-Scissors water attacks are effective against lightning-elemental enemies, and you power up the Brotherhood just before you enter an area full of lightning enemies. The only drawback of the sword is that it heals enemies that absorb water attacks, but thanks to Sensor you'll be given advance warning of them.
- In the first temple right at the beginning of the game, you can find a Rod of Wisdom. It has the abilities Magic +5%, Magic +3%, and Sensor. It is used by Yuna, a White Mage and Summoner who thus will be using a lot of magical abilities. Considering you don't get to customize weapons and armor until the midway mark of the game, and even then you need a lot of rare items to customize the better abilities, odds are this will be Yuna's best weapon for most of the game.
- Also, once you get the airship, Wantz will sell a variety of weapons for each character. They are all at 100 000 gil (unless you lent some money to Oaka early on) and they don't have any auto-abilities whatsoever. However, they also have 4 empty slots. With some dedication, they will be on par with the Celestial Weapons. And you won't even have to catch butterflies, play chocobo minigames, dodge lightning or going all around Spira trying to catch fiends; so you may as well go with them.
- Final Fantasy XI has the elemental staves, each of which grants a variety of massive boosts to spells of that element. Despite only being level 51 weapons, mages will carry a collection of them all the way to level 75 and beyond thanks to their versatility and crafted, auctionable nature. Even supposed "ultimate" staves are completely ignored. The game eventually introduced entire branching family trees of Infinity Minus One Swords (and daggers, and clubs, etc) with the Trial of the Magians system. Time, patience, and perserverence translate directly into progress towards upgrading the weapons created for this system, which is more than can be said about earning relic and mythic weapons—not to mention that the completion of each stage only takes a few days' investment. (Relics and mythics can be upgraded via this system too, but at a maddeningly slow pace—and you have to earn such a weapon first.)
- In Final Fantasy XII the Orochi is acquired from the Bazaar by selling fairly common loot and is the second-strongest ninja sword by 8 attack points. The strongest ninja sword, the Yagyu Darkblade, is a very rare drop from the Bombshell, a powerful enemy deep in a dangerous optional dungeon, and besides the fact that there's a very slim chance it'll drop the weapon at all, there's only a 20% guarantee of the Bombshell itself appearing in the first place.
- Final Fantasy XII has many Infinity Plus One Weapons, most of them hard to get, so it only follows that many players "make do" with others—the interesting thing is that some of them are, technically, Infinity Plus One Swords—for example, if the player cannot be bothered to go after the Zodiac Spear or the superior greatswords and katanas, there's always the top-tier hammer, the Scorpion Tail. Sure, it requires rare loot, yes—but from particular (relatively) weak enemies available very early in the storyline. Determined players can have it immediately after the first visit to Henne Mines, and it will remain useful throughout the entire main storyline. The best and second-best guns, Arcturus and Fomalhaut, are in a similar position. And even players who plan on getting and using the best weapons will often get these as well, to tide them over until the good stuff is unlockable.
- This "making do" occurs because any character can equip any weapon, and this technicality also does some very weird things with the Infinity+1 Sword designation. The Infinity+1 Sword is most definitely the Zodiac Spear - it has the strongest attack power in the game at 150. The second-strongest, the traditional Infinity–1 Sword, is the Tournesol, which has an attack power of 140. The problem is that the Infinity+1 Sword, if you know what chests to avoid, is relatively easy to get by the time you hit the Salikawood and available long before that. Meanwhile, getting the Tournesol is absolutely infuriating and can take well over six hours of item hunting. Geeze.
- It also has this with its armor—the best stuff tends to be either one-of-a-kind from Guide Dang It chests, ridiculously hard to get drops from the Rare Game, or both. Hence, gamers who can't or don't want to chain Helvinek for Grand Armor survive with the Maximilian, fill the empty slots left by only two possible Circlets with Golden Skullcaps, and so on and so forth. It doesn't hurt that the Maximilian is actually better in some ways: it has weaker defense and physical attack power than the Grand Armor, but it gives a large bonus to speed, making the Grand Armor something of a Penultimate Armor.
- If you simply can't be bothered at all to grind for the materials needed to forge various weapons, or you're playing the game without a guide or FAQ of any kind and don't have the faintest idea what to look for to get the best stuff, it's entirely possible to complete the game with almost exclusively store-bought equipment.
- Final Fantasy XIII also features a version of this in a more wide term, rather than a single weapon it applies to a rank of weapons, as it is better to keep your weapon of choice in "Tier 2" rather then upgrading it to the ultimate one, as the ultimate ones not only require expensive materials with a absurdly low drop-rate, but also lose their ability to create Synthesized Skills with other equipment, and due how battle rank and the ATB cost for the "ultimate" attacks are calculated the higher attack and magic stats and additional ATB bar do not compensate for losing those, even after players have capability to make ultimate weapons for the whole party they are still likely to use Tier 2 ones instead.
- Final Fantasy XIII-2 does away with the upgrading system to go back to the more typical system of buying weapons or having Chocolina craft them. The "Ultimate" weapons of the game are more of a Bragging Rights Reward due to the fact that there stats are tied to how many Fragments you have collected. Players are more likely to use the weapons just underneath them which give useful bounses, such as an extra ATB slot, a faster ATB charge rate, or an improved stagger rate.
- The Excalibur in Final Fantasy Tactics. Not the most powerful sword when it comes to pure stats, but the fact that it automatically buffs the wielder with Haste means it was probably duplicated more than the stronger swords. Not to mention, it comes free when a certain character joins your party, whereas the other swords have to be caught from high-level ninjas in a specific area of the game's most difficult dungeon, or dug up from specific coordinates in the same dungeon with a character with low Brave.
