Octopath Traveler 2 is the follow-up series to the wildly successful Octopath Traveler. This retro-themed turn-based JRPG is a nostalgic trip down memory lane. If you were a fan of the original inspiration – Final Fantasy Tactics then this is one not to be missed.
In Octopath Traveler 2, as the name suggests you get to play as eight different characters. One of which you pick to be the main protagonist, while the others join them. The characters for the sequel are all new and so is the setting. But what remains similar is its excellent turn-based gameplay, complete with each character’s unique job.
Each character in Octopath Traveler 2 comes with their own job. Jobs determines what kind of weaponry that character can equip, what Skills they can learn and use, and what passive Support Skills they have access to.
Each character’s job is locked, but you can unlock up to three licenses for additional characters to tap into in a secondary role. You can gain a license to a secondary job by finding the Guild of that respective Job. But in order to gain more licenses to have more people take up that secondary Job, you must complete missions for these Guilds.
In addition to the eight basic jobs, there are four more that must be unlocked before they can be utilised. In this guide, we’ll go through all 12 jobs, and where to find and unlock them.
Octopath Traveler 2 – Jobs
Warrior (Hikari)

Warriors are strong fighters who attract enemies’ attention towards them. They are also quite adept at breaking their foes’ defences and can deal a great amount of physical damage.
Warriors specialise in dealing Physical damage, while often bolstering their own physical abilities. They excel at using Swords and Polearms as weapons while having access to several single and multi-target skills. They’re also the only job that can taunt, drawing enemies to attack them to protect other allies.
Equippable Weapons: Polearms, Swords
Unlock Job: Find the Warrior’s Guild in Sai, a town far to the west but still northeast of the Kingdom of Ku. It’s set up as a dojo at the north end of town.

Warrior Skills
Name | SP Cost | Damage Type | Description |
Aggressive Slash | 9 | Sword (x3) | Unleash a sword attack on random foes 3 times. |
Piercing Thrust | 12 | Polearm | Unleash a powerful polearm attack on a single foe, and have a 25% chance to deal with a critical hit. |
Abide | 4 | – | Raise your physical attack for 3 turns. |
Enervating Slash | 7 | Sword | Nullify all positive status effects on a single foe, then unleash a sword attack. The more status effects you nullify, the more potent the attack. |
Stout Wall | 4 | Sword | Raise your physical defense for 3 turns. |
Incite | 4 | – | Draw foes’ single-target attacks to yourself for 3 turns. |
Vengeful Blade | 6 | Polearm | Grant yourself the ability to counter physical damage with a sword attack 2 times. The counterattack reduces the enemy’s Shield Points regardless of their weak points. |
Brand’s Thunder | 30 | Sword | [Diving Skill] Unleash an extraordinarily powerful sword attack on a single foe |

Warrior Support Skills
Name | Amount of Skills to unlock | Description |
Bolstering Break | 4 | Raises the equipping character’s physical attack when breaking an enemy. |
Summon Strength | 5 | Raises the equipping character’s physical attack by 50 |
Latent Power Plus | 6 | Raises the equipping character’s latent power. |
Deal More Damage | 7 | Increases the maximum damage that can be dealt by the equipping character to 99,999. |
Apothecary (Castti)

Apothecaries use ingredients to help support their teammates and debuff enemies.
Apothecaries are primarily support characters, with the unique ability to easily remove Afflictions and prevent them with their Rehabilite Skills. Unlike the Cleric, they’re typically limited to single-target healing and damage.
The Apothecary’s ability to heal is dependent on their Elemental Defense stat, so it would be wise to keep this high in order to heal more per cast.
Equippable Weapons: Axes
Unlock Job: Find the Apothecary’s Guild in Conning Creek, a town along the western continent’s eastern shore. The building is fairly inconspicuous; it’s due south of the inn.

