_____ _ ____ | __ \(_) |___ \ | | | |_ ___ __ _ __ _ ___ __ _ __) | | | | | / __|/ _` |/ _` |/ _ \/ _` | |__ < | |__| | \__ \ (_| | (_| | __/ (_| | ___) | |_____/|_|___/\__, |\__,_|\___|\__,_| |____/ __/ | |___/ ___ _ __ __ _ _ _ _ |_ _| |_ ___ _ __ | \/ |__ ___ _(_)_ __ (_)_____ _| |_(_)___ _ _ | || _/ -_) ' \ | |\/| / _` \ \ / | ' \| |_ / _` | _| / _ \ ' \ |___|\__\___|_|_|_| |_| |_\__,_/_\_\_|_|_|_|_/__\__,_|\__|_\___/_||_| _ _ /_\ _ _ __| | / _ \| ' \/ _` | /_/ \_\_||_\__,_| ___ _ _ _ _ ___ _ ___ | \ _ _ _ __| (_)__ __ _| |_(_)___ _ _ | __/_\ / _ \ | |) | || | '_ \ | / _/ _` | _| / _ \ ' \ | _/ _ \ (_) | |___/ \_,_| .__/_|_\__\__,_|\__|_\___/_||_| |_/_/ \_\__\_\ |_| Version 1.80 - Febuary 06, 2009 Copyright (c) 2008 Kylain and Prometheusx303 Email: Travaton(at)gmail(d0t)com or Prometheusx302(at)gmail(d0t)com This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ONLY these Sites are allowed to host this guide: GameFAQs.com GameXploiter.com Honestgamers.com Neoseeker.com Supercheats.com This FAQ is written in Shift_JIS encoding for the JP version of Disgaea 3. Item names have been updated to reflect the US release, most other names, such as club names, specialists, etc, have not. =============================================================================== Table of Contents Search String =============================================================================== 1. Introduction ......................................................... [001] 2. Parts of a Maximized Item ............................................ [002] 3. Item World Team ...................................................... [003] 4. Maximization Procedure ............................................... [004] 5. Item Stat Formula .................................................... [005] 6. Items and Options .................................................... [006] 7. Mastery Innocents .................................................... [007] 8. Duplication .......................................................... [008] 9. Frequently Asked QuestionZ ........................................... [009] 10. Version History ..................................................... [010] 11. Credits ............................................................. [011] =============================================================================== 1. Introduction [001] =============================================================================== In previous Disgaea games, the innate stats of an item had a cap. Fortunately, it was so high that it was impossible to reach. Thus, you never had to worry about it, and you probably didn't even know it was there. Disgaea 3 is different in that you can reach the cap: 1,863,514. Because of this, you may not need to pass every stat growth bill immediately or kill every item boss, so we'll save you time by telling you exactly what's required. Additionally, we'll go over the general maximization process, strategies that make it easier, and then how to duplicate the items once they're completed. =============================================================================== 2. Parts of a Maximized Item [002] =============================================================================== A maximized item has four essential parts. - 200 item levels - 3 large stat growth bills passed - Item bosses double-killed, raid bosses killed - Item full of single stat-boosting innocents during boss kills Levels ~~~~~~ You acquire item levels in the following ways: 1) Each floor you clear or skip counts at 1 level. 2) Each mystery room ambush you defeat in two turns or less grants +5 levels. 3) Each level orb you collect grants bonus item levels: +5 for a green, +10 for a yellow, and +15 levels for a red. 4) Each time you speak to the fortune teller he'll give you either -5, -3, +3, or +5 item levels. When you enter a mystery room, there are many possibilities as to what you'll see inside. Two are of importance to item levels: Ambushes and Fortune Tellers, each being able to appear as often as every other floor. To get the boost from an ambush, you must kill all of the monsters in two turns, or you will be kicked out and get nothing from it. Because of this, if you encounter an ambush you can't handle, you can hide almost everyone in your Base Panel, while throwing a sacrifice out there each turn. When you encounter a level orb on a stage, before you go to another floor, have a character pick it up and keep it lifted above his/her head when you finish the floor. If you do, when you advance to the next floor, you'll get an item level boost corresponding to the color of the orb. Entering a mystery room does not count as advancing to the next floor, so you'll unfortunately not trigger the level increase. If you encounter both a mystery gate and a level orb, it's often best to ignore the mystery gate and grab the orb. It's not terribly difficult to pick up the required 200 levels to max an item. First of all, you should have approximately 150 item levels by the time you finish floor 100 of the item. Don't concern yourself with the levels you're acquiring while you're on floors below 30, as level bonuses are rather rare at that point. After floor 30, you should start seeing level orbs from time to time and you will start to catch up in bonus levels quickly. If you reach floor 70 and are significantly behind on item levels, it would be wise to start resetting on floors 71-79 until you get at least 10 bonus levels. Repeat with floors 81-89 and you'll hopefully be back in line. The remaining 50 levels are acquired from Pirate Raiding (�t�E�����s��). You have to have a character in the Pirate Raiding Club (�t�E���c) to open this option from your item world guide. In order to unlock the club you need to capture at least one pirate ship in item world, which is done by defeating all the enemies on a stage in which pirates have arrived. Once available, Pirate Raiding allows you to attack every 20 floors in item world in a captured ship. While there, you can defeat an extra item world boss and grab a level orb. Capturing the level orb can be difficult. Normally you would just pick up the orb and be done with it, however, on a raid, any characters not aboard your ship when you finish the stage are killed. As a result, you need to return the orb to the ship before leaving, though it's not necessary to have anyone carry it at that point. This usually requires at least three throws of five panels, if not more. Getting out to the orb and back can be difficult, particularly if the enemies are stronger than you. My method is as follows. 1. Send a strong character with a high move and throw range toward the orb. 2. Have that character throw the orb toward the ship. End Turn. 3. Have that character throw the orb again toward the ship. 4. Send out two more high move/throw characters to get it the rest of the way to the ship in the same turn. If you only have two turns available, you'll have to have another character kill the item boss. If you have three, send the strong character after him. Ideally you'll have the boss dead and the orb captured by the end of the turn. If all else fails, reset. You can also reset a few times to either find a rare red orb worth 15 levels, or if the level set up is particularly troublesome. Bills ~~~~~ For whatever stat you're tying to maximize, you need to pass three stat growth increasing bills in Innocent Town. You can pass a maximum of three item bills in a legendary item. Due to the way they affect boss kills, it's best to pass them as early as possible (i.e., floors 10, 20, and 30), but depending on the size of the base stat, you may be able to pass them later without hurting anything. Note: You can only pass one bill each time you enter Innocent Town. Stat Growth Increasing Bills: .========================================.======. | Name | Mana | |========================================|======| | HP�������������グ���� | 200 | | HP���������グ���� | 800 | | SP�������������グ���� | 200 | | SP���������グ���� | 800 | | ATK�������������グ���� | 200 | | ATK���������グ���� | 800 | | DEF�������������グ���� | 200 | | DEF���������グ���� | 800 | | INT�������������グ���� | 200 | | INT���������グ���� | 800 | | RES�������������グ���� | 200 | | RES���������グ���� | 800 | | HIT�������������グ���� | 200 | | HIT���������グ���� | 800 | | SPD�������������グ���� | 200 | | SPD���������グ���� | 800 | '========================================'======' The 200 mana bill increases growth by approximately half the value that the 800 mana version does. For these items, you wouldn't want to use the 200s. Other Bills: .=====================================================.======. | Name | Mana | |=====================================================|======| | �W�����v��l���グ���� | 1500 | | Increases the item's Jump Stat | | |-----------------------------------------------------|------| | �ړ��͕�l���グ���� | 3000 | | Increases the item's MV by 1 | | |-----------------------------------------------------|------| | �U���˒����グ���� | 5000 | | Increases the item's normal attack range by 1 | | |-----------------------------------------------------|------| | �������グ���� | 2000 | | Increases the item's Counter stat by 1 | | |-----------------------------------------------------|------| | �N���e�B�J�������グ���� | 1500 | | Increases the item's critical hit rate | | |-----------------------------------------------------|------| | POP.�𑝂₵���� | 500 | | Increases the item's POP stat by 1 | | '====================================================='======' Double-Killed Item Bosses ~~~~~~~~~~~~~~~~~~~~~~~~~ Kill each boss one time when you first see it (on floor X0), Del (�f�[��) out, return to the item, kill the boss again and finish the floor. The reason for this is that it's required that you complete a floor to receive the bonus from killing a boss. The first kill uses the floor before the item boss, and the second kill used the floor that the item boss itself was on. Killed Each Raid Boss ~~~~~~~~~~~~~~~~~~~~~ On each pirate raid (floors 20, 40, 60, 80, and 100), there will be an additional boss, a General on the first two, a King on the second two, and an Item God on the last. These just need to be killed as normal to get their bonus, nothing fancy involved. Keep the Item Full of Single Stat Innocents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ At each boss kill, your item receives an additional bonus to its stats for each single stat innocent on the item, though the bonus is very small (less than 20,000 if you concentrate on one stat). To maximize this, simply fill the item with single stat innocents of your choice, their level is irrelevant for this purpose. Be careful on floor 30. After your first item King (Floor 30 Boss) kill, the population will increase by 1, so you can add another innocent before you go back and double kill him. Then, don't forget to add the eighth and final innocent after the double kill is complete. =============================================================================== 3. Item World Team [003] =============================================================================== To make your progress through item world quicker, I recommend the creation of a specialist team. I simply place all these characters at the bottom of the character list so as to make them easy to find. You'll need the following: 1) Runner - Flying unit with three pairs of shoes 2) Fist Wielder - A humanoid equipped with a Fist-type weapon and three pairs of shoes. Also, make sure he/she has the first four fist skills, as well as enough SP to use the most expensive one nine times. 3) Throw Team - Five or more characters, each with a throw distance of at least five panels, and also equipped with three pairs of shoes. Classes: - Runner: Mothman, Masked Hero, or anyone with Asagi's Sky High Evility. - Fist Wielder: Martial Artists/Champloo get all the correct fist techniques. - Throw Team: One of the base warrior classes works well early on. As the game progresses, upgrading to leveled accelerators or similar shoes makes the job easier. Any item worth using can be duplicated as detailed later on. Feel free to switch classes for these as the game goes on; they don't need to be leveled and should never see the enemy take action anyway. With this team in hand, simply fly the runner to any open gate. If there's a gatekeeper you can't easily kill, get the fist character out there and use whatever fist skill that will move the gatekeeper off the portal, then send the runner out there. Use the throw team as necessary to speed things up or to pick up enemies in your path. Remember that if you pick up an enemy, allies can walk through the character lifting someone, which can be useful for getting through a wall of foes. Wednesday Team (���j���`�[��) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Another helpful thing in item world; this club increases the probability that you'll encounter Innocent Town, making those stat growth bills easier to get. This is a club available either from the beginning of the game or after you find your first Innocent Town. For all the characters you don't have in other clubs, throw them here and you'll have little trouble finding Innocent Town. =============================================================================== 4. Maximization Procedure [004] =============================================================================== Note: Have at least four Dels on hand if you don't want to take a break to go get more. 1) Enter the item. 2) Clear the item to the 10th floor (X0th floor when repeating this step). 3) Kill the item boss. 4) Use a Del. 5) Save your game. 6) Re-enter the item. 7) Kill the item boss again. 8) Leave via the exit portal. 9) Did you reach Innocent Town? - If not, reset and repeat steps 6-8. - If yes, is the Item Assembly there? - If not, reset and repeat Steps 6-8. - If yes, pass the increase stat growth bill of your choice. 10) Save your game. 11) Repeat Steps 1-9 to floor 20. 12) Repeat Steps 1-4 to floor 30. 13) Add an additional innocent. 14) Repeat Steps 5-9 on floor 30. 15) Add an additional innocent. 16) Save your game. 17) Repeat Steps 1-7 to floor 40. 18) Clear the floor for a Del. 19) Save your game. 20) Repeat Steps 17-19 for the rest of the item. 21) Clear the Pirate Raids (anytime after you've passed all three stat bills). Check your progress on bonus levels from time to time. You'll find more level orbs the deeper you get. =============================================================================== 5. Item Stat Formula [005] =============================================================================== The Item Stat Formula is a bit complicated, due to the fact that there are tons of variables involved. You don't really have to understand it; we just put it here for those who would care. We're working on a JavaScript-based web calculator that should be up by April. We'll post a link to it then. In the meantime, the best we can give you is some simplified formulas (besides the main formula). .---------. | FORMULA | '---------' [B * (R + s * [C + N]) + I] * [1 + 0.05 * (TBP)] * [1 + L / 15] + [L * s] .-------------. | FORMULA KEY | '-------------' B = Base Stat of Item = (InitialStat / R) R = Rarity: - if item is Normal: R = 1.00 - if item is Rare: R = 1.25 - if item is Legendary: R = 1.50 s = Conditional Multiplier: - if B > 0: s = 1 - if B = 0 [And] TBP > 0: s = 1 - if B = 0 [And] TBP = 0: s = 0 - if B < 0: s = -1 C = Boss Counter (incremented per kill; max = 3.9): - each General kill: +0.1 - each King kill: +0.2 - each God kill: +0.3 N = Bill Modifier for Bosses (incremented per kill; max = 2.14): - each General kill: +[0.01 * CBP] - each King kill: +[0.02 * CBP] - each God kill: +[0.03 * CBP] CBP = [Current # of Small Stat Growth Bills Passed] + [2 * Current # of Large Stat Growth Bills Passed] This includes stat growth bills passed right after a kill. I = Innocent Counter (incremented per innocent present during each kill; logical max = 894): - each General kill: +3 per innocent present - each King kill: +6 per innocent present - each God kill: +9 per innocent present TBP = [Total # of Small Stat Growth Bills Passed] + [2 * Total # of Large Stat Growth Bills Passed] L = Level of Item .