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Infinity Plus One Sword / Video Games

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Examples of Infinity +1 Sword in video games.


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  • 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.
  • Blossom Tales: The Sleeping King has the Boomerang, which is found in the second dungeon (which is about the game's halfway point). It does two to three times as much damage as your sword, can hit twice per throw, passes through enemies and obstacles, and ignores height and depth. Its only disadvantages are that it's somewhat slow and can't be spammed indiscriminately.
  • 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. The Claimh Solais, in the other hand, can be acquired fairly earlier in the game, provided you get Undine's soul and one of the three souls (Curly, Devil or Manticore) required to access the secret area where it lies hidden (behind the waterfall in the Underground Reservoir). This weapon is an incredibly fast greatsword with an absurd reach that deal holy damage and provides bonus to all stats.
    • 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.
      • 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've forged it, the normal attack hits twice and 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: Harmony of Despair:
    • 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 Optional Boss. The Vampire Killer is weaker than the Royal Sword, but it's a lot faster and has the quite-useful Holy elemental affinity.
      • 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
      • Each category of weapons (except maybe for the joke ones) has a top-tier one, with the greatest damage output and combo. Namely, there are the Laser Blade, Estoc, Feather Sword (for swords), Zaghnol and Death's Scythe (axes, with the latter being the strongest weapon in the game), Chauve-Souris for spears, and Force Gloves for knuckles.
  • The Spur in Cave Story (not so much the Sword part as the Infinity +1 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 in for a superior weapon until you reach a certain point. As for what the Spur does, instead of requiring EXP it's a chargable gun: tapping the shot button results in a Level 3 Polar Star, while holding down the shot button fires off a Wave-Motion Gun, which gets stronger the longer you hold down the button before releasing.
  • 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.
  • The Legend of Zelda:
    • Link's Awakening:
      • The boomerang is the Infinity +1 weapon — it can kill almost anything, including the final boss, in one hit (though the 2019 remake removes that part), 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. Compared to most examples, it's very easy to obtain — you have to complete a lengthy Chain of Deals first, but you have to do that to complete the game anyway, and afterward you just have to visit a nondescript cave at the beach where the game started and trade away a less-valuable item. Not so much in the Switch remake, where, while still a powerful weapon capable of easily handling a few enemies who are otherwise a pain to deal with, it's nowhere near as insanely powerful as it was in the original.
      • There's also the Level 2 Sword, which you get by hunting around for 20 Secret Seashells (40 in the Switch remake) 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 Ocarina of Time. The sidequest required to get it has 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 it 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. If you know what you're doing, however, you can get the sword immediately after becoming an adult and winning Epona, then use it in every adult dungeon, turning it into a Disc-One Nuke.
    • 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 these 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 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.
    • Skyward Sword:
      • Being the Origins Episode of the Master Sword, the game 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). Both of them also count as the Sword of Plot Advancement, and must be obtained to progress through the game.
      • 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, making it something of a Bragging Rights Reward.
    • In 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. The Legend of Zelda: A Link to the Past has a similar upgrade sequence for the Master Sword. So the base Master Sword is an Infinity -2 Sword?
    • Breath of the Wild:
      • The Master Sword manages to be both an infinity +1 and -1 sword at the same time. When you first get the sword, its attack power only has a meager power of 30 and its energy gets drained if you "break" the sword, rendering it unusable for 10 minutes. The Master Sword is the only weapon that is reusable this way, which puts it miles ahead of other weapons, yet its low attack power won't be suitable for strong enemies. If you're in the presence of an enemy that's under the influence of Ganon, the sword's attack power doubles to 60 and its energy takes a lot longer to be fully depleted. Fully completing the Master Trials in the first DLC pack has the Master Sword powered up to 60 attack power permanently and gives the enhanced durability to boot. While you can easily find stronger weapons, they'll eventually break while the powered up Master Sword will take a long time to be depleted. They're also typically two handed weapons, which are much slower and riskier, though the enhanced Ancient Armor set + Ancient Short Sword combo does still overpower the Master Sword.
      • Since all other weapons in this game wear out extremely quickly, and enemies do terrifying amounts of damage, armor is the main Infinity +1 Item. Ancient Armor and the Tunic of the Wild are the best defensive sets available, but both require considerable work to acquire — the former requires a lot of money and parts farmed by destroying numerous Guardians, while the latter is the reward for completing all 120 Shrines. To upgrade them all the way for maximum defense (basically required, since un-upgraded the sets aren't particularly good and have no bonus effects), you must find all 4 fairy fountains, dump over ten thousand Rupees into them in total, and collect a lot of hard-to-find components to pay for the upgrades. By the time you get through all that, you're probably good enough at the game that you don't really need such high defensive stats.
    • Hyrule Warriors:
      • An update has made the Master Sword's Sealed Skill Evil's Bane no longer exclusive to the Master Sword: You can pick up a randomly dropped weapon with a 25,000-KO Sealed Skill.
      • The perfect variation of a weapon is Level-3, 5-Stars, and 8 Slots. Unfortunately, the chances of getting this kind of weapon are very low.
      • Legends adds Level 4 weapons, upgraded versions of the Level 3 weapons with massively increased stats, ranging from 500 to 750. Naturally, the Master Sword also gets a second skill to enable it to surpass even these.
      • And there is the matter of the Level 4+ weapons from Legends 's DLC maps (sans Master Wind Waker), which adds a second element to every non-DLC weapon, along with the advantages of the Level 4 weapons.
  • 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 Plus-only item. Incidentally, this is also an instance of Mystical 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.
  • Shadow Complex has the Inertial Element, a powerful shotgun that can kill most enemies in one shot and deals a lot of damage to mechs, even at long range. It is found in an area which triggers the final battle sequence of the game, but it can easily be missed in said area and can be rendered unobtainable when the game's Big Bad self-destructs the area.
  • On your third playthough of Solatorobo, you can unlock the DAHAK Type-Omega form, which boasts the best stat boosts in the game (outpacing even the X variants you unlock on your second playthough) while also giving you access to every unique ability that the previous S, R, G, and C forms have individually.

    Action Game 
  • Armored Core:
    • The MOONLIGHT laser blade and the KARASAWA laser rifle usually fall 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 hit with the Nerf bat after AC2: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 overwhelming with its wide-spread, but tightly concentrated rapid fire which gives it extreme close-range power and doubled by the fact it carries 3,000 rounds. Phantasma alone can be killed in less in a minute with this thing.
  • 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 disintegrating enemies throughout 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 its ammo is very rare and it's not nearly as much fun.
  • Cuphead has the Divine Relic, available in the DLC. To get it, you must buy the Broken Relic from the shop; find and defeat an Optional Boss to "upgrade" it into the Cursed Relic (which turns you into a One-Hit-Point Wonder and randomizes your weapons); and then defeat a few bosses while having it equipped, to properly upgrade it. Once fully evolved into the Divine Relic, it gives you the benefits of four separate charmsnote  without reducing your health.
  • Infinity Blade II has an Infinity +1 Ring — the Holy Band gives you a level 10 spell (other spells currently max out at 8) which does irresistible 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.
    • But there is an even greater weapon which is called the Solar-Trans, which allows any gem put in it to receive a bonus of x10. Combine this with the fact that you can get a +5000 rainbow attack, which comes to a total price of 146 million in-game credits! To put that into perspective, going through the whole game twice will give you about a million.
  • MADNESS: Project Nexus 2 has the Prime Blade, whose loadout is obtained as a reward for clearing the Legacy of the S-3LF Eater sidequest. Resembling a clockwork sword with a glitchy-looking blade, it's one of the most powerful melee weapons in the game, capable of one-shotting most enemies (even Nexus Core mooks!) and reducing them to a pile of voxels. To make its infinity-plus-oneness more apparent, it's one of the very few weapons to lack weapon durability, meaning you can use it willy-nilly without worrying about it breaking apart on you. The only downside is that it's the only weapon in its loadout, meaning that selecting it will deprive you of other weapons such as grenades until you pick some up, though considering its power output that's a negligible issue at best. Another downside is that it's only available in the Story Mode, meaning that those who play the Arena Mode are out of luck.
    • That being said, the Arena Mode does get its own Infinity +1 Sword in the form of the Minigun. It's the most expensive weapon in the game (a whopping 1 million dollars, which is way more than what you can get through progressing the story naturally), but it's well worth the price. It can shred through any enemy not wearing bulletproof armour, and if playing as the Tinkerer, it can be modded to fire Dissonant Energy, making it even stronger. The only drawback is that it slows your movement speed by a ton, but that's a small price to pay for being able to shred anything in your path.
  • In the Virtual Reality demo game Spellfighter VR, near the end of the game's only dungeon, you find the "Green Skull of Lasers" along with a note stating that it should never be assembled. Using it requires both hands; one to hold (and aim) the skull, the other to hold the jaw. If the jaw is touched against the bottom of the skull, it fires extremely powerful green lasers out of the eyes that can tear most enemies apart and makes completing the demo nearly effortless. The only drawback is that the lasers fire for a few seconds, then require a few seconds to recharge. Obviously, you can choose not to take the skull if you prefer a greater challenge, but there's no penalty for using it.
  • Near the end of Valfaris, when you defeat the penultimate boss, Furrok, you receive his sword, the blade used by Bathoryn in the previous game Slain. Or rather, you receive Bathoryn. It's the strongest sword in the game, perfect for the upcoming Final Boss.
  • 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.
  • 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!
  • Naked Jehuty in Zone of the Enders, the form of Jehuty that you get only in the very last level (outside of New Game Plus, 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 +1 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 
  • The "Fist of God" punch in God Hand. Not only does it do 100 damage, but it can also 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 Plus 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.
  • The "Magic Katana" weapon and "Essence of the Brawling God" skill in Yakuza Kiwami 2, both attained through the Bouncer Missions that Kiryu can take on. Both of these can only be attained by completing the mission "Pandemonium - Legend", which can only be accessed by completing every other Legend-level mission, which themselves can only be unlocked by completing every Hard and Normal-level mission. "Pandemonium" itself is already a Brutal Bonus Level even in its Normal variant due to the three Amon battles during the mission. The rewards you get for it are very nice - the Magic Katana is an infinite-durability high-power sword that ignites enemies it hits, and the Essence of the Brawling God skill will completely fill your Heat Gauge upon a successful taunt - although in order to even stand a chance in Pandemonium, you will likely had to have already maxed out most, if not all, of your stats and attained most of the other abilities - by the time you finish this, you'll likely be able to stomp the final boss into the ground ten times over.

    Driving Game 
  • In the Nintendo 64 game Beetle Adventure Racing, you can unlock a police Beetle. In addition to having the best possible stats, it has a siren instead of a horn, which you can use to make all CPU cars slow to a stop while they're within hearing distance! Of course, to get it, you have to unlock every other car (including the damn-good-but-not-quite-the-best car, the Alien Beetle), meaning that all you have left to do is find the hidden bonus and cheat boxes around the tracks (which there's no point in doing with any other car).
  • The shining piston and angel wings in ChoroQ HG 4, which can both be combined to make the angel engine, which is fast enough to beat any race with impressive times. This can only be obtained in the postgame after beating Otto in his grand prix. It's so fast that the speedometer can act strange due to the game attempting to calculate the high acceleration. It even easily helps the player beat the true postgame boss, Kamikaze.
    • The player can also combine the Devil's Carving Knife and the Black Ring to make the Devil's Tires, which gives perfect grip and makes it nearly impossible to spin out (the player still can though if forced hard enough)
  • 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 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 +1 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.
  • In F-Zero: Maximum Velocity, there is an Infinity +1 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 a while after level 30, but hey, at least you won't have to laboriously attempt to complete the 3-race X2010 Time Trial event.
  • Mario Kart: Double Dash!! has the Parade Kart. This kart can be used by any driver/passenger combination, has the speed and weight of a heavy kart and the acceleration of medium kart. It's unlocked by placing first in Mirror Mode All-Cup Tour, which requires unlocking Mirror Mode (place 1st in the All-Cup Tour in 150cc difficulty), the All-Cup Tour (place 1st in the Special Cup in 150cc difficulty) and Special Cup (place 1st in the Star Cup at 100cc difficulty).
  • 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 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 grind a lot to get your hands on one of them. Couple it with the fact that this game can get brutally difficult at times, and it's probably best that you just stick with the aforementioned Kawasaki until you give Karol a million dollars to make everything free after beating Booke.
  • Recent Need for Speed games, such as Most Wanted 2012 and Rivals, tend to treat the Koenigsegg Agera and its derivatives like this. Despite being the fastest cars in the games, they still manage to be quite agile and resilient to damage. The fact that it's usually the last car to be unlocked means by the time you've gotten it, you're skilled enough to not mess up with it. Rivals in particular made the Koenigsegg One:1, an even more game-breakingly Infinity-Plus-One Car, a free DLC Car. Woe betide anyone who has to face one in a multiplayer match.
    • Payback continues the trend with the Koenigsegg Regera, which is only unlocked after completing the main storyline. It is the only car in the game to break the top speed cap of 375 kph and has very strong acceleration and good handling to boot. Predictably, it has become a staple car in multiplayer playlists alongside the notorious Porsche 911 Carrera RSR 2.8 and the Volkswagen Beetle.
  • 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.
  • The first Rollcage game has Yuri. Yuri's car is a Master of All, as nearly all of its stats are either equal or greater than the highest stats among the other six character's cars in the game, who all either have only one high stat or a balance of moderate stats. Yuri is only unlocked after coming in first place in every race in a hard mode circuit. Downplayed in the second game, the Genesis car would be the best but it is so ridiculously fast that it is too difficult to use on most tracks.

    Fighting Game 
  • 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.
    • Several of the heroes' EX Modes involve wielding their classic "best weapon". Cloud's Buster Sword becomes Ultima Weapon, Squall's gunblade becomes Lionheart, etc.
    • An odd case with Prishe, during her EX mode she equips Destroyers, which on her original title are inferior to both the weapons used for her unique level 90 (Sphairai) and level 100 (Glanzfaust) weapons on Dissidia. However the Destroyers were the best weapon a Monk could realistically obtain for a long time. (See the Relic and Mythic entries under Final Fantasy XI below).
  • Soul Series:
    • The driving forces behind the events of the series 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 most of the games, each character can unlock a version of one or both swords — in Soul Calibur II, for example, every character has Soul Edge, but only a few have Soul Caliburnote . Generally, though, Soul Edge will leech off your lifebar — would you expect otherwise? — and those characters who don't have Soul Calibur generally have another really souped-up weapon. Sometimes these weapons not only increase attack strength but refill your lifebar at an insane rate, making this the bane of your existence if you encounter the CPU wielding such a weapon in the story mode.
    • Inverted with the joke weapons, like Mitsurugi's bokken, Taki's tobacco pipes, Seung Mina's broom, and Link's bug-catching net. They make weird sounds in place of the usual slashing or swooshing sound effects, e.g. the broom reminds the player of a certain animated film, the tobacco pipes sound like hollow tubes being swung around, etc. The game's description of these weapons always includes something to the effect of it lulling an opponent into a false sense of security and self-assuredness, making said opponent easier to take down with these "weapons".
    • 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...
    • In Soul Blade, the console version of the game that originated the series, all characters can obtain an "ultimate" weapon by taking a few specific secret steps at the end of their Weapon Master playthrough. These are often their very best in all parameters, sometimes including extra perks. The most infamous is Hwang's "Phantom" which is not only extremely strong and light... but it's also three times as long as his default sword!
  • Super Smash Bros. Ultimate: You get the Galeem and Dharkon spirits by getting the True Ending. These have the highest stats out of any spirit and unlike Akuma or Deoxys, they're not Glass Cannons, having equal offense and defense stats, are neutral type and have effects that allow them to do extra damage against enemies in World of Light (though at the cost of taking extra damage from them) depending on the realm you're innote . They don't come with any support slots, but that isn't really necessary because of how strong they are.

    First-Person Shooter 
  • 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, the only downside being that you might be in the blast radius...
    • The blast radius of the Norfleet works to your advantage with the Sham, an infinity+1 shield. The Sham has between a 76% to 94% chance to absorb ammo shot at you; when using the Norfleet, the insane blast radius counts as a rocket that is absorbed by the Sham almost all the time. This allows for near INFINITE rocket launcher ammo. Putting these items together turns the Norfleet from an infinity+1 sword to an infinity times 10 sword (or rocket launcher, as the case may be).
    • Borderlands 3 continues this trend with dedicated boss loot drops (loot that will only ever drop from specific bosses), but the greatly increased legendary drop rates for everything else actively makes it even easier to get ahold of legendaries. As such, you could leave Pandora with a full set of Legendary Gear, turning it more into a Disc-One Nuke rather than this trope.
  • Cruelty Squad has four weapons that are widely considered the best in the game, each with their own strengths:
    • The Abscess Ironworks Lux rifle shoots slow-moving energy balls that are very powerful and ignore armor.
    • The Bolt ACR is basically a flamethrower that shoots radiation clouds. It's extremely light-weight, has infinite ammo and can shoot through walls.
    • The Parasonic C3 DNA Scrambler is a handgun that insta-kills pretty much any unarmored enemy in the game. It's also completely silent.
    • The ZKZ Transactional Rifle is a pretty accurate middle-range weapon that gets stronger the more money you invest in the game's stock market.
  • Deus Ex has the Dragon Tooth sword. It's the strongest weapon and you can get it halfway through the game. Of course, the drawbacks of a melee weapon compared to shooting weapons are obvious. Oddly, it can't break open lockers like its regular sword counterparts can.
  • GoldenEye (1997): Its Infinity +1 sword is the Golden PP 7, which can absolutely destroy anything in one shot. It's obtained by beating Cradle on the Agent difficulty which isn't that hard with some practice.
  • 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 240 bullets (the tier 2 shotguns all have only about 100 shells).
    • 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. 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.
  • Nosferatu: The Wrath of Malachi: It's only possible to get the Machine Gun late in the game. While individual shots do less damage than other guns, it has 31 bullets in a clip and fires extremely fast, and reloads quite quickly as well, allowing it to bring down any enemy with relative ease. Since you've been collecting ammo for it throughout the game, you're unlikely to run out, provided you don't use it excessively.
  • The FarSight from Perfect Dark: an Imported Alien Phlebotinum sniper rifle that's massively overpowering and features tremendous 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 deal eight times damage), 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 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.

    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. The only problem is that it's slow, but the aforementioned advantages make up for this.
  • 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 character's 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 
  • Whenever you craft a weapon or armor in Conqueror's Blade, you have a chance of getting an epic or legendary item—but of course the chance is very low (especially for legendaries). If you have an epic hero schematic, you can craft special gear that is guaranteed to be epic or legendary—but these schematics are terribly difficult to obtain as well.
  • In Dungeon Fighter Online, the reinforcement system allows for any weapon/armor/accesory to be powered in terms of damage, defense, and/or increasing the base stats of your characters up to a (theoretical) value of +32. And reinforcement values from +10 (or +12 for weapons) onward increase those properties exponentially. However, with every new level of reinforcement the success chance decreases by a set percent, and failure at higher levels destroy the weapon/equipment. The only way to counter this is to use tickets to protect the item...at the cost of all reinforcement levels.
    • The Amplification process is similar, and also adds an additional stat bonus to any of the four main stats. But this is even more expensive (both material and gold-wise) and riskier to do due to the fact that it can't be used in items already reinforced and are not cursed to begin with. And every failure at an Amplification level of +7-+9 resets all Amplification levels to zero, with the aforementioned penalty of the item being destroyed at +10 or higher.

  • Final Fantasy XI:
    • Mythic weapons require climbing a Bonus Dungeon to get a weak version of the weapon, killing a bunch of Optional 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, and this is followed by a series of Fetch Quests and Optional Boss battles all leading to get three items that are guaranteed to drop despite what the last version of this entry may have claimed. This is capped by a final Puzzle Boss which, if somehow failed despite the proper strategy being well-documented at this point, will require another set of the three items mentioned earlier. Then they have to be upgraded to Lv 99 through the Trials of the Magians—culminating in turning in not one but three fancy rocks only dropped by the infamous Pandemonium Warden—then reforged to item level 119 and upgraded to Afterglow with a total of 10,300 other more different fancy rocks that drop from high-level battlefields. The cost of buying them from other players can add up almost as dramatically as the time it would take to farm all of them yourself. But, with the notorious exception of the Ninja Mythic, they all augment their corresponding jobs' strengths, making up for their lack of raw power in utility.
    • Aeonic weapons are the undisputed kings of damage output. Even though the Merit Weapon Skills linked to their Aftermath effect are a mixed bag, they have the highest raw damage of the four ultimate weapon types, and their Aftermath boosts Skillchain and Magic Burst damage in addition to allowing the wielder to unleash souped-up versions of the Light and Darkness Skillchains. Did I mention the base damage of Skillchains is directly linked to how much damage the last Weapon Skill caused?
  • Final Fantasy XIV has two ways to get the best-in-slot weapon for the current expansion or patch:
    • The first way is to obtain tokens by doing the high-end raid content. Doing the last "floor" for the raid tier drops a token that a player can use to obtain said weapon. However, only one drops, so you're at the mercy of RNG if you're not doing this in a team that can help farm for tokens.
    • The second way is to obtain the so-called Relic Weapon and building it up. While the initial Relic Weapon is relatively easy to obtain, it's not the best-in-slot weapon and requires building it up to become it. And building it up requires a laundry list of activities to do such as running FATEs a bunch of times (this is typically subject to RNG) or running specific dungeons a number of times. One can easily invest a week of grinding to upgrade a single Relic Weapon if that's all they're doing.
  • Granblue Fantasy has numerous examples:
    • The Bahamut weapons not only have the highest skill boosts in the entire game, but they boost based on race rather than element, allowing them to be splashed across multiple elements. However, in order to get one, you have to fight Bahamut, one of the hardest bosses in the game, and in order to fully upgrade it, you have to fight an even harder form of Bahamut meant for High Level players.
    • The Xeno weapons are the few weapons to have the Massive boost in their skills (the only other ones as of writing are Final Uncap Premium Gala weapons), have powerful charge attacks, and can be upgraded in a more powerful True form, but in order to get them, you have to participate in the difficult Xeno clash events.
    • The Class Champion weapons provide boosts to their respective class lines when wielded, and getting one of them unlocks the Tier IV classes. Getting one involves farming the materials from Co-Op mode.
    • In terms of characters, the Eternals/Guild Wars Characters are among some of the most powerful characters in the game. In order to get one though, you have to fully upgrade an Infinity +1 Weapon known as the Revenant Weapon. Months of grinding are needed to gather all the materials to gather the weapons, you can only get enough copies for one fully uncapped weapon only once every time the bi-monthly Guild War event comes around, and each Eternal corresponds to a different weapon type, meaning that if you want all ten Eternals, you'll need to fully upgrade at least ten different weapons. And have fun going to through the lengthy process to fully uncap the guild war character.
  • Phantasy Star Online 2 has the Austere weapons, which have the highest ATK stats in each of their individual weapon categories. They can only be obtained through one of two methods: Clearing the raid event "Progeny of the Apocalypse"/"Perennial Apocalypse" and receiving it as a Rare Random Drop, or trading for it through an NPC named Zieg. The latter method will always give you an Austere with decent Abilities and 30 Light element, but the method to acquire one is exhausting; it requires you to first play the aforementioned raid event enough times to collect 100 Caligula stones and 100 Excubes to get a weaker version of the goal weapon. To actually get an Austere, you then need to farm not only that raid event more, but you also have to farm a ton of other endgame content, including Extreme Quests, Ultimate Quests, and Challenge Quests for items needed for the trade, on top of the weaker version you bought earlier. The worst part is, to finish upgrading it using the easy method, you need two; the second one is required to bring its elemental value to 60 Light, which will significantly boost its maximum damage potential. Ironically, it's only marginally better than the Infinity -1 Sword, the Orbit series, which deals a few less percent in damage but has a far more useful Potential.
  • 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.
  • Runescape:
    • The ultimate weapon in RuneScape is the Deathtouched Dart. It instantly kills almost anything in the game in one hit, except for a small number of bosses that are immune or are only sent to the next phase of the fight, and it also can't be used against players. Deathtouched darts can only be obtained as prizes during special events or occasionally they may be purchased for 5 million gold from the Traveling Merchant's Shop.
    • The very best gear in the game are Primal weapons and armor (for Melee), Saggitarian weapons and armor (for Ranged), and Celestial weapons and armor (for Magic), and also the Hexhunter longbow, at tier 99, except for the Hexhunter longbow, which is tier 98. However, all of these items can only be used in Dungeoneering.
    • In the rest of the game, the very best two handed weapons currently are the Zaros Godsword, the Seren Godbow, and the Staff of Sliske, at tier 92. All of these are obtained by fighting the superboss Telos.
    • In Old School, the strongest weapon is the Twisted Bow, which increases in power and accuracy the higher the target's Magic stat. Outside of a few bosses (often specifically coded or designed to not be run over by the Twisted Bow), there's very few reasons to ever use a different weapon.
    • The best shields in the game currently are the Malevolent Kitshield, the Vengeful Kiteshield, and the Merciless Kiteshield at tier 90.
    • The best one handed weapons in the game currently are the Blightbound crossbows for Ranged, the Wand of the Praesul and Imperium Core for Magic, and the Kopesh of Tumeken and the Kopesh of Elidinis for Melee, which are tier 92. They are obtained, respectively, from defeating the superbosses Solak, Nex, and The Magister.
    • The best power armors in the game currently are Malevolent armor, Sirenic armor, and Tectonic armor, which are tier 90, although these armor sets do not include hand and foot items, although there are tier 90 power foot armor called hailfire boots, Flarefrost boots, and Emberkeen boots and tier 90 power hand items called Celestial hand wraps, Razorback gauntlets, and Ascension grips. The introduction of Elite Dungeons included items that can be used to upgrade Sirenic and Tectonic armour to tier 92 Elite versions.
    • The best tank armors in the game currently are Achto Telalith armor, Achto Tempest armor, and Achto Primeval armor. These are obtained from participating in the Mazcab Raids.
    • The best cape in the game is the Completionist cape, which has better stats than any other cape and has the abilities of most of other capes in the game except for the Skill capes, which you can combine up to three of which with the Completionist cape to give it their abilities, or in Old School, just outright has all of their abilities.
    • The best neck slot item in the game are the amulet of souls (or), which does not have any level requirements.
    • The Godsword, a two handed level 75 melee weapon, for a long time was the strongest weapon (there were no other weapons requiring a skill that high) before it was overtaken by the chaotic weapons at level 80, which are obtained from Dungeoneering. The introduction of chaotic weapons made it possible to kill a boss solo that formerly required a group. It is the second most powerful melee weapon in the "Old School" version of RuneScape, though it's outpaced by a number of weaker weapons that have a much faster attack speed.
    • The Chaotic weapons were unseated by the level 85 Tetsu (Melee), Seasinger (Magic), and Death Lotus (Ranged) equipment, which are obtained through the high-level minigame Player-owned Ports. These in turn were surpassed by the level 90 Drygore (Melee), Ascension (Ranged), Seismic (Magic), and Noxious (all three) weapons, which are obtained from various difficult bosses — and these in turn were unseated by the level 92 weapons mentioned above.
    • However, many considered the Abyssal whip, which is tier 70, to be superior to the Godsword due to it being much faster and allowing the player to wield a shield.
    • The most powerful items available to players in the free version of the game are the Corrupt Dragon items. They have the same stats as the Member's Only Dragon items, but they disintegrate after being worn for 30 minutes.
  • 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 11th-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.
    • Legion gives a unique weapon to each specialization of every class. Besides growing more powerful as players advance, players acquire each one by going through a (usually) unique scenario tailored to their class and/or specialization.

