Equipment abilities 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 . Appearances . " Final Fantasy V " . All equipment abilities make their debut in this game . They are the final abilities of Berserker , Dancer , Time Mage , and Dragoon respectively . Equip Armor , Shield , and Sword are the last three abilities of the Knight class . All other abilities are the second to last ability of their respective job class . List of equipment abilities : " Final Fantasy VI " . Equipping the Merit Award will make any character be able to equip anything that he or she could not equip normally . The only exceptions are Relics , female equipment , costumes , Ultima Weapon ( SNES only ) , Bone Club , Royal Crown , and Snow Scarf . In the SNES version , Merit Award can be equipped by anyone , but in the PlayStation version , the Merit Award cannot be equipped by Gau , and in the GBA release this is extended to Gogo . " Final Fantasy Tactics " . Equipment abilities are a set of support abilities learned 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 that may be better used for something else , meaning it may be better to change into a Job that can already equip the desired equipment . " Final Fantasy Tactics Advance " . 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 Knight s 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 and nu mou 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 . " Bravely Default " . The " Lore " support abilities allow a specific equipment aptitude to be raised to the highest rank of S , which allows for optimal stat increases . Although equipment is universal among the characters , each job class comes with equipment aptitude that is best suited to their specialties ( e . g . magic - oriented jobs prefer rods and staves , while jobs like the Knight and Templar naturally benefit from the higher stat boosts of heavy armor ) . Equipping a Lore support ability will ensure characters get the most benefit out of their equipment even if their job is not suited for it . " Dissidia Final Fantasy " . Equipment abilities allow a character to equip equipment pieces they normally cannot . No character possesses any of the equipment abilities innately , the player must purchase the ability for a character in the Shop by trading 500 gil and a specific " Lore " item . All of these abilities cost 20 CP to equip and 500 AP to master . The four Machine - type equipment pieces uniquely cannot be used by anyone unless they possess the Equip Machines ability . Once the character masters an equipment ability they learn a corresponding " Adept " ability , which costs 20 CP to equip and 240 AP to master . The " Adept " abilities have one of four effects depending on the type of equipment it corresponds to — Weapon Adept abilities increase attack power , Hand Adept abilities increase defense , Head Adept abilities increase Bravery , and Armor Adept abilities increase HP . However , their boosts are only active if the character is equipped with a weapon of the appropriate type , Sword Adept for example only taking effect when the character is equipped with a Sword . For this reason a character can learn an equipment ability for a type of equipment they can innately use , in order to learn its corresponding Adept ability . The following is a list of equipment abilities : " Dissidia 012 Final Fantasy " . Equipment abilities are heavily simplified in this game . Instead of each equipment type having an ability to use it , equipment types are grouped together under a single ability which enables the use of all of those equipment types . All equipment abilities cost 20 CP to equip and 170 AP to master . Similar to " Dissidia " , each of the equipment abilities is taught to a character by trading in a type of " Lore " trade item in the shop , and once mastered the character learns a " Master " ability . As in " Dissidia " , the character ' s Damage , Defense , Bravery or HP increases when the character is equipped with a type of equipment piece corresponding to the Master ability . The following is a list of equipment abilities and the types of equipment they enable usage of :