Editing Disgaea: Hour of Darkness/Items

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{{Header Nav|game=Disgaea: Hour of Darkness}}
{{Header Nav|game=Disgaea: Hour of Darkness}}
{{control selector|PlayStation 2,Nintendo DS}}
Unlike most RPGs, items in Disgaea are complex entities in their own rights. They have a level, a rarity, may be inhabited by [[Disgaea: Hour of Darkness/Specialist|Specialists]], which increase their power, and might be more or less powerful at a particular level because of actions taken while leveling them. All of these factors contribute to their potency. In addition, characters get different levels of benefit from the same item based on a number of factors.


Every character can hold four items. One must be a weapon (Wpn), and three must be from the "Etc" category. Monsters can only use Wpn-Monster weapons, and humanoids can use any Wpn except Wpn-Monster. Every item that a character holds can increase ten statistics of that character, and may have other effects:
Unlike in most RPGs, items in Disgaea are complex entities in their own right. They have a level, a rarity, may be inhabitted by Specialistswhich increase their power, and might be more or less powerful at a particular level because of actions taken while leveling them.  All of these factors contribute to their potency.  In addition, characters get different levels of benefit from the same item based on a number of factors.


{|{{prettytable}}
Every character can hold four items.  One must be a weapon ('Wpn'), and three must be from the 'Etc' category.  Monsters can only use Wpn-Monster weapons, and humanoids can use any Wpn except Wpn-Monster. Every item that a character holds can increase ten statistics of that character, and may have other effects:
!Rank||Name||HP||SP||ATK||DEF||INT||SPD||HIT||RES||MV||JMP
 
{| border="1"
!Rank/Name||HP||SP||ATK||DEF||INT||SPD||HIT||RES||MV||JMP
|-
|-
|39||Accelerator|| || || ||200|| ||1,000|| || ||3||30
|39 Accelerator|| || || ||200|| ||1000|| || ||3||30
|-
|-
|40||Cosmic Blade||300||300||2,000||300||300||300||300||300|| || |
|40 Cosmic Blade||300||300||2000||300||300||300||300||300|| || |
|}
|}


Above are the statistics for a very good pair of shoes and a very good sword, with the items at normal rarity, with no specialists, and at level 0. In practice you will never find items that have no specialists to start.
Above are the statistics for a very good pair of shoes and a very good sword, when the items are normal rarity, with no specialists, at level 0. In practice you will never find items that have no specialists to start.
 
The only other type of item has the designation 'Item' and is never equipped on a character: it is used by a character from inventory. These items are generally curative (restoring HP and/or SP), although they do have other uses.
 
Aside from characters, you have two places to keep items: the Item Bag and the Warehouse. The Item Bag can hold 16 items; the Warehouse can hold 256.  The only times you can access items in the Warehouse are when using 'Equip' or 'Item' from the castle menu, or while buying/selling items at the shops in the castle.  You can use or equip items from the Item Bag while in the Dark Assembly, in battles, at the Item World, and everywhere that you can use the Warehouse.  To switch between the Warehouse and Item Bag, use left and right.
 
==Item World==
The item world has two main benefits: first, the item world is where you subdue Specialists, and second, each floor of the item world that you complete adds a small amount of power to the item.  The item world is also the only place you can get some of the best equipment of the game, there is an early chapter that requires you to go through at least ten levels of the item world, and it is necessary to complete the item world for a Legendary item to get one of the endings of the game.
 
The item world is essentially a long, randomly generated dungeon.  Each level has random topology, and may include islands, some of which may be far out of reach.
 
Each level will always contain a base panel and a 'Dimensional Warp' which takes you to the next level without completing the current one. Although portions of the item world may be disconnected, the base panel and Dimensional Warp will be connected.  (The Dimensional Warp may be too high for any character to jump or be thrown to, or may be otherwise unreachable, but it will always be *connected* to the base panel.) Sitting on top of the Dimensional Warp may be an enemy unit with the special type 'Gatekeeper'.  A Gatekeeper will never move from that spot (and any unit on the Dimensional Warp cannot be lifted).  It can, however, be moved by special attacks such as Triple Strike, or warped away.  Every level will have a minimum of three enemy units.  (Note: Though I have not confirmed it, I am told that very small levels (1 panel by 2 panels) can appear, and will have fewer than three enemies, since they do not have room for three.)
 
Every tenth floor in the item world is special.  Each one contains an Item General, Item King, or Item God, and these are the only floors at which you can leave the Item World without using a Mr. Gency's Exit. The first Bonus item for these levels is always a Mr. Gency's Exit; after you get the free one from Karla, this is the only sure way to acquire one.  These floors also have a red background instead of a white one.
 
Item Generals appear on levels 10, 20, 40, 50, 70, and 80.
 
Item Kings appear on levels 30, 60, and 90.


The only other type of item has the designation "Item" and is never equipped on a character: it is used by a character from inventory. These items are generally curative (restoring HP and/or SP), although they do have other uses.
Item God (or Item God 2) appears only on level 100.


Aside from characters, you have two places to keep items: the Item Bag and the Warehouse. The Item Bag can hold 16 items; the Warehouse can hold 256. The only times you can access items in the Warehouse are when using "Equip" or "Item" from the castle menu, or while buying/selling items at the shops in the castle. You can use or equip items from the Item Bag while in the Dark Assembly, in battles, at the Item World, and everywhere that you can use the Warehouse. To switch between the Warehouse and Item Bag, use {{control|{{psx|Left|Dpad}} and {{psx|Right|Dpad}}|{{ds|Left|Dpad}} and {{ds|Right|Dpad}}}}.
If you are stuck or running low on HP, you can leave the Item World at any time by using a Mr. Gency's Exit. When you use this, you immediately return to the castle, and will reenter the item at the floor you left.
 
There is a single caveat on the use of Mr. Gency's Exit: if you kill an Item General or King, and choose 'No' when asked if you wish to return to the castle, then use Mr. Gency's Exit, the game will not count your Item General or King kill, and you won't get any of the power gain that you would normally get from the kill.
 
Except for the caveat above, there is no difference (in terms of the power of the item) between killing every enemy on every floor, skipping every floor, and using a Mr. Gency's Exit on every floor, then reentering, as long as you kill every Item General, King, and God.
 
Occasionally, a unit will spawn that represents a specialist.  When this happens, the game will show that unit with the work 'CHECK' at the start of the floor.  If you kill this unit, that specialists becomes subdued. Specialists are described in greater detail below.


==Formulas for Item Leveling==
==Formulas for Item Leveling==
All numbers are related to individual statistics; in particular, the current number of specialists and the specialist counter are different for each stat that the item has.
All numbers are related to individual statistics; in particular, the current number of specialists and the specialist counter are different for each stat that the item has.