    Platform Game 
  • The helicopter in Donkey Kong Country 3: Dixie Kong's Double Trouble!. It's a cool ride that allows you to explore anywhere on the map; unfortunately, by the time you acquire it, the only things left to find are a couple of bonus caves and the game's Golden Ending.
  • 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 only secret weapon in Kero Blaster is the Kuro Blaster. It's the strongest weapon in the game damage-wise and the only one that passes through walls, but obtaining and leveling it requires accessing three well-hidden secret areas that can only be reached in Omake Mode.
  • Kirby:
    • Kirby's Adventure introduces the very rare UFO which can't be taken between levels (unless a glitch is used) and lets the player fire one of the most powerful attacks in the game at will.
    • Kirby & the Amazing Mirror:
      • The Smash and Master 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, it is useless, as you've already cleared most of the levels and the ability itself has limited usage.
    • Finishing the postgame stages of Kirby and the Forgotten Land rewards Kirby with the Morpho Knight Sword, a straight upgrade from the Meta Knight Sword (sans the Upper Calibur move) with a fast charging attack, huge area of effect, the ability to shoot a Sword Beam at full health and devastating damage, besides replacing Kirby's dodge with a long-ranged Flash Step that makes him invincible. You can even upgrade its damage with Rare Stones to an Infinity Plus Two Sword. It's no Bragging Rights Reward either — you get it right before the final cup in the Colosseum, giving you a proper challenge to use it in.
  • Lester the Unlikely: The Sword, attained near the end, is the strongest weapon in the game- being able to take down Pirates in two hits.
  • Mega Man:
    • The Metal Blade in Mega Man 2. Not only does it defeat most minor enemies in one hit, it cuts right through them and keeps going. Nearly every boss is weak against it, the most hilarious example being Metal Man himself, who dies from two hits with it. On top of all that, it has an extremely high ammo capacity. Many players beat Metal Man first and then play through the rest of the game using this as their primary weapon.
    • The ROM hack Rockman 4 Minus ∞ 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 has the Jackson cyber-elf, which grants invisibility.
    • In Mega Man Zero 3, entering cyberspace in the penultimate level forces you into an Optional Boss battle with the first game's Phantom in a Secret Test of Character. The reward for defeating him is the Ultima Boots, which possesses all the abilities of the other Foot Chips.
    • Mega Man ZX has the Omega Biometal, which you can only acquire by either beating the eight Optional Bosses (accessed by plugging in the third and fourth Zero games into the Game Boy Advance slot) or Omega Zero himself on at least Normal difficulty 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:
      • The Gold Chip can only be obtained after collecting 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, for which you have to 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 X5 has the Ultimate armor and Black Zero armor once more, this time as unlockables in-game. To get the Ultimate armor, one has to defy all sense and enter Zero stage 3 with regular, unarmored X and slide into a fake wall to find the capsule.
    • Mega Man X8: Once you obtain 100% of the character's chips, you'll gain access to X's Ultimate Armor, Zero's Black Armor and Axl's White Armor. For a literal sword example, Zero can also purchase the Sigma Blade after defeating Sigma and starting a New Game Plus.
    • Mega Man Legends:
      • The game 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).
  • Prince of Persia: Warrior Within:
    • To obtain the Water Sword, 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.
    • The final sword in Prince of Persia: The Sands of Time can also count, as it automatically kills enemies (removing the need to stab them with the dagger).
  • 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.
    • Going Commando has this spot shared by R.Y.N.O. II and even more expensive Zodiac, which oneshots whole screen of enemies short of bosses. However, it can hold only 4 shots that cost 10k apiece, and the gun takes a moment to fire.
    • 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 eight 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 that 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 fewer 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: The RYNO VI can only be unlocked if one completes all of the secret lab challenges. 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 11th-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. No other game in the franchise has seen Hyper Transformations since. In Sonic Mania, the next game after Sonic 3 & Knuckles in the series' chronology, reveals that the Hyper Transformations were so powerful that the power they exerted completely drained and shattered the Super Emeralds themselves after the events of Sonic 3 & Knuckles, finally answering a lifelong question of why they've never made any future appearances after that game.
    • 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.
  • The Hammer Suit in Super Mario Bros. 3. Its hammers can kill any enemy vulnerable to fireballs, and can also take out Boos, Stretches, and Thwomps — enemies that normally can only be killed by a Super Star. Ducking in the Hammer Suit makes Mario curl up and grants him immunity to fireballs as well. Naturally, the Hammer Suit is extremely rare and for many players, it's just Too Awesome to Use. About the only things Mario can't do while wearing it are slide downhill and fly.
  • 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. And each of them is actually super-effective on a specific boss.
  • 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.

    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 reasons for this is another IPOS: Neverending Hail of Destruction. This godly Heavy Bolter can do ungodly amounts of damage to almost everyone (except against Monstrous Creatures or vehicles, for 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. You can't use it while wearing Terminator Armor, however. Avitus is the canonical traitor, so if you want a storyline playthrough you don't get to use him for those super difficult missions.
    • 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 Terminator armour, respectively; they are extremely nice to have, but are also rather hard to find and require you to be 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.
  • In Noblemen: 1896 by Foursaken Media, there's the Georgeson Tank and War Elephant. The Georgeson Tank is the final and most expensive unit that can be unlocked using enough gold (the rare currency) or being sufficiently far in the campaign. Meanwhile getting the War Elephant is the final tech advance that can be gained by increasing your global level. The Georgeson Tank has the 2nd best vehicle armour in the game and deluges enemies with a pair of cannons and a gatling gun. Meanwhile the War Elephant is an artillery unit where an armored giant elephant carries three mortars that fires in quick succession.
  • In Pikmin 4, completing Olimar's Shipwreck Tale and then beating every floor of Trial of the Sage Leaf rewards you with White and Purple Onions, which easily propagate the two Pikmin types that are normally only produced by underground Candypop Buds, thus letting you take full advantage of the White Pikmin's superior speed and the Purple Pikmin's superior combat strength.
  • Frostmourne in Warcraft III is said to be this. Near the end of the Human campaign, Arthas and Muradin believe it is 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 well-being. 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.
  • The Binding of Isaac has one amazing, unlockable offensive item for each major update or remake thus far:
    • Before the Halloween Update, the best offensive item was probably Dr. Fetus, which would shoot high-damage bombs at enemies while also making placed bombs almost meaningless. To get it, you must beat what was then the game's True Final Boss six times, meaning you need to be very good at the game in order to unlock it. This one got majorly nerfed in Rebirth, now becoming one of the worst items in the game.
    • The Halloween update adds Mom's Knife, which is Difficult, but Awesome that leans heavily towards the Awesome side. Unlocked by beating the new True Final Boss as Isaac, you would throw a high-damage knife that hit frequently.
    • The Wrath of the Lamb DLC adds Epic Fetus, unlocked by beating one of the new challenges. One-upping Dr. Fetus, it allows you to drop missiles onto enemies. What's also neat about it is that, unlike Dr. Fetus, it did not get nerfed in Rebirth, and it's still one of the best items in the game.
    • Rebirth has as its ultimate offensive item Godhead, which is unlocked by beating Boss Rush, Mom's Heart, Isaac, Satan, ???, and the Lamb on Hard with The Lost. It is an adjusted version of Sacred Heart, the Infinity -1 Sword of Wrath of the Lamb, with the added bonus of adding a full-damage, multi-hitting, large-radius halo around all tears.
    • Afterbirth ramps it up even further: beating the True Final Boss with every character unlocks the Mega Blast, which is the longest-cooldown active item in the game. It creates a long-lasting beam that persists between rooms and instakills all enemies including bosses.
    • Repentance's "ultimate reward" item is the Death Certificate, a one-use item that teleports the player to a special series of rooms that has every item in the game, even ones that are not unlocked, with the sole exceptions of Death Certificate itself and Dad's Note. Picking an item teleports the player back out. After all, why settle for just one powerful item when you can pick any one you want? The catch is that unlocking it requires gettting all completion marks on Hard as every character, including the "Tainted" alternatives of everyone, and that group includes a version of the Lost who not only lacks the Holy Mantle, but cannot get it or any extra lives under any normal circumstances.
  • Taken literally with the Axe of Woe in Dungeon Crawl: it gives the player +∞ accuracy and damage, and attacks everything around the player, turning every enemy into a One-Hit-Point Wonder. This is, of course, a bad sign: it's only found in the special Arena of Blood scenario, which is designed to be Nintendo Hard even with such an obscenely powerful weapon at your disposal.
  • 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.
    • The Vulcan Cannon. It's a single shot laser weapon that also takes four power bars and takes 11.1 seconds to charge. However, the fire rate speeds up and after five volleys its charging time is reduced to 1.1 second, faster than any shield's recharging speed. This means that given enough time, this single weapon can take down any enemy, including the final boss. This is also one of the rarest weapon in the game, requiring a lot of luck to obtain.
    • 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.
  • Nethack: Grayswandir is likely the most popular artifact (i.e. unique) weapon; there are others of similar strength, but most of them have inconvenient downsides, such as occasionally destroying your own items. It's also the only artifact that does silver damage, and most of the tougher late-game enemies are vulnerable to it. Actually getting this sword, like most other things in this game, is a Luck-Based Mission, as there are no scripted instances of it in the standard game.
  • 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).
    • Kecleons function as the in-dungeon shopkeepers. Steal from their shop, and a swarm of them come after you to kill you. They have downright absurd stats for their level, and getting caught by even one of them is basically a guaranteed game over. They keep these absurd stats when recruited, making them an excellent option for your team... except they've got the lowest recruit rate in the game, and will only go up to 0.5% chance at most. You also have to survive a fight with a Kecleon to recruit them, you can't use a full team because otherwise you have no room for a recruit, and then you have to get that Kecleon out of the dungeon without the others killing either of you. Do it and you have something that can stand up to legendaries with ease, but good luck actually doing it.
  • 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.
  • Sunless Sea:
    • The Memento Mori is the ultimate Forward gun, being essentially a Schizo Tech death ray powered by the Correspondence. Obtaining it requires ferrying around some of the rarest items in the game and zailing to remote lands as you put the pieces together, but is overall not too cumbersome compared to some other tasks.
    • The Fulgent Impeller engine, on the other hand, has one of the most difficult quest chains in the entire game, including extremely expensive ransoms or difficult rescues of a certain prisoner at Wisdom prison, buying off one of the rarest products of the Dawn Machine using either the Memento Mori or ludicrous amounts of supplies, crew and tactical info, snatching a secret from Frostfound's deepest chambers, and ferrying massive amounts of Kraken and Leviathan bones to Kingeater's Castle, one of the most feared places in the setting. The reward, however, is an engine with amazing fuel efficiency that can also propel a large frigate at modern motorboat speeds. Long zee voyages become almost trivial with this thing equipped.