- Final Fantasy Crystal Chronicles and its following titles have this. The best weapons in the game require obscure and rare items that only might be dropped by bosses or uncommon and/or powerful mooks. You'll often stick with something a few steps short of best. In the later games, you may find yourself skipping on better head gear since it looks so tacky when combine with your latest armor.
- With enough defensive artifacts, it pays for the player to get armor that resists status effects rather than get armor for sheer defensive bonuses.
- In Dissidia: Final Fantasy, everyone has a Level 100 Infinity+1 Sword that gives them unique status boosts reflective of their fighting style. However, several generic Level 99 weapons are better depending on your character build. For example, Excalibur II gives Exp +100% (a requirement weapon for Exp -> Brave builds), the Nirvana gives EX Mode Duration +40%, and the Stardust Rod and Ragnarok give +25% damage to magical/physical attacks.
- The prequel turns the Lufenian equipment, a set of Infinity Plus One Equipment in the original game, into this in the Bonus Storyline. Once you rescue the mured moogle, Lufenian equipment can be farmed easily in treasure chests in several gateways, but aside from its stat boosts isn't that useful due to the effect tied to the equipment being split into two different ones from the first game, and odds are you won't get three matching pieces to trigger that effect in battle. However, the equipment bought in the shop is absurdly expensive, reaching into several hundred thousand gil when you total up the cost needed to trade for low level weapons to trade for better ones, etc, and the trade accessories needed for them are acquired from multi-floor gateways or require trading rare Elixir items to get one at a time.
- The Fire Sword in Legacy of Kain: Blood Omen. It does high damage, being a Flaming Sword. However, it's not a patch on the game's Infinity+1 Sword, the Soul Reaver (which would later obtain Sword of Plot Advancement status in the sequels), which can one-hit kill bosses. However, the Fire Sword is still preferable in most situations, as the Soul Reaver drains the players magic, and prevents them from casting any spells.
- Nethack's strongest artifacts, such as the undead- and demon-slaying silver saber Grayswandir and the handy-in-hell long sword Frost Brand, can only be found by expending a wish, or a once-in-a-blue-moon random drop. On other hand, Excalibur can be obtained as early as level 5 by knights and lawful valkyries and will carry you though to the endgame. It is, however, a bit of a Crutch Artifact, in that its damage is less than impressive in late-game, and wielding it draws monsters to you like moths to a flame.
- In Castlevania: Portrait of Ruin, you're almost sure to pick up a Long Spear on your first visit to the Nation of Fools (high drop rate). Its high power and speed will get you through a large part of the game. Later on, the Vampire Killer itself takes on this role — it's not one of the game's several Infinity Plus One Swords and you don't have to go out of your way to get it (just beat That One Boss), but many players stick with it for its ease of use and handy elemental attributes.
- Abusing a small glitch to double jump early (which normally comes just after Nation of Fools) can get you the Nebula (a homing whip), the most powerful whip that is obtained before Vampire Killer note , a powerful weapon that will last until endgame unless you abuse a Good Bad Bug to buy the Holy Claymore early.
- In Castlevania: Aria of Sorrow, there is an enormously powerful weapon called Death's Scythe that can only be found late in the game if one is playing Hard Mode. However, it is actually much easier to access the bonus sword "Claimh Solais" before one finds the Scythe. Interestingly, the Death's Scythe is actually somewhat less powerful then the Claimh Solais despite its greater attack increase, because many enemies both resist the Scythe and are weak to the Solais.
- People still use it to farm souls, as it raises the drop rate of enemy souls and adds a massive luck bonus.
- Not to mention Death's Scythe is one of two weapons that annihilates That One Boss, Julius Belmont, who is neutral to dark and tremendously resistant to holy. The Claimh Solais is hardly more useful than Soma's bare fists against him.
- There is also the Balmung if it isn't Hard Mode which only slightly less powerful than the Claimh Solais and is of the Darkness type meaning its effective against that one boss mentioned above.
- There are a lot more powerful swords available in Diablo than Griswold's Edge - but those are all random drops, whereas Griswold's Edge is guaranteed if you get the right quest, and it does do decent damage and knock back enemies. In addition, its additional damage is fire damage, which is the only energy type that's of any use in the final level.
- Regular magic weapons in the original Diablo carry over into new game +, while unique weapons do not.
- In Ace Combat games, while there are Game Breaker superfighters with powerful weapons like the Tactical Laser System of the Falken and Morgan or ADMM of the Nosferatu, most of these are Infinity Plus One Swords with the difficulty of acquisition that implies. Most players therefore settle for more easily available planes like the F-22 or Su-37.
- One can even go farther back than that, unlike Air Force Delta stats tend not to count so much in Ace Combat, indeed you really only want to focus on Mobility and Attack (use less mini-missiles) unless the level specifically calls for a lot of hopping back and forth between locations. It is actually easier to take out enemies with a slower but far more maneuverable plane in the pure dogfight levels. You basically make yourself into a floating turret and blast everyone that overshoots. Any plane before the superplanes but after the Tiger II/Crusader/A5 can generally be this. All about playstyle. [[YMMV You might even be able to consider the MIG 31 the infinity minus if you are crazygood with rockets.]]
