Fandom

Final Fantasy Wiki

List of Final Fantasy VI support abilities

20,622 pages on
this wiki
Add New Page
Talk3 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

VI

FFVI Relm Arrowny Menu iOSRelm: I couldn't miss the chance to practice my drawing!
This article is in need of a few pictures. Perhaps you can help by uploading a picture of replacing with iOS/Android screenshots on tables and GBA screenshots should be in the gallery.

Below is a list of support abilities from Final Fantasy VI. These abilities can be gained by equipping the appropriate relics or equipment pieces, and they are passive during battle. These abilities are not name within the game and their names usually comes from similar abilities found in other Final Fantasy games.

Support abilitiesEdit

Name Equipment Description Image
Doublehand Gauntlet The character will lose the ability to equip a shield, but the strength of their equipped weapon doubles. Sabin's claws, Setzer's dice and some special weapons are not affected by Doublehand. Gau is unaffected as he cannot equip weapons. FFVI Two-handed
Dual Wield Genji Glove Allow a character to equip and attack with two weapons at once. It is possible to equip a weapon and a shield while this is applied, though there isn't really any point to doing so. Gau is unaffected as he cannot equip weapons. FFVI Android Dual Wield
Counter Black Belt Randomly make the wearer counter attack with an attack of their own on the attacking enemy. FFVI Counter
Cover Knight's Code The wearer intercept physical attacks against allies in Critical status. If multiple characters are equipped with Knight's Code, multiple characters will cover the ally and a random covering character will take the damage. FFVI Cover
Half MP Gold Hairpin Reduced all MP costs for Magic spells, Lores, and Summons by half. Umaro can equip this relic, but the ability is useless on him since he cannot use magic. FFVI Half MP
One MP Cost Celestriad Make all Magic spells, Lores, and Summons cost 1 MP. Umaro cannot equip this relic, but even if he did the ability would be useless on him since he cannot use magic. FFVI One MP Cost
Auto-Reflect Reflect Ring The wearer will be under permanent Reflect status. FFVI Reflect Status
Auto-Protect Protect Ring The wearer will be under permanent Protect status. FFVI Protect status
Auto-Shell Force Shield The wearer will be under permanent Shell status. FFVI Shell status
Auto-Float Angel Wings The wearer will be under permanent Float status. FFVI Float status
Auto-Regen Angel Ring The wearer will be under permanent Regen status. FFVI Regen Status
Auto-Haste Hermes Sandals The wearer will be under permanent Haste status. FFVI Haste status
Auto-Wall Guard Bracelet The equipped character will be under permanent Protect and Shell status. FFVI Protect status
Equip All Merit Award Any character be able to equip anything that s/he could not equip normally. The only exceptions 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. FFVI Equip All
Mighty Guard Miracle Shoes The equipped character will be under permanent Protect, Shell, Regen and Haste status. FFVI Mighty Guard
SOS Protect Mythril Glove Will automatically put the user in Protect status when the wearer's HP reach Critical. This ability will only activate once per battle. FFVI SOS Protect
SOS Shell Barrier Ring Will automatically put the user in Shell status when the wearer's HP reach Critical. This ability will only activate once per battle. FFVI SOS Shell
SOS Wall Princess Ring Will automatically put the user in Protect and Shell status when the wearer's HP reach Critical. This ability will only activate once per battle. Terra, Celes, and Relm only. FFVI SOS Wall
Double EXP Growth Egg Doubles the wearer's experience gained after battle.
Gillionaire Cat-Ear Hood Doubles the the amount of Gil gained after battle. Relm only.
Vigilance Alarm Earring Protects against Back Attacks and Pincer Attacks.
First Strike Gale Hairpin Increases the rate of Preemptive Attacks. FFVI Preemptive Strike
Dash Spring Shoes Double the walking speed on the overhead map.
Lifefont Tintinabar Restores the HP of the wearer with every step equal to the character's Stamina divided by four. It only uses the base Stamina and does not factor in the bonuses gained from equipment.
Half Encounters Ward Bangle Decreases the amount of random encounters by half.
No Encounters Molulu's Charm Completely eliminates random encounters. Mog only.
Continuous Jump Dragon Horn Enhances the wearer's Jump command to hitting the target 2 to 4 times instead of hitting the target once. FFVI GBA Continuous Jump
Undead Lich Ring Makes the wearer an undead. Healing spells will damage the wearer, and Death effects will fully heal them. It will also reverse the effects of absorption attacks such as Drain, Osmose and among other absorption abilities the enemy can use.
Sticky Fingers Thief's Bracer Doubles the success rate of Steal. Locke and Gogo only.
Strength +50% Hyper Wrist
Bone Wrist
Raises Strength by 50%.
HP +12.5% Green Beret Raises the maximum HP by 12.5%.
HP +25% Red Cap Raises the maximum HP by 25%.
HP +50% Muscle Belt
Bone Wrist
Raises the maximum HP by 50%.
MP +12.5% Priest's Miter Raises the maximum MP by 12.5%.
MP +25% Minerva Bustier Raises the maximum MP by 25%. Terra, Celes, and Relm only.
MP +50% Crystal Orb Raises the maximum MP by 50%.
Accuracy+ Sniper Eye Makes all physical attacks by the user unblockable.

Dummied support abilitiesEdit

The following abilities exists in the game's data, but it is not associated with any piece of equipment. It can be place on any equipment by using a cheating device.

Name Equipment Description Image
Auto-Slow None Would put the wearer under permanent Slow status. FFVI Slow status
Once Critical, always Critical None When a character falls into Critical state, s/he will stay in Critical state regardless of the amount of HP that character gained or subtracted after fallen into Critical. This would have allowed said character to be fully healed and remain in Critical status until the end of battle, allowing the character a chance to preform a Desperation Attack without putting that character at risk of being KO'd due to having low HP. FFVI Once Critical, always Critical
SOS Reflect None It would have automatically put the user in Reflect status when the wearer's HP reach Critical. This ability will only activate once per battle. FFVI SOS Reflect

GalleryEdit

Also on Fandom

Random Wiki