* ''n'': Level (as shown in battle screen)
n=level (as shown in battle screen)<br>x=item generals counter (global to the item)<br>b=base stat of the item (stat of a Normal item)<br>c=specialist counter
* ''x'': Item generals counter (global to the item)
p=number of specialists currently on the item<br>i=initial stat of the item (stat of the actual item)<br>s=1 if i>0, -1 if i<0, or 0 if i=0
* ''b'': Base stat of the item (stat of a Normal item)
* ''c'': Specialist counter
* ''p'': Number of specialists currently on the item
* ''i'': Initial stat of the item (stat of the actual item)
* s=1 if i>0, -1 if i<0, or 0 if i=0


All numbers are computed/stored with high precision; however, numbers are rounded down to the nearest whole.
All numbers are computed/stored with high precision; however, the floor of the number is displayed.
{|{{prettytable}}
{| border="1"
|Skipping/clearing level n||
|Skipping/clearing level n||adds s+i/20+i*x*b/200 to each stat<br>adds c*3/20 to each stat
* adds s+i/20+i*x*b/200 to each stat
* adds c*3/20 to each stat
|-
|-
|Killing an Item General||
|Killing an Item General||adds s*b*(20+n)/200 to each stat<br>adds p*(3+n*3/20) to each stat<br>adds p to c for each stat<br>adds 1 to x
* adds s*b*(20+n)/200 to each stat
* adds p*(3+n*3/20) to each stat
* adds p to c for each stat
* adds 1 to x
|-
|-
|Killing an Item King||
|Killing an Item King||adds s*b*(20+n)*2/200 to each stat<br>adds p*(3+n*3/20)*2 to each stat<br>adds 2*p to c for each stat<br>adds 2 to x<br>adds 1 Specialist slot
* adds s*b*(20+n)*2/200 to each stat
* adds p*(3+n*3/20)*2 to each stat
* adds 2*p to c for each stat
* adds 2 to x
* adds 1 Specialist slot
|-
|-
|Killing an Item God (2)||
|Killing an Item God (2)||adds s*b*(20+n)*3/200 to each stat<br>adds p*(3+n*3/20)*3 to each stat<br>adds 1 Specialist slot [see note]
* adds s*b*(20+n)*3/200 to each stat
* adds p*(3+n*3/20)*3 to each stat
* adds 1 Specialist slot [see note]
|}
|}
The death of an Item General or Item King is always calculated after the increase for the level that the General/King was on.
The death of an Item General or Item King is always calculated after the increase for the level that the General/King was on.


'''Note''': no item can have more than 16 specialist slots.
Note: no item can have more than 16 specialist slots.
 
For those who are interested, Appendix A contains my notes (mostly tables of item stats) from determining these formulae.


What all of this math really means is that:
What all of this math really means is that:
*You should always kill Item Generals/Kings/Gods.
*You should always kill Item Generals/Kings/Gods.
*If you want an extra boost to an item's stats, leave a specialist on the item while leveling it. Each specialist is worth 270 extra points to whichever stat it boosts on a Legendary item, if left for all 100 floors and all Generals/Kings/Gods are killed.
*If you want an extra boost to an item's stats, leave a specialist on the item while leveling it. Each specialist is worth 270 extra points to whichever stat it boosts on a Legendary item, if left for all 100 floors and all Generals/Kings/Gods are killed.
*If you want to maximize any particular stat on an item, you have to subdue and remove all of the native specialists before you defeat the first Item General. This will require using Mr. Gency's Exit before finishing floor B10. Once you have removed all the native specialists, but before you kill the first Item General, fill every slot on the item with specialists that boost whatever stat you are trying to maximize (e.g., to maximize ATK, fill the item with Gladiators). Then, go back into the item and proceed to level it, killing all Item Generals, Kings, and God. After killing each Item King, the item gains a specialist slot, so exit the Item World at that point and put another specialist on the item.
*If you want to maximize any particular stat on an item, you have to subdue and remove all of the native specialists before you defeat the first Item General; this will require using Mr. Gency's Exit before finishing floor B10. Once you have removed all of the native specialists, but before you kill the first Item General, fill every slot on the item with specialists that boost whatever stat you are trying to maximize (e.g., to maximize ATK, fill the item with Gladiators). Then, go back into the item and proceed to level it, killing all Item Generals, Kings, and God. After killing each Item King, the item gains a specialist slot, so exit the Item World at that point and put another specialist on the item.
*There is no difference between clearing and skipping floors, as long as you kill Item Generals/Kings/Gods.
*There is no difference between clearing and skipping floors, as long as you kill Item Generals/Kings/Gods.
*If you level any item with a negative stat to level 100, that negative stat ends up being exactly -100.
*If you level any item with a negative stat to level 100, that negative stat ends up being exactly -100.
==Item Specialists==
Item Specialists are helpful spirits within an item.  Every Specialist adds to the item's power.  Specialists come in two forms: subdued and
unsubdued.  All specialists start out unsubdued and are displayed in silver dots or black text on the item screen.  Specialists are subdued
through the item world.  Once a Specialist is subdued, it is displayed with blue dots and text, it doubles in power, and it may be transferred
to another item.
Specialists may be combined.  This takes two specialists of the same type and merges them into one Specialist with the power of both.  If
either of the old Specialists was unsubdued, the new Specialist will be unsubdued, and the power of the original subdued Specialist (if any) is
halved before the combination.  (This doesn't truly cause you to lose any power, as it will be doubled again if you subdue the new
Specialist.)
Specialists are subdued by killing them when they appear in the item world.  When a Specialist appears on a level of the item world, it will
show 'CHECK' as the stage is loaded, and it will show in the 'Characters' list in blue text immediately after all enemy units and
immediately before Geo Symbols.
Specialists will attack and be attacked by enemy units in the item world, so it is a good idea to kill them quickly.  If enemy units kill
the Specialist (or you end the stage before killing the Specialist, either by killing all enemy units or exiting to the next level), the
Specialist will not be subdued.  It can, however, reappear at a later level; it appears that there is a percentage chance of a specialist
appearing on each level, as long as there is an unsubdued specialist in the item, so you do not have to kill every specialist on its first
appearance.
==Specialist Types==
Some of this information (especially from the Resistance, Increases, and Effects) came from the Item World Specialists guide by SephirothYuyX.
VERIFY
All Specialists can be increased to power 19998 (the game will only allow 9999 as the power for a newly-combined Specialist; to get 19998,
you have to combine a subdued and unsubdued Specialist to produce a 9999 unsubdued Specialist, then subdue it through the item world).  However,
many Specialists have a maximum effective power; neither a single extra-powerful Specialist nor multiple Specialists of lesser power can
give a single character any benefit beyond that level.
===Stat Bonuses===
Each of these Specialists increases one of the eight statistics of an
item by the Specialist's power level:
{| border="1"
|Dietician||HP
|-
|Master||SP
|-
|Gladiator||ATK
|-
|Sentry||DEF
|-
|Teacher||INT
|-
|Coach||SPD
|-
|Marksman||HIT
|-
|Physician||RES
|-
|}
There is no effective limit to these Specialists.
===Resistance===
Each of these Specialists increases the item wearer's resistance to a particular form of attack:
{|border="1"
|Aeronaut||Wind
|-
|Cryophile||Ice
|-
|Firefighter||Fire
|-
|Pharmacist||Poison
|-
|Coffee Maker||Sleep
|-
|Medicine Man||Paralyze
|-
|Psychologist||Forget
|-
|Social Worker||Deprave
|}
The maximum resistance any character can have to Wind, Ice, or Fire is 90%, which means that the maximum effective power is 140 for Aeronaut,
Cryophile, and Firefighter (due to characters with negative base resistance).
===Increases===
Each of these Specialists increases how much of a particular thing the item wearer gains, each unit of power is equivalent to a single percent
increase in gain (e.g., a character with a power 1 Statistician will gain 101% of normal experience; a character with a power 300
Statistician will gain 400% of normal experience):
{|border="1"
|-
|Broker||HL
|-
|Manager||Mana
|-
|Statistician||Experience
|-
|Armsmaster||Weapon Mastery
|}
The maximum effective power for Broker is 300.
The maximum effective power for Manager is 300.
The maximum effective power for Statistician is 300.
(VERIFY) The maximum effective power for Armsmaster is 2400.
===Effects===
Each of these Specialists adds a chance of a status effect to attacks made by the holder of the item:
{| border="1"
|VERIFY
|-
|-
|Alchemist||Poison
|-
|Hypnotist||Sleep
|-
|Witch Doctor||Paralyze
|-
|Amnesiac||Forget
|-
|Gangster||Deprave
|}


==Rarity==
==Rarity==
There are three levels of rarity: normal, rare, and legendary. Below, the properties of each are listed.
There are three levels of rarity: normal, rare, and legendary. Below, the properties of each are listed.
 
