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Job Classes, Attribute Bonuses, and Skills List - Octopath Traveler

Players who want to make the absolute most out of Octopath Traveler, the latest old-school-inspired JRPG from the crew at Square Enix, will first want to learn the basics about jobs, job skills, and attribute bonuses. Mixing and matching skills is the best way to earn victory, but not all characters make a good match for all jobs. Keep reading to discover all details about each job class in Octopath Traveler, including their active and passive skills, equippable weapons, and attribute bonuses.


Jump to section:

Apothecary Cleric Dancer Hunter
Merchant Scholar Thief Warrior
Job Attribute Bonuses Chart

Job Classes, Job Skills, and Statistic Bonuses

There are eight different core jobs in Octopath Traveler, with each of the main characters representing one basic class. Beyond their given jobs, characters can also equip one secondary job, allowing them access to the skills and attribute bonuses for that particular class. Do note that multiple characters can't have the same secondary job equipped, nor does equipping a secondary job allow access to additional Path Actions or Talents — those are based instead on the characters who wield them, not on their given job classes.

Beyond this, it should be noted that passive skills unlock at set intervals after 4, 5, 6, and 7 active skills have been unlocked, respectively. The eighth Divine Skill for each class will also remain hidden and unavailable until all seven other skills have been unlocked. Each skill unlocks with a set amount of Job Points being spent: the first two skills are free, but players will spend 30 Job Points for the third active skill, 100 for the fourth, 500 for the fifth, 1,000 for the sixth, 3,000 for the seventh, and finally 5,000 Job Points for the eighth and final skill unlock. Altogether, players must spend a grand total of 9,630 Job Points to have a character become a master of any given core job class.


Apothecary
• Max HP +20%
• Physical Attack +1.5%
• Physical Defense +1.5%
• Critical +1.5%
• Elemental Attack +1.5%

Equippable Weapons:
• Axes

Active Skills:
• First Aid (4 SP) - Restore HP to a single ally.
• Icicle (7 SP) - Deal ice damage to a single foe.
• Rehabilitate (10 SP) - Cure a single ally of all status ailments and render them immune to further ailments for 2 turns.
• Amputation (8 SP) - Unleash an axe attack on a single foe.
• Empoison (6 SP) - Poison a single foe for 2 turns.
• Vivify (16 SP) - Revive a single incapacitated ally.
• Last Stand (16 SP) - Attack all foes with an axe, dealing damage inversely proportional to your current HP.
• Dohter's Charity (30 SP; Divine Skill) - For 3 turns, items used by a single chosen ally will affect all.

Passive Skills:
• Inspiration - With each successful standard attack, gain SP equal to 1% of the damage you deal.
• Hale and Hearty - Increases maximum HP by 500.
• Resist Ailments - Improves resistance to poison, sleep, confusion, blindness, silence, terror, and unconsciousness.
• Heightened Healing - Gain an additional 30% of SP when being healed or restored.


Cleric
• Max SP +18%
• Elemental Attack +5%
• Elemental Defense +5%

Equippable Weapons:
• Staves

Active Skills:
• Heal Wounds (8 SP) - Restore HP to all allies.
• Holy Light (6 SP) - Inflict light-based damage on a single foe.
• Sheltering Veil (6 SP) - Augment one ally's elemental defense for 2 turns.
• Luminescence (9 SP) - Deal light-based damage to all foes.
• Heal More (25 SP) - Restore a large amount of HP to all allies.
• Reflective Veil (22 SP) - Grant a single ally the ability to reflect one elemental attack.
• Revive (50 SP) - Revive all incapacitated allies.
• Aelfric's Auspices (30 SP; Divine Skill) - For 3 turns, skills performed by a single chosen ally will trigger twice. (This will not affect other Divine Skills.)

Passive Skills:
• Persistence - All status enhancements you receive will last for one additional turn.
• Inner Strength - Increases the maximum SP of the equipped character by 50.
• Evil Ward - Increases the party's success rate when attempting to flee. (Equipping this skill with multiple characters will have no added effect.)
• Saving Grace - Grants the equipping character the ability to be healed above their maximum HP.


