Related
Type
White Magic
LV
6
Effect
Transports the party out of a dungeon
Sold In
Crescent Lake (20,000 G)
The party appears on the World Map immediately outside the dungeon.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
The ORB of Earth
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
Type
Black Magic
Level
5
Effect
Warps the party to the previous floor.
Target
Price
8,000 gil
Sold In
Melmond
The party appears on the previously visited floor next to the staircase leading to the floor they warped from. Repeated Warp1 Spells will each lead to the floor previously visited. If the party has not visited any other floors in a dungeon, they appear on the World Map immediately outside the dungeon.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.
Sprite
Power
5
Accuracy
+10%
Type
Black Magic
Effect
Returns the party back one dungeon level per spell level; inflicts matter-elemental KO in combat
Status
KO
Element
Matter
Tome
Warp Tome
Effect
Warp 6 (All enemies)
Value
750 gil
Dropped By
Ogre Mage, Royal Guard, Wizard
Used By
Devil Wolf, Hecteyes, Wizard
Warp is a fantastic Spell that will bring you back one dungeon floor per level of the Spell. While Teleport brings you all the way out of the dungeon in one casting, Warp's advantage is that it doesn't cost you any HP. Given how much HP you lose, it may actually be cheaper (MP-wise) to use Warp in some cases than Teleport and Cure. Because the Spell is terrible in combat (it's a KO Spell, but as inaccurate as the rest), don't feel obligated to give it to your black mage. Warp is primarily a utility Spell. Because the MP cost per dungeon level remains constant as you level up Warp, this is one Spell you might want to keep at level 1 just for the utility of it. Of course, a higher-level Warp does mean less casting from the menu.