---------------------. | SIMPLIFIED FORMULAS | '---------------------' These formulas assume that only High Stat up bills were passed, the item has 200 levels, that all item Bosses were double killed, and that, where applicable, the item was full of the maximum number of single stat Innocents during all Boss kills. Each first formula is for when B is positive. The second formula is for when B is negative. To remove specialists, just take out the "+894" part of the formula. ALL Bills Passed + Specialists [B * (7.54) + 894] * [559] / [30] + [200] [B * (-4.54) + 894] * [559] / [30] - [200] FIRST and SECOND Bills Passed + Specialists [B * (6.88) + 894] * [17.2] + [200] [B * (-3.88) + 894] * [17.2] - [200] FIRST and THIRD Bills Passed + Specialists [B * (6.82) + 894] * [17.2] + [200] [B * (-3.82) + 894] * [17.2] - [200] SECOND and THIRD Bills Passed + Specialists [B * (6.78) + 894] * [17.2] + [200] [B * (-3.78) + 894] * [17.2] - [200] FIRST Bill Passed + Specialists [B * (6.16) + 894] * [473 / 30] + [200] [B * (-3.16) + 894] * [473 / 30] - [200] SECOND Bill Passed + Specialists [B * (6.12) + 894] * [473 / 30] + [200] [B * (-3.12) + 894] * [473 / 30] - [200] THIRD Bill Passed + Specialists [B * (6.06) + 894] * [473 / 30] + [200] [B * (-3.06) + 894] * [473 / 30] - [200] NO Bills Passed + Specialists [B * (5.40) + 894] * [43 / 3] + [200] [B * (-2.40) + 894] * [43 / 3] - [200] NO Bills Passed - Specialists [B] * [77.4] + [200] [B] * [-34.4] + [200] .----------. | Stat Cap | '----------' As mentioned in the Introduction, there's a stat cap. In truth, the cap varies depending on how many stat growth bills you've passed. This is because the cap takes effect before the item level and stat growth bill modifiers are applied, which is this part of the formula. [B * (R + s * [C + N]) + I] It caps at 99,999. Below are the possible caps corresponding to the value of TBP, assuming that the item level modifier is maxed. TBP = 0: 1,433,519 TBP = 1: 1,505,184 TBP = 2: 1,576,850 TBP = 3: 1,648,516 TBP = 4: 1,720,182 TBP = 5: 1,791,848 TBP = 6: 1,863,514 .------------------. | Specialist Boost | '------------------' The specialist boost varies, depending on the number of Bills passed. The following values assume High Stat up bills, 200 item levels, all item Bosses double killed, and also that you had the maximum number of single stat Innocents inside the item during all Boss kills. These are already included in the simplified formulas, but if you remove it, you'll have to add it back manually, after the initial calculation is done. Zero (0) bills: 12,814 One (1) bill : 14,095 Two (2) bills: 15,376 Three (3) bills: 16,658 =============================================================================== 6. Items and Options [006] =============================================================================== .============. | DISCLAIMER | .==============================='============'================================. | At this time this guide was written, wiki information was still in at least | | some flux, the key stats are correct, though the minor stats may be in the | | wrong places. Drop either of us an email if something comes up wrong. | '=============================================================================' To reach the cap of 1,863,514; all items must have three large stat bills passed, but depending on the size of the item's base stat, you may not have to pass them as early as possible, so we'll let you know the situation with each of the items listed in this section. The Innocent Boost, although small (12,814), is still significant. You won't need it to maximize any particular stat, so you can pretty much put it on whichever stat you please. ------------------------------------------------------------------------------- Baal Sword (�o�[���\�[�h) - Sword (Rank 40) You can pass the ATK growth bills whenever you want. .======================================.======================================. | Base Stats | Leveled Stats | | HP 0 SP 2,000 | HP 0 SP 155,000 | | ATK 22,500 DEF 2,000 | ATK 1,863,514 DEF 155,000 | | INT 8,000 RES 0 | INT 619,400 RES 0 | | HIT 2,000 SPD 2,000 | HIT 155,000 SPD 155,000 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 15% | '========'========='=========='======================' ------------------------------------------------------------------------------- Flare Phoenix (�t���A�t�F�j�b�N�X) - Spear (Rank 40) You can pass the ATK growth bills whenever you want. .======================================.