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Here is how the teleportation spells work, when used outside of battle:
* Emergency Exit (Mage 5): Warps you out of the dungeon.
* Escape (Priest 6): Warps you to the stairs up from the current floor, provided that square has been explored. If it hasn't (for example, if you came via elevator), the spell will not work. If the staircase is in an Anti-Warp zone, the spell will work.
* Free Warp (Mage 7): Warps you to any square in the dungeon that you've visited, but will not allow you to warp *into* an Anti-Warp zone. (I am pretty sure you can still teleport *out* of one.)

Now, the actual use for Escape is as follows: If your party has a Priest in it, they will likely learn Escape before your Mage learns Free Warp. (Note that Bishops will likely learn Free Warp first, and I believe Lords can't learn Escape.) If you have explored the Trials or Shiin dungeon, you may have found an elevator which can take you down as far as 5F. The catch, however, is that you can't actually do much on that floor unless you've hit a switch elsewhere on the floor. However, if you've reached the floor normally, but haven't found the switch, the Escape spell provides a nice shortcut when going *into* the dungoen; just take the elevator to the floor you're exploring, cast Escape, and now you can explore the rest of the floor.

(You can't use this to skip floors, because Escape will fail if you haven't been on the staircase leadind up; it can only teleport you places you've been.)

(Note: I haven't tested the random teleport in combat property of Emergency Exit: Can that be used to explore a later floor early, provided you can get into a fight in that small area?)

Thoughts?