Dancer
• Elemental Attack +8%
• Speed +10%
• Evasion 10%

Equippable Weapons:
• Daggers

Active Skills:
• Lion Dance (4 SP) - One ally's physical attacks become more powerful for 2 turns.
• Moonlight Waltz (7 SP) - Deal heavy dark damage to a single foe.
• Peacock Strut (4 SP) - Augment a single ally's elemental attacks for 2 turns.
• Mole Dance (4 SP) - Augment a single ally's physical defense for 2 turns.
• Night Ode (10 SP) - Deal dark damage to all foes.
• Panther Dance (4 SP) - Increase a single ally's speed for 2 turns.
• Bewildering Grace (25 SP) - Cause a curious effect to occur one time.
• Sealticge's Seduction (30 SP; Divine Skill) - For 3 turns, skills performed by a single ally that usually target one foe will affect all foes instead. (This will not affect other Divine Skills.)

Passive Skills:
• The Show Goes On - Status augmentations you grant to allies will persist for one additional turn.
• Eye for an Eye - Gain a 50% chance of counterattacking when targeted by a physical attack.
• Second Wind - Recover a certain amount of SP each turn.
• Encore - Once per battle, upon being incapacitated you will recover with 25% of your maximum HP.


Hunter
• Physical Attack +8%
• Accuracy +6%
• Critical +6%
• Speed +5%
• Evasion +5%

Equippable Weapons:
• Axes
• Bows

Active Skills:
• Rain of Arrows (8 SP) - Attack random foes 5 to 8 times with a bow.
• True Strike (10 SP) - Deal critical damage with a bow to a single foe.
• Thunderbird (7 SP) - Deal heavy lightning damage to a single foe.
• Leghold Trap (6 SP) - Cause a single foe to act at the end of the turn for 2 turns.
• Mercy Strike (4 SP) - Attack a single foe with a bow. Otherwise lethal attacks will instead leave the target with 1 HP.
• Arrowstorm (24 SP) - Attack all foes 5 to 8 times with a bow.
• Take Aim (8 SP) - Increase all allies' critical rate and accuracy for 2 turns.
• Draefendi's Rage (30 SP; Divine Skill) - Unleash a highly powerful bow attack on all foes.

Passive Skills:
• Heighten Senses - Gain an increased chance of attacking first in battle. (Equipping this skill with multiple characters will have no added effect.)
• Eagle Eye - Increases the equipping character's critical rate by 50.
• Second Serving - Gives the equipping character a 50% chance of attacking twice when performing a standard attack.
• Patience - The equipping character will gain a 25% chance of acting again at the end of a turn.


Merchant
• Max HP +8%
• Physical Attack +3%
• Physical Defense +3%
• Max SP +8%
• Elemental Attack +3%
• Elemental Defense +3%

Equippable Weapons:
• Bows
• Polearms

Active Skills:
• Collect (2 SP) - Collect money from a single foe.
• Tradewinds (7 SP) - Deal heavy wind damage to a single foe.
• Rest (0 SP) - Restore one's own HP and SP, and cure status ailments.
• Trade Tempest (10 SP) - Deal wind damage to all foes.
• Donate BP (3 SP) - Grant 1 BP to an ally.
• Sidestep (10 SP) - Dodge a single physical attack with a 100% success rate.
• Hired Help (0 SP) - Pay money to summon hired help to the battlefield.
• Bifelgan's Bounty (30 SP; Divine Skill) - Unleash a non-elemental attack on a single foe and receive money equivalent to the damage dealt.

Passive Skills:
• Endless Items - When a character with this skill uses an item, there is a 25% chance the item will not be consumed.
• Grows on Trees - Gain additional money after battles. (Equipping this skill with multiple characters will have no added effect.)
• Hang Tough - When the user is not near death, all attacks that would reduce the user's HP below zero will instead leave the user with 1 HP.
• SP Saver - Halves SP consumption for the equipping character.


Scholar
• Max SP +13%
• Elemental Attack +10%
• Elemental Defense +5

Equippable Weapons:
• Staves

Active Skills:
• Fireball (8 SP) - Deal fire damage to all foes.
• Icewind (8 SP) - Deal ice damage to all foes.
• Lightning Bolt (8 SP) - Deal lightning damage to all foes.
• Analyze (1 SP) - Reveal HP and one weakness of a single foe [reveals additional weaknesses with Boost Points].
• Fire Storm (22 SP) - Deal fire damage to all foes twice.
• Blizzard (22 SP) - Deal ice damage to all foes twice.
• Lightning Blast (22 SP) - Deal lightning damage to all foes twice.
• Alephan's Enlightenment (30 SP; Divine Skill) - For 3 turns, spells case by a single chosen ally that usually target all foes will instead be focused on a single foe at increased intensity.