    Role-Playing Game 
  • After Armageddon Gaiden: Most of the weapons in you get in the game are gotten through Item Crafting and can be equipped to any party member. However just before the final dungeon the resident Big Good gives each party member a unique ultimate weapon. Excalibur for Radune, the Demon Lance for Jokos, the Demon Axe for Dhalzam, the Ice Flail for Freya, and the Kris for Loperus. Each one has extrememly high attack power and hits twice per turn, with the second attack dealing elemental damage matching the character's specialty. Though in practice, only Radune and Dhalzam seriously benefit from using their respective ultimate weapon. The others are magic-based characters who don't gain much even from their ultimate weapon and are better off equipping a weapon that gives an Agility buff.
  • Ara Fell is unusual and violates Rule 145 of The Grand List of Console Role Playing Game Clichés; Iron is the best metal available, since the Floating Continent the game takes place on lacks ground to mine, and so iron is a rare and nearly irreplaceable resource. The area's so mineral poor that the one castle that exists is noted to have used up pretty much all the land's stone, and sure enough, the only other stone fortifications seen in the game are Elven ruins that predate the continent rising into the sky. The result is that the best equipment in the game is all blessed iron equipment; a suit of iron full plate is specifically noted to be legendary even before it gets blessed.
  • The ultimate weapon in OFF is The Ashley Bat; it hits twice per attack, ignores enemy avasion, and has the Metal, Meat, and Special attributes that aid you during battle. The only way to get Zacharie to offer you The Ashley Bat is to collect all five Grands — special items that you have to scour the map for. The game never tells you that they're important or where they even are — four out of five are located in the purified zones and you're never given any indication that they're worth visiting. One out of those four is located in a huge, totally featureless blank white room, and you just have to walk around aimlessly until you happen upon it. The last one is only obtained after defeating Sugar, the hardest bossthe game never tells you that she even exists.
  • 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 Shadows of Amn is the best warhammer in the vanilla game, it is superseded 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. It also sets the wielder's strength stat to 25, which is the absolute maximum possible. Only dragons and other godlike beings have this amount of strength.
    • The Flail of Ages: A multi-headed flail that does several types of elemental damage at once. Was originally a + 3 in Shadows of 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).
    • The Psion's Blade. A large +5 sword in Yaga Shura's lair. While there are a number of +5 weapons by this point, this weapon requires no investment like the other swords. It also gives Mind Blank, preventing the wielder from confusion, charm, or anything like that, which is by far the most annoying status effect in the game.
  • Betrayal at Krondor has the Guarda Revanche, a glamredhel sword that only Gorathnote  gets to wield, and even then only in Chapters VIII and IX. Getting it is pretty obtuse anyway, as it's found in a ruin that isn't necessary to visit, is broken when you find it, and requires that a second sidequest be completed in order to repair it (a sidequest that is nearly impossible to start unless you know what and where to look for it, and that is bugged, despawning an essential item if you don't have inventory space for it). Which is just as well, since the sword is so powerful that it's possible to do negative damage to enemies (healing them) if you grind your Strength high enough.
  • 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.
  • BoxxyQuest: The Gathering Storm has the 404 PasSWORD, a fully upgraded version of the PasSWORD that's been infused with the 404 Orb's energy. You acquire it as part of the main plot, but the fact remains that it's far stronger than any other weapon in the game. Even the post-story bonus gear can't compete with it.
  • Breath of Fire:
    • According to the game info in Breath of Fire I, 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 second 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's Permanently Missable 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!
    • Breath of Fire: Dragon Quarter has the Dragon Blade, a sword for Ryu that can be found early in the game, almost in plain sight, there for the taking... after beating the game at least once. Dragon Quarter being the kind of game it is, though, beating it to reach a New Game Plus in the first place means you probably don't actually need the Infinity +1 Sword. But it's still awfully handy. Interestingly, your save file tracks the number of times you finish the game, and each subsequent loop gives you access to a more powerful version of the Dragon Saber.
  • 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. However, since both the acquisition of the Masamume and the upgrading of it are plot-based, it doesn't carry over to New Game Plus, and as such, a savvy player will not sell the Brave Sword upon upgrading the Masamune.
    • 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 Superboss with an even more ultimate weapon (The Dream Blade/Dreamseeker) 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.
    • Marle's is the Venus Bow. Unlike the others, it always does 777 damage. While this tends to be less impressive in the late game (Crono's swords tend to do more than twice that with a critical), it means she does 777 damage to every enemy, including those with enormous defense or outright immunity to weapons. That Wonder Rock that takes damage in tens and twenties, and throws a volcanic eruption as a counterattack? Yeah, it's (finally) going down.
    • By playing through the game multiple times, you can outfit all three girls with a tiara that reduces all damage to one third, and gives them a speed boost.
    • Lucca's ultimate armor grants her complete protection from every elemental magic there is. She can solo Spekkio if you have the patience and ethers for it.
  • 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.
  • 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 +1 status, except for the starting weapons in the first game.
  • 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 Optional 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.
  • Dragon Quest:
    • Erdrick's Sword, which, while not required to beat the Final Boss (except in Dragon Quest, where no other weapon will hurt the boss), certainly makes it considerably faster/easier. And of course, there's Erdrick's Infinity +1 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.
    • Dragon Quest III has the Sword of Kings, in both gameplay and story. The original was actually stolen and destroyed by Zoma, but it took him three years to do it. Even if he slept, that's a lot of effort for one of the series' strongest villains, especially when the sword wasn't even new like the copy you eventually get.
      • The Game Boy Color version of Dragon Quest III has an exclusive bonus dungeon where you can battle the GranDragon to acquire Rubiss's Sword, which is 40 points stronger than the Sword of Kings, casts Thordain when used in battle, and can be equipped by any class. It's an enormous pain to do, though - first, you have to defeat the game's other optional boss (Divinegon), and choose the last (blank) option on the list to even unlock the new dungeon. Then, you must go about the arduous task of acquiring 155 unique Bronze Monster Medals, which are 1/8 chance drops from every battle in the game thus far, including bosses and non-respawning enemies like Mimics, to proceed past the first floor. Thankfully, the game does throw you a bone here by having the first floor's encounters consist of said boss battles and enemies that don't respawn elsewhere. But a few floors down, there's another check - this time requiring 155 unique Silver medals. THESE only drop if you already have a Bronze medal of that particular monster, and it's a 1/16 chance to get a medal for a monster you already have, followed by another 1/8 chance to be a Silver (so, a 1/128 chance). Thankfully there is another option - you can trade two like Bronze medals for a Silver of the same type with the second checkpoint guy - but it's still extremely time consuming. On top of all that, you have to defeat GranDragon within 25 turns to get the sword, and he's no slouch with 10,000 HP (3000 more than Divinegon) and some nasty full-party attacks, as well as constantly nullifying any buffs you place on your party. Is it any wonder the Monster Medals system never made another apperance in the franchise?
      • As mind-numbingly tedious as all this is, it could have been even worse - unused text in the game indicates that they'd planned to only let you challenge GranDragon after collecting a full set of GOLD medals, which have a 1/8 chance to drop from an enemy type you have two SILVER medals of. Thankfully they scrapped this from the final version; you can still collect all the golds if you wish, and GranDragon will acknowledge your feat, but you gain nothing for it.
    • 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.
    • There's also the Flail of Destruction, which while typically having less power than the Metal King Sword, hits every enemy in battle with standard attacks.
    • Once upgraded twice at the Fashion Forge, the Sword of Ramias in Dragon Quest VI becomes the strongest weapon in the game. The Fashion Forge is not difficult to find, but fully upgrading the Sword of Ramias will cost you quite a lot.
    • 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 +1 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.
      • The 3DS version adds an Infinity +3 Sword, the Dragovian King Sword; appropriately you craft it by combining a Dragovian Sword (the +2) with a Liquid Metal Sword. But since the former can only be gotten from an optional boss fight in the postgame and the latter requires some very rare and precious crafting materials, it's more for bragging rights than anything else. Plus it's arguably not even as useful as the Metal King Spear, which you pick up for free in the Dragovian Path on the way to the boss fight that nets you the Dragovian Sword. Spears get the benefit of the Multithrust skill (3 or 4 hits for 50% damage each), whereas swords just get Falcon Slash (2 hits at 75%); not to mention the hero's probably going to be too busy casting Omniheal during the postgame fights to do much attacking anyway...
      • Yangus' Infinity +1 Axe is found in a treasure chest only accessible late in the game.
      • Jessica's Infinity +1 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 +1 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.
    • Dragon Quest XI, in addition to standard ultimate weapons, also includes "evolution weapons" that have to be repeatedly reforged until they reach their ultimate forms. The recipes for the ultimate versions requires full completion of the Bonus Dungeon.
      • The Supreme Sword of Light requires completing at least one stage of the Bonus Dungeon. Its ingredients include the basic Sword of Light along with the Sword of Kings. It has a small chance of removing the target's buffs on hits and can cure all status effects when used as an item. It can only be used by the Luminary.
      • The Hypernova Sword has a chance to reduce the target's defence on hit. Its base form, the Stardust Sword, is found in the final dungeon of Act 2.
      • Drustan's sword is slightly weaker than the above two, but makes enemies more likely to attack the wielder. It is found in the third stage of the Bonus Dungeon and can only be equipped by Hendrik.
      • The Brilliant Blade is won from completing the final Wheel of Harma trial in thirty moves or less.
      • The Dynamo Dagger's base form, the Deft Dagger, is a reward for collecting sixty-five mini medals. In the Definitive Edition, switching between 3D and 2D modes makes it possible to collect enough mini medals in the first act, making it the easiest of the evolution weapons to duplicate at the end of Act 1 for Dual Wielding purposes.
      • The Galaxarang's base form, the Meteorang, is found in a treasure chest in the Manglegrove Whale Way station late in Act 2.
      • The Sceptre of Time is given by Benedictus in Act 3 but requires a recipe found in the third stage of the bonus dungeon to be usable. It periodically restores the user's MP and grants automatic Alma Mater status.
      • The Faerie King's Cane is won from completing the Final Wheel of Harma trial in thirty-five moves or less. It periodically restores HP and reduces all damage the user recieves.
      • The Aurora Staff's base form, the Bright Staff, is won from completing the third Wheel of Harma trial in fifteen moves or less. It is guaranteed to remove any debuffs on hit.
      • The Eternal Staff is slightly weaker than the Aurora Staff in terms of offensive power and significantly weaker in terms of healing power, but increases the chance of an offensive spell getting a critical hit. Its recipe is found in the third stage of the Bonus Dungeon.
      • The Split-Pot Poker's base form, the Poker, is found in the final dungeon of Act 2. Its attacks cannot be parried or blocked.
      • The Uber Gringham Whip's base form is once again found in the casino. It deals full damage to all targets instead of the usual diminishing returns whips recieve.
      • The Xenlon Claws' base form, the Beastmaster Claws, are won from completing the third Wheel of Harma trial in twenty moves or less. They deal extra damage to dragons.
      • The Galaxy Axe's base form, the Bad Axe, is found in a treasure chest in the Battleground. It has a chance to reduce the enemy's attack power on hit.
  • The four Infinity +1 Weapons of EarthBound (1994) can be earned as random drops from defeating a certain type of enemy (different for each), with some Item Crafting required in one case. It's a grind, however: the weapon only has a 1 in 128 chance of dropping. Ness's 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.) The Sword of Kings, which is particularly notorious for being Permanently Missable after beating the boss of the area having the enemy that might drop it, is actually the only weapon which Poo can equip to advantage.
  • The Elder Scrolls
    • 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 its 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 three in-game weeks before the statue is finished and you get the sword.
      • Furthermore, Goldbrand can be upgraded to Eltonbrand — an even more awesome sword, but only if you're a vampire and complete a certain quest with a certain exact amount of gold in your inventorynote .
      • 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.
    • 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.
    • Skyrim: Possibly the most powerful weapon in the game that isn't a custom item made with Smithing and Enchantment is the oil spider scroll. It is a scroll that when activated, summons a spider that drops oil on the ground when enemies are nearby and explodes when hit by fire. Possibly due to a glitch, the amount of damage that the oil spider does when it explodes is extremely high, such that it can kill just about anything in the game in one hit. The only downside is that it is a single shot weapon that requires specific uncommon items to make so your supply will be somewhat limited.
  • 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.
  • Epic Battle Fantasy series:
    • Epic Battle Fantasy 4 has Equilibrium, a sword for Matt. 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 single-target 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.
    • Epic Battle Fantasy 5's successor to the Equilibrium (as confirmed by the developer) is the Star Hammer, a cat toy for NoLegs. It provides a major boost to his stats, it's Non-Elemental so it works on any enemy baring one of the Glitch types, it casually inflicts Dispel on attacking which is very important as buffs and statuses play a major role in the game, and it provides a 50% resistance to three of the most common elements in the game. With Equip Remix, it gains a slightly better offensive boost, the ability to randomly cast one of the strongest summons in the entire game at an extremely low chance. The catch is that getting it requires beating optional harder variations of the first four bosses, and optional harder variation of the Zombie Hydra miniboss, four more bosses that each inflict a unique permanent status ailment for the fight, and one final Optional Boss with ludicrous stats, all of whom scale to the player so they cannot be beaten with pure Level Grinding. Before Version 2 added the Battle Arena, Data Bunker, and Arcade minibosses, there wasn't that much left to use it on outside of the final area.
  • Etrian Odyssey IV: Legends of the Titan: The weapon fabrication system (you sell the materials to the general store, you can instantly purchase it, plus the same amount of materials per forge slot if you want to make use of the forge options to increase the versatility) makes it exceedingly difficult to complete one of these — the ingredients necessary to create the Ultimate Weapons alone are conditional drops from the sixth labyrinth's brutal Optional Boss, and he drops one of it every single time. It takes fourteen days in-game for a boss to respawn, and each ultimate weapon has eight forge slots, meaning you'd need nine of the boss' items to create a single fully-powered Ultimate Weapon — of which there are several.
  • 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.
  • 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.
    • There is also the Wellow's Pickhammer, though perhaps obtainable a little early depending on how evil you act up to that point. It doesn't look all too threatening at first glance, until you notice it has two piercing augmentations on it. This weapon shreds through the health of any enemy, regardless of their armour, and even special units like the Balverines, which normally require a Silver augmentation to deal any real damage to it, will still take decent damage from this thing.
  • 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, they're 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.
  • Fallen London has the Waxwail Knife, a weapon that boosts your Dangerous attribute by a whopping 20 levels (for comparison, the next-best Dangerous weapons in the game increase your Dangerous by 12 and are available only to players who have certain Professions or are willing to pay Fate). To get it, players need to accumulate a massive number of Prize Tokens in Knife-and-Candle by either sacrificing equally massive amounts of Notability or beating a huge number of other players in combat and avoiding losing these hard-earned Prize Tokens in defeats.
    • Hallowmas events included Feducci's Lance (Replica), which also has a +20 Dangerous, and Private Debating Lessons With The Jovial Contrarian, which has a +20 Persuasive.
    • The incredibly expensive Overgoat and twice-as-expensive relative Ubergoat qualify as Infinity +1 Companions as their respective +20 and +30 Watchful boosts far outstrip any other Watchful equipment in the game.
    • The Hellworm is a Lethal Joke Item that begins as a massive, laughable scam from a Devil on your part; it costs the equivalent of 100,000 echoes in a hard-to-find foreign currency. You can end up paying this up to four times as you buy equally scamming accessories. Once you have it and a saddle, it becomes the best transport in-game, with +10 Dangerous, +6 Dreaded (you're riding a giant devourer worm and scaring the shit out of everyone), and has a special opportunity card that gives an average of 9 Echoes per action, with dud items balanced out by extremely rare fluids.
  • Fallout
    • Fallout 2 has 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!
    • 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 its 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 rival 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.
      • 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. Which you'll need as everyone in that DLC has extra unblockable damage against you (and only you) with every shot.
      • 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.
      • 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. It's the most damaging Big Gun in the game, but somewhat Awesome, but Impractical thanks to chewing through ammo and being hard to keep in good repair.
      • Also in the Deathclaw Sanctuary is the Infinity +1 Melee weapon, Jack the Ripper. It hits 30 times per second and has an insane crit rate, allowing it to chew through Super Mutants like wet paper, but it also breaks down very quickly, making it Awesome, but Impractical and a fully-upgraded and perk-enhanced Shishkebab a more sensible option.
    • Fallout: New Vegas:
      • The YCS/186, a unique Gauss Rifle 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.
      • That being said, the Anti-Materiel Rifle definitely makes a strong case for being an Infinity +1 gun itself, if only for its versatility. It can be modified to the point where it barely weighs any more than an SMG, equipped with a silencer for more covert long-range kills, and takes 3 kinds of special ammo on top of its already highly damaging default ammo. One of these ammo types is the explosive round, exclusive to the .50MG class of ammo, which significantly ups the damage to absurd levels. With the right perks and skills, the explosive rounds can take down the X-42 Giant Robo-scorpion, the tankiest enemy in the game, in just 5 shots.
      • The Gun Runner's Arsenal add-on adds the Bozar, a hyper-accurate Light Machine Gun with an integrated scope purchasable at the Gun Runners kiosk. Very expensive, however.
      • The Q-35 Matter Modulator, which can be obtained from the REPCONN HQ with a high-enough Lockpick skill.
      • Also from the GRA add-on is the Sprtel-Wood 9700, a unique Gatling Laser which is pretty much the New Vegas equivalent of Vengeance from 3. And it can be found at a more accessible location in the game (i.e. not from the Brotherhood-owned Hidden Valley Bunker but at the Silver Rush store in the Freeside outskirts of New Vegas), though it is offset for its very costly price tag.
      • 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 CZ57 Avenger minigun is a close second. The highest rate of fire and DPS of any weapon, twice as accurate as the standard minigun, and 50% more durable. The only drawback is the high strength requirement for optimum performance: 10 without the Weapon Handling perk, 8 with it, as well as literally half the ammunition capacity of the standard minigun (120 versus the standard's 240).
      • 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 Infiniy-1 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 knockdown 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 knockdown chances stacking. Just think about that.
      • Esther is hands down the hardest-hitting weapon in the game, which you would expect with it being a legendary version of the Fat Man and all. You can pretty much one shot anything using this weapon, the right perks, and the right ammo. It's surprisingly versatile due to the special ammo added by the DLC. It also grants extra armor and rad resistance, something no other weapon does.
    • Fallout 4 has:
      • Spray n' Pray, a silenced submachine gun that packs double the ballistic damage of its vanilla counterparts, plus 15 points of explosive damage, further boosted by the Demolitions Expert perk. Can be bought early on from Cricket if you have the caps.
      • The Overseer's Guardian, a unique Combat Rifle that has the special ability Two Shot. It's slightly less accurate than a normal combat rifle, but it does twice the damage of a regular combat rifle if both bullets hit. While it is usually sold with some variety of automatic receiver, enough ranks in Gun Nut will allow you to mod the thing for either an automatic build or a Rifleman build. And though it can be used as a sniper rifle, the weapon truly shines in mid-range combat, especially if you take a hit of Jet before blasting off. And like Spray 'n' Pray, it can be bought quite early on from Alexis Combes in Vault 81, provided you have the caps.
      • Big Boy, a unique Fat Man. Like the Overseer's Guardian, it has the special ability Two Shot: it's slightly less accurate than a normal Fat Man, but every time it fires it launches two mini nukes while only using a single shot. It's also considered both an explosive and a heavy weapon for the purposes of damage bonuses. With even a few ranks of either perk, its damage gets pumped to the point where there will be very few enemies who can withstand a single strike from it.
      • The Far Harbor DLC contains the Kiloton radium rifle. Being an explosive variant of the Radium Rifle, it's a straight upgrade to the aforementioned Spray 'n' Pray in every category except magazine size. It's also one of the only weapons to deal three types of damage, inflicting ballistic, explosive, and radiation damage, all of which can be improved with various perks, and can also be modified for full-auto or semi-auto fire to fit your build. It even remains powerful against Ghouls, due to the ballistic and explosive damage compensating for their radiation-induced healing.
      • In the Nuka-World DLC, the combination of Aeternus, a unique Gatling laser gained by fighting a unique enemy in the Gauntlet, and the X-01 Quantum Power Armor, gained by finding all the hidden Star Cores around the park, allows you to basically tank any damage, fire unlimited dreams of glowing red lasers, and basically shred, cook and curbstomp any enemy you come across. Makes it even more fun if you're level 3000+ and nothing short of a full-scab nuclear explosion can take you out.
      • The Last Minute, a fully outfitted Gauss Rifle that deals bonus limb damage, is purchasable from Ronnie Shaw after the completion of "Old Guns" for the Minutemen.
      • Elder Maxson's Final Judgement Gatling Laser, which has a 50% faster rate of fire, and deals twice as much damage. However, it only becomes available near the very end of the main quest line, and only if you side with the Institute or the Railroad.
      • Comparatively, Aeternus might be the most powerful weapon in-game for the sheer fact that it's a Gatling Laser that doesn't burn through ammo due to how the game interprets its legendary effect. It may be technically outclassed by other weapons (especially with sneak criticals and whatnot) in terms of raw power, but they all require exotic ammo or do the most damage at point-blank range. And on Survival mode where ammo has weight, a pipe pistol with unlimited shots would be welcome, much less a freaking Gatling Laser.
  • Faria: The actual IPOS is the Legendary Sword, but because you only get that after defeating the final boss, it doesn't count. Instead, the best weapon is the Muramasa, which is ridiclously expensive, but can defeat the final boss in 3 hits (everything else goes down in one hit). The ultimate armor, Super Armor, can't be purchased; for that, you have to find Zelos and be able to talk to his kind.
  • Final Fantasy:
    • Final Fantasy has a lesser example: Masamune, the most powerful weapon in the gameDetails 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. Dawn of Souls would add a straighter example in the Ultima Weapon, which can be used by any upgraded class but is buried in the fourth Soul of Chaos dungeon, and its damage is affected by the wielder's HP total. The Anniversary release surpasses the Ultima Weapon only with the Barbarian Sword, which can only be used by the Knight and is earned from defeating Chronodia in her strongest form.
    • Final Fantasy II again has the Masamune hidden in a secret room in The Very Definitely Final Dungeon. The GBA remake adds exclusive weapons for each of the Soul of Rebirth heroes that give massive attack boosts and maxed-out stats, and the PSP version gives every character in the main game their own exclusive Infinity +1 Sword.
    • 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 Plus.
    • 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 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 +1 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 so 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 Knights of Round is an Infinity +1 Summon which is essentially a mini-Omnislash that you can use on command. Its Materia is located on a secret island that you can only reach using a Gold Chocobo. How do you get a Gold Chocobo? Well, first you need to obtain two Chocobos of opposing genders, preferably of high quality. Also, unless you're playing on the Playstation 4 version, you can't take your Chocobo to a stable unless you're using the default controls. Then you need to breed those chocobos to get a Blue Chocobo and a Green Chocobo of opposing genders. For best results, take the Chocobo with the best stats to the Gold Saucer and win 4 races with it. To actually begin the breeding process, you need to feed them a Carob Nut and go win 10 random encounters. Then, once you have your Blue and Green Chocobos, you need to give them time to mature... by winning 3 to 18 random encounters. Then, you need to take your Blue and Green Chocobo and breed them to get a black chocobo. This time, you need to win 9 races for best results. Once you have your Black Chocobo, you need to breed it with a Wonderful Chocobo. Wonderful Chocobos can only be found near the Icicle Inn on the Northern Continent. Win 12 races, breed it with your Black Chocobo of opposing gender, and boom you have your Gold Chocobo. Enjoy Deus Vulting all over Sephiroth's face. Lord knows you've earned it.
    • 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.
      Pitchfork: Doomtrain is a pain in the ass to acquire, but the rest of the game becomes a breeze once you do. An enemy hit by Runaway Train gets pegged with virtually every negative status in the game, including the dreaded Vit-0. You can usually consider even the mightiest of bosses good as defeated once Doomtrain shows up.
    • Subverted in Final Fantasy IX, where Steiner's Infinity +1 Sword is supposedly the Excalibur II. In practice, however, his Ragnarok is the real Infinity +1 Sword, since the Excalibur II is more of a Bragging Rights Reward than anything else. This is because you can only get the latter sword by going 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. Note that to do all this, you will miss out on a huge amount of other content for the game-the Excalibur II really doesn't count as an Infinity +1 Sword because it is all but impossible to get if you play the game normally.
    • 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 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:
      • It features several weapons that are only made available through completing difficult subquests, most of them involving gathering rare items that only drop from certain monsters once in a blue moon. These weapons include the Ultima Weapon (of course), the Danjuro, the Whale Whisker, the Tournesol, and the Zodiac Spear. Ironically, the Zodiac Spear, most powerful of them all, is actually the easiest of the game's uber-weapons to get...provided one has a strategy guide so one knows which chests not to open in the early part of the game.
      • The most ridiculous is the Wyrmhero blade; you have to kill Yiazmat and Omega Mk XII, and then complete a fishing mini-game to get the components for it. Of course, now there's nothing to use it on.
      • IZJS/Zodiac Age introduce many new weapons that are upgrades to the ones from previous versions, and in addition Zodiac Age also makes Wyrmhero Blade accessible sooner via Trial Mode, so you'll actually get to use it this time. It also introduces two new special invisible weapons that don't require license and are stronger than anything, but to get them requires insane luck or preparation: Great Trango must be stolen from Zodiark with probability of 3% or 6% with Thief's cuffs (and then you'll need to survive against Zodiark as well) and Seitengrat, the only weapon with more than 200 power, is obtained with 1% chance from a chest that appears only %1 of time. Ugh...
    • 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 Superboss using fully-powered Tier 2 or basic Tier 3 (Ultimate) weapons.
    • In Final Fantasy XIII-2, the Odinblade and Odinbolt are the Infinity +1 Swords... but they only hit full power once you've collected all 160 fragments. Each character also has a special weapon that can't even be purchased until after beating the final boss. Even then, the necessary components require prolonged farming of Yomi, a nasty Optional Boss that is as tough as anything else that the player will face in the game.
    • Completing the four trials in the endgame of Lightning Returns: Final Fantasy XIII gets you the Ultima Weapon and Ultima Shield, which have stats insanely above all other gear. Once you get to Hard Mode in New Game Plus, you can upgrade weapons to get stats even higher than the Ultima gear.
    • 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 Optional Boss ten times, the Anastasia becomes the most powerful weapon available to Vaan. How powerful? He'll be able to take down the aforementioned Optional 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 powerhouse that he'll even one-hit-kill the final boss fight's level 100 Bahamut (which his attacks are 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 +1 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 them 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.
    • Final Fantasy XV has one of these for every weapon type in the game. Many of them are only available after beating the main game, but a select few are available before beating the final boss without qualifying as -1 Swords.note 
      • Noctis' best broadsword is dependent on the player's fighting style. Balmung (acquired from one of a series of hidden labyrinths in the post-game), has the highest attack stat, but suffers a damage reduction as his MP is reduced, thus limiting its usefulness in a drawn-out fight to players accustomed to perfect dodging and frequent point-warping to keep MP topped up. For MP-heavy fighting styles, the Ultima Blade serves better, acquired by upgrading Noctis' default Engine Blade three times.
      • The Apocalypse (also from the hidden labyrinths) is the best greatsword (Gladiolus' primary), and gets stronger if the wielder's HP is below 30%.
      • The Flayer (also also from the hidden labyrinths) is the best polearm (Ignis' secondary), and offers a whopping +80% damage to any combo finishers that land successfully.
      • The Zwill Crossblades (defeat a Superboss during the post-game) are the best daggers (Ignis' primary), with a damage boost if the wielder's HP is full (including having had max HP reduced), without being reduced to weaker-than-another if it isn't.
      • The Death Penalty (hidden labyrinths again, or defeat a Superboss available during the main game) is the best gun (Prompto's primary), with a 1% chance to inflict instant death on any enemy that isn't immune to it, which rolls for every shot.
      • The Aegis Shield (yep, hidden labyrinths) is the best shield (Gladiolus' secondary), with a 10% chance to No-Sell any given hit.
      • The Drillbreaker Plus (clear an optional quest during the main game, then upgrade the Drillbreaker you get from it) is the machinery weapon (Prompto's secondary) with the best attack stat, but every machinery weapon has a unique secondary attack, so the stat alone doesn't determine the best weapon for a given situation.
    • Final Fantasy XVI has two Infinity +1 Swords for each playthrough:
      • In the first playthrough, the Infinity +1 Sword is the Götterdämmerung, obtained by completing Blackthorne's sidequest chain to unlock the design draft and receive the Ragnarok, accumulating three pieces of Orichalcum by killing the S-rank marks Atlas, Svarog, Gorgimera, and King Behemoth, and completing the sidequests "Duty Undying II" and "Under New Management II"note , getting two pieces of Darksteel by killing the A-rank marks Thanatos and Prince of Death, getting a Primitive Battlehorn by killing the A-rank mark Gobermouch, and then crafting it.
      • In the second playthrough, the Infinity +1 Sword is the Ultima Weapon, obtained by acquiring the Utterance of Creation (given to the player automatically as soon as they take control of Clive in the second playthrough), the Everdark Reforged (acquired by forging the Eikon weapons you receive materials for by absorbing Eikon powers throughout the game), and the Götterdämmerung Reforged (acquired the same way you got Götterdämmerung in the first playthrough), and then crafting it.
    • The best weapon in Final Fantasy Tactics depends on the character class, but you'll be hard-pressed to find someone that thinks there's a better sword than Excalibur. It's the second stronger Knight Sword in the game (second only to the Ragnarok, which you get just before the Final Boss), and more importantly, has a permanent Haste effect on the wielder, letting them act functionally twice as fast as everyone else. And the best part? You get it for nothing just by recruiting Cid, who joins with you as part of the storynote .