Apothecary Skills
Name | SP Cost | Damage Type | Description |
Healing Touch | 6 | – | Restore HP to or revive a single ally. |
Icicle | 7 | Ice | Deal ice-based damage to a single foe. |
Rehabilitate | 10 | – | Grant a single ally immunity to status ailments for 2 turns. |
Sweeping Cleave | 9 | Axe | Unleash an axe attack on all foes. |
Poison Axe | 12 | Axe | Unleash a powerful axe attack on a single foe, and poison them for 2 turns. |
Replenish Health | 9 | – | For 3 turns, grant HP to a single ally after they perform an action. |
Weak to Poison | 4 | – | Make a single foe weak to poison for 2 turns. |
Dohter’s Charity | 30 | – | [Divine Skill] Extend the reach of a single ally’s items to affect all for 3 turns. |

Apothecary Support Skills
Name | Amount of Skills to unlock | Description |
Vigorous Victor | 4 | Restores 30% of the equipping character’s max HP and SP upon winning the battle. |
Hale and Hearty | 5 | Raises the equipping character’s max HP by 500. |
Inspiriting Break | 6 | Restores the equippping character’s SP when breaking a foe. |
Preventative Measures | 7 | Grants the equipping character immunity to enfeebling effects for 3 turns at the start of battle.. |
Merchant (Partitio)

Merchants are all about money and adventure and will help you become rich and acquire otherwise unavailable items.
Merchants are mostly a support job, being able to provide support skills like Donate BP or some of the secondary effects of Hires, or the Hired Help skill. They’re also deceptively durable between Rest and Sidestep.
The Merchant is also a great job for grinding, being able to provide both additional money and JP through combat. The Arrow of Fortune Skill can quickly build up JP and ease early grinding woes.
Equippable Weapons: Polearms, Bows
Unlock: Find the Merchant’s Guild in the Western Crackridge Wilds. The fastest way there is from Crackridge Harbor Anchorage, on through Southern Crackridge Wilds. Once you reach the Western Crackridge Wilds, consult the guild symbol on your local map.

Merchant Skills
Name | SP Cost | Damage Type | Description |
Arrow of Fortune | 12 | Bow | Unleash a powerful bow attack on a single foe and receieve JP. The more damage you deal, the more JP you receieve. |
Rest | 0 | – | Restore your own HP and SP, and cure status ailments |
Collect | 2 | – | Collect money from a single foe. |
Ember | 7 | Fire | Deal fire-based damage to a single foe. |
Donate BP | 6 | – | Grant 1 BP to an ally. |
Sidestep | 10 | – | Dodge a single physical attack with a 100% success rate. |
Hired Help | 0 | – | Pay money to summon hired help to the battlefield. |
Bifelgan’s Bounty | 30 | Non-Elemental | [Divine Skill] Deal non-elemental damage to a single foe and receive money equivalent to the damage dealt. |

Merchant Support Skills
Name | Amount of Skills to unlock | Description |
Grows on Trees | 4 | Receive additional money after battles. (Equipping multiple characters wil this skill will have no added effect.) |
Boost-Start | 5 | Grants the equipping character 1 BP at the start of battle |
Hang Tough | 6 | When the equipping character is not near death, otherwise lethal attacks will instead leave them with 1 HP |
Full Power | 7 | Completely fills the equipping character’s latent power gauge at the start of battle. |
Dancer (Agnea)

Dancers use wind magic attacks and supportive dances to raise their team’s stats, remove enemy shields and change the order of battle commands.
Dancers are primarily a support class but can deal decent damage with both physical and magical attacks. They specialize in the use of Daggers as weapons, with a good mix of single-target and multi-target abilities.
Equippable Weapons: Daggers
Unlock Job: Find the Dancer’s Guild in Wellgrove. Look for the nicely-maintained house at the start of the town’s northern screen.