{|
* '''Stat Bonus''': Percentage increase of the first 8 stats on the item (HP, SP, ATK, INT, DEF, SPD, HIT, RES) over the charts below.
|Stat Bonus||Percentage increase of the first 8 stats on the item (HP, SP, ATK, INT, DEF, SPD, HIT, RES) over the charts below.
* '''Initial Specialist Space''': How many Specialists can inhabit the item, at level 0.
|-
* '''Display''': How the name of the item will be displayed on lists.
|Initial Specialist Space||How many Specialists can inhabit the item, at level 0.
* '''Identifier''': What shows up on the item screen to signify this rarity.
|-
* '''Rarity Number''': What rarity numbers correspond to this rarity.
|Display||How the name of the item will be displayed on lists.
* '''Item World Depth''': How many levels exist in the item world within this type of item.
|-
* '''Notes''': Any other information.
|Identifier||What shows up on the item screen to signify this rarity.
|-
|Rarity Number||What rarity numbers correspond to this rarity.
|-
|Item World Depth||How many levels exist in the item world within this type of item.
|-
|Notes||Any other information.
|}


===Normal===
===Normal===
* '''Stat Bonus''': None
{|
* '''Initial Specialist Space''': 4-6 (5-7 if it was a Bonus Gauge reward from an Item World stage)
|Stat Bonus||None
* '''Display''': Flat black text
|-
* '''Identifier''': None
|Initial Specialist Space||4-7
* '''Rarity Number''': 32-255
|-
* '''Item World Depth''': 30
|Display||Flat black text
* '''Notes''': Only normal items can be purchased from the shop in the castle.
|-
|Identifier||None
|-
|Rarity Number||32-255
|-
|Item World Depth||30
|-
|Notes||Only normal items can be purchased from the shop in the castle.
|}


===Rare===
===Rare===
* '''Stat Bonus''': +25% ((n * 5 / 4) rounded down)
{|
* '''Initial Specialist Space''': 7-9 (8-10 if it was a Bonus Gauge reward from an Item World stage)
|Stat Bonus||+25% (floor(N * 5 / 4))
* '''Display''': Flashing silver text
|-
* '''Identifier''': Rare
|Initial Specialist Space||7-10
* '''Rarity Number''': 8-31
|-
* '''Item World Depth''': 60
|Display||Flashing silver text
|-
|Identifier||Rare
|-
|Rarity Number||8-31
|-
|Item World Depth||60 (VERIFY)
|}


===Legendary===
===Legendary===
* '''Stat Bonus''': +50% ((n * 3 / 2) rounded down)
{|
* '''Initial Specialist Space''': 10-12 (11-13 if it was a Bonus Gauge reward from an Item World stage)
|Stat Bonus||+50% (floor(N * 3 / 2))
* '''Display''': Flashing gold or blue text
|-
* '''Identifier''': Legendary
|Initial Specialist Space||10-13
* '''Rarity Number''': 0-7
|-
* '''Item World Depth''': 100
|Display||Flashing gold or blue text
* '''Notes''': Most Legendaries have gold text; Hyperdrive, Super Robo Suit, and Yoshitsuna have blue text and oversized icons.
|-
|Identifier||Legendary
|-
|Rarity Number||0-7
|-
|Item World Depth||100
|-
|Notes||Most Legendaries have gold text; Hyperdrive, Super Robo Suit, and Yoshitsuna have blue text and oversized icons.
|}


==Item Benefit==
==Item Benefit==
You may notice when equipping an item that you gain more or less benefit from that item than its listed stats. There are four reasons for this: Weapon Mastery, character level, stat aptitude, and identical rarity bonus.
You may notice when equipping an item that you gain more or less benefit from that item than its listed stats. There are four reasons for this: Weapon Mastery, character level, stat aptitude, and identical rarity bonus.


===Aptitude===
===Aptitude===
Every class has aptitudes for each of the eight basic stats; these vary from 40% to 150% and show up on the character creation screen and on the character status screen. Aptitudes act as a multiplier to stat gains from items. For example, a level 1 character equipping a normal Muscle World (1,000HP) will get 500HP with a 50% HP Aptitude, 1,000HP with a 100% HP Aptitude, or 1,500HP with a 150% HP Aptitude. The adjustment for Aptitude is applied after all other modifiers.
Every class has aptitudes for each of the eight basic stats; these vary from 50% to 150% and show up on the character creation screen and on the character status screen. Aptitudes act as a multiplier to stat gains from items; for example, a level 1 character equipping a normal Muscle World (1000HP) will get 500HP with a 50% HP Aptitude, 1000HP with a 100% HP Aptitude, or 1500HP with a 150% HP Aptitude. The adjustment for Aptitude is applied after all other modifiers.


===Weapon Mastery===
===Weapon Mastery===
When equipping a non-monster weapon, you get a bonus to all the weapon's stats equal to the equipping character's Weapon Mastery for that weapon type times 5%. The formula is (weapon stat)*(1 + mastery*.05). The maximum Weapon Mastery is 255, so the maximum Mastery bonus is 1,275%, for a total maximum of 1,375%. According to some sources, the maximum Mastery bonus from specialists is 1,900%.
When equipping a non-monster weapon, you get a bonus to all of weapon's stats equal to the equipping character's Weapon Mastery for that weapon type times 5%. The formula is (weapon stat)*(1 + mastery*.05). The maximum Weapon Mastery is 255, so the maximum Mastery bonus is 1275%.


===Character Level===
===Character Level===
For monster weapons and accessories, you get a bonus based on the level of the character. These bonuses do not normally apply until the postgame, since they do not start until level 100, but they become quite substantial at later levels. They are calculated by the following formulas (floor means rounded down):
For monster weapons and accessories, you get a bonus based on the level of the character. These bonuses do not normally apply until the postgame, since they do not start until level 100, but they become quite substantial at later levels. They are calculated by the following formulas (thanks to Zepy for these):
{|{{prettytable}}
{| border="1"
! Level !! Adjustment
| || ||lev||<=||100|stat [no adjustment]
|-
|-
| 0-100 || None
|100||<=||lev||<=||500||stat * floor((lev + 100) / 2) / 100
|-
|-
| 101-500 || stat * floor((lev + 100) / 2) / 100
|500||<=||lev||<=||2000||stat * floor((lev + 1000) / 5) / 100
|-
|-
| 501-2,000 || stat * floor((lev + 1000) / 5) / 100
|2000||<=||lev|| || ||stat * floor((lev + 4000) / 10) / 100
|-
| 2001+ || stat * floor((lev + 4000) / 10) / 100
|}
|}


The maximum level is 9,999, so the maximum level bonus is 1,399%, or just a little higher than the maximum Mastery bonus.
The maximum level is 9999, so the maximum level bonus is 1299%, or just a little higher than the maximum Mastery bonus.


===Identical Rarity===
===Identical Rarity===
If a character has more than one item with the same rarity equipped, then all such items receive a boost in power. This works as a multiplier after weapon mastery and character level bonuses are applied. The multiplier ranges from 1.1 to 1.3, depending on how many items with identical rarity are equipped:
If a character has more than one item with the same rarity equipped, then all such items receive a boost in power. This works as a multiplier after weapon mastery and character level bonuses are applied. The multiplier ranges from 1.1 to 1.3, depending on how many items with identical rarity are equipped:
{|{{prettytable}}
{| border="1"
!# Items!!Multiplier
|# Items||Multiplier
|-
|-
|1||1
|1||1
Line 142: Line 291:
|}
|}


For example, if a level 1 character equips a normal Nightvision and a normal Muscle Ace, that character will normally get +50 INT, +200 HIT, and +200 HP. However, if the Muscle Ace and Nightvision happen to have the same rarity number - for example, if they both have rarity 46 on the item status screen - then the character will get +55 INT, +220 HIT, and +220 HP, due to the identical rarity bonus (1.1).
For example, if a level 1 character equips a normal Nightvision and a normal Muscle Ace, that character will normally get +50 INT, +200 HIT, and +200 HP. However, if the Muscle Ace and Nightvision happen to have the same rarity number--for example, if they both have rarity 46 on the item status screen--then the character will get +55 INT, +220 HIT, and +220 HP, due to the identical rarity bonus.