  • 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.
  • Get in the Car, Loser!: The strongest non-DLC trinkets, the eight Platonic Ideals, are all rank IX items that can only be obtained by completing requests in Act IV.
  • Golden Sun:
    • The Gaia Blade in the original Golden Sun, when wielded by Isaac. In addition to its high Attack boost and strong Unleash, it grants a big bonus to Isaac's preferred element, Venus, making most of his attacks a lot stronger. It's found in a chest near the end of the final dungeon.
    • The Sol Blade in Golden Sun: The Lost Age and Golden Sun: Dark Dawn. In both games, it is also found near the end of the final dungeon, lying in a fairly easy-to-find treasure chest in the former and being a Sword of Plot Advancement in the latter. Despite this, it has the third-highest Attack boost in the series, and its signature unleash, Megiddo, has a whopping 3x multiplier to damage. It can also only be wielded by the main protagonists.
  • 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.
  • 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.
  • 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.
  • Ikenfell: In the final level, the party can acquire their best weapons by doing optional trials with one member doing a solo battle against a group of enemies. There's also the Kitty Wand, which can be equipped by any party member and is just as powerful as the weapons earned through the trials.
  • 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.
  • Jimmy and the Pulsating Mass: Nearly all of the game's best equipment and weapons have to be obtained through the lengthy bonus minigames and sidequests, like earning points in the Dark Dungeon or tickets in the arcade to buy them. The very best are generally only obtainable in the post-game Heart Prison, at which point the only enemies worth using them on that are left are the bonus bosses in said Prison.
  • Kingdom Hearts: Ultima Weapon is the recurring ultimate Keyblade in the series, to be equipped by your player character. Donald and Goofy have their own recurring ultimate weapons in the numbered titles, in the form of the Save the Queen staff and the Save the King shield. As a general rule, numbered titles have Ultima available during the main storyline, while the other titles have it hidden behind the postgame.
    • Kingdom Hearts has Ultima Weapon as the final synthesized item, available only after you've made everything else at least once. Save the King and Save the Queen are unlocked by completing the Hades Cup in Olympus Coliseum under the solo and timed challenges.
    • In Kingdom Hearts II, Ultima Weapon can once again be synthesized, this time after acquiring its recipe shortly before acquiring access to The World That Never Was. Save the Queen and Save the King can also be synthesized, with their recipes hidden in various worlds during the revisits. Fenrir (defeat Sephiroth) has a higher Strength stat, and Fatal Crest (clear the Goddess of Fate Cup) has a higher Magic stat, than the Ultima Weapon, while being worse in the opposite stat. Save the Queen and Save the King also have + versions that can be synthesized after making the originals once, with different abilities. Which particular weapon is best depends on the individual player.
    • In 358/2 Days, the Zero Gear is the most powerful weapon panel, unlocking the trademark weapons of the Organization members. Ultima Weapon is instead an ability panel that provides a huge boost to any weapon's attack power. Roxas has his own counterpart to the Ultima Weapon, the Omega Weapon. It's the weapon of the Pandora's Gear, which is either bought for 10000 hearts after collecting all Secret Reports or synthesized with multiple very rare materials. All of its abilities are tied to Roxas's HP, much like the Ultima Weapons found in Final Fantasy.
    • 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 than the Ultima Weapon, and the Final Mix adds the Royal Radiance, which is truly the strongest weapon in the game, combining the best qualities of all of them, and having the unique ability to fill the command gauge faster.
    • Re:coded has the Ultima Weapon hidden in the hardest System Sector, offering some of the mightiest Clock Abilities in the game.
    • 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.
    • Kingdom Hearts III Ultima Weapon returns once more, this time colored as red and chrome silver instead of the usual blue and gold. The required materials are further streamlined to reduce the number of required Orichalcum+ to 7, and although several are gated behind That One Sidequest, it is also the most powerful incarnation of the Keyblade yet, as its Formchange, Ultimate Form, turns Sora into a living Storm of Blades with Teleport Spam and Always Accurate Attacks, and its Shotlock deals damage within an area rather than specifically on locked-on targets. To top off the list, it finally has auto-abilities that back up being the most powerful version, inheriting the extremely useful Combo Boost and Air Combo Boostnote , and Situation Boost, which made the Situation Gauge fill much faster, allowing you to access Ultimate Form, any other equipped Keyblade's forms, or Grand Magic much sooner. Best of all, Bragging Rights Reward is even more averted due to a later patch allowing all of a cleared file's Keyblades, including Ultima, to be carried over to a New Game Plus, and though it now has to be upgraded like the others, it's still much stronger than most of them at Level 1note , and unlike them, has all three amazing abilities from the get-go.
      • Save the Queen and Save the King can be synthesized as in II, this time with + versions that have added abilities rather than just different ones and are thus soundly superior; the ability to synthesize Ultima Weapon, Save the Queen+, and Save the King+ is unlocked after acquiring one of every type of synthesis material save for the post-game exclusives.
  • Knight Bewitched:
    • After upgrading the Sylvan to Sylvanaras, the blacksmith that did will inform you of a legendary blacksmith dwarf living isolated to the far northwest of the world. If the player goes there, the party will find him simply bemoaning the loss of his hammer. In order to get the hammer, you'll need to talk with the dwarves in Deep Forge II to learn they sold his hammer to nymphs who live hidden in the woods, then find a drunken nymph in Westvale that will reveal the location of the Hidden Elf Village where they hide the hammer, then the three nymphs that have the hammer will demand to play a game of hide and seek with you and spread themselves across the world Locations. Only after locating the three of them can the player bring the hammer back and the blacksmith will start working for you. he will first upgrade Sylvanaras to Ascended Sylvanaras, and for three pieces of Arcanite Ore, he can create a special weapon to each of your party members: the Celestial Harp to Stray, the Fist Of the North Star for Uno and the Catastrophe Staff for Gwen. In the Enhanced Edition, the weapons are renamed Daedalus Bow/Harp (Stray), Southsea Skullcracker (Uno), and Schicksalsschlag (Gwen).
    • Played with when it comes to the equipment in the Depths. Other than Platinum Star, none of them are straightforward upgrades to the Arcanite Ore weapons, instead having their own tradeoffs compared to the original ultimate weapons. Of note is the Chaos sword dropped by Lilith, which has higher attack than the Ascended Sylvanaras, but comes with no skills attached.
  • Knight Bewitched 2: If the player delivers 8 Magma Cores to Ullo, he'll use them to upgrade his furnace. He'll then sell the strongest weapons in the game: Sylvanathras, Hand of Light, Durandal, the Stabmaster, Drill Arm, Fist of the South Star, Spear Cannon, Rainbow Staff, Flare Staff, and Midnight Staff.
  • Legend of Dragoon: The Dragon Buster obtained prior to the final boss fight is easily the single most powerful weapon int the game giving the user a whopping +100 to attack power and while more of a Super Mode than a Sword the Divine Dragoon form also obtained right before the last boss strips its user of their elemental weakness when in use as well as has the largest modifiers of any of the Dragoon forms as well it comes with a massively powerful AOE spell and an even stronger single target spell both non-elemental
  • Legend of Grimrock has such weapon for each weapon type. The most straightforward example would be The Dismantler, which has almost entire floor deidcated to it and while not the strongest, it is considered the best weapon overall. And it gives you considerable advantage over Final Boss. Unlike most such weapons it can be obtained shortly after halfway into the game and will help you greatly on lower floors. Other ultimate weapons, such as Zhandul's Orb, Ancient Axe, Crookhorn Longbow and Icefall Hammer, are obtained later from level secrets.
  • Legend of Legaia: In the second game, each character has access to a set of Infinity +1 gear gained via forging and the use of items called heaven's secrets, the most notable and useful of which is Lang's Judgment Day, a weapon that gives you 220 str and 50 int but most importantly can inflict petrification on enemies — and as it happens, there is one status effect that can be inflicted on the final boss.
  • The Might Sword in Lufia & The Fortress of Doom bests even the legendary Dual Blade. It's a random drop from Hydras, which can be encountered in the Old Cave long before you even reach the Dual Blade.
  • Live A Live:
    • The Prehistory chapter has the Cola Bottle, which can only be obtained as a Rare Random Drop given by the Mammoth King. It is the most powerful attack item in the game, having the ability to do 999 damage to almost anything.
    • The Twilight of Edo Japan chapter has the Lacquered Medicine Box, obtained by not killing a single woman in the chapter, then waiting a few seconds after being given the Maid's Sash. As an accessory, it grants a large bonus to Special Attack, but where it really shines is as an item, where it serves as an infinite use healing item that buffs every stat.
    • Completing each character's Trial dungeon rewards the player with that character's most powerful weapon, which grants them a huge boost in their Attack stat plus any other stat important to that character's combat style.
  • 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 +1 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.
  • Lufia: The Legend Returns has sealed equipment for each of the twelve party members. Several characters receive extremely powerful weapons, such as Randolph's Luna Blade (with an attack stat of 666) or Wain's Maxim Blade (which has a chance to do 400% damage).
    • The game also has an Infinity+1 Secret Character: the Egg Dragon, with 999 in every stat.
  • The strongest weapons and armor in Lufia: The Ruins of Lore are found in the deepest levels of the Ancient Cave. Since their appearance is entirely random and the Ancient Cave is quite Nintendo Hard, most players settle for the Infinity-1 Zircon equipment instead.
  • Lufia: Curse of the Sinistrals, along with Ancient Cave goodies, has two ultimate swords obtainable by beating Superbosses that can only be fought in New Game Plus. Iris' Sword gives a massive boost to magic damage and comes with the three best spells in the game and the Egg Sword bases its attack power off of its wielder's level, becoming more powerful than the Dual Blade by Level 70.
  • Manafinder: The Leviathan Scale is the best accessory, since it provides a massive stat boost and regenerates 100 TP every turn, allowing Lambda to spam her Unleashes. As its name implies, Lambda has to defeat the Leviathan to obtain it, and the latter is the strongest boss in the game.
  • Mario & Luigi: Partners in Time:
    • What exactly does the equippable Ulti Free Badge do, you may ask? It 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. Thanks to this, it can 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 quite devastating 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.
  • Mass Effect actually makes it quite easy to acquire the Infinity +1 Swords:
    • Mass Effect
      • In Mass Effect, 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 +1 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.
      • At around the same level that the Master Spectre gear becomes available, players can also begin to obtain Colossus Armor, which surpasses every other armor type in terms of damage resistance. Other armors are better in shields and/or resistance to enemy powers, but those factors aren't important. Unlike the Master Spectre weapons, Colossus Armor requires the player buy a specific license, and then hope they appear in shops or item containers. Fortunately, the Bring Down the Sky DLC allows the player to choose one of any of the three human versions, or the quarian version for completing it. Even the light version has such high damage resistance that a Squishy Wizard can sustain several seconds of enemy fire on Insanity. They'll need it. And that's not getting into the Infinity +1 armor mods.
      • Every class except the Soldier can equip a Bio-Amp and/or an Omni-Tool. Most amps and tools focus on one or two of three factors. The Savant variation gives the maximum bonus on all three factors. The only reason to use any other amp or tool over a Savant is if you don't have enough to go around. Similar to the Colossus Armor, they require a certain license, and have a notoriously low spawn rate. Fortunately, completing the Pinnacle Station DLC allows the player a strong chance to buy one at a relatively low price, and a player with a high enough persuasion skill can also get a Savant X Omni-Tool for completing Bring Down the Sky if they feel they don't need the armor. An Adept or a Vanguard with a Savant X Bio-Amp, an Engineer or Infiltrator with a Savant X Omni-Tool, or a Sentinel with both, will immediately see their abilities skyrocket.
    • Mass Effect 2:
      • The Infinity +1 weapons and armor are for sale; the stuff available from the Downloadable Content 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 — each shot consumes 100% of your base heavy weapon ammo capacity, and most maps only contain enough ammo to fill 60%-ish of your capacity, so you can't even fire it once every mission! It takes several seconds to fire. And it can wipe out entire rooms of enemies (or an entire stage of the end boss) 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.
      • The M-11 Wraith synergizes with the Vanguard in much the same way that the Black Widow does with the Infiltrator. Other Shotguns may cause more damage per hit, but the Wraith has the best damage-to-weight ratio of its weapon type. Fully upgraded, the Vanguard has a powerful weapon while still keeping their power recharge bonus at 200% even with a light assault rifle as a backup weapon, allowing the Vanguard to Charge around the battlefield with maximum efficiency. With a Smart Choke and a High Caliber Barrel, the Wraith can even function as a strong mid-range weapon. The Wraith's eight-pellet spread also synergizes well with the Explosive Burst evolution of the Vanguard's Incendiary Ammo, averaging an extra 400 damage per shot without power damage upgrades and allowing for frequent Fire Explosions from the Vanguard's iconic abilities.
      • The M-11 Suppressor which, as Wrex notes, packs a huge punch for such a tiny weapon. In addition to having a huge amount of damage for a pistol, it has a 4x headshot multiplier even before any mods are added.
  • Mega Man Battle Network:
    • Megaman Battle Network 5 Team Colonel And Team Protoman:
      • 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 +1s. 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 Mega Man Star Force, drawing one of the AM-seijin Giga Cards is a fantastic "kill all enemies" button.
    • Megaman Battle Network 3 White And Blue:
      • FolderReturn 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 (except Bass) in the game, which in turn required completing the WWW Area first, which itself had several requirements.
  • In Monster Sanctuary, Gryphonix has the Lofty Mount explore ability, which is required to reach certain treasure chests and is faster than regular mounts. It's also an Optional Boss you can only get using an explore ability from other Optional Bosses.
  • 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.
  • 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.
  • Octopath Traveler: The Battle-Tested weapons are the most powerful in their respective categories and can bought/stolen from important NPCs later in the game. The sole exception is the Battle-Tested Axe that's surpassed by three other weapons, with the Memorial Axe being the strongest one in the game.
  • Octopath Traveler II: The Battle-Tested weapons return and are once again the strongest in their respective categories. The sole exception is now the Battle-Tested Blade which is surpassed by the Serpent Slayer.
  • In OMORI, the ultimate weapons cannot be obtained in the main route, only in the alternative route. In the last day of the route, you can fight Optional Boss Abbi at the end of Bonus Dungeon The Abyss. After defeating her, she will tell you about the tentacles spread across the game. Interacting with these tentacles afterwards will reward you with the ultimate weapons for each character and four powerful Charms.
  • 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 Plus)
  • Persona:
    • 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 Plus, and even then can only be collected by beating down a randomly appearing Optional 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.
      • There's also an Infinity +1 Persona in the form of Izanagi-no-Okami, with absurdly high stats (his baselines are 80 in everything), and he resists everything except Darkness, Light and Almighty, as well as getting all 'Dyne' type skills, Victory Cry, Angelic Grace, Mind Charge, Megidolaon and the Amp skills for the 'Dyne'-type skills (Fire Amp, Wind Amp, Elec Amp, Ice Amp). Aside from One-shotting the Final Boss upon being summoned in the story, the only way you're ever going to see him is in a New Game Plus with a special fusion of eleven different, seemingly random Personas save for Izanagi.
    • Persona 5 has a few weapons and accessories that you can only get by turning your Personas into items. Among these is "Judge of the Dead" for Makoto, which increases all of her stats by 10, more than even the protagonist's ultimate weapon.
      • For Personas, there's Satanael. His stats are the highest in the game, and his elemental affinities are the game's best; he blocks Bless, absorbs Curse, and is resistant to everything else (except Almighty). He even gets some Gameplay and Story Integration by literally one-shotting the Final Boss after he's summoned. To get Satanael, you've got to beat the game and spend a ridiculous amount of yen, and find just the right Personas throughout the entire game. Mementos makes this a little easier, but unless you already know what to do, he can be hard to unlock him in two playthroughs.
    • Persona 5 Strikers: Lucifer has near-99 stats and a unqiue Almighty spell. To get the most out of him, you should upgrade his fusion component Alice so she gets the ability to decrease SP costs. All ultimate weapons can be earned on NG+ by killing bonus bosses.
  • Pokémon:
    • Mewtwo in Pokémon Red, Blue, and Yellow versions. It had the highest base stat total in the game, and its strongest stat is the Special stat that governed both Attack and Defense for half of the game's types. It was also a Psychic-type, which due to a programming bug was only weak to one type that had weak moves and weak Pokemon that were mostly dual-Poison types, which made them weak to Psychic. It could only be obtained after beating the Elite Four, at the bottom of a treacherous cave filled with high level Pokémon, and then had to be fought while being notoriously difficult to capture. Fortunately, the game's other Infinity +1 Sword, the Master Ball, would capture Mewtwo without fail.
    • Mega Rayquaza, introduced in Omega Ruby and Alpha Sapphire, gives Mewtwo a run for its money. It's the Mega Evolved form of Rayquaza, already a legendary tied with Mewtwo in stats. Mega Rayquaza has some of the highest attacking stats in the game, and good Speed and bulk to keep it on the field. On top of that, it has the unique ability to Mega Evolve without holding a Mega Stone, allowing it to hold another item to boost its power to even more ridiculous levels. Lastly, its unique Ability removes all but two of its type weaknesses, making it nigh-unkillable. note  It can't be obtained until after beating the Champion, but unlike Mewtwo, it's a required capture as part of the games' Bonus Episode.
    • Pokémon Black and White introduced several moves that specific Pokemon, mostly legendaries, learn only upon reaching Level 100. Very few Pokémon in the series can be fought above level 80, requiring a lot of Level Grinding on Pokemon who take a long time to level up and having little practical use outside of competitive play.
    • In Generations III, IV, V and VI, there's the Soul Dew, which increases the two strongest stats of Latias and Latios by 50%. The Lati twins can only be found by roaming in these games, and the Soul Dew itself is exclusive to events, but as Olympus Mons, the stat boosts make them among the hardest hitters there are.
  • Riviera: The Promised Land has the Fanelia, a one-use weapon that deals 999* 8 damage (though each individual shot has a chance to miss), 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. There is also Longinus, a New Game Plus exclusive weapon of similar power and similarly one-use only. It is possible to keep both weapons until the Final Boss, but since the game limits you to 15 items maximum (including mandatory ones), it's usually not worth it.
  • 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 SaGa 3:
    • There are a few Infinity +1 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.
  • 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 +1 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 Plus it's worth suffering through.
  • Shin Megami Tensei: Nocturne:
    • Not a weapon, but the game's unique spellbook/armor combination parasite, the Masakados Magatama will make him immune to EVERYTHING except Almighty attacks, plus the ability to learn Repel Phys, and gives him + 10 in all stats except Luck. First, you need to get every other Magatama in the game, then go to the Cathedral of Shadows to collect the Lord's Blade, proceed to Masakado's temple, struggle past the resident monsters and hunt down and destroy the four monstrously strong guardians. 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.
  • 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 +1 swords, so you have to bind five hundred and thirty-six demons, and obtain fifty-six baseline fusionable swords. Oh, and those swords are random drops. Have fun!
  • 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 +1 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.
  • 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.
  • 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.
  • 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.
    • Geno, Mallow, and Bowser's Infinity +1 weapons are located within three of the six puzzle doors in Bowser's Keep (Bowser's and Geno's are in the Battle doors, while Mallow's is in one of the Action doors). The other Action door contains Peach's Infinity Minus One weapon if you haven't gotten the Frying Pan yet.
    • In the remake, Bowser, Geno, and Mallow get proper ultimate weapons to match Mario and Peach via the boss rematches. Mallow's Sage Stick is coughed up by Belome, Punchinello gives Bowser's Chain Chomp an upgrade to the Wonder Chomp, and Booster lets Geno take the Stella 023 part for his train that he'd forgotten to attach.
  • Sword of Paladin: All characters have an ultimate accessory that gives them complete status immunity and regeneration of HP, MP, and TP.
    • The Ring of the Sky King and the Ring of the Sky Queen can be equipped by Nade and Sophie respectively. These can be obtained by visiting the road to the Mountain of the Paladin during the final chapter.
    • The Dragron Knight's treasure can be equipped by Lena and can be obtained in the postgame by completing the Aggressor side story.
    • The Book of the Demon King and the Paladin can be equipped by Miguel and can be obtained by completing his final chapter sidequest.
    • Eagle's Charm can be equipped by Will and can be obtained by completing his final chapter sidequest.
  • Tales of...
    • Tales of Symphonia has three brands of these.
      • The Devil's Arms have variable attack power based on how many enemies the character in question has killed throughout the course of the game, and you could even save the kill-count for New Game Plus for truly insane power. However, this power was only unlocked after beating the game's toughest boss (although there's a Brutal Bonus Dungeon that's unrelated, so they're not pointless). If a given character hasn't killed enough enemies, however, these weapons won't be your tops.
      • The Meltokio Coliseum has several tournaments available in the player's choice of group fights or Duel Bosses. Clearing the highest-level solo tournaments would give each character a high-level weapon, and for most, this is their best. Because Lloyd has individual "slash" and "thrust" stats for his weapons, the weapon he gets from the Coliseum is his highest-level thrust weapon.
      • Five characters have individually better weapons that they can get from alternative sources. Presea and Regal need to speak to certain NPCs once they've reached level 80 to obtain their best weapons. Genis gets his best as the prize from a minigame. Zelos gets his by defeating his sister in a unique event at Meltokio Coliseum. Lloyd's best slash weapon is obtained by defeating a recurring optional boss for the third time.
    • Tales of the Abyss had the Catalyst Weapons, which worked roughly the same way as Symphonia's Devil's Arms: 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 acquire 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 Plus 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 added the ability to save the kill count 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, the most powerful offensive magic spell, and the most powerful summon in the game — four Infinity +1 Swords for the price of one dungeon.
    • 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.
  • Theia - The Crimson Eclipse: The A and S-Rank weapons from Borghetti's shop have to be made from endgame weapon Atlas, but they all have high stats, powerful Unveil bonuses, and two Atlas shard slots.
  • The Tiamat Sacrament:
    • Most of party's ultimate armor and accessories can be obtained from either Armscross or from the Ring of Fire battles. Armscross shops can only be accessed after beating a powerful Optional Boss.
    • Az'uar's best claws, the Sacred Claws, can be obtained by unlocking Saphira's door in Fyradin. Again, this requires the player to beat the Optional Boss at Armscross.
    • Xandra's best brush, Rune Render, can be obtained by finding a secret chest in Armscross. Her best palette can be obtained by collecting enough dyes and speaking to the artists in Alden and Jardan's house.
    • Kelburn's best Rune Blade, Excalibur, can be obtained by using Rune Seal on Az'golath.
  • Trails Series
    • Trails in the Sky FC has the most powerful weapons and armors scattered around chests in the final dungeon. The catch? You have to fight some very though monsters as soon as you open the chest, the dungeon itself is huge and confusing to navigate, and they don't carry over in the sequel (Not that it matters, since they'll soon be outmatched even with early-game gear.)
    • Trails in the Sky the 3rd: Analece can get the most powerful sword in the game, but only by defeating the three greatest swordsmen in the series: First, she must defeat Richard in a duel to get (renounced) Divine Blade Cassius's old training sword Jinu. Then, she must win in the arena in one of the toughest battle in the game against phantoms of both Cassius and Lionheardt simultaniously, earning the greatest sword.
    • Trails of Cold Steel I: To get the best weapons, you have to buy the second best, then upgrade them with Zemurian Ore. One can be made from three shards found in the final dungeon, the others are exchanged for hideously huge amounts of missable collectables like books. In New Game+, you gain the option of buying Zemurian Ore Shards with U-Materials at exchange stores, but it still costs 50-70 U-Materials (which are a rare random drop) per shard, and 3-4 shards per stone (the cost per shard and number of shards needed varies between games in the series) so you're likely only to end up with enough to make 1-2 new stones per playthrough if you don't have a DLC that gives more. Since there are at least half a dozen party members that can receive Zemurian weapons in each game, it's likely to take multiple playthroughs to get one for each of them (most players prioritize who gets the ones in the first playthrough based on how often they are available to be in the party in the second).
  • In Ultima VII: The Black Gate, the game didn't even come with the Infinity +1 Sword, the Black Sword — it was added to the game through an expansion pack, Forge of Virtue. As Infinity +1 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.
  • There's also a Black Sword in Ultima Underworld, located behind a secret door in a hidden tomb that you can normally only find by obtaining a magic crystal shard from one of the prisoners, or failing that, by casting Reveal at the right place. It's also guarded by a Shadow Beast, which is invisible half the time without the crystal. The sword does approximately the same damage as the Sword of Justice, but is super-accurate.
  • Undertale:
    • The Real Knife, which boosts your ATK by a whopping 99 — for comparison, the second-strongest weapon only gives a 15-point boost. It is also absolutely useless, since by the time you get it there are no more random encounters and the one boss it could have feasibly been an advantage against was a long ways back. The only actual boss fight after you get the Real Knife is with a One-Hit-Point Wonder who makes up for it with their insane dodging skills — you can't hit them once in the entire battle until an opportunity finally presents itself to make a sneak attack. In a normal run you wouldn't get this boss and would instead get two later bosses whom the Real Knife would be really useful on... but in the run you get the Real Knife in, they're essentially killed in cutscenes. It's almost like the game is mocking you for your desire to powergame and get the strongest weapon there is.
    • The trope is also parodied with the Temmie Armor, which increases your defence stat by 20, gives you 1 HP per turn, makes you almost invincible, increases your attack stat by 10, and renders a lot of the boss fights in the late Neutral Route a lot easier. The only catch is the exorbitant cost, at a maximum of 9999G, which requires a lot of grinding. However, the price of the armor reduces depending on how often you die in-game, and also you can trick Temmie Shopkeeper into giving you the armor basically for free by buying Temmie Flakes and selling them back to her at a higher price.
  • Valkyrie Profile 2: Silmeria 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.
  • Valkyrie Profile also has the Angel Slayer, which is acquired in the same way, but there's a huge catch to it — it has an Attack Trust of 1, which means that every hit randomizes just what percentage of the listed attack power is used, meaning any attack could be for just one damage, or it could one-shot almost any enemy in the game. There's also the Glance Reviver, which is only a shade less powerful, but has an Attack Trust of 75 (meaning the attack is, at worst, at 75% power) and has a chance at an instant kill.
  • 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 Superboss 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.
  • The Witcher:
    • A legendary ARMOR with all the trappings of an Infinity +1 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 +1 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 +1 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.
    • Aerondight has been a staple in the series, but in the third game, it does more damage the more it charges, gives you 100% crit rate at full charge, and killing an enemy at full charge permanently increases its damage, which means you have a sword that never becomes obsolete or requires upgrading, which figures in nicely in New Game Plus mode. The catch to unlocking this sword is that you need to play the second DLC (which has a pretty high level requirement) and do a bunch of pretty simple missions.
  • Witch Hunter Izana: The Omega gear sets, which are hands down the best equipment in the game. They are just guarded by Omega enemies, which are hands down the hardest enemies in the game. Still if you get it, you can practically waltz through the last two bosses.
  • 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 Angel 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. (Or is playing the original Japanese release where it only gave a large HP boost at expense of attack.)
  • 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 Chronicles 1, there's the Monado III, which is obtained in the final battle. It can be carried over into a New Game Plus, 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. The rest of the party's best weapons are obtained from random drops off high level monsters.
    • Xenoblade Chronicles X has the Bewitched Glaive: Receding Rust. While it doesn't have the highest attack power in the game, (that honour goes to Mighty Glaive: Galaxy Chief) it is the strongest sword which innately boosts Ether damage, which most of the strongest two handed sword arts use as a multiplier and there are multiple skills which directly boost Ether damage. On top of that it's fairly easy to obtain one which has "Weapon Damage Plus" as an innate skill. In theory it's possible to boost an Ether based basic sword to higher damage levels but it requires much more work (and luck) to achieve.
      • For Skells it's the Ares 90. It's not very good for the highest tier enemies (which require you to have very specific set ups) but for 99% of enemies in the game it will tear through them like a razor blade through wet rice paper.
    • In Xenoblade Chronicles 2, there's Pneuma and Poppi QT Pi. Pneuma has the ability to make you be unable to die for a limited amount of time, can hit every orb in a chain attack and contains a 100 critical hit rate across the entire party along with a 50% defense and ether defense damage reduction and to top it all off, she reduces the enemies resistance to Break, Topple, Launch and Smash. You can also get Pneuma naturally through playing the story however after finishing Chapter 7 making her also count as the Sword of Plot Advancement. Poppi QT Pi is the straightforward example of this trope and has the highest potential DPS in the game, but you unlock her in a sidequest in Chapter 8 and getting all the parts for Poppiswap outside of New Game Plus takes a long time to collect to fully max her out. When you do though, she can do over 200,000 damage with her regular arts at S+ trust and can take down all the superbosses in less than 3 minutes playing solo and thanks to a remarkably broken Damage Over Time tactic, can end Challenge Mode bosses with over 50 million HP in less than 2 minutes (But this is when everyone is in a group to pull the tactic off).
    • Xenoblade Chronicles 3 has the Royal Summoner and Lifesage classes and their associated heroes, Melia and Nia. Both require you to beat the game, reload the completed save and complete the new quests that unlock them. They are the strongest classes in terms of raw damage and healing, respectively, although other Game-Breaker classes can compare to them with the right setup.
      • Beating Xenoblade Chronicles 3: Future Redeemed unlocks a challenge battle in the main game that, if finished, unlocks Shulk and Rex in the base game as Heroes. The latter was already infamously broken in the DLC, so they definitely fit the bill here.
  • Ys: In some games, particularly in the first Book if Ys Book I and II, and Ys IV: Mask Of The Sun, the Infinity +1 equipment doesn't work against the Final Boss, so you have to switch to a certain lower level set of equipment. For example, in Ys I: Ancient Ys Vanished — Omen has the Flame Sword, Battle Shield, and Battle Armor, all of which are the Infinity +1 versions of their respective equipment type, and all of which are found in the Very Definitely Final Dungeon which takes up roughly half the game world's geography. However, it's impossible to beat the game without the Silver equipment (Silver Sword, Shield, and Armor) equipped. Or at least the Silver Sword, since no other weapon will even scratch the final boss.

