http://www.gamefaqs.com/nes/563408-d...ior/faqs/61640

I think the part of the FAQ is missing something: he didn't exactly include how to get the exact remainder. When I try it, the sum generated for the name "Mario" from the table he did, which is computed for the first four letters as 0+11+10+2=23, and this sum divided by 4 gives me 5.75. However, what is the remainder for the sum 5.75? This doesn't give me a consistent result that fits into the four growth tables given as 0-3. Please help me.Code:The name you choose to give your hero will affect your stats and stat growth, so it becomes very important. Only the first four letters of the name are used in this calculation. Each letter has a corresponding numerical value, and they are added up to find the result. This is a simplification of those corresponding numbers: a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ' . , - ? ! ) ( 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Take the values of the first four letters and add them up. This is our sum. If you divide that sum by 4, and take the remainder, that is your growth type. There are 4 different growth types, with each one focusing on two particular stats that will be reduced in the long term, but will be higher in the short term. Type 0: Long term HP and MP, short term Strength and Agility Type 1: Long term Strength and HP, short term Agility and MP Type 2: Long term Agility and MP, short term Strength and HP Type 3: Long term Strength and Agility, short term HP and MP So below is a chart with all the stat numbers at each level. If you have long term growth in that category, then the number is unchanged. If you have short term growth in that category, then there is some math to get the adjusted number. Take the sum from above and divide by 4 again, this time rounding down. Take that number, divide by 4, and take the remainder. Take this number and add it to 9/10 of the number on the chart to get your final value. Level Strength Agility HP MP 1 4 4 15 0 2 5 4 22 0 3 7 6 24 5 4 7 8 31 16 5 12 10 35 20 6 16 10 38 24 7 18 17 40 26 8 22 20 46 29 9 30 22 50 36 10 35 31 54 40 11 40 35 62 50 12 48 40 63 58 13 52 48 70 64 14 60 55 78 70 15 68 64 86 72 16 72 70 92 95 17 72 78 100 100 18 85 84 115 108 19 87 86 130 115 20 92 88 138 128 21 95 90 149 135 22 97 90 158 146 23 99 94 165 153 24 103 98 170 161 25 113 100 174 161 26 117 105 180 168 27 125 107 189 175 28 130 115 195 180 29 135 120 200 190 30 140 130 210 200

The sum of 10.75 (which is 43 / 4) that he used for "Erdrick" is also too large a number and thus falls way out of the four growth table values.

But, here's another version of this growth table, computed by one "AkiraSlime."

http://www.gamefaqs.com/nes/563408-d...ior/faqs/18342

This one seems less confusing than the first one (by Ryan8Bit)...

... because he divides the total sum of the first four characters of a player's name by 16. The remainder is what is left after the sum is computed. Lose the integer (the numbers to the right of the decimal point). Thus, when computing "Erdrick" from this table, which amounts as the sum 43 / 16 = 2.6875, the remainder less integer would be 14.Code:note: _ is a blank _ a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ' . , - ? ! ) ( ------------------------------------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 STEP 2.------------------------------------------------------------------------ Divide the total by 16. Find the remainder of the result in the chart below to find the corresponding initial stats and growth structure. note: The "initial" MP stat is not applied until the hero reaches level 3 remainder 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ------------------------------------------------------------------------- strength 3 4 3 4 4 4 4 4 5 4 5 4 6 4 6 4 agility 3 3 4 4 4 4 4 4 5 5 4 4 6 6 4 4 max HP 15 15 13 13 15 15 14 14 15 15 15 15 15 15 16 16 max MP 5 4 5 4 5 5 5 5 5 6 5 6 5 7 5 7 growth A B C D A B C D A B C D A B C D (Remember that a "remainder" is the number left over after dividing a number. For example, 17/5 = 3 "remainder" 2.) Notice that the larger remainders seem to be relatively better off. STEP 3.------------------------------------------------------------------------ View the table below to find which individual growth rates are associated with the growth type given above. growth Str Agi HP MP ---------------------- A 1 2 1 2 B 2 1 2 1 C 1 1 2 2 D 2 2 1 1 STEP 4.------------------------------------------------------------------------ Finally, view the table below to see your growth rates. The stat rates are represented as the total additional points given after the initial status endowments. Lv Exp Str1 Str2 Agi1 Agi2 HP1 HP1 MP1 MP2 Spells -------------------------------------------------------------------- 1 0 - - - - - - - - 2 7 1 1 0 0 7 6 - - 3 23 3 3 2 2 9 8 - - HEAL 4 47 3 3 4 4 16 14 11 10 HURT 5 110 8 7 6 6 20 18 15 14 6 220 12 11 6 6 23 21 19 17 7 450 14 13 13 12 25 23 21 19 SLEEP 8 800 18 16 16 15 31 28 24 22 9 1300 26 24 18 16 35 32 31 28 RADIANT 10 2000 31 28 27 24 39 35 35 32 STOPSPELL 11 2900 36 33 31 28 47 42 45 41 12 4000 44 40 36 33 48 43 53 48 OUTSIDE 13 5500 48 43 44 40 55 50 59 53 RETURN 14 7500 56 51 51 46 63 57 65 59 15 10000 64 58 60 54 71 64 67 60 REPEL 16 13000 68 61 66 60 77 69 90 81 17 17000 68 61 74 67 85 77 95 86 HEALMORE 18 21000 81 73 80 72 100 90 103 93 19 25000 83 75 82 74 115 104 110 99 HURTMORE 20 29000 88 79 84 76 123 111 123 111 21 33000 91 82 86 78 134 121 130 117 22 37000 93 84 86 78 143 129 141 127 23 41000 95 86 90 81 150 135 148 133 24 45000 99 89 94 85 155 140 156 140 25 49000 109 98 96 87 159 143 156 140 26 53000 113 102 101 91 165 149 163 148 27 57000 121 109 103 93 174 157 170 153 28 61000 126 114 111 100 180 162 175 158 29 65000 131 118 116 105 185 167 185 167 30 65535 136 123 126 114 195 176 195 176 Notice that the "1" growth rates are significantly better than the "2" growth rates. The best combination will depend on your preferences over strength, agility, HP, and MP.

~Ben