==Item Ranks==
==Item Ranks==
Each item is assigned a rank, which roughly determines how "good" the item is. Ranks go from 1 to 42, and they determine what level of enemies will be found in the item world for that item. Below are the LV+ ranks for level 1 from the "Go to Item World" screen:
Each item is assigned a 'rank', which roughly determines how 'good' the item is. Ranks go from 1 to 42, and they determine what level of enemies will be found in the item world for that item. Below are the 'LV+' ranks for level 1 from the 'Go to Item World' screen (thanks to JungleJim for producing this table):


{|{{prettytable}}
{| border="1"
!Rank!!LV+!!Rank!!LV+!!Rank!!LV+!!Rank!!LV+!!Rank!!LV+
|Rank||LV+||Rank||LV+||Rank||LV+||Rank||LV+||Rank||LV+
|-
|-
|1||1||10||10||19||25||28||47||37||76
|1||1||10||10||19||25||28||47||37||76
Line 160: Line 309:
|5||4||14||16||23||34||32||59||41||255
|5||4||14||16||23||34||32||59||41||255
|-
|-
|6||5||15||17||24||36||33||62||||
|6||5||15||17||24||36||33||62
|-
|-
|7||5||16||19||25||39||34||66||||
|7||5||16||19||25||39||34||66
|-
|-
|8||7||17||21||26||41||35||69||||
|8||7||17||21||26||41||35||69
|-
|-
|9||8||18||22||27||44||36||73||||
|9||8||18||22||27||44||36||73
|}
|}


The levels listed are '''minimum''' levels. In general, the enemies on any given floor will be higher level than the LV+ number. Also, these numbers are for floor 1; later floors have more powerful enemies.
The levels listed are *minimum* levels; in general, the enemies on any given floor will be higher level than the LV+ number. Also, these numbers are for floor 1; later floors have more powerful enemies.


==Hospital Items==
==Hospital Items==
The Hospital gives you prizes whenever you reach certain numbers for each HP, SP, and Dec (Deceased) healed.
The Hospital gives you prizes whenever reach certain numbers for each of HP, SP, and Dec (Deceased) healed. Thanks to JungleJim for these tables:
{|{{prettytable}}
{| border="1"
!HP!!Prize!!SP!!Prize!!Dec!!Prize
!HP||Prize||SP||Prize||Dec||Prize
|-
|-
|100||Muscle Brawn||50||Common Orb||5||Caterpillar Egg
|100||Muscle Brawn||50||Common Orb||5||Caterpillar Egg
|-
|-
|400||Muscle Hustle||200||Psyche Orb||10||Charred Newt
|400||Muscle Hustle||100||Imperial Seal
|-
|1,000||Muscle Spirit||500||Dark Orb||25||Rooster Blood
|-
|-
|2,000||Muscle Fight||1,000||Blood Orb||50||Snake Kidney
|1000||Muscle Spirit||200||Psyche Orb
|-
|-
|5,000||Muscle Ace||2,000||Star Orb||80||Bat soup
|2000||Muscle Fight||500||Dark Orb
|-
|-
|10,000||Muscle Victory||5,000||Moon Orb||120||Frog Sweat
|5000||Muscle Ace||1000||Blood Orb
|-
|-
|40,000||Muscle Dream||10,000||King Orb||170||Immortal's pill
|10000||Muscle Victory||2000||Star Orb
|-
|-
|100,000||Muscle World||20,000||Holy Orb||||
|40000||Muscle Dream||5000||Moon Orb
|-
|-
|200,000||Muscle Star||50,000||Chaos Orb||||
| || ||10000||King Orb
|}
|}


If you reach certain numbers for HP, SP, and Dec combined, you will get the more powerful seals.
==Ultimate Items==
{|{{prettytable}}
The 'ultimate' items of the game are very difficult to acquire, but worth it (and necessary to beat the most powerful enemy in the game).
!Prize!!HP!!SP!!Dec
 
For weapons, they are acquired by entering a Legendary item one level of power below of the same type, fighting to level 100, and stealing it from the Item God there.
 
Once you have any item of rank 40 or above, you can level it to 100, then steal another Legendary item of the same type from the Item God 2 at floor B100.
 
For reference, the Item God 2 I'm currently fighting has these stats:
 
(No 'More Difficult Enemies' bills passed)
{| border="1"
|Level||6,933 [Fixed]
|-
|HP||10,184,640
|-
|SP||199,698
|-
|ATK||186,416
|-
|-
|Imperial Seal||200||100||5
|DEF||141,452
|-
|-
|Dark Rosary||700||300||15
|HIT||147,000
|-
|-
|Devil Ring||2,000||1,000||40
|INT||176,816
|-
|-
|Feather Token||5,000||2,000||70
|SPD||147,000
|-
|-
|Sofia's Mirror||10,000||5,000||110
|RES||135,906
|-
|-
|Pravda Necklace||40,000||10,000||160
|EXP||36,643,537,935
|-
|-
|Royal Ring||100,000||20,000||220
|NEXT||10,573,275
|-
|-
|Testament||200,000||50,000||300
|Skills||Omega Wind (Mastery 80)<br>Tera Ice (Mastery 80)<br>Star (Mastery 80)
|}
|}


Prinnies only cost 1 HL to heal to full health, even when dead. But, they do not increase the HP/SP/Dec counters.
Except for the level, you can expect these numbers to vary somewhat (+/-10%), but you need to be prepared before you attempt to kill (or steal from) Item God 2.
 
The ultimate items are:
*Wpn-Axe: Apocalypse (VERIFY)
*Wpn-Fist: Ultimus
*Wpn-Sword: Yoshitsuna
*Wpn-Spear: Glorius
*Wpn-Gun: Etoile
*Wpn-Bow: Galaxy (VERIFY)
*Wpn-Monster: Nyanko Soul
*Etc-Robot: Super Robo Suit
*Etc-Engine: Hyperdrive
 
The Super Robo Suit can be stolen from Baal.
 
The Hyperdrive you get automatically from defeating an Item God 2.
 
Monster weapons are a little different.  The rank 40 monster weapon is Nyanko Soul, which can be acquired at the end of a Lucifer Force, or can be raken from Majorly.  There are also a rank 41 and rank 42 monster weapon.  The rank 41 is the Nemesis, which is a better weapon than Nyanko Soul; it can be stolen from Baal.  The rank 42, Nemesis Mk II, is stolen from Prinny Baal, and has better base stats than the Nemesis--but it comes at level 100, and Baal apparently doesn't kill any Item Generals/Kings/Gods, nor does he subdue any specialists when leveling his items.
 
There is no simple way to get a Legendary second-best item.  The easiest way is to play around in high-level item worlds until you see one appear either on the Bonus screen or in some enemy's inventory. For reference, they are:
*Wpn-Axe: Durandal (VERIFY)
*Wpn-Fist: God's Fist
*Wpn-Sword: Cosmic Blade
*Wpn-Spear: Longinus
*Wpn-Gun: Infernal Gun
*Wpn-Bow: Artemis Bow (VERIFY)
*Wpn-Monster: Lucifer Force (VERIFY)
 
See the Item World Strategies section for advice on how to deal with the Item World.
 
==Item World Strategies==
The Item World gives many people headaches; here are some strategies for dealing with particularly tricky situations, and for treasure hunting.
 