    Sandbox 
  • Some Game Mods for Minecraft feature items that count as such, more frequently in the form of armor rather than weapons. Of course, since combinations of mods stacked together rarely intertwine, it's possible to obtain one mod's endgame items without going through another mod's progression, turning any such item into a potential Game-Breaker unless a modpack creator counteracts this by gating a powerful item's recipe behind other mods' endgame items. One of the oldest examples of an Infinity+1 Sword in Minecraft modding is IndustrialCraft's Quantum armor, which provides the player with Super-Speed, a jump boost, an integrated Jet Pack, underwater breathing, status effect negation and 100% damage absorption, but has a very hefty power cost and one of the resources needed to craft it are 40 pieces of iridium, which can only be made in bulk using the mass fabricator.
  • Downplayed in Palworld has the Legendary Pal Jetragon, which is the absolute fastest mount in the game, being twice as fast as the previous mounts. However, it is weaker than the other Legendary Pals. That said, it's still among one most of powerful Pals in the game, with base stats in attack, defense and hitpoints all above 100.
  • The energy sword in Planet Explorers has the highest damage in the game, outstripping anything the player can design with the creation system.
  • 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.
  • In Sid Meier's Pirates!, the Ship of The Line is the largest ship in the Frigate class; it has the largest maximum gun complement of any ship, the fast speed when sailing with the wind that all in the Frigate class have, and durability second only to the sluggish Flag Galleon. There is no guaranteed spawn for a Ship of The Line, and they only appear as "New Warships" or, more rarely, really heavy-duty pirate hunters; both of which require you to really savage one of the non-Spanish national powers to induce. By the time you might actually get one, you will likely have no need for its thunderous 24x2 gun broadsides, and might opt to reduce its gun complement to that of a basic Frigate (32 guns total, still nothing to scoff at) so you don't accidentally overkill your targets, and use the extra space for more storage of captured spoils so you have less need to tug other ships along for cargo overflow.
  • The Simpsons Hit & Run: The Open Wheel Race Car has some of the best stats in the game, except toughness, making it good for any mission that does not involve destroying vehicles. It can only be obtained by completing all three street races on the final level, which is not an easy task, and there is very little else to use it on by that point in the game.
  • Starbound has the Protector's Broadsword, which requires hanging onto the Broken Broadsword you start off with until you clear the Baron's Keep quest; afterwards, the Baron will offer to fix it up for you at the cost of ten tech cards. Doing so will give you the sword, which is one of only two tier 7 weaponsnote  and has an empowerment ability as its alt, boosting its power so long as you have energy to spare.
  • Terraria: The Zenith is the most powerful weapon in the entire game, requiring several rare swords to craft including two of the Moon Lord's drops and the Terra Blade (which itself requires several swords to craft and was previously this trope before Power Creep), among others. Your reward is a weapon that rapid-fires blades that sweep a huge area, deal huge amounts of damage per hit with multiple hits, penetrates all terrain, and costs no ammo or mana. As of the 1.4.1 update, 'Infinity + 1 Sword' is even the name of the achievement you get when you craft it.
  • TerraTech: The MK-3 battleship cannon from Hawkeye is the most damaging weapon in the game. Although it can only fire straight ahead, dozens of them can be packed into a relatively small space.
    • Also from Hawkeye, the cruise missile is regarded as one of the best late-game weapons. It can strike from outside an enemy tech's detection radius to inflict terrible damage.