Passive Skills:
• Evasive Maneuvers - Encounter less random battles in the world (Equipping this skill with multiple characters will have no added effect.)
• Elemental Augmentation - Augments the equipping character's elemental attack strength by 50.
• Percipience - Prevents the party from being surprised by foes. (Equipping this skill with multiple characters will have no added effect.)
• Vim and Vigor - The equipping character will regenerate HP each turn.


Thief
• Physical Attack +2%
• Accuracy +5%
• Critical +5%
• Speed +8%
• Evasion +8%

Equippable Weapons:
• Swords
• Daggers

Active Skills:
• Steal (2 SP) - Steal an item from a single foe.
• Wildfire (7 SP) - Deal heavy fire damage to a single foe.
• HP Thief (6 HP) - Attack a single foe twice with a dagger, and steal HP equivalent to half the damage dealt.
• Shackle Foe (4 SP) - Reduce a single foe's physical attack strength for 2 turns.
• Armor Corrosive (4 SP) - Reduce a single foe's physical defense for 2 turns.
• Steal SP (6 SP) - Attack a single foe twice with a dagger, and steal SP equivalent to 5% of one's current SP to a single ally.
• Share SP (0 SP) - Bestow SP equivalent to 50% of one's current SP to a single ally.
• Aeber's Reckoning (30 SP; Divine Skill) - Attack all foes with a dagger, dealing damage proportional to your speed.

Passive Skills:
• Incidental Attack - When using a non-damaging skill on a foe, there is a 50% chance you will attack as well.
• Fleetfoot - Increases the equipped character's speed by 50.
• Snatch - The equipping character will receive double the loot when using steal or collect.
• Insult to Injury - Status ailments and attribute penalties inflicted by the equipping character will last for one additional turn.


Warrior
• Max HP +18%
• Physical Attack +5%
• Physical Defense +5

Equippable Weapons:
• Swords
• Polearms

Active Skills:
• Level Slash (9 SP) - Attack all foes with a sword.
• Abide (4 SP) - Increase the user's physical attack strength for 3 turns.
• Spearhead (6 SP) - Attack a single foe with a polearm, and act earlier on your next turn.
• Incite (4 SP) - Become more readily targeted by foes for 3 turns.
• Cross Strike (12 SP) - Unleash a sword attack on a single foe.
• Stout Wall (4 SP) - Increase the user's physical defense for 3 turns.
• Thousand Spears (20 SP) - Attack random foes with a polearm 5 to 10 times.
• Brand's Thunder (30 SP; Divine Skill) - Unleash a tremendously powerful sword attack on a single foe.

Passive Skills:
• Cover - The equipping character will absorb single-targeted damage for allies who are near death.
• Summon Strength - Increases the physical attack strength of the equipping character by 50.
• Endure - When the equipping character is afflicted with poison, sleep, confusion, blindness, silence, terror, or unconsciousness, their physical and elemental defenses are enhanced.
• Surpassing Power - Increases the maximum damage that can be dealt by the equipping character to 99,999.


Octopath Traveler Job Attribute Bonuses Chart

Sometimes it's just easier to see information laid out in a logical fashion, which is why in addition to the job classes, skills, and attribute bonuses listed individually above, we've also featured a clear-cut chart with all of the relevant job class attribute bonuses below.

For convenience, this chart has been sorted to group together jobs which feature similar attribute bonus distributions. Looking at the information this way, it's possible to see which classes provide the strongest possible benefit in areas like physical attack, elemental attack, or speed.

Warrior Apothecary Merchant Cleric Scholar Dancer Hunter Thief
Max HP +18% +20% 8%
Physical Attack +5% +1.5% +3% +8% +2%
Physical Defense +5% +1.5% +3%
Accuracy +6% +5%
Critical +1.5% +6% +5%
Max SP +8% +18% +13%
Elemental Attack +1.5% +3% +5% +10% +8%
Elemental Defense +3% +5% +5%
Speed +10% +5% +8%
Evasion +10% +5% +8%

To better understand how to put this information to good use, be sure to check out our guide on how to choose the best secondary job for any given character.


Stay ever vigilant on the multiple paths to victory by stopping by our Octopath Traveler strategy and guide hub, which is packed to the brim with information detailing all of the game's jobs, shrines, boss weaknesses, and more.