The single most important rule for the Item World is: always make sure that there is a Mr. Gency's Exit in your Item Bag when going through the Item World.  This item will let you escape from the current floor, and when you re-enter the item, you will return to the same floor, but it will have a new, randomly-generated layout.


For all others, the cost is calculated as follows:
The most common Item World problems come from Geo Panels, particularly No Lifting and Invincibility.  Although the details of setting up Geo Chains is outside the scope of this guide, it is important to know the ways of getting rid of Geo Symbols:
*Every HP 1/3 HL.
#Reduce symbol to 0 HP through attacks.
*Every SP 2 HL.
#Throw symbol into enemy unit.
*Death 30 HL for each lvl + (Max HP * 2/3 HL)
#Enemy unit thrown into symbol.
#Damage from a color change will always destroy a Geo Symbol.
#The Scout "Geo Change" ability will randomly reset the Geo Panels and symbols on a field.


So, if you want to save money, unequip the HP increasing items after death, but keep the SP increasers equipped. (After death, SP is free.)
So, for example, if you have a Gatekeeper that is Invincible, and the Invincibility symbol is out of reach, you can destroy another symbol on the same color of Geo Panel (probably by throwing it onto an enemy or throwing an enemy onto it).


===Hospital Trick===
The other problem that sometimes happens is that the Dimensional Gate is at a location that is inaccessible due to height problems--for example, it is at the top of a high pillar.  For this problem, there are two solutions: good throwers, and good jumpers. Rogues make the best throwers, and may be able to throw a character to a location that would otherwise be inaccessible.  For jumpers, at low levels Ninjas and Scouts have the best jumping ability; late in the game, Ninjas and Majins do. Equip one of these with the best shoes you can find.
There is a small, but very effective trick to use in the hospital. Do not pick the prize items until they are at least rare or have powerful specialists. Each time you leave and enter the hospital the prize items are rerolled. So, with some patience, all the hospital items can be rare items (rarity 8-31). Legendary items are not possible.


This trick is of course best on the different seal items, which are the most difficult to obtain in other ways.
Treasure hunting requires more strategy than mere survival does; while the steps outlined above should suffice to get you through almost any undesirable layout, more is required to get Bonus Meter items and items from enemy inventories.


===Alternate Hospital Trick===
First, when treasure hunting, always check the Bonus and Character options on the battle menu to see if there is something that you want. Then, if there is, you need to figure out how to get it.
Any time you have more than 1000 or so HL so can do one or more of these tricks to earn some more money.


Equip and remove HP boosting items to heal at the hospital, after a while you can earn 300,000HL+ from selling the muscles.
If the item is in an enemy inventory, it is usually easy to get.  Simply have a Rogue use a Hand item from your Item Bag on the enemy, and, unless the enemies severely outclass you, you should have no problem stealing whatever you want.  (The Rogue's level should be slightly over half of the enemy's level.)


Equip and remove SP boosting items to heal at the hospital, after a while you can earn 300,000HL+ from selling the orbs.
If you want an item from the bonus meter, things get a little trickier. You have to both fill the Bonus meter and kill every enemy on the level. Filling the Bonus Meter is most easily done through Geo Chains (as explained in the in-game tutorial and other guides), but can be done through other means:
#Geo Chains
#Killing a unit
#Counterattacking
#Combo Attacking
#Team Attacking


With around 10 mana and less than 10 party members you can create 10 cheap mages or skulls, reduce their HP by creating them as good-for-nothing so they only have 4 HP or so(if you are lucky you can get 3HP), go out onto any easy map, bring out all your characters other than the witches and throw an enemy into the base, because these characters have such little HP they will be instantly wiped out, complete the map and heal for around 400HL, the hospitals prizes for healing deceased characters is so good using this method you should be able to earn a considerable level of profit in around half an hour.
Except for Geo Chains, the individual bonuses tend to be small.  Note that the meter will rise a little further if a Rogue participates in the action.  Also note that, if there are few Geo Panels on a level, you can clear them in a chain, then use Geo Change and clear the new set, getting a bonus both times.


Using all 3 of these tactics together can earn you Royal Rings and Testaments which can greatly boost your characters stats, using these items you can fly through the first half or so of the game before power leveling becomes readily available(and keep the items for training new characters).
Once you have filled the Bonus Meter (at least high enough to get the desired item(s)), you have to kill every enemy unit on the level.  This can sometimes be difficult, particularly when the enemies are on far-away islands.  In this case, there are a few tricks to help.  First, you can try to throw characters to the enemies' islands; the Rogue is best for this with a throw of 6.  Also use the diagonal throw technique: if you hit 'X' while rocking the D-pad back and forth between two directions, the game will allow you to throw a character in between those two directions.


There is another method, however, that doesn't require that you create useless characters. Since Humans (any non monster enemy) cannot be captured, and destroy the base panel, simply pick your strongest character, (or a character you have confidence in) and deploy them. After throwing the Human into your base panel, kill everything on the map, and you'll have plenty of dead friendlies to heal at the hospital.
If you can't throw a character (either because there are no free spaces on the island or because it is too far away), then you have to use ranged attacks.  Guns have the longest range for normal attacks; magic is best for things that are just outside of gun range.  However, the longest-range attack in the game is Dark Cannon, the other Scout skill.
Dark Cannon can attack any place on the board that is not blocked by a wall; unfortunately, after the initial attack it will fire on the closest unit--ally or enemy--at the end of each turn, so you must move your characters away quickly (lifting and throwing the cannon helps as well).


==Ultimate Items==
Lastly, rely on your own cleverness.  The Item World is randomly-generated, and although it has some constraints, some very strange and very difficult layouts sometimes appear.  Hopefully these strategies will help you get through them.
The "ultimate" items of the game are very difficult to acquire, but worth it (and necessary to beat the most powerful enemy in the game).
 
==Theft==
Theft is a very important ability late in the game.  It is the only way to get the best items, and it is an easy way to get good items in the endgame.
 
To steal, you have to use one of the 'Hand' items (Stealing Hand, Plunder Hand, Cha-Ching Hand, Bandit's Hand, Awesome Hand).  Simply go to 'Item' on the character action menu, select the hand you want to use, and move the cursor to the character you want to steal from.  (Note: if you fail, you do not lose the hand.)
 
Rogues are *much* better at stealing than other classes, though any class can steal.  Their levels count double in the formula, they have twice the maximum chance to steal, and they can steal opponents' stats as well as items.


For weapons, they are acquired by entering a Legendary item one level of power below of the same type, fighting to level 100, and stealing it from the Item God there.
Rogues have a chance to steal items and stats governed by the following formula (thanks to Scy046):


Once you have any item of rank 40 or above, you can level it to 100, then steal another Legendary item of the same type from the Item God 2 at floor B100.
c = h + t*2 + 25 - e - r*3 - a


For example, an Item God may have stats similar to the following:
{|
|c||The percentage chance to steal.
|-
|h||The HIT statistic of the hand being used (including specialists).
|-
|t||The level of the thief.
|-
|e||The level of the enemy.
|-
|r||The rank of the item.
|-
|a||0 if the rarity of the item is Normal, 10 if the rarity is Rare, 30 if the rarity is Legendary, or 100 if the item has rarity 0.
|}


(No "More Difficult Enemies" bills passed)
Statistics are considered Normal rank 0 items for this equation.