- Star Ocean: The Second Story has the Eternal Sphere/Aeterna. Provided you know how to get it, it's the sword Claude will spend half the game equipped with and statistically superior ones only appear in the Bonus Dungeon. In fact, it's so powerful, it's arguably the Infinity+1 Sword for certain playstyles.
- The other protaganist, Rena's, ultimate weapon is supposedly the synthesisable Emprezia, and it does have the highest physical power of any of her weapons. However, her role as the White Magician Girl means she'll get much more use out of her knuckles of plot advancement the Fallen Hope Knuckles/Knuckles of Hope which give the same magic power bonus as the Emprezia (the highest she can get from any weapon), a boost to her defense stat, and halves the cost of all of her spells. Since the Emprezia can be created fairly soon after arriving on Nede, while the Knuckles of Hope are obtained in a plot event near the end of the main-game, it creates the unusual situation of the infinity+1 weapon being used as a placeholder for the infinity-1 weapon.
- Celine's Silver Moon rod has a magic stat only slightly lower than the Dragon's Tusk, and periodically restores her MP. The player also doesn't have to worry about her customization skill since one can simply be stolen from her during a Private Action in Armlock.
- Dias's Crimson Diablos has a lower attack stat on paper than the Cromlea Sword he gets from the battle arena in Fun City. The game doesn't mention that the Crimson Diablos gives a free Atlas Ring effect, doubling Dias's attack power.
- Leon's Ancient Wisdom tome is only slightly weaker than his ultimate tome, periodically restores some of his MP, and halves the cost of all of his spells, making it the weapon of choice for many players even in the Bonus Dungeon.
- X-COM: Terror From The Deep has Gauss weapons become this until you engineer Sonic Cannons. Sonic weapons are accurate, but have no auto-fire, and, while they make great snipers, are useless in closer quarters combat, which is where the Gauss excels due to its relatively high speed and power.
- The first game has the humble Laser Rifle. Easily obtainable within the first month, cheap, accurate, with respectable stopping power, and it has infinite ammo, a godsend in holding back the dreaded 80-item limit. As an added bonus, it's a required stop upon the research tree to Laser Cannons, which are the Infinity–1 Sword for your ships (and pocketbook).
- Onimusha: Dawn Of Dreams has these as rewards for completing 50 floors in the Dark Realm, with Infinity Plus One Swords for finishing all 100 floors. The Infinity Minus One Weapons all have the best combo type for the characters, elemental attacks (while the Infinity Plus Ones just have raw power) and have generally great attack power that should do you well enough.
- Overlord II has The Reaper, which is an axe that absorbs health every time it connects an attack. In case The Apocalyptor is too expensive for you and you want to save up the finite Dark Crystals for other stuff (armor or Minion upgrades), it'll do perfectly unless you want to be a full-on Sauron clone.
- Planet Alcatraz has the Kain Machine gun. While it's not as powerful as the Achtung, ammo for it are plentiful, and its lower strength requirement means that all team members can potentially use it.
- Oddly enough, SaGa 3 (aka Final Fantasy Legend 3) forces you to get the Infinity+1 Sword, but you have to quest to find the other three mythic weapons. The #2 blade would be the Masamune, which is found as the Muramasa and misses every time you use it until uncursed by your party's smith back at your time-travelling stealth jet. The game also features spell synthesis: the best spell is Flare and requires two Fire Stones, but there are only 4. Combining a Fire Stone with any other stone gives you an elemental spell that's almost just as good, but lets you get enough spells for everyone.
- The reason the Mythic Swords are worthwhile is because they have no element, even "Weapon", and the final bosses have blanket strengths against every element, including "Weapon". So on a similar note, the element-free White spell, otherwise three tiers from the top, becomes your only spell casting option.
- Star Ocean: Till the End of Time has a weapon called "Laser Weapon", which can be purchased any number of times, and which any character can equip. Interestingly enough, these are only a little weaker than the character's ultimate weapons, and require significantly less work. Also, since any characters can use them, they are often buffed using the in-game item-synthesis to make a beat-down stick to swap between characters.
- Danu's Light in Albion is one of the most versatile weapons in the game. Deals a decent amount of damage, boosts melee attack skill and speed (both of them are vital for melee fighters), it even gives defense bonus and can be used to heal the entire party. Oh. There's also comes in four copies. All of which can be bought from the same blacksmith. While there are at least two swords out that that are way more destructive, one of them is two-handed and the other is cursed, and comes with ridiculously huge penalties.
- The Violent Light sword in Ys IV: Mask of the Sun. It's not even found until near the end of the game, well after obtaining the Sword of Plot Advancement, which is required for the Final Boss. And nearly all the gimmick sword magics suck anyways.
- The Silver Sword, Armor and Shield in Ys I, which are all the second most-powerful of their kind. You can gather the whole set by the halfway point of the game, and while you'll find more powerful versions of each in the last stretch of the final dungeon, you once again can't even scratch the Final Boss without equipping the whole set.
- Company of Heroes's recognized Infinity Plus One units are the Wehrmacht King Tiger and the Panzer Elite Jagdpanther; however, because both are irreplaceable doctrinal units, most Axis players are content to churn out ordinary Panther tanks, which are still the best buildable tanks in the game, for the simple reason that they are typically replaceable and that teching up to their level generally comes sooner than spending all the Command Points needed for the ultra-heavy tanks/TDs.