======================================. | Base Stats | Leveled Stats | | HP 3,000 SP 2,000 | HP 232,400 SP 155,000 | | ATK 22,500 DEF 4,500 | ATK 1,863,514 DEF 348,500 | | INT 1,200 RES 2,400 | INT 93,080 RES 185,960 | | HIT 2,000 SPD 1,800 | HIT 155,000 SPD 139,520 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +24 | Range: 3 | Critical Chance: 20% | '========'========='=========='======================' ------------------------------------------------------------------------------- Cosmo Infinity (�R�X���C���t�B�j�e�B) - Fist (Rank 40) The Cosmo Infinity's highest stats are ATK and SPD. Fists deal damage based off both, so what you want is the highest possible average between them. If you pass one bill for one stat and two for the other, the average between them will actually be 20,059 higher than if you focused on just one. An explanation of this is found in the FAQ section. SPD is recommended because it also increases your chance to dodge an attack, which is especially important late game. If the character you are using has Specials that use primarily ATK, it might be wise to use the two bills on ATK instead. If you do so, just switch the ATK and SPD values shown below to mimic what you'd get. It does not matter when the Bills are passed. .======================================.======================================. | Base Stats | Leveled Stats | | HP 5,000 SP 2,000 | HP 387,200 SP 155,000 | | ATK 18,000 DEF 1,000 | ATK 1,576,850 DEF 77,600 | | INT 1,000 RES 1,800 | INT 77,600 RES 139,520 | | HIT 2,000 SPD 18,000 | HIT 155,000 SPD 1,720,182 | '======================================'======================================' .=============.========.=========.==========.======================. | Counter: +2 | MV: +2 | JM: +24 | Range: 2 | Critical Chance: 30% | '============='========'========='=========='======================' ------------------------------------------------------------------------------- Radiance (���C�f�B�A���g) - Bow (Rank 40) The Radiance's highest stats are ATK and HIT. Bows deal damage based off both, so, as with the Cosmo Infinity, what you want is the highest possible average between them. Unlike the Cosmo Infinity, the average is higher if you use all the bills on the same stat. An explanation of this is found in the FAQ section. HIT is recommended because it also increases your chance to hit an enemy with an attack, which is especially important late game where you'll encounter enemies with silly-high SPD. If the character you are using has Specials that use primarily ATK, it might be wise to use the bills on ATK instead. If you do so, just switch the ATK and HIT values shown below to mimic what you'd get. One bill MUST be passed on floor 10, but the others can be passed anywhere from floor 20 to 40 (i.e., floors 20 and 30, floors 30 and 40, or floors 20 and 40). .======================================.======================================. | Base Stats | Leveled Stats | | HP 1,600 SP 900 | HP 124,040 SP 69,860 | | ATK 13,500 DEF 1,200 | ATK 1,045,100 DEF 93,080 | | INT 800 RES 2,000 | INT 62,120 RES 155,000 | | HIT 13,500 SPD 1,500 | HIT 1,863,514 SPD 116,300 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +16 | Range: 5 | Critical Chance: 30% | '========'========='=========='======================' Ideally, you should put the Innocent Boost on the stat for which you aren't using any bills, making it 1,057,914. ------------------------------------------------------------------------------- Invincible (�C�����B���V�u��) - Gun (Rank 40) The Invincible's highest stats are HIT and SPD. Guns deal damage based off both, so what you want is the highest possible average between them. As with the Radiant, it's best to pass all three bills on the same stat. SPD is recommended over HIT because survival is much more important than accuracy, especially given the minimum 80% hit rate from behind a target. If this doesn't suit your needs, then max HIT instead. If the character you are using has Specials that use primarily HIT, it might be wise to pass the bills for HIT instead. If you do so, just switch the HIT and SPD values shown below to mimic what you'd get. One bill MUST be passed on floor 10, but the others can be passed anywhere from floor 20 to 40 (i.e., floors 20 and 30, floors 30 and 40, or floors 20 and 40). .======================================.======================================. | Base Stats | Leveled Stats | | HP 1,000 SP 1,200 | HP 77,600 SP 93,080 | | ATK 0 DEF 1,000 | ATK 0 DEF 77,600 | | INT 800 RES 1,400 | INT 62,120 RES 108,560 | | HIT 13,500 SPD 13,500 | HIT 1,045,100 SPD 1,863,514 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +8 | Range: 7 | Critical Chance: 10%| '========'========='=========='======================' Ideally, you should put the Innocent Boost on the stat for which you aren't using any bills, making it 1,057,914. ------------------------------------------------------------------------------- Grand Madness (�O�����}�b�h�l�X) - Axe (Rank 40) The Grand Madness has a TON of ATK, so it does not matter when you pass the ATK growth bills, just that you do. If all you care about is maximizing ATK, you technically don't have to even kill all the item Bosses, but you should if you want the other stats to reach their full potential. Also, don't worry about the negative SPD stat, after Floor 60 (excluding raids), it should have already become positive, although small. Negative stats can, in fact, end up being larger than some positive stats of small value. .======================================.