This is a list of support abilities from Final Fantasy V. Support abilities have special effects on the person who has them equipped.
Abilities whose name is in italics are exclusive to the Advance and discontinued 2013 mobile and Steam versions.
Ability list[]
| Ability | Explanation / In-game description | Job | AP |
|---|---|---|---|
| ABP Up | The party gains one and a half times the regular ABP from battles. | Oracle | 150 |
| Gain one and a half times the ABP per battle. | |||
| Artful Dodger (Agility) |
The character gains the same agility as if they were a Thief. | Thief | 300 |
| Gain the same speed and agility as a thief. | |||
| Barehanded (Brawl) |
Changes the damage formula for the character when fighting barehanded to increase damage. The character gains the same strength stat as if they were a Monk. | Monk | 30 |
| Gain the same attack power as monks when unarmed. | |||
| Berserk | The character gains a permanent berserk status. | Berserker | 100 |
| Continuously attack until all enemies have been defeated. | |||
| Counter | The character gains a 50% probability to respond to a successful incoming single-target physical attack with a physical attack of their own. | Monk | 60 |
| Automatically counter when hit. | |||
| Cover | The character becomes the target of single-hit incoming physical attacks instead of allies who are low on HP. | Knight | 10 |
| Take hits for allies who cannot protect themselves. | |||
| Dual-Wield (2-Handed) |
The character can equip a single-wielded weapon for each hand. | Ninja | 450 |
| Carry, and attack with, a weapon in each hand. Bows and harps cannot be dual-wielded. | |||
| Equip Armor (Equip |
The character can equip light and heavy armor. | Knight | 150 |
| Gain the ability to wield armor. | |||
| Equip Axes (Equip |
The character can equip axes and hammers. The character gains the same strength stat as if they were a Berserker, unless inferior to the current strength value. | Berserker | 400 |
| Gain the ability to wield axes. | |||
| Equip Bows (Equip |
The character can equip bows. The character gains the same strength stat as if they were a Ranger, unless inferior to the current strength value. | Ranger | 135 |
| Gain the ability to wield bows. | |||
| Equip Harps (Equip |
The character can equip harps. | Bard | 50 |
| Gain the ability to wield harps. | |||
| Equip Katanas (Equip |
The character can equip katanas. The character gains the same strength stat as if they were a Samurai, unless inferior to the current strength value. | Samurai | 180 |
| Gain the ability to wield katanas. | |||
| Equip Ribbons (Equip |
The character can equip the otherwise Dancer-exclusive equipment (Man-Eater, Ribbon, Rainbow Dress, and Red Slippers). | Dancer | 325 |
| Gain the ability to wield ribbons. | |||
| Equip Rods (Equip |
The character can equip rods and staves. | Time Mage | 250 |
| Gain the ability to wield rods. | |||
| Equip Shields (Equip |
The character can equip shields. | Knight | 100 |
| Gain the ability to wield shields. | |||
| Equip Lances (Equip |
The character can equip spears. Also, the character gains the same strength stat as if they were a Dragoon, unless inferior to the current strength value. | Dragoon | 400 |
| Gain the ability to wield spears. | |||
| Equip Swords (Equip |
The character can equip swords and knight swords. Also, the character gains the same strength stat as if they were a Knight, unless inferior to the current strength value. | Knight | 350 |
| Gain the ability to wield swords. | |||
| Equip Whips (Equip |
The character can equip whips. Also, the character gains the same strength stat as if they were a Beastmaster, unless inferior to the current strength value. | Beastmaster | 100 |
| Gain the ability to wield whips. | |||
| EXP Up | The party gains one and a half the regular EXP from battles. | Cannoneer | 150 |
| Gain one and a half times the experience per battle. | |||
| Find Passages (Passages) |
Allows the player to view secret passages. | Thief | 10 |
| Detect hidden passageways. | |||
| Find Pits (Pitfalls) |
The party is warned whenever they are about to step on a tile that would cause them to fall to a lower floor. | Geomancer | 50 |
| Detect holes in the floor. | |||
| First Strike (Preemptiv) |
Increases the probability of preemptive attacks. | Ninja | 50 |
| Increase the chances of having the first attack. | |||
| HP +10% | Increases the character's maximum HP by 10%. Works independently of other HP +X% abilities, including other copies of itself. | Monk | 100 |
| Increase maximum HP by 10%. | |||
| HP +20% | Increases the character's maximum HP by 20%. Works independently of other HP +X% abilities, including other copies of itself. | Monk | 150 |
| Increase maximum HP by 20%. | |||
| HP +30% | Increases the character's maximum HP by 30%. Works independently of other HP +X% abilities, including other copies of itself. | Monk | 300 |
| Increase maximum HP by 30%. | |||
| Learning (Learn) |
Allows the party to learn new Blue Magic spells when the character is hit by them. | Blue Mage | 20 |
| Learn some monsters' special attacks. | |||
| Light Step (DmgFloor) |
The party can walk across damaging tiles such as lava tiles without any HP penalty. | Geomancer | 100 |
| Avoid damage on floors with harmful effects. | |||
| Long Reach | Disapplies the row modifiers for all actions for the character. | Gladiator | 150 |
| Attack enemies at full power from the back row, no matter the weapon. | |||
| Lure | Increases the rate of random encounters. | Gladiator | 30 |
| Attract enemies' hits. | |||
| Magic Shell (Barrier) |
Automatically bestows shell to the character when their HP is low (does not use MP). | Mystic Knight | 10 |
| Automatically cast Shell when near KO. | |||
| MP +10% | Increases the character's maximum MP by 10%. Works independently of other MP +X% abilities, including other copies of itself. | White Mage | 300 |
| Increase maximum MP by 10%. | |||
| MP +30% | Increases the character's maximum MP by 30%. Works independently of other MP +X% abilities, including other copies of itself. | Black Mage | 450 |
| Increase maximum MP by 30%. | |||
| Pharmacology (Medicine) |
Applies the Pharmacology modifiers to healing items and healing mixes used by the character, doubling their healing power. | Chemist | 15 |
| Use knowledge of medicines to double the potency of potions and ethers. | |||
| Read Ahead | Reduces the rate of random encounters. | Oracle | 300 |
| Easily evade enemies. | |||
| Shirahadori (Evade) |
Adds an independent 25% probability to avoid incoming single-target physical attacks. | Samurai | 60 |
| Catch and stop enemy attacks. | |||
| Sprint (Dash) |
Increases the running speed of the party in dungeons when holding the cancel button. | Thief | 30 |
| Hold down the B Button while pressing the Control Pad to move twice as fast. | |||
| Two-Handed (Dbl Grip) |
Allows the character to equip certain single-wielded weapons using both hands to deal more damage by applying the double grip modifiers while forfeiting the possibility to equip shields. | Knight | 50 |
| Use both hands when wielding swords, katanas, or axes to inflict twice the damage. | |||
| Undead | Adds to the character the same slightly modified undead type as the Necromancer. | Necromancer | 300 |
| Become undead. Take damage from recovery items or magic. | |||
| Vigilance (Caution) |
Prevents back attacks. | Thief | 75 |
| Prevent back attacks. | |||
Other appearances[]
Final Fantasy Airborne Brigade[]
- Ability Cards
- Legend Cards