- Runescape's Abyssal Whip, while weaker than a Chaotic Rapier, was for many years the most effective weapon in the entire game for a large variety of popular tasks - it is tradeable, unlike the Chaotic Rapier, and costs less even than many of the other tradeable weapons that are less effective, due to the ease of acquisition. The Chaotic Rapier's Dungeoneering requirement and Dungeoneering reward token cost makes it a serious time investment. The Abyssal Whip is still the most effective option by a wide margin for those without the Chaotic Rapier's Dungeoneering requirement.
- The hunting rifle, and it's unique version in Fallout 3 qualify. Solid, dependable, capable of ludicrous accuracy, common drops for repair and some of the most common ammo in the wasteland. Sure, it's no Alien Blaster or Gatling laser, but the enemy is just as dead.
- If you have an Average or better Science skill, the Scoped .44 Magnum can be found in the Chryslus Building near the main quest's first subway station, although its ammo is less common. The quest to obtain the unique Blackhawk version can also be done rather early.
- The Combat Armor is the apparel equivalent of this. Unlike the previous two games where you obtain it after the Leather and Metal Armors, in 3 you can find it randomly generated at Craterside Supply—the first store in the game—after only a couple visits. Once you get to Rivet City, you can find Combat Armors in bulk quantities for repairing, as well dozens on the backs of dead Talon Company mercenaries Even when you do finally gain the ability to use Powered Armor, most of the varieties you find offer negligible increases in resistance and are much heavier, with drops in movement speed and inventory that aren't worth it. Without the DLC, chances are you'll end up beating the game in it.
- Not only that, but if you complete the side quest involving Reilly's Rangers with all 3 members still intact, you get to choose between either the Ranger Battle Armor or a special minigun. Most players end up taking the Ranger Armor because it's essentially the best non-Power Armor in the game due to it raising many defensive stats for the player and they can easily pickpocket the special minigun from one of the NPCs in their headquarters. Furthermore, unlike the Power Armor, the Ranger Armor can easily be repaired by the more common Combat Armor, at least until they get training to wear Power Armor.
- The Victory Sniper Rifle, while significantly weaker than the Gauss Rifle from Operation Anchorage, has the same effect of knocking down the enemy upon a Critical Hit.
- Fallout: New Vegas' Dead Money DLC has the holorifle, the third most damaging energy weapon in the game behind the Gauss Rifle and its unique variant, the YCS/186. The holorifle can load four shots (the gauss rifle and YCS are single-shot), only uses one unit of ammo per shot (compared to five and four), can be modded so that it almost never needs repairs, and it's dropped into your inventory as soon as you begin the DLC.
- For sniper fans in Fallout: New Vegas the Anti-Materiel Rifle is the ne plus ultra of sniping. Accurate, hits like the fist of God and can set things on fire with the right ammo. However, it's fragile, only available at later levels, expensive to buy and fire, and the strength requirements are hard to meet. The Gobi Campaign Scout Rifle, while slightly less damaging, uses inexpensive, easily-available .308 ammo, is actually usable in VATS, more durable, less restrictive in terms of required stats and skills, 3 times lighter and available at about level 8 or so if you know what you're doing.
- Likewise for the COS Silenced Sniper Rifle from Old World Blues, which can be easily picked up just outside the location "Little Yangzte", it even spawns some mooks for target practice.
- And the Gobi Campaign Sniper Rifle, the base game special Sniper rifle (the COS Silenced SR being the alternate), although requiring a somewhat harder requirement, it's in a comparatively peaceful location which is chock-full of the gun's corresponding ammo, and the gun itself has the highest fire rate and 2nd highest critical hit damage of all sniper rifles in the game.
- Maria, Benny's unique Browning Hi-Power, can be acquired at the halfway point in the main quest (which can be very fast, depending on how quickly you get to New Vegas). It fires 9mm ammo, which is extremely common especially at the beginning of the game, making it likely that you'll have a small stockpile of rounds (and non-unique versions of the extremely common 9mm pistol to repair it with) by the time you find it. It has excellent damage for a handgun, a high rate of fire, good accuracy for most gunfights, and high durability. Once you get Maria, you can spend a good portion of the game never needing another sidearm, and the commonality and cheapness of the ammo and replacement parts allows for it to be used as a primary weapon in some battles. Game mods that increase the damage of weapons to realistic levels and make even a common 9mm deadly will turn Maria into a powerhouse.
- The .44 Magnum is an excellent high damage pistol in the mid-late game, although quite a bit weaker than the hunting revolver which uses .45-70 govt ammo. However, the magnum has many advantages over the hunting revolver: it comes with 6 chambers where the hunting revolver requires an upgrade to go from 5 chambers to 6, the magnum is much more durable and won't wear out as quickly (and has an upgrade to increase its durability even more while the hunting revolver does not get one), magnum rounds are much more common to find or buy, the magnum can be kept hidden on your person when you go into a casino while bigger guns including the hunting revolver cannot be hidden, and finally the .44 magnum takes far fewer action points in V.A.T.S. to fire.
- Get to Vegas, kill a few Fiends and take their shoddy Tri-Beam laser rifles. Repair them into one good rifle, and with a good Energy Weapons skill you can easily do 100+ points damage per shot. It's a bit expensive on ammo (3 beams - 3 charges) but you'll be doing a lot of one-hit kills, so it evens out.
- The Blade of the West in Lonesome Road is a literal Infinity–1 Sword, being a slightly weaker but faster version of the Blade of the East, which can only be obtained from a unique enemy after the main game's Point of No Return.
- And lastly, you can find a near-broken fat man carried by a heavily injured super mutant master (who dies on one shot from almost anything)in a cave.
