Jobs are a recurring game mechanic that determine the skills and weapons a traveler is able to use to help defines the traveler's playstyle.
In Octopath Traveler II, there is a total of 8 starting jobs and 4 advanced jobs for a total of 12 available jobs. The starting jobs are associated with one of the gods of Orsterra while the advanced jobs are not.
Each job also allows travelers to equip certain weapon types.
Job Name | Traveler | Patron God | Weapon Types | Damage Types |
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Starting Jobs | ||||
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Ochette | Draefendi | ![]() ![]() |
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Castti Florenz | Dohter | ![]() |
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Throné Anguis | Aeber | ![]() ![]() |
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Osvald V. Vanstein | Alephan | ![]() |
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Partitio Yellowil | Bifelgan | ![]() ![]() |
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Agnea Bristarni | Sealticge | ![]() |
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Temenos Mistral | Aelfric | ![]() |
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Hikari Ku | Brand | ![]() ![]() |
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Advanced Jobs | ||||
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Each Traveler has a primary job associated with their character which cannot be changed. By finding hidden guilds across Solistia, the travelers unlock the ability to equip a secondary job.
Secondary Job[]
Equipping a secondary-job will have the following effects:
- Change the traveler's in-battle sprite to wear the attire of the secondary-job (overworld will still retain the primary job's attire).
- Allow the traveler access to the secondary job's weapons and skills
- Increase the traveler's stats
By obtaining additional job licenses from the associated job guild, multiple travelers may take up the same secondary job at the same time. Up to 3 licenses may be obtained per job.
For the advanced jobs, only one traveler may take up the same advanced job at one time.
Travelers will not be able to utilize an equipped secondary job's corresponding Path Action or Talent, as those are traveler-specific rather than job-specific. Additionally, each of the travelers in Octopath II can obtain 2 additional (EX) skills in their primary job that will also not be available to anyone else.