Dancer Skills
Name | SP Cost | Damage Type | Description |
Lion Dance | 4 | – | Raise the physical attack of a single ally for 2 turns. |
Ruinous Kick | 10 | – | Unleash a powerful physical attack on a single foe, and reduce their Shield Points regardless of their weak points. |
Peacock Strut | 4 | – | Raise the elemental attack of a single ally for 2 turns. |
Sweeping Gale | 7 | Wind | Deal wind-based damage to a single foe. |
Stimulate | 5 | – | Move a single ally’s next action up 1 spot. |
Dagger Dance | 9 | Dagger | Unleash a dagger attack on all foes. |
Bewildering Grace | 25 | ??? | Cause a curious effect to occur 1 time. |
Sealticge’s Seduction | 30 | – | [Divine Skill] Extend the reach of a single ally’s skills to all for 3 turns. This does not affect divine skills or skills that only affect the user |

Dancer Support Skills
Name | Amount of Skills to unlock | Description |
The Show Goes On | 4 | Extends the duration of augmenting effects granted by the equipping characters by 1 turn. |
Ever Evasive | 5 | Enables the equipping character to more easily evade enemy attacks. |
Hard Worker | 6 | Receive additional JP after battles (Equipping multiple characters with this skill will have no added effect). |
Invigorate and Inspire | 7 | Slightly fills the target’s latent power gauge when the equipping character grants them an augmenting effect. |
Thief (Throné)

Thieves are quick and use physical attacks or can weaken enemies with their skills.
Thieves are a physically offensive job that specializes in Daggers and Swords. Thieves are also capable of debuffing the physical stats foes, letting them also play a supportive role as well.
Thieves lack multi-target attacks and spells, making them much stronger in boss scenarios, especially after any summoned adds are dealt with. However, the inherent damage that comes from most single-target attacks means they can dispatch foes fairly quickly.
Equippable Weapons: Swords, Daggers
Unlock: Find the Thieves’ Guild in Clockbank. Along the northern portion of town, head down a staircase and up a tunnel beside a house with three wooden crates stacked nearby. The guild master is only present at night in the room at the end of the tunnel.

Thief Skills
Name | SP Cost | Damage Type | Description |
Steal | 2 | – | Steal an item from a single foe. |
Darkest Night | 7 | Dark | Deal dark-based damage to a single foe. |
HP Thief | 6 | Dagger (x2) | Unleash a dagger attack on a single foe 2 times, and steal HP equivalent of half of the damage result. |
Surprise Attack | 12 | Sword | Unleash a sword attack on a single foe. The sooner your action comes during a turn, the more potent the attack. |
Armor Corrosive | 4 | – | Reduce the physical defense of a single foe for 2 turns. |
Swift Step | 4 | – | Raise your speed for 3 turns. |
Shackle Foe | 4 | – | Reduce the physical attack of a single foe for 2 turns.. |
Aeber’s Reckoning | 30 | Dagger | [Divine Skill] Unleash a powerful dagger attack on all foes. The greater your speed, the more potent the attack. |

Thief Support Skills
Name | Amount of Skills to unlock | Description |
Incidental Attack | 4 | The equipping character has a 50% chance of attacking when using a non-damaging skill. |
Fleetfoot | 5 | Raises the equipping character’s speed by 50. |
Ensnare | 6 | The equippping character has a 50% chance of inflicting an attribute-reducing effect when taking physical damage. |
Life in the Shadows | 7 | Receive additional EXP and JP after battles at night. (Equipping multiple characters with this skill will have no added effect.). |
Scholar

Scholars in Octopath Traveler 2 use elemental magic to hit all enemies at once.
Scholars are the mages of the Octopath Traveler 2 universe. They specialize in the use of staves and Elemental Magic, specifically Fire, Ice, and Lightning spells. Scholars play a highly offence-oriented role, controlling the primary 3 elements. This often makes them damage focused, but they do have limited capacity to support their allies.
Equippable Weapons: Staves
Unlock: Find the Scholars’ Guild at the West Winterbloom Snows. To get there, start at Cape Cold and pass through first the Southern Cape Cold Snows and then the Eastern Cape Cold Snows. Locate the bridge to the northern portion of the West Winterbloom Snows; cross it, and you’ll find a rather conspicuous large house with the guild.