- Quel'Delar in World of Warcraft: Wrath of the Lich King. It was the best level 80 weapon you could get without ever going to a raid or the arena (and better than weapons from the lesser raids), and as a bonus comes in different versions for different characters.
- Basically any weapon weapon drop in raids where one could also find material for comparable legendary weapons - while the material for legendary weapons was limited and it took weeks if not months to complete just *one* item, one only needed a single final boss kill and some luck to get a slightly worse weapon (the exception being the legendaries in TBC that actually were little more than exceedingly rare boss drops).
- In Fire Emblem: Radiant Dawn, you can buy a Beast Killer knife for Sothe as early as chapter 1-4. While this immediately comes in handy on that same chapter (which is filled with beast laguz, and the Beast Killer does Exactly What It Says on the Tin), you'll quickly find that the beast-killing is just a bonus. It has a Might of 9, which is a lot for a knife weapon (only three of them have a Might over 10), and a Crit of 20 (only the rare Killer weapons offer more than that, and as there is no Killer knife, well...) Its only weakness is its low Hit%, which doesn't matter for Sothe who is virtually guaranteed to hit everything anyway. Considering that you don't get the second-best knife until Endgame, and don't get the best unless you know what you're doing (and on a chapter very close to Endgame anyway), odds are that the Beast Killer will be Sothe's best weapon for a long, long time.
- A general rule of thumb is that most B or A rank weapons will be this.
- Most of the time, the Silver weapons for its high attack power, and the Killer weapons for its critical rate is the preffered choice to bring through the whole game for boss killing purpose. They are usable by almost every character in the game as long as they have the sufficient weapon ranks to use them, and can be purchased in some mid-late game stages. In a series where your Infinity Plus Ones are generally tailor made to fight the Big Bad, these weapons are really useful.
- In ''Genealogy of the Holy War'', we have:
- Sigurd's Silver Sword. He gets it at the end of the Prologue, turning a character who was already the game's Disc One Nuke into a godlike unit that can smash almost anything that faces him. Since you can repair weapons for a relatively low fee in this game, he can tear up the rest of the 1st generation chapters with it. But Wait, There's More! The sword picks up the Critical skill after racking up 50 kills, which becomes increasingly potent for the next 50 kills after that. On a character who has mounts, and is needed to Seize a Castle, Sigurd is more than expected to be exposed to a lot of combat. This sword can then be passed down to his son Seliph in the 2nd generation. Bottom line: That Silver Sword may not be one of the Holy Weapons, but for practical purposes it's damn close.
- Finn's Brave Lance. He gets it near the beginning of Chapter 2 and instantly stars kicking ass with it. Altough Finn leaves at the end of Chapter 3, the Brave Lance can be sold and bought by Ferry who doesn't leave. She can also pass it down to her daughter Fee and like the Silver Sword, it is easy to rack up the necessary 50 kills to grant it the Critical skill.
- Lex's Brave Axe. Though obtaining it is a Guide Dang It moment, it is found right near the end of Chapter 1. This turns Lex from a mounted wall to a mounted dealer of death. The Axe is pretty exclusive to Lex since no one else can use axes in the first generation. Even better, if it was obtained in the first generation, it can be recovered from a boss early in the second and given to one of Lex's nephews.
- Ayra's Brave Sword. She can get it right in the beginning of Chapter 3. Combined with her Astra skill, Ayra becomes one of the most powerful characters in the game. The sword isn't exclusive to her and Sigurd can make great use of it too. The sword can also be passed down, most notably, to Seliph through Sigurd or to Ayra's daughter Larcei who both join right in the beginning of the second generation.
- In Thracia 776 we have a few more:
- Orsin's signature axe, Pugi, in Thracia 776. Picture a throwing axe with high attack power, as much crit as a killer weapon, REALLY accurate, a whopping 60 uses, used by a unit that already gets an insane number of critical hits by himself, including an ability that ensures guaranteed critical during counterattacks. You get this amazing axe in chapter 1, for a unit that you get a large portion of the game to train and make uber who started of with amazing stats even by Thracia's standards. If the game in general weren't so notoriously difficult, it'd be a bonafide Game Breaker.
- The Brave weapons has the ability to perform 2 attackd at once, and has good hit rate alongside relatively low weapon rank. They are weaker than the Master weapons(which has the same ability to perform 2 attacks at once, including a bonus of 1-2 range attack except for the Master Sword), except lighter, more accurate, much more limited in quantity in exchange of triple amount of the usage, much more easier to get, and better alvailability.
- The Brave Lance is the signature weapon of Finn, who return from Genealogy, a powerful character who joins in Chapter 1 and only absent during the Manster Prison Break. It is, by far the best out of the three since it gives an additional +10 Luck which works well with his Prayer ability. The only downside for this weapon is the fact that it is unusable indoors, and most of the late game chapters are indoor chapters. That being said, you have no reason not to use it throughout the earlier chapters to help you in capturing and killing some of the tougher opponents in the game.
- The Brave Axe is a D Rank Axe, which means it is usable by almost every character who can use Axes. You get it in Chapter 1, by visiting a specific village with Havan. Havan is basically Orsin, with the ability to attack first during enemy phase, better chance to critical hit outside the enemy phase, and SLIGHTLY worse stats.
- The Brave Sword is acquired during chapter 4x and is a rank C swords. This weapon is helpful during the Manster Prison Break, and with the right character, its a deadly weapon that can be a massive help for capturing.
