
Support abilities (サポートアビリティ, 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.
| Name | Description | JP Cost | Job |
|---|---|---|---|
| Equip Axes | Equip axes, regardless of job. | 170 | Squire and special jobs |
| Beastmaster (Monster Skill) |
Adds an ability to all monsters in neighboring tiles with an elevation difference of 3h or less. | 200 | |
| Evasive Stance (Defend) |
Defend oneself against an attack. Adds the Evasive Stance command. | 50 | |
| JP Boost (Gained JP Up) |
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 (Maintenance) |
Prevent equipment from being destroyed or stolen. | 250 | |
| Reequip (Equip Change) |
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 | |
| Magick Defense Boost (Arcane Defense / Magic DefendUP) |
Take less damage from magickal attacks. | 400 | White Mage |
| Magick Boost (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 (Defense UP) |
Take less damage from physical attacks. | 400 | Mystic |
| Swiftspell (Swiftness / Short Charge) |
Reduces the time needed to cast magick spells. | 1000 | Time Mage |
| Attack Boost | Increases the unit's physical attack power. | 400 | Geomancer |
| Equip Polearms | Equip polearms, regardless of job. | 400 | Dragoon |
| Equip Guns | Allows the unit to equip guns, regardless of job. | 800 | Orator |
| Tame | Force a critically wounded enemy/monster to become an ally. | 500 | |
| Beast Tongue (Monster Talk) | 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 | Allows the unit to wield a weapon in each hand, even if not a ninja. Certain weapons can be equipped in this manner, allowing the unit to attack twice each turn. | 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 |