Equipment Abilities are a set of recurring abilities in the series. First debuting in Final Fantasy V, these abilities allow the player to equip a character with any equipment that their class or character themselves could not use normally. For instance, a player could give the Equip Sword ability to a Black Mage. The following is a list of Equipment Abilities:
The abilities Doublehand, Dual Wield, Re-Equip, and Monkey Grip are all Equipment Abilities as well. Doublehand allows for equipping any weapon with both hands, doubling attack power but making the user unable to use shields. Dual Wield allows the player to use two weapons at the same time. Re-Equip allows the user to change their equipment during battle, and Monkey Grip allows the user to equip a dual-wield weapon with one hand, allowing them to use a shield.
Equip Armor, Axes, Bows, Harps, Katanas, Ribbons, Rods, Shields, Spears, Swords, and Whips make their debut in this game. They are the final abilities of Berserker, Ranger, Bard, Samurai, Dancer, Time Mage, Dragoon, and Beastmaster respectively. Equip Armor, Shield, and Sword are the last 3 abilities of the Knight class.
By equipping the Merit Award relic, any character can equip anything that he or she could not equip normally, except for Relics, Ultima Weapon, Snow Muffler, Bone Club, female specifics, and animal suits. In Snes version Merit award can be equipped by anyone, but in Playstation version Merit award cannot be equipped by Gau and in Gba release this is extended to Gogo.
Equipment Abilities are a set of Support Abilities in Final Fantasy Tactics. Learnt by several classes, each ability lets a class equip weapons or armor they would not usually be able to equip. However, this takes up a Support slot better used for something else, meaning it is just better to change into a job that can already equip the equipment you want.
|Equip Axes||Equip axe regardless of job.||170||Squire|
|Equip Heavy Armor||Equip armor regardless of Job.||500||Knight|
|Equip Shields||Equip shield regardless of Job.||250|
|Equip Swords||Equip sword regardless of Job.||400|
|Equip Crossbows||Equip crossbow regardless of job.||350||Archer|
|Equip Polearms||Equip spear regardless of Job.||400||Dragoon|
|Equip Guns||Equip gun regardless of Job.||750 (800 in Wotl)||Orator|
|Equip Katanas||Equip Katana regardless of Job.||400||Samurai|
Shieldbearer allows any job to equip shields, and can be learned by every race through any of three shields, with some jobs available to learn from two of them. The Bronze Shield allows Soldiers, Warriors, and Fencers to learn the ability. The Round Shield allows Sages, Fencers, and Mog Knights to learn the ability. The Opal Shield allows Soldiers and Mog Knights to learn the ability.
Shieldbearer returns in this installment, allowing any job to equip Shields. The previous races all learn it from the same jobs, while Vikings and Raptors allow Seeq and Gria to have the ability, respectively. Ribbon-Bearer allows for all jobs in a race to equip Ribbons, and is learned by the Seer, Trickster, and Tinker. Viera and Gria can equip ribbons naturally, but Seeq are unable to learn this ability, and as such cannot equip ribbons. Tank allows for any job in a race to equip Heavy Armor, and can be learned by the Defender, Lanista, and Ravager.
