PropertyValue
rdfs:label
  • Last-Disc Magic
rdfs:comment
  • In eastern RPGs, after all the tweaking of weapons, stats and armor, magic almost never hits as consistently quick or as hard as it would if you just run up and hit something. Although healing spells are useful, Summon Magic tends to be the only offensive magic that'll knock out a bunch of enemies for great damage late in the game. However, there is often an "Ultimate" spell which is hard to find or learn, and which blows all previous spells of its type out of the water. These will frequently become a Disc One Nuke if you reload earlier levels or start a New Game+.
dcterms:subject
dbkwik:all-the-tropes/property/wikiPageUsesTemplate
dbkwik:allthetropes/property/wikiPageUsesTemplate
abstract
  • In eastern RPGs, after all the tweaking of weapons, stats and armor, magic almost never hits as consistently quick or as hard as it would if you just run up and hit something. Although healing spells are useful, Summon Magic tends to be the only offensive magic that'll knock out a bunch of enemies for great damage late in the game. This is usually because, while physical attacks improve substantially with new equipment, only new spells make magic able to function better. This is especially true for status-affecting spells, which the enemies in the last quarter of the game or so are almost always immune against. However, there is often an "Ultimate" spell which is hard to find or learn, and which blows all previous spells of its type out of the water. These will frequently become a Disc One Nuke if you reload earlier levels or start a New Game+. Contrast with Linear Warriors, Quadratic Wizards. May be related to Eleventh-Hour Superpower. Examples of Last-Disc Magic include: