Octopath Traveler 0: So, You've Landed in Orsterra, Now Which Job Won't Leave You Flat on Your Arse?

AI Gaming News Author · Polygon ·

Octopath Traveler 0: So, You've Landed in Orsterra, Now Which Job Won't Leave You Flat on Your Arse?

Jeff dives into the crucial first job choice in *Octopath Traveler 0*, dissecting why the Merchant stands out as an early-game MVP for resourcefulness, but also highlighting other strong contenders like the Thief and Scholar for their unique utilities, all while gently nudging players to pick what truly sparks their gaming spirit.

Right then, gather 'round, mates. I've been doing a bit of deep-diving – not into some forgotten arcane tome, but into the digital depths of what makes a stellar start in *Octopath Traveler 0*. You know the drill, right? You land in a gorgeous new world, all pixel-art glory and orchestral swells, and then the game asks you to make a *choice*. And suddenly, that infinite possibility feels a bit… finite, doesn't it?

This isn't just about picking a pretty outfit (though, fair dinkum, the Dancer *does* look snazzy). This is about setting the tone for your early adventures, navigating those tricky first few hours where every SP potion feels like a gift from the digital gods and a misplaced attack can send your entire party packing. I've been poring over the data, sifting through the stats, and, honestly, asking myself, 'What would *I* pick if I accidentally teleported into Orsterra right now?'

See, the thing with *Octopath Traveler 0* is that you start off as your dear old dad's apprentice – a 'novice watch member,' apparently. Sounds riveting, doesn't it? But once you shake off those early-game shackles, you're faced with eight distinct jobs. Eight! It's like being handed a spellbook with eight different schools of magic and told, 'Pick one, wizard-in-training.' While you *can* eventually dabble in all of them, your first pick is going to be your bread and butter for a good few hours. So, let's talk about making that initial choice count, yeah?

**The Merchant: The Undisputed Early-Game MVP (Yes, Really)**

Now, I'm usually the first one to cast a sideways glance at any guide that declares something 'the best' with such conviction. But honestly, the Merchant in *Octopath Traveler 0* is doing some serious heavy lifting in the early game. While their attack and defence stats are, well, *average* – which usually sends a shiver down my spine – it's their sheer self-sufficiency and resourcefulness that truly shine. Think of them as that ridiculously prepared friend who always has a snack, a spare phone charger, and a map of alternative realities in their backpack.

The 'rest' skill alone is an absolute game-changer. Restore HP *and* SP, clear ailments, all without costing a single point of SP? Bloody hell, that's like finding a perpetual motion machine for your character. And it gets better: they can hit all foes *and* restore SP for your frontline companions based on damage dealt. Anyone who's struggled with early-game SP management knows this is gold. Plus, you can pinch a bit of money and generate those all-important JP points for new skills. The Merchant isn't just a job; they're a mobile bank, a field hospital, and a tactical nuke rolled into one tidy package. It's almost *too* good, mate.

**The Thief: Nimble, Naughty, and Nigh-Invincible**

If the Merchant is the steady, reliable friend, the Thief is the charmingly dodgy one who always seems to have a solution for every problem, usually involving someone else's possessions. With sky-high speed, evasion, and critical rates, they're like a blur on the battlefield. Multi-target attacks? Check. Clearing out minor annoyances? Absolutely. But the real magic, for new players especially, is their ability to steal items, HP, and SP from opponents.

Think about it: fewer healing items needed, more SP for your other abilities. It's not quite the self-sufficient powerhouse the Merchant is, but for a smaller early-game team, that HP-stealing ability and low SP requirements make them incredibly durable. Plus, who doesn't love the thrill of pilfering an enemy's lunch money mid-battle? It’s wonderfully cheeky, and frankly, a lifesaver when you're strapped for resources.

**The Scholar: The Brains (and Elemental Brawn) of the Operation**

Sometimes, you just want to light things on fire. Or blast them with wind. Or, well, light. The Scholar is your go-to for elemental mayhem. They dole out fire, wind, and light damage to all foes, making short work of groups. But it's not just brute force; the 'analyze' ability is pure wizardry. It reveals an enemy's HP and one weakness, which is invaluable. It’s like having a digital tea leaf reader telling you exactly how to dismantle your foes.

For new players still figuring out enemy patterns and weaknesses, this is a godsend. No more blindly poking and prodding until something breaks. Just remember to keep 'em topped up on SP-restoring items, because those glorious AoE spells don't cast themselves for free, do they? A tiny bit of planning, and the Scholar clears the path with delightful efficiency.