- In The Binding Blade, you can get a few of the legendary weapons a lot earlier, unlike in Blazing Sword. Most notable is Durandal which is obtained in Chapter 8x and can be wielded by anyone with an S rank in swords. Be ccareful though, it only has 20 uses and it cannot run out of uses if you want to access the true ending.
- In the iPhone game Battleheart, you can get this by upgrading a weapon to the max for a Tier 7. (Well, that would actually be a Infinity Minus Two Sword as you can get Tier 8s from the arena) The Infinity Plus One Sword is unlocked by doing extremely well in the arena.
- Freelancer's level-9 guns. These guns are often something you can buy in any quantity from the faction that uses themnote , whereas the level-10 guns can only be obtained by finding and looting far-flung Derelict Graveyards or fighting Nomads, and furthermore can only be mounted on the three highest-level ships.
- The Alba ATAC from Vanguard Bandits is a decent machine that you'll have from the start of the game. It will get outclassed latter, but even then it remains a nice suit to give to some of your other pilots.
- Every main series Pokémon game has these. In addition to the base-stat-680 "boxart legendaries" that every game features, which can often only be caught in the post-game, every generation also introduces a "legendary trio" of Pokémon, all with a base stat total of 580, not quite as powerful as other legendaries, but easily outstripping all but a handful of fully-evolved Pokémon, and which can be caught at a much earlier stage in the game.
- Articuno, Moltres, and Zapdos in Pokémon Red, Blue and Yellow, as well as remakes Pokemon Firered And Leafgreen.
- Entei, Raikou, and Suicine in Pokémon Gold/Silver/Crystal, as well as remakes Pokémon Heartgold And Soulsilver.
- Regirock, Regice, and Registeel in Pokémon Ruby/Sapphire/Emerald.
- Azelf, Uxie, and Mesprit in Pokémon Diamond/Pearl/Platinum.
- Terrakion, Virizion, and Cobalion in Pokémon Black and White. (Tornadus and Thundurus have the same base stat total, but cannot be found as early).
- There are also the starter Pokémon, as in the first Pokémon you get at the beginning of the games. Not only do you get them without much effort but they are also very unlikely to ever leave your party. The reason that a player would be hard-pressed to ditch the starter Pokémon is because such Pokémon have respectable stats and also gain access to powerful moves exclusive to them later on in the game. It is not unheard of people beating the games with their starter and a band of low-level HM slaves.
- Then there are the various Magikarp Power mons. With a stat total often in the mid-500's, evolve in the 20's or with another way that can be exploited to get them easier, they are a staple of many teams and remain useful even when the legendaries come into play.
- Finally, there are Pseudo-Legendaries - Extremely powerful Pokémon with three-stage evolutionary lines, a base stat total of 600, and (usually) are Dragon-typed or otherwise fierce looking that evolve at high levels.
- The first evolutionary line, Dratini, Dragonair and Dragonite, were the first and only Dragon-types in Pokémon Red and Blue. However, unlike later Pseudo-Legendaries, Dragonite was cute and whimsical in appearance rather than fearsome.
- Pokémon Gold and Silver introduced Larvitar, Pupitar, and Tyranitar, set the trend of Pseudo-Legendaries being vicious-looking in their final stages - which is rather strange considering the general trend for Second Gen Pokémon was being cute. It starts off as a Rock/Ground type, but Tyranitar, an Expy of ''Godzilla, is a Rock/Dark type.
- Pokémon Ruby and Sapphire' introduced two lines - the first was the Bagon, Shelgon and Salamence line. Basically a Composite Character of the Dragonite and Tyranitar lines, it has Dragonite's typing with Tyranitar's fierce nature.
- The other Third Gen Pseudo-Legendary line, Beldum, Metang, and Metagross, is the odd one out of the Pseudo-Legends. A Steel/Psychic-type line, Metagross resembles a Spider Tank. It's also the first Pseudo-Legendary line without a dual weakness to any type. Much like Tyranitar, it relies more on its defenses to let it hold up in a fight.
- Pokémon Diamond and Pearl introduced one of the most infamous Pseudo-Legends: the Gible, Gabite and Garchomp line. These Dragon/Ground-types were based on the concept of a Land Shark. Its outrageously high offenses and speed, as well as surpisingly good defenses and great offensive typing led it it swiftly being Kicked Upstairs to the unofficial Uber tier.
- Perhaps to compliment Tyranitar's affiliation with Godzilla, Pokémon Black and White introduced Deino, Zweilous and Hydreigon. Hydreigon, a Dark/Dragon-type, is obviously based on Godzilla's Arch-Enemy, King Ghidorah. Unlike most Pseudo-Legends, it excels at Special Attack rather than physical (though its physical Attack is nothing to take lightly). Its great movepool allows it high versatility (it can learn offensive moves from all types but the Grass-type) to perform well at taking out a variety of foes.
- Pokémon X and Y introduces a rather strange Pseudo-Legendary, in the form of Goomy, Sliggoo, and Goodra. These unusual Dragon-types are Blob Monsters, but, fitting for their basis, learn plenty of Water-type moves, can heal off status effects in the rain, and only fully evolve in an area that's raining. What's even more unusual is that the line's highest stat is Special Defense- most Psuedo-Legends have an offensive stat as their highest. They're also very friendly and cute (Goomy in particular is quite popular), ending a trend of fearsome psuedo-legendaries.