Equipment Abilities return as abilities that any character can use. The following is a list of these abilities in Dissidia:
|Aim - Attack - Barrage - Bladeblitz - Boost - Bribe - Catch - Chakra - Charge - Check - Control - Cover - Dagger - Defend - Doom - Doublecast - First Aid - Flee - Focus - Gil Toss - Hide - Jump - Kick - Lancet - Libra - Mad Rush - Mimic - Morph - Mug - Pray - Provoke - Pummel - Recover - Revive - Runic - Sacrifice - Sentinel - Shield - Shock - Sing - Sketch - Slots - Souleater - Steal - Tame - Terrain - Throw - Trance - Twincast|
|Ability Up - Absorb MP - Add Status - Alert - Auto-Float - Auto Haste - Auto Potion - Auto-Protect - Auto-Reflect - Auto Regen - Auto-Shell - Brawler - Break Damage Limit - Break HP Limit - Break MP Limit - Chemist - Concentrate - Counter - Cover - Dash - Doublehand - Dual Wield - Defend - Defense Plus % - Eater - Encounter Half - Enemy Lure - Equipment - First Strike - Gillionaire - Half MP - Healer - High Jump - HP Plus % - Initiative - Killer - Learning - Level Up - Lifefont - Light Step - Long Range - Luck Plus % - Magic Counter - Magic Plus % - Magic Defense Plus % - Move-Find - MP Attack - MP Plus % - One MP Cost - Piercing Magic - Poach - Proof - Sneak Attack - SOS Abilities - SOS Shell - Speed Plus % - Stat-Enhancing - Steal Gil - Sticky Fingers - Strength Plus % - Strike - Touch - Treasure Hunter - Turbo MP - Vigilance - Ward|
|Animals - Band - Blitz - Bushido - Chivalry - Combine - Condemn - Dance - Dark Arts - Dragon - Dyne - Flair - Item - Magic - Magitek - Mix - Rage - Seiken - SFX - Skill - Spellblade - Summon - Sword Arts - Swordplay - Tools - Use|
|Armor Break - Black Hole - Climhazzard - Cross Slash - Delay Attack - Full Break - Healing Wind - Iai Strike - Inferno - Magic Break - Mental Break - Meteor Strike - Power Break - Pummel - Quick Hit - Reflex - Rush - Shadowbind - Thievery - Thunder Blade - Tremor - Wind Slash|
|Final Fantasy IV/Augments - The After Years - Final Fantasy V Support/Command - Final Fantasy VI - Final Fantasy VII Support/Command/Independent - Final Fantasy VIII Support/Command abilities - Final Fantasy IX - Final Fantasy X Support/Command - Final Fantasy X-2 - Final Fantasy XI - Final Fantasy XII Support/Command abilities - List of Final Fantasy XII: Revenant Wings Abilities - Tactics Support/Reaction/Movement - Tactics Advance Reaction/Support abilities - Tactics A2 - Ring of Fates - Echoes of Time - Dissidia|
|Final Fantasy Tactics Abilities|
|Squire||Fundaments - Counter Tackle - Equip Axes - Beastmaster - Defend - JP Boost - Move +1|
|Chemist||Item - Auto Potion - Throw Items - Safeguard - Reequip - Treasure Hunter|
|Knight||Arts of War - Parry - Equip Swords - Equip Shield - Equip Heavy Armor|
|Archer||Aim - Adrenaline Rush - Archer's Bane - Equip Crossbows - Concentration - Jump +1|
|White Mage||White Magic - Regenerate - Arcane Defense|
|Black Mage||Black Magic - Magick Counter - Arcane Strength|
|Monk||Martial Arts - Critical: Recover HP - Counter - First Strike - Brawler - Lifefont|
|Thief||Steal - Vigilance - Gil Snapper - Sticky Fingers - Poach - Move +2 - Jump +2|
|Mystic||Mystic Arts - Absorb MP - Defense Boost - Ignore Weather - Manafont|
|Time Mage||Time Magic - Critical: Quick - Mana Shield - Swiftness - Teleport - Levitate|
|Geomancer||Terrain - Nature's Wrath - Attack Boost - Ignore Terrain - Lava Walking|
|Dragoon||Jump - Dragonheart - Equip Spear - Ignore Elevation|
|Orator||Speechcraft - Earplug - Equip Gun - Tame - Beast Tongue|
|Summoner||Summon Magic - Critical: Recover MP - Halve MP|
|Samurai||Iaido - Bonecrusher - Shirahadori - Equip Katana - Doublehand - Swim|
|Ninja||Throw - Vanish - Reflexes - Two Swords - Move in Water|
|Arithmetician||Arithmeticks - Cup of Life - Soulbind - EXP Boost - Accrue EXP - Accrue JP|
|Dancer||Dance - Fury - Bravery Boost - Jump +3 - Fly|
|Bard||Sing - Magick Boost - Faith Boost - Move +3 - Fly|
|Dark Knight||Darkness - Max HP Up - Vehemence - Move +3/Jump +3|