Related
The ORB of Wind
Page
3
The ORB of Water
Page
3
Use the OXYALE to explore the upper floors of the Sunken Shrine to find the SLAB and other Treasures.
The ORB of Water
Page
4
Descend to the bottom of the Sunken Shrine to face KRAKEN and restore the light of the ORB of Water.
Sprite
Shops
Items, L7 Bl.Magic, L7 Wh.Magic
Onrac is lacking in Weapon and Armor Shops, as well as easy access, though it does have a well-stocked item shop. You can land in the clearing to the northwest or southwest. The northwest clearing is a longer trek, but features easier encounters. Onrac doubles as the entrance to the Sunken Shrine, provided you have OXYALE.
Shops
Items, L7 Bl.Magic, L7 Wh.Magic
Onlak is lacking in Weapon and Armor Shops, as well as easy access, though it does have a well-stocked Item Shop. You can land in the clearing to the northwest or southwest. The northwest clearing is a longer trek, but features easier encounters.
Half of the level 7 Spells are sold here, and if your Black or White Mage has reached level 20 they might be interested in buying some of them. Red Wizards of at least level 26 can purchase NulMgc here, one of only two level 7 Spells they can cast (the other is sold in Gaia).
Blind is similar to Stun, in that its success is based on the enemy having less than 300 HP, rather than random chance. Saber is a fine self-buff, just not when cast by a Black Wizard. You'll gain its effects with the Giant's Gloves often, but it is not worth actually casting. You should definitely save a slot for Gaia's Ice3 Spell, but the choice of whether to learn Break is up to you.
On the white magic side, the usual odd-numbered level triumverate of Cure, Heal, and Dia exists here once again. You won't run into too many powerful Undead to use Dia4 on, so you may want to pass, but on the other hand, the effects of NulMgc are minimal once you've collected some Ribbons and Protect Rings. Heal3 is a fine Spell, but don't pass up Cure4, which is far better than its predecessors.
Half of the level 7 Spells are sold here, and if your Black or White Mage has reached level 20 they might be interested in buying some of them. Red Wizards of at least level 26 can purchase NulMgc here, one of only two level 7 Spells they can cast (the other is sold in Gaia).
Blind is similar to Stun, in that its success is based on the enemy having less than 300 HP, rather than random chance. Saber is a fine self-buff, just not when cast by a Black Wizard. You'll gain its effects with the Giant's Gloves often, but it is not worth actually casting. You should definitely save a slot for Gaia's Ice3 Spell, but the choice of whether to learn Break is up to you.
On the white magic side, the usual odd-numbered level triumverate of Cure, Heal, and Dia exists here once again. You won't run into too many powerful Undead to use Dia4 on, so you may want to pass, but on the other hand, the effects of NulMgc are minimal once you've collected some Ribbons and Protect Rings. Heal3 is a fine Spell, but don't pass up Cure4, which is far better than its predecessors.