- And as far as moves go, people tend to gravitate towards attacks with a base power between 75 and 95, even though nearly every type in the gamenote has at least one easily obtainable move whose power is well beyond 100. The reason for passing over such moves is because moves with power stronger than 95 tend to have serious drawbacks, most commonly requiring a turn of doing nothing, losing HP proportional to damage done, having low accuracy, fainting the user, or having a limit of 5note uses per battle.
- Generation IV gave love to some relatively powerless pokemon through the medium of evolutions, quickly boosting them up to have base stat totals ranging from 510-545, which is on par with most starters and feature useful movesets the only downside being the aversion-based methods of obtaining said pokemon that vary from generation to generation, ranging from trade with an item you find in-world, or racking up points in the challenging post game battle arena.
- In the original Rune Factory, most players stick with the Chaos Blade, the second-most powerful one-handed sword. The Rune Blade has better overall stats, but the Chaos Blade takes a lower Forging Skill score to make and has a raft of nifty status effects to boot (including HP Absorb, Paralysis and 30% crit rate). It's also far faster and easier to use than any two-handed sword, war hammer, or battle axe of similar crafting level (and has a wider attack range than any non-sword). And all that is assuming they haven't finished the main quest with the Heaven Asunder before they're even able to forge the Chaos Blade.
- In EVE Online, Tech 2 weapons are these. At first glance they seem to be the top weapons in the game and require that players train a whole upper tier of skills to use effectively, but they are not the best damage dealers when compared to rare officer-modified Tech 1 weapons. The top level officer weapons are quite a bit more devastating, but they are extremely rare to find and thus cripplingly expensive to buy from other players in the game. The Tech 2 weapons also have the advantage of being able to use Tech 2 specialty ammunition that can boost range, weapon accuracy, and damage.
- In MMORPGs in general, the Infinity+1 Sword from a previous update is relegated to this position in the newest version (if it is not bound to the first owner's account) as players sell their formerly uber gear en masse to fund a round of upgrades, driving prices down drastically.
- In Neverwinter Nights 2 the Silver Sword of Gith definitely qualifies for Cool Sword, Oddly Shaped Sword, and Sword of Plot Advancement. But it's entirely possible to forge and enchant weapons on your own that have it beat on damage output. Two factors are to blame: A, the weapon has no type, so your weapon skills feats have no effect on it whatsoever. B, the Sword is incomplete (there are still chunks missing). It is far deadlier when it reappears in Mask of the Betrayer, though still crippled by having no type.
- The M16 in Blood 2. Once you get it, you won't really be using anything else, except maybe the flare gun for the Zealots, Gideon and Ishmael's original body, the Chain Gun for bosses, Napalm for Goddamn Bats and maybe the Sniper Rifle for avoiding direct confrontation. Everything else is either rendered obsolete by it, useless entirely, or just there for novelty purposes, like impersonating the Tall Man.
- The Smash and UFO abilities in Kirby and The Amazing Mirror; both are among the rarest powers attainable before the end of the game, can solve about every puzzle possible, and can deal tons of damage.
- Shandor's Darkstaff in Sonny 2. It can be acquired as a random drop from the boss of the third area, meaning it comes before the annoying fourth area and the very difficult fifth area. It gives tremendously large boosts to Speed, Instinct, and Vitality all at once - so large that any one of the boosts it provides are often more than the rest of your equipment at the time combined. And if Sonny is running a Strength-based setup, you can simply give the Darkstaff to Veradux, who will make tremendously good use of it. It's such an amazingly useful equip that most guides for the Legend achievement recommend repeatedly reloading before the boss until he drops it.
- Drakensang: There are a number of powerful weapons that are readily available mid-to-late in the games, most of which are only marginally less powerful than the best ones.
- In Kingdom of Loathing, the frozen seal spine is significantly stronger than other weapons that you can get at level eight, easily obtainable, heals and restores MP every turn, and can be dual-wielded. Only Seal Clubbers can take advantage, but it's more beneficial to them than even to other classes.
- Many utimate weapons in the Soul Calibur series come with crippling drawbacks such as health drain, so other options are often more useful in normal situations. Makes sense seeing as the main ultimate weapon in the series happens to be Made of Evil.
- If you farm Ashas (The tentacled shell enemies) in the Moth Forest in Jade Cocoon, they'll eventually drop a Nightglow sword. It has a high chance of poisoning an enemy, which drains 1/10 of a monster's max hit points per turn, reduces their attack and defense, and can even be inflicted on bosses (Provided they don't use poison themselves, then they're immune). Although it's weak, you'll use it for the rest of the game since you can just land a blow or two as Levant to poison the enemy, then whip out one of your mons to do the rest. And you can get this sword less than half-way through the game...
- The Bloodsword in Boktai 2 is a very powerful sword that you can get early in the game, but it drains your HP with every swing. However this trait is coded the same way as positive traits that weapons can inherit. By intentionally forging a Bloodsword poorly, you can lose the HP loss trait. Then all you need to do is reforge it...
- Boktai 3 has the La Vie En Rose. It levels up with you and steadily gains power as you do, has a devastating 5 hit combo, never breaks or blunts (very few swords in the game don't), and can be obtained practically at the very start of the game. The only thing keeping this from being an Infinity+1 Sword is that, when compared to other weapons at it's (current) level, it is comparably weak.