Scholar Skills
Skills | |||
Skill Name | SP Cost | Damage Type | Description |
Fireball | 14 | Fire | Deal fire damage to all foes. |
Icewind | 14 | Ice | Deal ice damage to all foes |
Lightning Bolt | 14 | Lightning | Deal lightning damage to all foes |
Analyze | 1 | – | Reveal HP and 1 weakness of a single foe. |
Stroke of Genius | 22 | Fire | Grant yourself 2 attribute-raising effects at random. (Effects will stack) |
Elemental Barrage | 10 | Fire, Ice, or Lightning (x3, x4, or x5) | Deal either fire-, ice-, or lightning-based damage to random foes 3 to 5 times. |
Advanced Magic | 15 | – | Boosts the intensity of a single ally’s spells 2 times |
Alephan’s Wisdom | 30 | – | [Divine Skill] Greatly boosts the intensity of a single ally’s spells 3 times. |

Scholar Support Skills
Support Skills | ||
Name | Amount of Skills to unlock | Description |
Evasive Maneuvers | 4 | Reduces the rate of random encounters. (Equipping multiple characters with this skill will have no added effect.) |
Elemental Augmentation | 5 | Raises the equipping character’s elemental attack by 50. |
Extra Experience | 6 | Receive additional EXP after battles. (Equipping multiple characters with this skill will have no added effect.) |
Advanced Magic Master | 7 | Raises the number of times the equipping character can use more intense spells by 1. |
Cleric (Temenos)

Clerics mostly support allies through healing magic, but have some damaging light magic as well.
Clerics are almost a purely supportive job specialising in the use of Staves. Clerics offer very little damage but plenty of support and recovery options for the party. This support role makes them essential, as they’re able to focus on supporting rather than damage.
Equippable Weapons: Staves
Unlock: Find the Cleric’s Guild in Borderfall. Contrary to its name, it’s a route and not a settlement. Search the northwestern portion of Borderfall (consult the guild symbol).

Cleric Skills
Name | SP Cost | Damage Type | Description |
Heal Wounds | 15 | – | Restore HP to all allies. |
Holy Light | 6 | Light | Inflict light-based damage on a single foe |
Prayer to the Flame | 8 | – | Raise the physical defense and elemental defense of a single ally for 2 turns |
Mystical Staff | 6 | Staff (x2) | Unleash a staff attack on a single foe 2 times, and steal SP equivalent to 10% of the damage dealt. |
Luminescence | 14 | Light | Deal light-based damage to all foes. |
Sacred Shield | 10 | – | Grant a shield to a single ally, reducing damage taken from the next hit by 50%. |
Revive | 40 | – | Revive all allies. |
Aelfric’s Blessing | 30 | – | [Divine Skill] Grant a single ally the ability to act again at the end of a turn for 3 turns. Only one additional action can be taken per turn |

Cleric Support Skills
Name | Amount of Skills to unlock | Description |
Resilience | 4 | Raises the amount of HP restored to the equipping character when healed. |
Inner Strength | 5 | Increases the equipping character’s SP by 50. |
Evil Ward | 6 | increases the party’s success rate when attempting to flee. (Equipping this skill with multiple characters will have no added effect.) |
Rise Again | 7 | The equipping character will recover with 25% of their max HP once per battle upon being incapacitated. |
Hunter (Ochette)

Hunters use an array of mostly physical attacks to take down individual enemies or groups.
Hunters are mostly a physical damage-based job, and generally lack Elemental damage options outside of a single spell. However, through their ability to Capture foes, they can expand their skill set to include a variety of physical attacks, elemental attacks, and even support options.
Equippable Weapons: Axes, Bows
Unlock: Find the Hunter’s Guild on Toto’haha, specifically at the Western Tropu’hapu Traverse. Note that you may need it to be daytime for the guild members to appear at the location.

