Support abilities (��ポートアビリティ, Sapo-to Abiriti?) in Final Fantasy Tactics are learned via Job Points. Each character can equip one support ability. Support abilities usually only let a character equip things that their current job will not allow, though they do provide abilities that can protect them in certain circumstances, as well as provide some stat boosts.
See also: Support ability
Support abilities[]
Name | Description | JP Cost | Job |
---|---|---|---|
Equip Axes | Equip axes, regardless of job. | 170 | Squire and special jobs |
Beastmaster | Adds an ability to all monsters in neighboring tiles with an elevation difference of 3h or less. | 200 | |
Defend | Defend oneself against an attack. Adds the Defend command. | 50 | |
JP Boost | Increase the amount of JP earned in battle. | 200 | |
Throw Items | Throw items within an increased radius, even if not a Chemist. | 350 | Chemist |
Safeguard | Prevent equipment from being destroyed or stolen. | 250 | |
Reequip | Change equipment mid-battle. Adds the Reequip command. | 0 | |
Equip Heavy Armor | Equip helms and armor, regardless of Job. | 500 | Knight |
Equip Shields | Equip shields, regardless of Job. | 250 | |
Equip Swords | Equip swords, regardless of Job. | 400 | |
Equip Crossbows | Equip crossbows, regardless of job. | 350 | Archer |
Concentration | Make attacks unblockable. If an enemy is in the targeted tile, it will always be a hit. | 400 | |
Arcane Defense | Take less damage from magickal attacks. | 400 | White Mage |
Arcane Strength | Inflict greater damage with magickal attacks. | 400 | Black Mage |
Brawler | Deliver more powerful unarmed attacks, even if not a monk. | 200 | Monk |
Poach | Deliver slain monsters' remains to a poachers' den. | 200 | Thief |
Defense Boost | Take less damage from physical attacks. | 400 | Mystic |
Swiftness | Shorten charge time. | 1000 | Time Mage |
Attack Boost | Inflict greater damage with physical attacks. | 400 | Geomancer |
Equip Polearms | Equip polearms, regardless of job. | 400 | Dragoon |
Equip Guns | Equip guns, regardless of job. | 800 | Orator |
Tame | Force a critically wounded enemy/monster to become an ally. | 500 | |
Beast Tongue | Gain the ability to use Speechcraft against monsters, even if not an Orator. | 100 | |
Halve MP | Reduce MP consumption by half when using magicks. | 1000 | Summoner |
Equip Katana | Equip katana, regardless of job. | 400 | Samurai |
Doublehand | Wield a weapon with both hands, increasing its destructive power. | 900 | |
Dual Wield | Wield a weapon in each hand, attacking twice each turn, even if not a ninja. | 1000 | Ninja |
EXP Boost | Earn more EXP for the same actions. | 350 | Arithmetician |
HP Boost | Increase maximum HP by 20 percent. | 2000 | Dark Knight |
Vehemence | Increase attack power by 50 percent and decrease defensive power by 50 percent. | 400 |
Dummied content[]
CT 0 is a dummied ability that still has a JP cost assigned to it. Its effect while equipped removes the charge time from every abilities. No units make use of the ability, and it appears more to be a debug tool than an ability intended to be in the game.
Name | Description | JP Cost | Job |
---|---|---|---|
CT 0 | Reduce charge time to zero. | 3000 | Dummied |