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So each level of a spell adds a "dice roll" that can hit or miss. So if Esuna is level 5, you'd need all five rolls to hit, which is unlikely. So you'd need better magic stats and/or get Esuna to a higher level to improve your chances to cure stone. For this reason, I'd use items before resorting to Esuna.
https://guides.gamercorner.net/ffii/spells/esuna
Not sure about Black Garb. The documentation doesn't say anything about nullifying Stone. Instead, it says there's a resistance against the Matter element, which can include Stone, but if it's just resisting, than protection against Stone is not guaranteed.
https://finalfantasy.fandom.com/wiki/Black_Garb#Final_Fantasy_II
https://guides.gamercorner.net/ffii/elements/matter
Black Flans have 210 physical defense, so even with that fire weakness, no physical attack will do much damage unless your physical stats are redonkulous. Try a Fire spell.
https://finalfantasy.fandom.com/wiki/Black_Flan_(Final_Fantasy_II)
Barrier works like Esuna. It doesn't prevent all status aliments. Instead, the status ailment(s) it prevents depends on the number of "hits" your spell lands, which is again dependent on luck, your magic stats, and your spell level. Sometimes it's useful, like against the Lamia Queen, but normally it isn't great.
https://guides.gamercorner.net/ffii/spells/barrier
Black Garb doesn't protect against stone, it protects against Matter element spells (Break and such). Physical attacks are nonelemental, so there are no resistances to guard against a status effect attached to those. The item description is pretty misleading, yeah.
Elemental weapons just get 20 attack added when used against enemies weak to that element.
We don't know. In the original, the INT/SOUL penalty also applied to all magic, including Esuna. But for the Pixel remaster, people are saying in the forums that they had shields equipped and haven't seen a difference in White magic spells, but they're also being disputed.
Stone is Matter elemental, btw. Refer to the link I shared in my last reply for proof.
That same source says that status effects on physicals bypass resistances.
https://guides.gamercorner.net/ffii/systems/
Huh. That's really weird. But this is FF2, so I'm not surprised that's how it would work. Well, that explains the Cockatrice dilemma.
Oooohhhhh... Damn I love FF2 but the more I spend time here the more I realize that I know so little about it haha.
I hate it....so much.
I feel like 5 teams of different people with different opinions decided to make a game with each their own ideas and put that ♥♥♥♥ together to become FF2.
Only reason I am bothering finishing it is because I want a 100% completion for the 6 games. And thats with taking into consideration that I might miss chests in temporary locations AND bestiary entries if I finish the tower too soon.
It's hard to miss chests because your map shows you how many there are in each location.
But yea, Im careful!
(googles it)
Akitoshi Kawazu is the one who envisioned all this ridiculous stuff. He went on to be the head of the SaGa (aka "Final Fantasy Legend" on the Gameboy) games.
FF2 is full of ideas that would not really be practical on a NES, and as evidenced by this thread, it shows.
Wellllll... You go into the Dreadnaught in order to blow it up, and it's not like you don't see the moment when you'll trigger it.
Esuna's status-curing may fail when used in battle, but is guaranteed when used from the overworld.
Most status ailment-inflicting abilities actually have an associated "element"; either Mind, Body, Matter, or Death, the last of which is exclusive to the Death spell... which actually makes it the WORST of the game's whopping SIX player-usable instant death abilities, because it's resisted by the most things, but I digress. Incidentally, this is why you'll see multiple ailment spells, like Stun and Stop, that seem redundant. Stun is Body-elemental, while Stop is Matter-elemental, so different enemies may be vulnerable to one or the other.
Barrier also raises elemental defenses, not ailment defenses, though raising defense against the element of a status spell will make it less likely to inflict its ailment. An additional element is added with each level. The order is Matter, Fire, Mind, Lightning, Death, Poison, Body, and finally Ice at level 8.