Because of how the game is programmed this has the effect of nullifying the chances that elemental attack spells and enemy abilities will cause 2x damage rather than actually reducing elemental damage by half like in later games. Also, these status effects grant resistance to status inflicting spells and enemy abilities, as well as to all physical status attacks. With the exception of the spells Blind, Stun, and Kill, to which resistance provides complete immunity, the NES version always has a 1/201 chance of a critical success for any attacks/spells (based on D&D's critical success/failure rolls). In the case of status spells, this means that even resistant targets, including party members or the final boss, can still be hit with status ailments or instant death with a 1/201 chance. Later
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| - Because of how the game is programmed this has the effect of nullifying the chances that elemental attack spells and enemy abilities will cause 2x damage rather than actually reducing elemental damage by half like in later games. Also, these status effects grant resistance to status inflicting spells and enemy abilities, as well as to all physical status attacks. With the exception of the spells Blind, Stun, and Kill, to which resistance provides complete immunity, the NES version always has a 1/201 chance of a critical success for any attacks/spells (based on D&D's critical success/failure rolls). In the case of status spells, this means that even resistant targets, including party members or the final boss, can still be hit with status ailments or instant death with a 1/201 chance. Later
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| - Because of how the game is programmed this has the effect of nullifying the chances that elemental attack spells and enemy abilities will cause 2x damage rather than actually reducing elemental damage by half like in later games. Also, these status effects grant resistance to status inflicting spells and enemy abilities, as well as to all physical status attacks. With the exception of the spells Blind, Stun, and Kill, to which resistance provides complete immunity, the NES version always has a 1/201 chance of a critical success for any attacks/spells (based on D&D's critical success/failure rolls). In the case of status spells, this means that even resistant targets, including party members or the final boss, can still be hit with status ailments or instant death with a 1/201 chance. Later remakes appear to remove this, and resistance to an element grants immunity to status ailments caused by spells/abilities from that element. It is important to note that having resistance to all elements does not provide any protection against spells or abilities that are considered to be non-elemental, such as Sleepra, Slowra and Trance, or in an unusual case, the instant death Mindflayers can inflict with their physical attack (which is meant to represent the character's brain being eaten). Only the target's natural Magic Defense helps to defend against non-elemental spells/abilities. The spell can be bought at Gaia and can only be learned by the White Wizard Job class. In the Dawn of Souls and 20th Anniversary Edition releases, it costs 40 MP to cast.
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