# Dragon Warrior

## Names/Stats/Levels FAQ by akira slime

**Version:** 1.0 | **Updated:** 07/20/02 | **Printable Version**

akira slime's guide to: +----------------------------+ |Names, Stats, and Levels for| | DRAGON WARRIOR | +----------------------------+ version 1.0 - With hope, the first and final. ------------------------------------------------------------------------------- Table of Contents 1.) Introduction. 2.) How names affect your stats. 3.) Conclusion ------------------------------------------------------------------------------- 1.) Introduction. ------------------------------------------------------------------------------- The relationship between the hero's name and stats has been something that has bugged me for a while - it was one of those things I knew about, but couldn't be bothered taking any further. In any case, it eventually got to the point where I decided to get off my rear-end and figure out what was going on. The following is the results of some unexpectedly extensive research that followed. ------------------------------------------------------------------------------- 2.) How names affect your stats. ------------------------------------------------------------------------------- In the game of Dragon Warrior, the initial stats, and stats gained with subsequent level gains, are all predetermined by the name you enter at the start of the game. Unfair as it is, this means that some names are destined to be stronger than others. Below is a list of steps that can calculate all of your stats from any name of choosing. I hope that this could help some of you create a more preferable character, rather than be potentially ripped-off by the system :) STEP 1.------------------------------------------------------------------------ Take only up to the first four letters of your name, find the corresponding number for each letter in the chart bellow, then find the total of these numbers. 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. ------------------------------------------------------------------------------- 3.) Conclusion ------------------------------------------------------------------------------- So, what is there to get out of this jumble? Well, matters of preference aside, the only conclusive recommendation I can give is that names with remainders greater than 11 are marginally better off, whereas names with a remainder less than 4 are marginally worse off. The only hope I'm left with is that some of you would be marginally better off from reading this FAQ :) ------------------------------------------------------------------------------- Any information, questions, comments, criticisms, and the like, are all very welcome. Just send them to akiraslime@hotmail.com. Alternatively, you could find me and many other Dragon Warrior players on the Dragon Warrior message board at GameFAQs. ------------------------------------------------------------------------------- Finally, I'd like to thank Warlock and TharkasDB who helped verify some of the calculations. ------------------------------------------------------------------------------- All rights reserved to Akira Speirs. Copyright 2002.