    Shoot 'em Up 
  • Event Horizon has the aptly named Death Ray. A reward for defeating one of the game's most difficult factions, and before you can get its blueprint you have to unlock that faction's capital ship at the top of its Tech Tree. The weapon itself can only be manufactured in endgame level stations, but it is powerful enough to destroy enemies 200 levels above you in a Curb-Stomp Battle.
  • The eponymous weapon of 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 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.
  • Raptor: Call of the Shadows has the Twin Laser gun. The most powerful weapon in the game, it has a rapid rate of fire, can pretty much destroy most any Mook in one shot as the beams are hitscan, and it can also take down bosses in less than five seconds of fire, save for the Cores and Turrets Bosses in the Outer Regions episode.
  • 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.

    Simulation Game 
  • Ace Combat:
    • Almost all of the superfighters have hard-to-achieve requirements, usually including New Game Plus, but they are Game Breaking enough that the demands are almost justifiable.
    • The Falken in Ace Combat 5: The Unsung War only requires 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: The Belkan War simply by having a save from Ace Combat 04: Shattered Skies 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: Fires of Liberation. 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 its 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 its 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.
  • In APICO, completing all the chapters of Grandpa's Guidebook rewards you with his axe, which has the same durability as the Honeycore Axe (1,000 hits), but it can also chop down the trees of the Hallowed Island. Grandpa's Axe can also be repaired with honeycomb, which is easier to collect than Honeycore, which is needed to repair the Honeycore Axe.
  • Endless Sky: There are only three possible appearances of the Pug Arfecta, which has extremely durable shields and hull, the best anti-missile turrets in the game, absurd regeneration, cloaking, and sweltering damage output that also pierces shields. The only way to get one is to capture it, which means you're going to have to survive its ridiculous firepower yourself, and once you get past all its defences, you'll have to be careful not to just blow it up, which means you need to restrict which types of weapons you can use against it. And then you face the on-board intruder defences, which will require you to have a very large crew to overcome them — which likely means a large side quest of its own to capture a Korath world ship or simply populous vessel (possible needing to capture a ship from the Kor Efreti, and thus draw the ire of the powerful Quarg, as a stepping stone). If you somehow succeed, it can curb-stomp the main story campaign all by itself, but you clearly have a fleet that was already capable of that.
  • The Mineral Town and DS flavors of the Harvest Moon series gives you Infinity +1 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 god's 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.
  • Stardew Valley has the Galaxy Sword, only obtainable by placing a very-rare Prismatic Shard at the right spot in the desert. The Prismatic Shard itself is so rare and hard to obtain that a player might not ever get one from a normal playthrough unless they know exactly what they're doing. The Galaxy Sword has the highest attack power in the game while increasing the player's Attack Speed stat by 4, making most encounters with monsters into a joke.
    • Following the 1.5 update, its spot has since been dethroned by the Infinity Blade, made by combining the aformentioned Galaxy Sword with three Galaxy Souls and sixty Cinder Shards in the Forge on Ginger Islandnote . Like the Galaxy Sword, it increases the player's Attack Speed stat by 4, except it also boosts their Defense stat by 2 and deals more damage than the aformentioned sword, making most monster encounters a cakewalk when equipped.