* '''Level''': 6,933 [Fixed]
A Rogue can have, at most, a 99% chance to steal.
* '''HP''': 10,184,640
* '''SP''': 199,698
* '''ATK''': 186,416
* '''DEF''': 141,452
* '''HIT''': 147,000
* '''INT''': 176,816
* '''SPD''': 147,000
* '''RES''': 135,906
* '''EXP''': 36,643,537,935
* '''NEXT''': 10,573,275
* '''Skills''':
** Omega Wind (Mastery 80)
** Tera Ice (Mastery 80)
** Star (Mastery 80)


Except for the level, you can expect these numbers to vary somewhat (+/-10%), but you need to be prepared before you attempt to kill (or steal from) Item God 2.
Other classes have a chance to steal items governed by the following formula:


The ultimate items are:
c = h + t - 30 - e - r*3 - a
*'''Wpn-Axe''': Apocalypse
*'''Wpn-Fist''': Ultimus
*'''Wpn-Sword''': Yoshitsuna
*'''Wpn-Spear''': Glorius
*'''Wpn-Gun''': Etoile
*'''Wpn-Bow''': Galaxy
*'''Wpn-Staff''': Omniscient Staff
*'''Wpn-Monster''': Nyanko Soul
*'''Etc-Robot''': Super Robo Suit
*'''Etc-Engine''': Hyperdrive


The Super Robo Suit can be stolen from Baal.
{|
|c||The percentage chance to steal.
|-
|h||The HIT statistic of the hand being used (including specialists).
|-
|t||The level of the thief.
|-
|e||The level of the enemy.
|-
|r||The rank of the item.
|-
|a||0 if the rarity of the item is Normal, 10 if the rarity is Rare, 30 if the rarity is Legendary, or 100 if the item has rarity 0.
|}


The Hyperdrive you get automatically from defeating an Item God 2.
Non-Rogues cannot steal statistics.


Monster weapons are a little different. The rank 40 monster weapon is Nyanko Soul, which can be acquired at the end of a Lucifer Force, or can be taken from Majorly. There are also rank 41 and rank 42 monster weapons. The rank 41 is the Nemesis, which is a better weapon than Nyanko Soul, and can be stolen from Baal. The rank 42, Nemesis MK-II, is stolen from Prinny Baal, and has better base stats than the Nemesis--but it comes at level 100, and Baal apparently doesn't kill any Item Generals/Kings/Gods, nor does he subdue any specialists when leveling his items.
Non-Rogues can have, at most, a 50% chance to steal.


Except for the Longinus (Krichevskoy's favorite weapon can be received by speaking him him, as Longinus is an NPC outside the throne room, you need to be in the final mission and exit out of the dark assembly during a vote and talk to him at that point) there is no simple way to get a Legendary second-best item. The easiest way is to play around in high-level item worlds until you see one appear either on the Bonus screen or in some enemy's inventory. For reference, they are:
What this means is that you should use Rogues to steal, and if you always want to have a 99% chance to steal, make sure your Rogue's level is at least (enemy level / 2 + 141), and use vanilla, level 0 Bandit's Hands. A level 1 Rogue should be able to steal anything with a Hand with at least 7062 hit, but you'd be wasting a lot of Marksmen.
*'''Wpn-Axe''': Durandal
*'''Wpn-Fist''': God's Hand
*'''Wpn-Sword''': Cosmic Blade
*'''Wpn-Spear''': <u>'''Longinus'''</u>
*'''Wpn-Gun''': Infernal Gun
*'''Wpn-Bow''': Artemis Bow
*'''Wpn-Monster''': Lucifer Force
*'''Wpn-staff''': Galactic staff
See the [[Disgaea: Hour of Darkness/Item World#Item World Strategies|Item World Strategies]] section for advice on how to deal with the Item World.


When stealing the Ultimate Items from Item Gods, '''do not''' use a mr.gency's exits on Floor 100. Doing so will cause you to lose the Item upon re-entry.
{{:Disgaea:_Hour_of_Darkness/ItemsList}}


==Maximum ATK==
==Maximum ATK==
This section outlines the maximum ATK a character can have, prior to using Extra Gain and stat [[Disgaea: Hour of Darkness/Stealing|stealing]].
Since the question arises on a regular basis, this section outlines the maximum ATK a character can have, prior to using Extra Gain and stat theft.


The optimum character, somewhat surprisingly, is Thursday. This is surprising since Thursday cannot Transmigrate, and therefore misses out on Transmigration bonuses, and cannot equip the Yoshitsuna, which is, by far, the most powerful weapon in the game.
The optimum character, somewhat surprisingly, is Thursday. This is surprising since Thursday cannot Transmigrate, and therefore misses out on Transmigration bonuses, and cannot equip the Yoshitsuna, which is, by far, the most powerful weapon in the game.


However, both of these flaws are vastly overcompensated by Thursday's 150% aptitude in almost all stats.
However, both of these flaws are vastly overcompensated by Thursday's 150% aptitude in almost all stats.


The most powerful weapon Thursday can equip is the Nemesis. (The Nemesis Mk II is better in theory, but since you steal it already leveled to 100, and Baal does not kill Item Generals/Kings/Gods, the Nemesis is actually better.)
The most powerful weapon Thursday can equip is the Nemesis. (The Nemesis Mk II is better in theory, but since you steal it already leveled to 100, and Baal does not kill Item Generals/Kings/Gods, the Nemesis is actually better.)


To truly maximize the Nemesis, you have to get one with 13 specialist slots at level 0, subdue and remove all specialists before completing floor 10, and fill it with Gladiators. Then, after killing each Item King (and thereby adding another slot to the item), fill the new slot with another Gladiator. If you do this, it adds 3,888 ATK to the item.
To truly maximize the Nemesis, you have to get one with 13 specialist slots at level 0, subdue and remove all specialists before completing floor 10, and fill it with Gladiators. Then, after killing each Item King (and thereby adding another slot to the item), fill the new slot with another Gladiator. If you do this, it adds 3,888 ATK to the item.


The Nemesis at level 100 has 45,100 ATK, if you kill all Item Generals/Kings/Gods.
The Nemesis at level 100 has 45,100 ATK, if you kill all Item Generals/Kings/Gods.


The Nemesis with 13 slots at level 0 will have 16 slots at level 100. These must all be filled by power 19,998 Gladiators. If you do all of this, then your Nemesis will have:
The Nemesis with 13 slots at level 0 will have 16 slots at level 100. These must all be filled by power 19998 Gladiators. If you do all of this, then your Nemesis will have:


*3,888 (spec. bonus) + 45,100 (level 100) + 319,968 (specs) = 368,956 ATK
3888 (spec. bonus) + 45100 (level 100) + 319968 (specs) = 368956 ATK


You must then do the same thing with 3 Legendary Champion Belts, making sure that each has 13 specialist slots at level 0 and that each has the exact same rarity number as the Nemesis.
You must then do the same thing with 3 Legendary Champion Belts, making sure that each has 13 specialist slots at level 0 and that each has the exact same rarity number as the Nemesis.


*3,888 (spec. bonus) + 27,100 (level 100) + 319,968 (specs) = 350,956 ATK
3888 (spec. bonus) + 27100 (level 100) + 319968 (specs) = 350956 ATK


Equip the Nemesis and all three Champion Belts on Thursday, at level 9,999:
Equip the Nemesis and all three Champion Belts on Thursday, at level 9999:


*(368,956 + 3*350,956) * 13.99 (level 9,999) * 1.3 (rarity bonus) * 1.5 (aptitude) = 38,788,069 ATK
(368956 + 3*350956) * 13.99 (level 9999) * 1.3 (rarity bonus) * 1.5 (aptitude) = 38,788,069 ATK


Add Thursday's intrinsic ATK:
Add Thursday's intrinsic ATK:


*10 (base stat) + 9,998 (level gains) * .45 (level gain multiplier) * 10 (base stat) = 45,001 ATK
10 (base stat) + 9998 (level gains) * .45 (level gain multiplier) * 10 (base stat) = 45,001 ATK


For a grand total of 38,833,060 ATK.
For a grand total of 38,833,060 ATK.