======================================. | Base Stats | Leveled Stats | | HP 2,000 SP 800 | HP 155,000 SP 62,120 | | ATK 27,000 DEF 1,200 | ATK 1,863,514 DEF 93,080 | | INT 500 RES 800 | INT 38,900 RES 62,120 | | HIT 500 SPD -4,500 | HIT 38,900 SPD 154,600 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 40% | '========'========='=========='======================' ------------------------------------------------------------------------------- Key of Scion (�L�[�I�u�U�C�I��) - Staff (Rank 40) You can pass the INT growth bills whenever you want. .======================================.======================================. | Base Stats | Leveled Stats | | HP 800 SP 1,200 | HP 62,120 SP 93,080 | | ATK 9,000 DEF 500 | ATK 696,800 DEF 38,900 | | INT 18,000 RES 1,800 | INT 1,863,514 RES 139,520 | | HIT 1,400 SPD 1,000 | HIT 108,560 SPD 77,600 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 25% | '========'========='=========='======================' ------------------------------------------------------------------------------- Baal Body (�o�[���{�f�B) - Monster Weapon (Rank 40) You can pass the ATK growth bills whenever you want. .======================================.======================================. | Base Stats | Leveled Stats | | HP 1,600 SP 800 | HP 124,040 SP 62,120 | | ATK 22,500 DEF 1,000 | ATK 1,863,514 DEF 77,600 | | INT 600 RES 900 | INT 46,640 RES 69,860 | | HIT 9,000 SPD 1,000 | HIT 696,800 SPD 77,600 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +12 | Range: 1 | Critical Chance: 35% | '========'========='=========='======================' ------------------------------------------------------------------------------- Bahamut Notes (�o�n���[�g�m�[�g) - Magical Monster Weapon (Rank 40) You can pass the INT growth bills whenever you want. .======================================.======================================. | Base Stats | Leveled Stats | | HP 800 SP 1,200 | HP 62,120 SP 93,080 | | ATK 18,000 DEF 600 | ATK 1,393,400 DEF 46,640 | | INT 18,000 RES 2,000 | INT 1,863,514 RES 155,000 | | HIT 1,400 SPD 800 | HIT 108,560 SPD 62,120 | '======================================'======================================' .========.=========.==========.======================. | MV: +1 | JM: +10 | Range: 1 | Critical Chance: 15% | '========'========='=========='======================' ------------------------------------------------------------------------------- Anti-Matter Field (�������t�B�[���h) - Armor (Rank 40) The Anti-Matter Field's highest stat is DEF, but that stat isn't terribly useful as you'll still die in one hit in the Land of Carnage most of the time anyway. Because of this, the Anti-Matter Field doesn't seem like a very useful item. If stats are your concern, go with the Trapezohedron. The following stats are acquired assuming that no stats were maximized, but if you want to maximize DEF, two bills must be passed on floors 10 and 20, while the other can be passed on floor 30 or 40. .======================================.======================================. | Base Stats | Leveled Stats | | HP 1,600 SP 900 | HP 124,040 SP 69,860 | | ATK 1,000 DEF 13,500 | ATK 77,600 DEF 1,045,100 | | INT 1,000 RES 2,000 | INT 77,600 RES 155,000 | | HIT 1,000 SPD 1,000 | HIT 77,600 SPD 77,600 | '======================================'======================================' .========.=========. | MV: +1 | JM: +18 | '========'=========' ------------------------------------------------------------------------------- Trapezohedron (�g���y�]�w�h����) - Emblem (Rank 40) The stat bonuses on this item are flat out better than those of the Anti-Matter Field, with the exception of DEF. So, this would be what you'd use for armor in a max stat build. .======================================.======================================. | Base Stats | Leveled Stats | | HP 9,000 SP 4,500 | HP 696,800 SP 348,500 | | ATK 4,500 DEF 4,500 | ATK 348,500 DEF 348,500 | | INT 4,500 RES 4,500 | INT 348,500 RES 348,500 | | HIT 4,500 SPD 4,500 | HIT 348,500 SPD 348,500 | '======================================'======================================' If you used all three bills on one of the other stats, it would be 632,429 (1,264,658 for HP). If you used the Innocent Boost on the same stat, it would be 16,658 more. If you don't want to use your bills on stats, you can boost the item's MV instead. But, you can still use the Innocent Boost (12,814) on any of the other stats. =============================================================================== 7. Mastery Innocents [007] =============================================================================== Mastery Innocents are a new type of innocent added in Disgaea 3. Only one can be used in any given item, and it must match the type of the item. There's one for each type of weapon, including monster weapons, and one for armor. The other seven slots on your equipment can be used for anything, but don't forget your Critical-Ya, as making every hit critical gives a larger boost than nearly any stat increase. Mastery Innocents are found only on Pirate Raids, as mentioned above. In this case, you'll be using an item with at least one empty innocent slot to allow the capture of a mastery innocent. No matter what item you use, in the Land of Carnage or not, mastery innocents are only found at level 2 (subdued). The highest level you can capture them is level 4, either from throwing them