Related
Sprite
HP
358
Gold
807 G
Experience
1,614
Absorb
4
Evade
72%
Magic Def.
65%
Damage
53–106
Hit
114%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
AIRS are unique among the elementals, in that they lack Absorb in favor of very high Evade. You can use magic against them, but they have no elemental weakness and their HP total is too high for this to be very effective. They don't hit too hard individually, but groups can wear down a party. Inexplicably, they are the only elemental you can run from. (How do you run from air?)
Sprite
HP
288
Gold
768 G
Experience
1,536
Absorb
20
Evade
9%
Magic Def.
65%
Damage
66–132
Hit
119%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
Sprite
HP
276
Gold
800 G
Experience
1,620
Absorb
20
Evade
21%
Magic Def.
65%
Damage
50–100
Hit
118%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
FIRES are similar to EARTHS, though they can appear in pairs in Gurgu Volcano. ICE2 is recommended in these cases. Otherwise, hunker down for a brawl and be ready to use some HEAL Potions afterwards.
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.
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
HP
300
Gil
800 gil
Experience
1,962
Size
Small
Damage
69
Hit Rate
1×117%
Critical Hit Chance
1%
Absorb
20
Evade
36%
Magic Defense
65%
Morale
200
Monster Family
Magic Beast
They may be smaller than their Gnoma and Pyros cousins, but Aquoses are not to be trifled with. They resist magic but, as the only enemies in the Sunken Shrine vulnerable to Ice magic, it may be worth blasting them with Ice2 or (if you have it) Ice3. You'll be dealing the majority of your damage with physical attacks, however. The Ice Brand works particularly well against them. Like the other elementals you've encountered, you cannot run from them.