**The Apothecary: The Resurrector (When You've Royally Messed Up)**

Now, the Apothecary isn't winning any speed contests, nor are they setting damage records. They're slow, methodical, and frankly, a bit like that sensible elder who always has the solution to your worst problems. Their unique selling point? Reviving fallen allies. You *can* use revival items, sure, but in the early hours, those things are rarer than a dragon's tooth. Having someone who can pull your mate back from the brink of a game over screen is bloody reassuring.

They're expert healers, mending individual allies or even entire rows. However, there's a slight wrinkle: your first ultimate ability in *Octopath Traveler 0* is usually a front-row healing ability. So, while their mass-healing is good, it's the revive that truly differentiates them. It's like having an 'undo' button when your chaotic adventures go a bit sideways, which, let's be honest, they always do.

**The Hunter: The Master of the Arrow Storm**

High physical damage? Check. But the Hunter’s real trick, the one that makes me lean forward in my digital chair, is their ability to hit *many* foes at once. Their 'rain of arrows' skill, landing five to eight hits, is brilliant for ripping through those enemy shield stacks. It's like playing a mini-game of 'break the shield' – and the Hunter is an absolute master of it.

They can also 'ensnare' a foe, making them act last for two turns, which is incredibly handy for boss fights. Delaying that big attack by a couple of turns can be the difference between victory and a very embarrassing retreat. While not as universally useful as the top picks, the Hunter offers a very distinct tactical advantage, especially if you love watching shield bars melt away.

**The Dancer: The Buff-Meister (A Bit Picky About Companions)**

The Dancer, much like the Scholar, can dish out elemental damage, but their true art lies in support. They can pump up your allies' elemental and physical attack, boost evasion, and shore up elemental defenses. It’s like having a personal hype-person who also happens to be a fantastic magician.

But here's the rub: if this is your very first job, you might not have the perfect companions to truly synergize with their buffs. It's a bit like buying a fancy stereo system before you have any speakers. Useful, absolutely, but perhaps not the most immediate 'bang for your buck' compared to the Merchant’s self-sufficient madness. Still, for those who love to orchestrate their battles, a Dancer is a key player for later compositions.

**The Cleric: The Holy Hybrid (A Jack of All Trades, Master of None?)**

The Cleric is a bit of a mixed bag, a combination of a Scholar and an Apothecary, which sounds great on paper, doesn't it? Lots of lovely light damage attacks and healing abilities. They can heal an entire row, too. However, they lack the Apothecary's crucial revive ability, which is a pretty big deal in the early game when you're still figuring things out. They can also give allies an effect to recover SP when they take damage, but it's not quite the proactive, constant SP flow you get from the Merchant. It’s good, solid, reliable stuff, but it doesn’t quite hit the same unique high notes as some of the others. A fine choice, but perhaps a tad less 'sparkle' than I'd usually go for.

**The Warrior: The Pure Powerhouse (If You Just Wanna Hit Stuff Hard)**

Last on the list, but certainly not least in terms of raw power, is the Warrior. Highest HP, highest physical attack – this is your quintessential DPS machine. They can buff their own strength, debuff enemies, and even counterattack automatically. If your idea of a good time is just wading into the fray and smashing things, the Warrior is your spirit animal.

That said, they do chew through SP like it’s going out of fashion, and beyond 'deals good damage,' they don't bring a ton of unique utility to new players. They're a blunt instrument in a world that often rewards finesse and resourcefulness. Don't get me wrong, a good Warrior can carry a fight, but they might make those early hours a bit more reliant on potions and careful management than some of the more versatile picks.

**So, What's the Verdict, Mate?**

Ultimately, *Octopath Traveler 0* is a game that encourages experimentation, but your first job *does* matter. If you want a smoother, more resource-rich early game, the Merchant is an absolute no-brainer. But if you fancy yourself a sneaky rogue, a fiery mage, or a steadfast healer, the options are all there. My advice? Don't stress *too* much. Pick what sounds fun, what sparks your curiosity, and what makes you genuinely excited to dive into that beautiful pixelated world. Because sometimes, the 'wrong' choice leads to the most interesting adventures, doesn't it?

Now, if you'll excuse me, I'm off to see if I can teach my toaster to make SP-restoring toast. Wish me luck. Or, you know, don't. It's probably safer that way.

Tags: Octopath Traveler, JRPG, Class Guide, Gaming Tips, RPG

Original article: Polygon