The second-best character for ATK is Priere, and the third-best character for ATK is a Divine Majin. However, there is no known cap on the number of points that can be gained through Extra Gain and stat stealing, which makes these kinds of evaluations somewhat irrelevant. (Though it should be noted that, once it is set up, getting points through Extra Gain should be much faster than getting points through stat theft.)
The second-best character for ATK is Priere, and the third-best character for ATK is a Divine Majin. However, there is no known cap on the number of points that can be gained through Extra Gain and stat stealing, which makes these kinds of evaluations somewhat irrelevant. (Though it should be noted that, once it is set up, getting points through Extra Gain should be much faster than getting points through stat theft.)
 
==Item Leveling Formulae Notes==
<pre>
These are just my notes, unsupported, for those who want to have some
idea of how I went about figuring out the item formulae.  There are some
things that are missing, but it's a mostly-complete set of data.
 
Legendary Infernal Gun (not counting specialists)
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Infernal Gun (E-0)      300              300              1500  300
Infernal Gun (E-1)      316              316              1576  316
Infernal Gun (E-2)      332              332              1652  332
Infernal Gun (E-3)      348              348              1728  348
Infernal Gun (E-4)      364              364              1804  364
Infernal Gun (E-5)      380              380              1880  380
Infernal Gun (E-8)      428              428              2108  428
 
Infernal Gun (ENG-9)    444              444              2184  444
Infernal Gun (ENG-10)  460              460              2260  460
 
Infernal Gun (SNG-9)    444              444              2184  444
Infernal Gun (SNG-10)  460              460              2260  460
 
Infernal Gun (EKG-9)    444              444              2184  444
Infernal Gun (EKG-10)  490              490              2410  490
Infernal Gun (EKG-11)  507              507              2491  507
Infernal Gun (EKG-12)  524              524              2572  524
Infernal Gun (EKG-14)  558              558              2734  558
Infernal Gun (EKG-18)  626              626              3058  626
Infernal Gun (EKG-19)  643              643              3139  643
Infernal Gun (EKG-20)  700              700              3420  700
Infernal Gun (EKG-21)  718              718              3506  718
 
Infernal Gun (EKNG-20)  660              660              3220  660
Infernal Gun (EKNG-21)  677              677              3301  677
 
Infernal Gun (SKG-10)  490              490          4  2410  490
 
Infernal Gun (SC1-10)  490              490          4  2410  490
Infernal Gun (SC1-19)  643              643          5  3139  643
Infernal Gun (SC1-20)  700              700          12  3420  700
 
Infernal Gun (SC5-10)  490              490          22  2410  490
Infernal Gun (SC6-10)  490              490          27  2410  490
Infernal Gun (SC7-10)  490              490          31  2410  490
 
Infernal Gun (SC8-10)  490              490          36  2410  490
Infernal Gun (SC8-19)  643              643          46  3139  643
Infernal Gun (SC8-20)  700              700          96  3420  700
Infernal Gun (SC8-23)  754              754        103  3678  754
Infernal Gun (SC8-25)  790              790        108  3850  790
Infernal Gun (SC8-29)  862              862        117  4194  862
Infernal Gun (SC8-30)  980              980        240  4780  980
Infernal Gun (SC8-31)  1000              1000        244  4876  1000
Infernal Gun (SC8-32)  1020              1020        249  4972  1020
 
Infernal Gun (SC8N-20)  660              660          48  3220  660
Infernal Gun (SC8N-30)  880              880        120  4280  880
Infernal Gun (SC8N-31)  898              898        122  4366  898
 
Infernal Gun (SC8.0-20) 700              700          48  3420  700
 
Infernal Gun (SC1.0-20) 700              700          6  3420  700
 
Infernal Gun (SC1.2-20) 700              700          18  3420  700
 
Normal Cosmic Blade
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Cosmic Blade (0)        300  300  2000  300  300  300  300  300
Cosmic Blade (9)        444  444  2909  444  444  444  444  444
Cosmic Blade (EKG-10)  505  505  3310  505  505  505  505  505
Cosmic Blade (EKG-19)  662  662  4309  662  662  662  662  662
Cosmic Blade (EKG-20)  740  740  4820  740  740  740  740  740
Cosmic Blade (EKG-21)  759  759  4941  759  759  759  759  759
Cosmic Blade (EKG-29)  911  911  5909  911  911  911  911  911
Cosmic Blade (EKG-30)  1080  1080  7030  1080  1080  1080  1080  1080
 
Cosmic Blade (EKKNG-30) 930  930  6030  930  930  930  930  930
 
Cosmic Blade (ENG-10)  460  460  3010  460  460  460  460  460
Cosmic Blade (ENG-19)  604  604  3919  604  604  604  604  604
Cosmic Blade (ENG-20)  620  620  4020  620  620  620  620  620
Cosmic Blade (ENKG-20)  680  680  4420  680  680  680  680  680
 
Normal Cross-Trainers
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Cross-Trainers (0)                          5          20
Cross-Trainers (ENG-10)                    17          40
 
Normal Falcon Shoes
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Falcon Shoes                              25        100
Falcon Shoes (ENG-10)                      47        160
 
Normal Protein Shake
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Protein Shake (0)            480
Protein Shake (ENG-10)        730
 
Normal Plunder Hand
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Plunder Hand (0)                                            30
Plunder Hand (ENG-10)                                        55
 
Normal Cha-Ching Hand
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Cha-Ching Hand (0)                                          40
Cha-Ching Hand (ENG-10)                                      70
 
Normal Bravery Belt
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Bravery Belt (0)                    310  -100
Bravery Belt (ENG-10)              475  -160
Bravery Belt (EKG-10)              521  -145
 
Normal Shaolin Belt
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Shaolin Belt (0)                    400  -130
Shaolin Belt (EKG-10)              670  -185
 
Legendary Black Belt
Name                    HP    SP  ATK  DEF  INT  SPD  HIT  RES
Black Belt (0)                      750  -225
Black Belt (EKG-10)                1210  -325
Black Belt (EKG-20)                1720  -410
Black Belt (EKG-30)                2405  -442
 
E: Empty
EKG: Empty, killed generals (kings, god)
EKG-9: Killed general, then used Gency
EKNG: Empty, killed 1st general, not second
ENG: Empty, did not kill generals
SKG: 1 Coach Specialist, placed when item is at level 8, killed item
    general
SNG: 1 Coach Specialist, placed when item is at level 8, did not kill
    item general
SC#: # Coach Specialists, placed when item is at level 0, killed item
    general
SC#.#: # Coach Specialists, placed when item is at level 0, killed item
    general, # Coach Specialists, place when item is at level 19,
    killed item general.
 
Other notes:
 
Level 0-10, no exit, same as exitting at Level 1, 2, 3, 4, 5, 8, 10.
 
Accidentally discovered that using Mr. Gency at level 11, without
exitting at level 10, erases Item General Kill.
 
Created a level 0 Infernal Gun with no specialists by using 4 Mr.
Gency's Exits on level B1, and saving/reloading a bunch of times.  The
odds of a specialist appearing on level 1 seem to better than 1 in 4, as
long as there is an unsubdued specialist in the item.  Other items I did
not do this with, but values come out the same, which supports my
theories.  The Cosmic Blade I took out for testing, always removed its
native residents by exitting at level 9; all other items were me getting
Coaches so that I could do an 8-Coach test.
 