back to your ship for capture, or killing them on an 'Innocent Boost' panel. Simply reset the raid until you get the mastery innocent you're concerned about. You can level one of these guys up to 500. Each level multiplies the stats on an item by 1% when it's equipped, so it can give a significant stat boost on powerful items. After reading the above, you might note that it sounds like it would take an absurdly long time to level one of these guys to 500 (about 25 items worth of raids for example). This can be solved using duplication, detailed below. If you object to that, Mike Underhill reminds us that the use of Teachers (available as a rare innocent on legendary items) can be used to level the mastery innocents somewhat quickly. They raise the level of the innocent by 5% each time they trigger (random chance based on the Teacher's level whenever you enter an innocent town), but their minimum is two. Thusly you could run through items with just the Teacher and your mastery innocent as the only inhabitants, and level the mastery innocent by a minimum of 20 each item (assuming you hit an innocent town every ten floors). It'll go faster after you've got the mastery innocent up over level 100 or so, but the duplication method is generally much faster, although your milage may vary. v2.00 changes ~~~~~~~~~~~~~ These have been slightly altered in the US version. In the JP version it was required that you have a Guard Mastery-Ya on each of your pieces of armor, and a Weapon Mastery-Ya of the appropriate type on your weapon. In the US it would appear that this has been simplified somewhat, as the Guard Mastery-Ya now applies to the piece of armor it's on and the armor below it. Presumably the same would apply to the weapon guy, but that isn't really important. So throw those guys on your weapons now, it works better. =============================================================================== 8. Duplication [008] =============================================================================== The duping method all hinges on the item 'Puppy Paw Stick' (�����X�e�B�b�N - a joke weapon axe) and its unique innocent 'Cat Burglar'. This item is acquired from either finishing the 10 Gentlemen series of post-game battles, where you're rewarded with a legendary one after the last fight, or from stealing one from either Octally's (Axel's/Akutare's) post game battle or the gardening pirates. Regardless of how you obtain it, its effects are the same. Each time you kill an enemy with this axe equipped, regardless of the method, there is a roughly 20% chance you'll steal a random item from the enemy. Of particular note, this works on dropout clones of your characters that you encounter in the Academy World. Furthermore, by stealing items from yourself, the item is duplicated, complete with innocents remaining subdued for easy combination to obscene levels quickly. Efficient Method of Duplication - JP Version ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take an item with a large number of innocent slots that you want more of, such as an Accelerator (leveled ones are good), suits of armor, or perhaps a good weapon, and equip it with any innocents you want doubled. Then throw a character in the Class Duty Officer Club (�w���E�W) and go complete any given stage three or four times. The afro-prinny should arrive. Next, visit the homeroom and create an easy to identify character that can equip your item; good-for-nothing is fine. Then equip the item on this character and save your game. Next, visit the Academy world of that character for any selection, it doesn't matter if they don't have the Mana to purchase the upgrade. Check each stage for the dropout clones of your character, either visually or by checking the bottom of the character roster, and then use a ranged weapon to kill the gatekeeper and advance a stage. Given that your opponents are level 1, this should be a quick process. Each time you see your dropout clone, get the character with the paw stick to kill him. If you don't manage to get a duplicate item by floor 10, reset your game; it's a bit quicker than resetting this process again. If you are successful in creating one or more duplicates, finish the Academy World, remove the item from your sacrifice character, and delete him or her. Then start combining the innocents off the original and the duplicate(s) and repeat. I was averaging somewhere over one duplicate item per ten minutes this way. In particular this makes getting mastery innocents, Exp innocents, and powerful stat innocents fairly easy. Note that if you're powerful enough, this is still fairly easy in the Land of Carnage, and the enemies have a chance to have legendary rank 39 items equipped. Two-birds-with-one-stone and whatnot. US v2.00 version ~~~~~~~~~~~~~~~~ This process has had much of the pain excised in the US version. Now each floor in Class World will have a dropout clone on it, no questions asked. As such, it's much easier to force at least one dupe per run, given 12 chances. Those 12 come from each dropout on floors 1-10, an extra on 9 when you enter the mystery portal (the first dropout on 9 isn't "checked", but it's still there), and an extra on 10 when you enter the optional portal there. Though when you've got all the legendary