
Passives
Passives
Passives are a special kind of perk that is always active once it is equipped. Dusk Tactics features hundreds of different Passives, which are learned through Jobs. A unit can equip up to four (4) Passives at a single time, with some restrictions placed on equipping Passives that are part of the same category.
Passives have no active costs and once learned they can be equipped no matter the current unit’s Job or Sub Job. Unlearned Passives can still be equipped if the Unit meets the Job Rank Requirement and has the Job equipped (main or sub).
Lower tier Jobs tend to have four (4) Passives that can be learned. For special or unique Jobs, there is often a higher number of Passives available. To learn a Passive, the unit needs to pay a cost in SP which is accrued while having the Job equipped in battle.

There are several different categories of passives which separates their functionality. Some categories have rules limiting the total number of passives (from the same category) that can be equipped at the same time.
Passive Types
Most Passive Types are further grouped into sub-types, some of which share the same category icon.
Boost / Shift
The most basic types of Passive. Boost simply increases a stat or resource by a given amount or percentage while Shift lowers one stat to improve another. Shift often has a larger increase in value with the caveat that another stat is being decreased.
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Stat Boost |
Increases basic and primary stats. | |
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Resource Boost |
Increases pooled resource stats such as HP or MP. | |
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Stat Shift |
Increases one stat while decreasing another. |
Mastery
These Passives typically enhance the use of Equipment in one way or another. As such, they are only useful while wearing the appropriate Equipment. They come in three (3) different categories, Weapon, Shield, and Armor.
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Weapon Mastery |
Increases equipped Weapon stats, may be specific to a Weapon Type. | |
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Shield Mastery |
Increases equipped Shield stats. | |
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Armor Mastery |
Increases equipped Armor stats. |
Augment
Augment Passives have different requirements that must be met before they fully activate. If the requirement is only partially met, there is often a partial activation. The requirement is based on the category.
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Equipment Augment |
Similar to Mastery Passives above, these have specific requirements based on equipped items. Some may require a lack of certain equipment. | |
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Spatial Augment |
The requirements for these are based on your surrounding or location. For example, they may only activate if you are adjacent to an ally. | |
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Temporal Augment |
A very specific type of Augment that activates depending on the current time of day. | |
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Luminal Augment |
A very specific Augment that relies on how light it is. Outdoors, this often depends on time of day and weather, while indoors, it relies on artificial light such as candles or braziers. |
Instinct
These are special Passives that rely on a Job’s natural talents, often activating on their own when certain conditions are met. They can, of course, be learned and equipped with other Jobs just like any other Passive.
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Survival Instinct |
A very basic Instinct that causes activation when a unit’s HP drops into a CRITICAL state (<15% of Max HP). | |
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Terrain Instinct |
A less common Instinct that relies on the current terrain the unit inhabits. For example, regenerating HP while submerged in water. |
Travel
A very specific type of Passive that is based on movement.
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Active Travel |
Activates while moving. Often influenced by how far (in tiles) a unit moves. |
Aura
An Aura is a Passive that has an effect on the location of the unit, often including the area around this location. Auras are often visible around the unit.
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Minor Aura |
The most common type of Aura, one that effects the unit itself or directly adjacent units. The most common is the Muru Aura which has Zone of Control properties perfect for defensive strategies. |
Affinity
The Affinity Passive type is mostly constrained to the Elements, increasing their effectiveness, both offensively and defensively.
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Elemental Affinity |
Often granted to those blessed by one of the Elementals, these raise Affinity and Resistance to a single element type. |
License
License Passives allow units to use different types of Equipment outside of those normally allowed by a Job. They are usually learned via Jobs that specialize in them. Licenses also increase Equipment stats a small amount so they can be useful even if the unit already has access to the Equipment in question.
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Weapon License |
Allows the unit to equip the specified Weapon Class and applies a minor boost to it. | |
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Shield License |
Allows the unit to equip the specified Shield Type (Light, Medium, Heavy) and applies a minor boost to it. | |
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Armor License |
Allows the unit to equip the specified Armor Type (Light, Medium, Heavy) and applies a minor boost to it. |
Counter
Also known as Reaction Passives, this group of Passives enables units to react to being attacked in different ways.
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Basic Counter |
The most common type of Counter Passive, it confers a chance to perform a basic attack after being attacked by one. Damage is often reduced. |
Talent
This is a varied category which features highly specialized Passives that don’t really fit in any above category.
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Minor Talent |
These Passives grant basic utilities such as being able to walk on water or floating. It also deals with boosted XP/JP gains. |
Zeal
A special category for enemy-only Passives. These often grant immunities to certain status effects and are often used for bosses.
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Boss Zeal |
Special Passives that are given to higher tier enemy units, also known as bosses, to give them gravitas. |