Belts are so that I can determine equations for negative stats.
</pre>
 
==Stealing Formulae Notes==
<!--
{|{{prettytable}}
!Cls
!Lev
!Item
!Rar
!HHit
!Targ
!TLev
!%C
!IRnk
|-
|SP||3508||Gao's Guts||6||83||IG2||6933||41
|-
|SP||3508||Accelerator||N||83||IG2||6933||74
|-
|SP||3508||Infernal Cape||N||83||IG2||6933||83
|-
|SP||3508||Chaos Orb||60||83||IG2||6933||86||35
|-
|SP||3508||Providence||39||83||IG2||6933||99||30
|-
|SP||3508||Demon's Hand||N||83||IG2||6933||99
|-
|
|-
|SP||3508||Gao's Guts||6||60||IG2||6933||18
|-
|SP||3508||Accelerator||N||60||IG2||6933||51
|-
|SP||3508||Infernal Cape||N||60||IG2||6933||60
|-
|SP||3508||Chaos Orb||60||60||IG2||6933||63||35
|-
|SP||3508||Providence||39||60||IG2||6933||78||30
|-
|SP||3508||Demon's Hand||N||60||IG2||6933||96
|}
-->
 
 
<pre>
Cls  Lev  Item          Rar  HHit Targ TLev %C  IRnk
SP  3508 Gao's Guts    6    83  IG2  6933 41
SP  3508 Accelerator    N    83  IG2  6933 74
SP  3508 Infernal Cape  N    83  IG2  6933 83
SP  3508 Chaos Orb      60  83  IG2  6933 86  35
SP  3508 Providence    39  83  IG2  6933 99  30
SP  3508 Demon's Hand  N    83  IG2  6933 99
 
SP  3508 Gao's Guts    6    60  IG2  6933 18
SP  3508 Accelerator    N    60  IG2  6933 51
SP  3508 Infernal Cape  N    60  IG2  6933 60
SP  3508 Chaos Orb      60  60  IG2  6933 63  35
SP  3508 Providence    39  60  IG2  6933 78  30
SP  3508 Demon's Hand  N    60  IG2  6933 96
 
SP  3519 Super Robo Sui 0    164  IG2  6933 74  40
SP  3519 Super Robo Sui 0    164  IG2  6933 74  40
SP  3519 Super Robo Sui 1    60  IG2  6933 40  40
SP  3519 Super Robo Sui 2    60  IG2  6933 40  40
SP  3519 Super Robo Sui 3    60  IG2  6933 40  40
SP  3519 Super Robo Sui 4    60  IG2  6933 40  40
SP  3519 Super Robo Sui 4    60  IG2  6933 40  40
SP  3519 Super Robo Sui 4    60  IG2  6933 40  40
SP  3519 Super Robo Sui 6    60  IG2  6933 40  40
SP  3519 Super Robo Sui 7    60  IG2  6933 40  40
SP  3519 Super Robo Sui 7    60  IG2  6933 40  40
 
DV  2184 Infernal Armor N    60  IK  2060 40  38
DV  2184 Nirvana        N    60  IK  2060 37  39
DV  2189 Yoshitsuna    L    360  DV  2189 30  40
DV  2189 Super Robo Sui L    360  DV  2189 30  40
DV  2189 Galactic Staff N    60  GK  2079 23  39
 
SP: Space Pirate
DV: Divine Majin
IG2: Item God 2
 
3508 * 2 + 60 - 6933 - 90 + 25 = 78
3508 * 2 + 60 - 6933 - 120 - 30 + 25 =
3508 * 2 + 60 - 6933 - 30 - 126 + 25 =
Then Scy046 goes and mentions this formula:
 
[Chance to steal =] (Hit of Hand + Rogue's Levelx2) - ((Enemy Level +
    25) + z(Rank*3 + R))
R = 0 for normal, 10 for rare, 30 for legendary
 
Which, when corrected to this:
 
[Chance to steal =] (Hit of Hand + Rogue's Levelx2) -
    ((Enemy Level - 25) + z(Rank*3 + R))
 
or
 
[Chance to steal =] (Hit of Hand + Rogue's Levelx2) - Enemy Level + 25 -
    Rank*3 - R
 
is perfect, saving me a lot of work.
</pre>
 
==Item Benefit Formulae Notes==
<pre>
Weapons
Lev  Apt  WATK  CATK  WMas
  46  100  6087  6087  0
  54  100  6087  6087  0
  45  100  6087  7608  5
202  100  6087  6087  0
438  60  6087  4565  5
3240  100  6087  37739 104
 
Lev  Apt  WDEF  CDEF  WMas
3240  100  1500  9300  104
438  50  1500  937    5
 
For all statistics, (humanoid) weapons give:
 
(Weapon stat) * (1 + .05*(Weapon Mastery)) * (Aptitude)
 
 
Accessories
 
Lev  Apt  AHP  CHP  Ratio R/Apt
3518  70  7884  41446 5.26  7.51  0.27  278
3240  100  7884  57080 7.24  7.24  0.13  117
3123  120  5028  42959 8.54  7.11
536  110  7884  26626 3.38  3.07  0.01    4
532  110  7884  26537 3.37  3.06  0.03    14
518  110  7884  26277 3.33  3.03  0.03    15
503  110  7884  26017 3.30  3.00  0.32    65
438  50  7884  10603 1.34  2.68  1.17  236
202  100  7884  11904 1.51  1.51
  46  100  7884  7884 1.00  1.00
 
3240  100  5028  36402 7.24  7.24
503  110  5028  16592 3.30  3.00
 
3518 70 7884 41446
3240 100 7884 57080
3123 120 5028 42959
1014 110 7884 34863
1006 110 7884 34776
1000 110 7884 34689
999 110 7884 34602
995 110 7884 34602
840 110 7884 31914
835 110 7884 31827
830 110 7884 31740
829 110 7884 31654
826 110 7884 31654
825 110 7884 31654
824 110 7884 31567
823 110 7884 31567
822 110 7884 31567
821 110 7884 31567
820 110 7884 31567
819 110 7884 31480
818 110 7884 31480
816 110 7884 31480
639 110 7884 28358
536 110 7884 26626
532 110 7884 26537
518 110 7884 26277
503 110 7884 26017
438 50 7884 10603
202 100 7884 11904
100 100 7884 7884
46 100 7884 7884
 
And, once again, someone (Zepy) on the message boards posts an
almost-perfect formula:
 
Monster weapons(calculated by character levels):
Below lvl 100: 100%
lvl 101 ~ 500: ((lvl - 100) / 2 + 100)%
lvl 501 ~ 2000: ((lvl - 500) / 5 + 300)%
lvl 2001 and above: ((lvl - 2000) / 10 + 600)%
 
Just add in aptitudes and note that the divisions above are integer
division (thus floor'ed):
 
lev <= 100: floor(stat * apt / 100)
100 <= lev <= 500: floor(stat * apt * floor((lev - 100) / 2 + 100) / 10000)
500 <= lev <= 2000: floor(stat * apt * floor((lev - 500) / 5 + 300) / 10000)
2000 <= lev: floor(stat * apt * floor((lev - 2000) / 10 + 600) / 10000)
</pre>


The use for stat theft is that Extra Gain is limited to 1/10 of the stats gained by the strongest minion/student in a specific statistic. Therefore, either Thursday or Priere would get as much ATK as possible from a Divine Majin. At that point, they could get additional minions to boost their other stats and the only way to continue boosting ATK would be through stat theft.
==Identical Rarity Bonus Notes==
<pre>
86802
2166 Divine Majin/Mastery 164
Item                ATK     Rarity
Yoshitsuna        869532          6
Super Robo Suit    16425          6
Prinny Costume        0          6
Bahamut's Scale        0          6
SRS+PC            18067
Y+PC              956485
PC+BS                  0
SRS+PC+BS          19710
Y+PC+BS          1043438
Y+SRS+PC+BS      1151744


At a certain point when the max number is reached it may all go down to 1.
Item                  HP      Rarity
Mistral Fist          0          0
Super Robo Suit  133795          0
Infernal Shield        0          0
Angel's Sandals        0          0
MF+SRS            147174
MF+SRS+IS        160554
MF+SRS+AS        173933


{{Footer Nav|game=Disgaea: Hour of Darkness|prevpage=Spells|nextpage=Item World}}
All of this matches JungleJim's formula, so I assume it is correct.
</pre>
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