    Space Management Game 
  • Rimworld has several, especially with the Royalty DLC. Completing certain quests and getting favor with the Empire can reward the player's colony with persona monoswords or zeushammers, both of which bond to their wielders so only they can use them. The monoswords deal absurd amounts of slashing damage, making them perfect for a melee fighter to cut up dangerous creatures, especially insect infestations. Zeushammers deal massive blunt damage and have an EMP effect, making them good at taking out heavily-armored enemies and stunning mechanoids.

    Stealth-Based Game 
  • Assassin's Creed:
    • Both Assassin's Creed II and Assassin's Creed: Brotherhood have the Sword of Altaïr, 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 Altaïr was II's Infinity +1 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 Altaïr) 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.
  • Ghost of Tsushima Legends: One for each Ghost:
    • Samurai: Master's Katana. One of the biggest flaws of the Ghosts' swords is that most can only handle 1-2 of 4 stances, which means there are at least two types of enemies that will kick your ass in a straight duel. This one has all 4. You can easily switch styles in seconds and pick off your targets one by one.
    • Archer: Sugaru's Sight. Holy Shit this bow is gun-tier. It's a multi-shot auto-aim bow that locks on to heads in mere seconds. You can kill three mooks or shave the health bar of an elite, ensuring almost every arrow gets full use. Its only weakness is its finicky targeting, but that's usually because it's designed to kill crowds before focusing on felling giants. Gods help your enemies if you include a perk that penetrates armor.
    • Ronin: Forbidden Medicine. You can easily save a Leeroy Jenkins by throwing these at them to heal them and blast away enemies, or throw it at the ground to save yourself from an ambush. And since the reload speed is ridiculously high, you can rapid-fire these without penalty.
    • Assassin: Heaven's Sting. When combined with the Deadly Nightshade perk, you can poison your enemies to death from a distance without them suspecting a thing. It also has a 20% chance to insta-kill any human enemies (and regular animals), which can save you a dart.
  • Metal Gear Solid 3: Snake Eater's Patriot is simple -- just clear the game. Metal Gear Solid 4: Guns of the Patriots'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.
  • 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.

    Survival Horror 
  • 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, 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".
  • 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!"
  • Fatal Frame 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.
  • In Mini Day Z, you can find and wield an actual sword, found in a randomly generated castle within a forest on any of the four islands. It does the highest melee damage in the game and can chop down most zombies/bandits in one or two swings with ease, plus it has above average stats on everything else. The catch is that melee fighting zombies damages your clothing/gear, making you more vulnerable to freezing in the cold, and some bandits have firearms they can use to safely murder you from a distance if you charge them. As a result, some people will choose a Utility Weapon instead to help them survive, one of them being a fire axe which is the Infinity -1 Sword in the game.
  • 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 (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in compact laser form, thus negating all the negative points a Rocket Launcher normally has, including blast damage if one idiotically fires it at VERY close range enough to significantly drop one's own HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. note  And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs nothing to acquire it from the Merchant.
    • 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 Plus 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. Its 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 horde 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.
  • 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 Plus with infinite ammo, making the entire game a cakewalk.
    • The infinite launchers from the old-school games have one very critical drawback, though: You can't point them up or down, so smaller, quicker enemies are either extremely difficult or outright impossible to hit with them and it's a good idea to keep a backup weapon to handle these sorts of baddies. The first game's remake removes this handicap and lets you aim it up or down as you please.
  • Rule of Rose has multiple ones. The gun is the most powerful, on top of being a ranged weapon, but you need four perfumes in exchange for the key to it. The secret costumes come each with their own melee weapon, but they require a New Game Plus; some of them also require an easy fetch quest, but they're functionally the same. The Knight Sword is a combination of the two: you need to kill five special Imps, which then drop a knife each, which then are traded to get the Bronze\Rusty Sword, which then must be traded back in a New Game Plus. And you need to do all that again if you want it in the next playthrough; the only consolation is it's only slightly less powerful than the Gun, but has infinite uses.
  • 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 badass to so-so to lame. If Difficult, but Awesome counts, there's also the Great Knife in the second game.
  • 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. The first game also has the RPG, which will kill just about anything you care to point it at. Problem is it's ridiculously heavy and you're probably only ever going to find one round for it. The latter two games bring the RP-74, a belt-fed machine gun. It's heavy, ammo for it is expensive and heavy, you can't sprint with it out, and you can't aim it, only fire from the hip. But good lord does it lay down the hurt. Clear Sky has a unique version that holds ten times the ammunition, but fully loading it will probably take up most of your carry weight.
  • String Tyrant has the twinblade which makes most of the combat trivial. Problem is that it's in the most dangerous area of the game. Still with a bit of sequence breaking you can get it early, which makes the game much easier.

    Turn-Based Strategy 
  • Disgaea:
    • Items in the games are ranked from 1 to 40, with 40 being the strongest. To obtain the Rank 40 equipments, you need to first obtain a Legendary Rank 39 equipment of the same type, then dive into its Item World. Once reaching the 100th floor, you will encounter a boss wielding the Rank 40 equipment, which then you must steal. This is the only way to obtain these ultimate equipments. Additionally, Rank 40 items always have Legendary rarity.
    • In the first game, the rank 40 sword Yoshitsuna was the true ultimate weapon even when compared to others of its rank. A sword that was stronger than the mightiest axe (axes were the most powerful weapons but decreased 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. In the sequels, it was nerfed to be more in line with other ultimate weapons.
    • 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 +1 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.
      • FFT also has the secret Javelin II, not to be confused with the base-tier Javelin. While its attack power is lower than the Chaos Blade, its attack formula is based on Strength alone without factoring in Brave as Knight Swords do—and with Jump, a unit carrying the Javelin II is near-guaranteed to land One-Hit Kills every turn.
  • 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 The Binding Blade, see below). To kick this up a notch, Radiant Dawn has 13 SS Ranked weapons that you can 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.
    • 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.
    • Naglfar from Fire Emblem: The Sacred Stones is an unbreakable tome with an absurd 25 might and 95 hit (rare for dark magic, which is usually inaccurate). With it you can turn your druid/summoner into a One-Man Army. The catch? To get it, you have to complete the campaign and unlock a secret character by exploring the depths of the Lagdou Ruins three times. Only then the character will become playable, along with Naglfar. Even then, it weighs a ton, so it will be difficult to double enemies or dodge unless you give the user a few body rings, which increase constitution (they can be bought if you have the member card). When you get it, it's only good for... grinding money, since you won't have to replace your broken weapons as much. You have already overcome the hardest the game has to offer.
    • Fire Emblem: Three Houses has a noteworthy case in that it hands you one extremely early under the right conditions. The Lance of Ruin, a 22 might E-rank weapon is shoved in your hands at the end of Chapter 5 if Sylvain is in the party, and its nuclear might and low rank means it'll be your strongest panic button for a time. This thing will two-shot just about anything for a long time and it'll even kill the Death Knight if you use Knightkneeler, as it is on par with the other Relics, which you get much, much later.
  • Heroes of Might and Magic has a slew of powerful artifacts and artifact sets. The third game has a few particularly potent ones:
    • Armageddon's Blade, which offers decent stat bonuses, adds Expert Armageddon to the wielder's Spell Book, and grants immunity to Armageddon to the hero's own army. The stats provided by the Blade make casting Armageddon even easier too.
    • The Angelic Alliance is a Set Artifact created from every artifact that offers stat bonuses to all four primary stats. The Alliance not only retains those bonuses (+21 total to every stat), it also removes the Morale penalty from mixing good and neutral troops together and casts Expert Prayer at the start of combat. The opponent could neutralize the Prayer with Expert Dispel, but this does nothing to the huge stat bonus (and good luck getting a chance to cast Dispel in the first place since the speed boost from Prayer will likely grant the army the first strike anyway — and the attack boost may very well ensure it's also the last strike).
    • The Cloak of the Undead King is the best friend of any Necromancer or Death Knight hero. While Necromancy normally raises skeletons from defeated foes, the Cloak allows a hero to raise stronger undead instead. A hero with Expert Necromancy and the Cloak will raise Liches (the 5th level shooter of the Necropolis army!) instead of skeletons. An army of 1000+ skeletons is already intimidating — imagine a legion of liches. The Cloak is also a Set artifact made of three Necromancy boosting artifacts, meaning it also increases the number of undead raised.
    • The Armor of the Damned is yet another Set artifact. While the stat bonuses from the combined artifacts are nice, the Armor's ability to cast Expert Slow, Curse, Misfortune, and Weakness at the start of each battle is even nicer. While the target could neutralize the debuffs with Expert Cure, the same debuffs also make it less likely they will get the chance to do it.
    • The Power of the Dragon Father is a Set artifact that combines every Dragon themed artifact. On top of the bonuses provided by said artifacts, it also adds +6 to all stats, and grants units in the hero's army immunity to all level 1~4 spells. While this means they can't be buffed with spells it also means they can't be debuffed, and the only spell that can even hurt them is the fifth level Implosion.
    • The second game had the Ultimate Artifacts (except for the Golden Goose, which provided a powerful non-combat advantage), acquired by finding enough obelisks to figure out where to dig. The Artifacts provided +12 to one primary statistic, +6 to two or +4 to all, which was more impressive in H2 than H3. The Price of Loyalty expansion added the Battle Garb of Anduran, a prototype Set Artifact (unlike H3's set artifacts, it only took up one slot) consisting of three items — together providing +5 to attack, defence and spellpower, while also providing maximum luck and morale to your troops and giving the Town Portal spell. The expansion-eponymous campaign leads you to think it is a sword of plot advancement... except it turns out towards the end of the campaign that acquiring the third piece is done in an optional mission and you can skip ahead to confronting the true Big Bad instead.
  • 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 +1 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 games typically hand you all of the power you need and more just by playing through the story, with secrets unlocking extra mid-tier characters or modestly helpful equipment. A handful of secrets fall into this category instead, usually ones that make a good unit even better:
    • 30 has the Mazinkaiser, which normally gets unlocked through the main story, but in this game requires fulfilling conditions. It takes the already powerful Mazinger Z and one-ups it in every way, while also letting you keep Mazinger Z to give to someone else to pilot.
    • A Portable has the Master Gundam, which like Zerokage below, is a copy of the best unit in the game. Unlike Zerokage, it doesn't get one combination attack to further empower God Gundam, it gets three. It requires giving up almost every other secret, but it's worth more than all of them combined.
    • Judgment has the Great Zeorymer, requiring performing a very specific sequence of events to perfectly recreate the story of Hades Project Zeorymer. It has all of the combined abilities of every boss from the OVA as well as an even better version of Zeorymer's own signature move. The downside is that getting it requires not using the regular Zeorymer on most stages, which is a Game-Breaker in its own right.
    • Original Generation 1 has the Shishioh Blade and Graviton Launcher, unlocked by fulfilling nearly all of the optional objectives throughout the game as well as extensively using both possible protagonists. They can be equipped on any unit, deal damage equal to or better than the finishing moves of nearly anything in the game, and the Shishioh Blade is completely free to use, while the Graviton Launcher costs energy but has one of the longest reaches of any weapon. The weapons return in later games, but are gradually demoted into becoming less and less relevant.
    • Second Original Generation has the Forte Gigas, unlockable by doing a series of events late in the Reversal plotline and using both Reversal protagonists enough in battle. It puts both protagonists into one super robot which is far more powerful than their individual units.
    • UX has the Zerokage and Liber Legis, both of which are essentially second copies of two of the strongest units in the game, and in Zerokage's case it gains a combination attack with Tobikage to make both of them even better.
    • Z and Alpha Gaiden have the G-Bits for the Gundam Double X, which require doing a long series of events, but rewards the Double X with a weapon that's almost as powerful as the Twin Satellite Cannon with none of the drawbacks. As a bonus, it adds Tifa as a subpilot to the Double X in both games, giving it many new powerful Spirit Commands.
  • 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.
  • The single-player campaign of Telepath Tactics has four, most of which get special names. Fangiss Ka, the best mace, is part of Silithis Predat's starting inventory; the Steam Crossbow is dropped by a late-game boss and can only be used by a promoted crossbowman; and Lyrio, the best bow, is a rare drop potentially found in an optional sidequest. There is also Aravel, an amazing rapier that grants a wide variety of stat boosts; however, it's used by an Optional Boss who doesn't drop her inventory when defeated, so it's not obtainable...unless you exploit a developer oversight and kill her in an earlier fight, in which case she will drop it.
  • Tiny Heist has the Fire Extinguisher. Not only does it have 6 uses, which is the most out of any item, but it also covers a wide range when you use it, knocking out everyone in the area. It also doesn't alert anyone, unlike some weapons that are similar when used, but alerts everyone and has a smaller range and only works once.
  • In XCOM: Enemy Unknown, the Blaster Launcher. Absolutely staggering blast radius, can shoot around corners, and 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. 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.
  • In XCOM 2: War of the Chosen, each of The Chosen carries one or two Ace Custom weapons that can be used by your soldiers after they are defeated. They each come with 4 in-built upgrades (when standard weapons can only carry a maximum of three) and have a unique benefit on top of these:

    Visual Novel 

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