Onrac

Onrac is located on the northwestern continent, but it is surrounded by forests and other terrain your AIRSHIP can't land on. To reach the town, you will need to land far afield and walk there. There are two places you can land. The closer landing point is found by following the River south and west from where it passes near Onrac. Alternately, you can follow the forests northwest from the town to find an alternate landing area.

The shorter path features slightly more dangerous encounters, with the biggest threat being the powerful ANKYLOS. They hit extremely hard and have 352 HP combined with very high Absorb. The Saber Ts and TIGERS are much easier to defeat. You can run from either of these battles, but you can't run from the combination of CEREBUSES and WzOGRES. You may also find WYRMS or GrPEDES in the area.

The monsters on the longer path aren't trivial, but none is as dangerous as the ANKYLOS. WYVERNS are most common, and they pose very little threat aside from being able to inflict Poison. TROLLS appear in packs, but if you have solid defense, they shouldn't cause too much trouble even for your mages. GrPEDES are more common here than on the alternate path, and can deal more damage than any other monster found in this area. Combinations of FrGIANTS and FrWOLVES round out the common encounters along this path. None of the rarer creatures pose a significant threat, though the MANTICORS are capable of Poisoning the entire party with their STINGER ability.

Onrac

Onrac is severely lacking in shops. You will find level 7 magic for sale here, but only half of it (the rest is sold in Gaia). The item shop is well-stocked, but there is no weapon or armor shop at all. Your main goal at this point is to find information. You will learn that the Caravan is near the oasis in the western desert, and hear about the SLAB and OXYALE. The OXYALE is of particular note, because it will allow you to enter the Sunken Shrine from the "submarine" found on the east end of town. You will also find a Dragon here, a hint to head to Cardia if you haven't done so already.

Spell Selection

There are only four spells for sale here, though three of them are available to mages even if you have not yet undergone the Class Change. RedMAGES are out of luck, but a RedWiz can pick up ARUB here. They may as well, since it is one of only two level 7 spells they can cast (the other being ICE3).

Bl.MAGES have it easy here: SABR is bugged and doesn't work, so BLND is the only spell they should learn here. This spell is similar to STUN in that it only works if the targeted monster has less than 300 HP. It's hardly the best spell, so save your money unless it's burning a hole in your pocket.

For Wh.MAGES, both HEL3 and ARUB are useful spells. You'll definitely want CUR4 in Gaia, but HRM4 has little use going forward. HEL3 likely won't see a lot of use, and ARUB is quickly made somewhat obsolete by Ribbons, but both may occasionally be helpful to have.