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Unlike in most RPGs, items in Disgaea are complex entities in their own right. They have a level, a rarity, may be inhabitted by 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:

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.

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:

  1. Reduce symbol to 0 HP through attacks.
  2. Throw symbol into enemy unit.
  3. Enemy unit thrown into symbol.
  4. Damage from a color change will always destroy a Geo Symbol.
  5. 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:

  1. Geo Chains
  2. Killing a unit
  3. Counterattacking
  4. Combo Attacking
  5. 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.