skills you care about, it might be worthwhile to drop that last one, as it takes far longer than any other floor. With that change, it's also now much more efficient to increase a character's aptitudes, so there's little reason to create a character to do your duping with; instead you should use whatever character you want to power up, reincarnating if necessary to get the levels manageable. Just as a benchmark, I was averaging 2 dupes per run, which is something on the order of 1 dupe per 3 minutes. Much better than the JP version. I still do occasionally get runs with no dupes whatsoever, so don't panic, it happens. Occasionally you'll get those runs where you get seven dupes... =============================================================================== 9. Frequently Asked QuestionZ [009] =============================================================================== [Q] - For the Cosmo Infinity (ATK & SPD), you say to pass 2 Bills for one stat and 1 Bill for the other stat. For the Radiant (ATK & HIT) and Invincible (HIT & SPD), you say to pass all 3 Bills for a single stat and none for the other. Why is this? [A] - The Cosmo Infinity's two main Base Stats (ATK & SPD) are higher (18,000) than the Base Stats of the Radiant and Invincible (13,500). Because of this, the Cosmo Infinity's main stats have a much easier time of reaching the stat cap(s) than do the Radiant and Invincible. 1) For the Cosmo Infinity, when 3 Bills are passed for one of the two main stats, that stat reaches a value of 1,863,514 (3 Bill cap), and the other stat reaches a value of 1,393,400 (0 Bill cap). The important value (used for damage) is the average. The average of those two values is 1,628,457. 2) Instead, when 2 Bills are passed for one of the two main stats, that stat reaches a value of 1,720,182 (2 Bill cap), and the other stat (1 Bill passed) reaches a value of 1,576,850 (1 Bill cap). The average of those two values is 1,648,516. 3) When you compare the averages of both Bill arrangements, the second Bill arrangement (2 Bills and 1 Bill) has a value 20,059 points higher, as shown here. (Second) - (First) 1,648,516 - 1,628,457 = 20,059 While this does tell us what's good for the Cosmo Infinity, how does that explain why we shouldn't do the same for the Radiant and Invincible? This is where those Base Stats come in. 1) For the Radiant and Invincible, when 3 Bills are passed for one of the two main stats, that stat reaches 1,863,514 (3 Bill cap), and the other stat reaches a value of 1,045,100 (less than the 0 Bill cap). Due to the lower stat not reaching the 0 Bill cap, we're going to add the 0 Bill Innocent Boost (12,814) to it, which makes it reach 1,057,914. The average of that value and the value of the higher stat is 1,460,714. 2) Instead, when 2 Bills are passed for one of the two main stats, that stat reaches a value 1,597,736. Due to it not reaching the 2 Bill cap (1,719,982), we're going to add the 2 Bill Innocent Boost (15,376), which then makes the stat have a value of 1,613,112. The other main stat (1 Bill passed; no Innocent Boost) will have a value of 1,285,814. The average of that value and the value of the higher stat is 1,449,463. 3) When you compare the averages of both Bill arrangements, the first Bill arrangement (3 Bills and 0 Bills) has a value 11,251 points higher, as shown here. (First) - (Second) 1,460,714 - 1,449,463 = 11,251 Although the differences aren't very significant, you're not really "maximizing" if you don't do it this way, and the guide would be failing it's main purpose otherwise. [Q] - Does it matter on which stat I use the Innocent Boost? [A] - Yes, it does. First of all, don't use it on a stat that's going to reach the cap, or it will just be wasted. Second, if you have a stat that is being boosted by Bills, the Bills will give a little bonus to the Innocent Boost, so that's where you would want to use it. Otherwise, it doesn't really matter except for your preferences. [Q] - Why don't you split up the Innocent Boost across multiple stats? [A] - Honestly, the Innocent Boost is so insignificant that it really doesn't matter. It's generally frowned upon, but when the stats you'd like to boost aren't involved with Bills, it's okay to split it up, although one stat is usually preferred. =============================================================================== 10. Version History [010] =============================================================================== Version 1.00 -----> Guide first submitted. 05/6/08 Version 1.50 -----> Fixed a bunch of mathification errors. 07/07/08 Version 1.70 -----> Added FAQ section to help explain one of the Item Options 11/24/08 discussed in the guide. Fixed some errors. Version 1.80 -----> Added v2.00 discussion. Updated critical hit chances on 02/04/09 the majority of the weapons, updated throw team details. =============================================================================== 11. Credits [011] =============================================================================== Thanks to GameFAQs and other sites for hosting this guide. Thanks to the Disgaea 3 GameFAQs board for helping with translation on certain items in the guide, and for being patient. Thanks to JungleJim for help with deciphering how the cap on item stats works.