Hunter Skills
Name | SP Cost | Damage Type | Description |
Previse Shot | 6 | Bow | Unleash a bow attack on selected foes 2 times. |
Thunderbird | 7 | Lightning | Deal lightning-based damage to a single foe. |
Cleaving Blow | 12 | Axe | Unleash a powerful axe attack on a single foe, and grant yourself positive status effects based on the foe’s type. |
Mercy Strike | 4 | Bow | Unleash a bow attack on a single foe. Otherwise lethal attacks will instead leave the target with 1 HP. |
Take Aim | 8 | – | Raise the critical rate and accuracy of all allies for 2 turns. |
Leghold Trap | 10 | – | Cause a single foe to act at the end of the turn for 2 turns. |
Abating Orb | 9 | – | Nullify 1 of a single foe’s augmenting effects. |
Draefendi’s Bow | 30 | Bow (x3) | [Divine Skill] Unleash a powerful bow attack on all foes 3 times. |

Hunter Support Skills
Name | Amount of Skills to unlock | Description |
Heighten Senses | 4 | Gain an increased chance of attacking first in battle (Equipping multiple characters with this skill will have no added effect) |
Eagle Eye | 5 | Raises the equipping character’s critical hit rate by 50. |
More Rare Monsters | 6 | Raises the chances of encountering rare monsters (Equipping multiple characters with this skill will have no added effect). |
Salt in the Wound | 7 | The equpping character has a 50% chance of acting twice when breaking a foe. This will not trigger in succession. |
Inventor

Inventors have a special method for unlocking skills. Rather than using Job Points (JP), you need to bring items from around the world to the guildmaster to complete inventions, which allow you to unlock more skills.
Unlock: Exit New Delsta and traverse the local roads until you spot a big house with a fellow named Arkar inside. He’ll immediately reward you with the Inventor class just for visiting (and automatically agreeing to be his apprentice).

Inventor Skills
Name | SP Cost | Damage Type | Description |
Changeable Catapult | Unleash an attack on all foes with a selected weapon. | ||
Springy Boots | Cause a single ally to act first for 5 turns. | ||
Hastening Hammer | Unleash a highly powerful attack on a single foe and reduce the crafting time of an invention by 1 turn. | ||
Arkar’s Coil | Restore 40% of a single ally’s HP and SP and grant them 1 BP. Incapacitated allies will also be revived. | ||
Tin Horn | Fill the Latent Power gauge of all allies. | ||
Critical Scope | Turn all damage dealt to a single foe into critical damage for 4 turns. | ||
Elemental Bomb Bottle | Deal the same type of damage as a single foe’s exposed elemental weak point 1 time. |
Inventor Support Skills
Name | Amount of Skills to unlock | Description |
A Step Ahead | 4 | The equipping character will act first in battle |
Upgraded Accessories | 5 | Raises the attributes of the equipping character’s accessories |
BP in Adversity | 6 | Grants the equipping character 2 BP when near death |
Fruits of Labor | 7 | Raises the physical defence an elemental defence of the equipping character by 1 for every job skill learned. |
Armsmaster

Unlock: Reach the town of Gravell and switch to nighttime. Then have Throné ambush the debt collector standing outside the above house. You could theoretically take care of the guy via other confrontation path actions, but there’s nothing simpler, than a good old-fashioned instant knockout.
The blacksmith inside will teach the Armsmaster license. Note that in order to gain more skills, you must acquire six rusty weapons, which are scattered around the world. Each rusty weapon you return to Porta will be polished and then be able to be equipped on anyone. If you get that Divine Weapon to the Armsmaster, they will get access to a special ability.
Arcanist

Unlock: You must first acquire the boat via Partitio’s Scent of Commerce quests in Toto’haru. Next, you need to defeat the optional boss causing that whirlpool just to the archipelago’s northeast. With it out of the way, sail due east to the south of the eastern continent.

Eventually, you will come upon two islands. The first, unhelpfully designated ‘??? Island’, is for the post-game optional mega boss. The second, Lost Isle, has a big maze-like look to it. Here, you’re tasked with finding the true path; doing so means walking west over an invisible path rather than simply going through the maze.
At the end of the invisible path, you’ll find an ancient of some sort who confers the license before disappearing.
Conjurer

Unlock: The Conjurer class can be found by scaling a tower of back-to-back optional fights – five total, though you can save and heal between bouts. This tower is located in Ku, Hikari’s home city, but you will need to complete Hikari’s story for access to Conjurer.