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Revision as of 06:57, 18 October 2007
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|
39 Accelerator | 200 | 1000 | 3 | 30 | ||||||
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, 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.
Item God (or Item God 2) appears only on level 100.
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
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)
x=item generals counter (global to the item)
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, the floor of the number is displayed.
Skipping/clearing level n | adds s+i/20+i*x*b/200 to each stat adds c*3/20 to each stat |
Killing an Item General | 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 | 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) | 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.
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:
- 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 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.
- 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:
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:
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):
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:
VERIFY | |
Alchemist | Poison |
Hypnotist | Sleep |
Witch Doctor | Paralyze |
Amnesiac | Forget |
Gangster | Deprave |
Rarity
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. |
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. |
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
Stat Bonus | None |
Initial Specialist Space | 4-7 |
Display | Flat black text |
Identifier | None |
Rarity Number | 32-255 |
Item World Depth | 30 |
Notes | Only normal items can be purchased from the shop in the castle. |
Rare
Stat Bonus | +25% (floor(N * 5 / 4)) |
Initial Specialist Space | 7-10 |
Display | Flashing silver text |
Identifier | Rare |
Rarity Number | 8-31 |
Item World Depth | 60 (VERIFY) |
Legendary
Stat Bonus | +50% (floor(N * 3 / 2)) |
Initial Specialist Space | 10-13 |
Display | Flashing gold or blue text |
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
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
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
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
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):
lev | <= | stat [no adjustment] | |||
100 | <= | lev | <= | 500 | stat * floor((lev + 100) / 2) / 100 |
500 | <= | lev | <= | 2000 | stat * floor((lev + 1000) / 5) / 100 |
2000 | <= | lev | stat * floor((lev + 4000) / 10) / 100 |
The maximum level is 9999, so the maximum level bonus is 1299%, or just a little higher than the maximum Mastery bonus.
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:
# Items | Multiplier |
1 | 1 |
2 | 1.1 |
3 | 1.2 |
4 | 1.3 |
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
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):
Rank | LV+ | Rank | LV+ | Rank | LV+ | Rank | LV+ | Rank | LV+ |
1 | 1 | 10 | 10 | 19 | 25 | 28 | 47 | 37 | 76 |
2 | 1 | 11 | 11 | 20 | 27 | 29 | 50 | 38 | 79 |
3 | 2 | 12 | 12 | 21 | 29 | 30 | 53 | 39 | 127 |
4 | 3 | 13 | 14 | 22 | 31 | 31 | 56 | 40 | 255 |
5 | 4 | 14 | 16 | 23 | 34 | 32 | 59 | 41 | 255 |
6 | 5 | 15 | 17 | 24 | 36 | 33 | 62 | ||
7 | 5 | 16 | 19 | 25 | 39 | 34 | 66 | ||
8 | 7 | 17 | 21 | 26 | 41 | 35 | 69 | ||
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.
Hospital Items
The Hospital gives you prizes whenever reach certain numbers for each of HP, SP, and Dec (Deceased) healed. Thanks to JungleJim for these tables:
HP | Prize | SP | Prize | Dec | Prize |
---|---|---|---|---|---|
100 | Muscle Brawn | 50 | Common Orb | 5 | Caterpillar Egg |
400 | Muscle Hustle | 100 | Imperial Seal | ||
1000 | Muscle Spirit | 200 | Psyche Orb | ||
2000 | Muscle Fight | 500 | Dark Orb | ||
5000 | Muscle Ace | 1000 | Blood Orb | ||
10000 | Muscle Victory | 2000 | Star Orb | ||
40000 | Muscle Dream | 5000 | Moon Orb | ||
10000 | King Orb |
Ultimate Items
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).
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)
Level | 6,933 [Fixed] |
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.
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.
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:
- Reduce symbol to 0 HP through attacks.
- Throw symbol into enemy unit.
- 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, 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).
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.
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.
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.
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.)
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
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.
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.
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).
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.
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.
Rogues have a chance to steal items and stats governed by the following formula (thanks to Scy046):
c = h + t*2 + 25 - e - r*3 - a
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. |
Statistics are considered Normal rank 0 items for this equation.
A Rogue can have, at most, a 99% chance to steal.
Other classes have a chance to steal items governed by the following formula:
c = h + t - 30 - e - r*3 - a
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. |
Non-Rogues cannot steal statistics.
Non-Rogues can have, at most, a 50% chance to steal.
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.
Disgaea: Hour of Darkness/ItemsList
Maximum ATK
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.
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.)
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 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:
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.
3888 (spec. bonus) + 27100 (level 100) + 319968 (specs) = 350956 ATK
Equip the Nemesis and all three Champion Belts on Thursday, at level 9999:
(368956 + 3*350956) * 13.99 (level 9999) * 1.3 (rarity bonus) * 1.5 (aptitude) = 38,788,069 ATK
Add Thursday's intrinsic 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.
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
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.
Stealing Formulae Notes
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.
Item Benefit Formulae Notes
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)
Identical Rarity Bonus Notes
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 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 All of this matches JungleJim's formula, so I assume it is correct.