- Mario & Luigi: Dream Team has the Golden Hammer. It's technically not quite as good as the maxed out Challenge Hammer (160 vs 165 extra attack power respectively), but it's far, far more practical to use due to one minor catch... To max out the Golden Hammer, you just need to be holding a lot of money. To max out the Challenge Hammer? You need to beat ALL the Expert Challenges. Which is Nintendo Hard to the nth degree and damn near impossible in some cases. Oh, and to get the Golden Hammer? You merely have to complete SOME Expert Challenges, which means that using the Challenge one in comparison to it means doing about 30-50 MORE challenges than are needed to get the Golden Hammer!
- Not trying to be punny with the game name, Rockman 4 Minus Infinity has a lot of weapons you can get from the Robot Masters that makes the Metal Blade look nerfed.
- Hell Wheel can steamroll through enemies that aren't Jumbig.
- Holdable Control Ring Boomerang can not only be fired in 8 directions just like Metal Blade, but it can also be stopped and held in place in midair to stick it to an enemy and do massive damage to them. This is probably the easiest way to kill a Jumbig.
- Pharaoh Shotgun can fire out THREE Pharaoh Shots at once.
- The S.T.A.L.K.E.R. series has the trio of 9x39mm weapons, particularly the VSS Vintorez. A silenced sniper rifle, a silenced assault rifle, and an assault rifle with an attached grenade launcher, each of them hits like a truck. The ammo they use is heavy and hard to find in large amounts before the endgame, but the weapons hit so hard that small amounts of ammunition are all you really need. The Gauss Rifle still wins for sheer damage output, but by the time you get it, you're probably already stocked up with 9x39 weapons.
- Being the Infinity+1 Sword or Eleventh Hour Superpower in most other games, the Chaos Emeralds and by extension Super Sonic take this role compared to the Super Emeralds/Hyper Sonic in Sonic 3 & Knuckles. The requirements go from 7 Special Stages to 14 overall, and the end result is a faster Super Sonic with a Double Jump that works in all 8 directions and destroys all enemies on the screen. The same applies to Super Knuckles.
- Ancient Domains of Mystery has quite a few. Probably the straightest example, however, is the Rune-Covered Trident, a guaranteed artifact given as a reward for a particular side quest. It has excellent damage stats, slays demons and undead, grants several useful intrinsics, and gives a hefty boost to Dexterity. The only downside is that characters not born under the Raven star sign get it at level 36, by which point it might not be so impressive. Raven-born characters, however, get it at level 16.
- Disgaea: Hour of Darkness has Cosmic Blade (especially its Legendary variation) as its Infinty-1 sword, outclassed by only Yoshitsuna, which is abnormally difficult to get and requires lots of level grinding. Not that you're going to get Cosmic Blade at a whim, but that's still incomparably easier (and requires several times lesser level, — that in a game, where "levels" mean "thousands of levels").
- Also you can't actually lay your hands on Yoshitsuna anyway without having a Legendary Cosmic Blade leveled to its maximum.
- That only speaking about swords in reference to the page's title. Nearly the same applies to most weapon classes in the game.
- Transformers: Fall of Cybertron has around twenty weapons available of varying degrees of power and availability. Until you find then unlock better weapons and gear (at which point you may use them in the earlier portions of a New Game+), your arsenal is severely limited and you won't have access to the really destructive tech. However, you will have access to the Path Blaster from the start of the game—Optimus even begins with one. While it's not as capable of mass destruction as the Glass Gas Gun or the Riot Cannon, it's a fast, fairly powerful, reasonably accurate, decently supplied medium-range magnum-like weapon that will drop any standard Decepticon trooper in two shots (or just one if you blow their heads off instead). You can also purchase an upgrade that randomly inserts a high-powered explosive charge somewhere in your current magazine, which causes a gigantic explosion if it hits anything. The Path Blaster can handle pretty much any situation the game might throw at you up until you acquire and upgrade the Riot Cannon, which happens far later in the game.
- The X-Universe series has the Typhoon Missile. It is an eight-warhead tracking missile that deals 240 megajoules of damage total, with each warhead dealing 30 megajoules to stack up the damage. To put things in perspective, there are no ships below the class of corvettes that can mount shields at 200MJ or higher, with the only exceptions being the Argon Eclipse and some models of the Teladi Falcon, especially the Sentinel version (it is the only non-capital ship in the games that can fit 400MJ of shielding, or two 200MJ shields). This means that fighters are going to get easily vaporized by the incoming swarms of these mildly overpowered missiles. Even better, the Typhoon combines a really high damage output with exceptional range and rather average speed, making it a Jack of All Stats among missiles. While the Typhoon is restricted in its usability to be only carried by capital ships, capships themselves that aren't of Kha'ak and Terran/ATF design make really good use of the missile by inflicting Macross Missile Massacre against enemy fighters, especially if it comes from a Teladi capship. Despite it being a really effective anti-fighter weapon, its high damage output per warhead also makes it quite effective against enemy capital ships as well, when launched in bulk. Not only is the missile an economical weapon in most combat situations, its factories can be purchased at any available shipyard that is not in Terran territory. The Typhoon does have its limitations, however; first, the below average speed of 195 m/s makes it annoyingly useless against the even more vexatious scout craft, who are just too fast to keep a bead on, and second, it does not have the ability to re-acquire new hostile targets after its original one was destroyed, so be mindful of launching your missiles.
- The Large Frigate in Sid Meier’s Pirates! While the Ship of the Line is considered the best ship in the game, capable of holding more guns and men than just about any other vessel while still being incredibly fast in the right wind conditions, it's also excessively rare. It's possible to play multiple games without ever seeing one. The Large Frigate has inferior stats, but is still powerful in its own right, and one can easily be gained just by finding and taking down Henry Morgan.