Comprehensive combat mechanics, status effects, damage formulas, and job system reference for Octopath Traveler II.
The Boost system allows characters to spend accumulated Boost Points (BP) to enhance their current action.
| Action Type | Boost Effect |
|---|---|
| Basic Attack | Adds additional weapon strikes |
| Single-Hit Skills | Increases damage output per boost level |
| Multi-Hit Skills | Increases number of hits (e.g., 2 hits becomes 3/4/5) |
| Buff/Debuff Skills | Extends duration by 2 additional turns per BP spent |
| Healing Skills | Increases amount of HP restored |
Characters do not regenerate BP on the turn following a boosted action. Plan your boost usage carefully -- boosting every other turn is the typical rhythm.
Each enemy has Shield Points (SP displayed as a number in a shield icon) and a set of weaknesses. Hitting an enemy with an attack matching their weakness reduces their Shield Points by 1. When Shield Points reach 0, the enemy enters the Break state.
| Property | Value |
|---|---|
| Duration | The broken enemy loses their next turn (stunned for 1 full turn cycle). They recover on the same turn they would next act. |
| Damage Multiplier | x2.0 |
| Shield Recovery | When the enemy recovers from break, their Shield Points reset to full. |
| Action Loss | Broken enemies cannot act on their next turn. |
Weakness damage bonus: x1.3 (x1.5 with Stronger Strikes)
Enemy weaknesses are hidden (shown as ? marks) in first encounters. They are revealed by hitting enemies with matching weapon types or elements.
The core damage calculation in Octopath Traveler II.
| Multiplier | Value | Condition |
|---|---|---|
| Critical Hit | x1.25 | Physical attacks only. Elemental attacks cannot crit. |
| Weakness | x1.3 | Hitting an unbroken enemy's weakness |
| Break State | x2.0 | Hitting a broken enemy |
| Damage Cap | 9999 | 99999 with Deal More Damage |
Octopath Traveler II has 10 character attributes. Stats grow through leveling, equipment, and consumable Nut items.
| Stat | Full Name | Description | Nut Item |
|---|---|---|---|
| Max HP | Hit Points | Maximum health. Character is incapacitated when HP reaches 0. | Nourishing Nut |
| Max SP | Skill Points | Resource consumed to use skills (both weapon skills and spells). Does not regenerate naturally between turns. | Invigorating Nut |
| Phys. Atk | Physical Attack | Determines the power of physical (weapon-based) attacks and skills. | Fortifying Nut |
| Phys. Def | Physical Defense | Reduces incoming physical damage from weapon attacks. | Tough Nut |
| Elem. Atk | Elemental Attack | Determines the power of elemental (magic-based) attacks and skills. | Magic Nut |
| Elem. Def | Elemental Defense | Reduces incoming elemental damage from spells and magic attacks. | Resistant Nut |
| Speed | Speed | Determines turn order. Higher speed means acting earlier in the turn. | Light Nut |
| Accuracy | Accuracy | Determines the likelihood of physical attacks hitting the target. Compared against the target's Evasion. | Sharp Nut |
| Evasion | Evasion | Determines the likelihood of dodging incoming physical (weapon) attacks. Elemental attacks bypass evasion entirely. | Slippery Nut |
| Critical | Critical | Determines the chance of landing a critical hit with physical attacks. Elemental attacks cannot crit. | Critical Nut |
Buff/Debuff strength: ~30%
Buffs and debuffs raise or lower the affected stat by approximately 30%. A buff and debuff on the same stat cancel each other out.
Max buff turns: 9
Guild: Sai, Hinoeuma
Guild: Western Winterbloom Snows, Winterlands
Guild: Western Crackridge Wilds, Crestlands
Guild: Wellgrove, Leaflands
Guild: Borderfall, Crestlands
Guild: Clockbank (at night), Brightlands
Guild: Western Tropu'hopu Traverse (hidden path), Tropics
Guild: Conning Creek, Harborlands
Unlock: Visit the Inventor Guild on the Eastern New Delsta Highroad in the Brightlands. The job unlocks immediately upon arriving. Individual skills are unlocked by delivering specific items to the Guild.
Location:
Unlock: Travel to Gravell in the Wildlands. Use a path action to remove the debt collector blocking a house door. Speak to the Blacksmith NPC (Porta) inside. You need at least one Rusty Weapon to unlock the job. Find all 6 Rusty Weapons across the world through side quests, then have Porta restore them to unlock each divine weapon skill.
Location:
Unlock: Complete Hikari's storyline to gain access to the Kingdom of Ku area. Travel to the Five-Tiered Tower in Ku, Hinoeuma. Defeat the boss on each of the five floors, then defeat the Conjurer boss on the top floor to earn the license.
Location:
Unlock: Complete Partitio's 'Scent of Commerce' story at Tropu'hopu (requires Partitio in party and 100,000 Leaves to buy the ship). Sail to The Lost Isle in the Sundering Sea. Defeat the optional boss 'Scourge of the Sea' to earn the Arcanist license.
Location:
Each character has a unique Latent Power that charges during battle. When the gauge is full, activate it for a powerful one-time effect.
Job Points (JP) are earned through combat and spent to unlock skills within each job. Each job's skills are unlocked independently -- buying skills for one job does not affect the cost of skills in another job.
| Skill # | JP Cost | Cumulative |
|---|---|---|
| 1st | Free | 0 |
| 2nd | Free | 0 |
| 3rd | 30 | 30 |
| 4th | 100 | 130 |
| 5th | 500 | 630 |
| 6th | 1,000 | 1,630 |
| 7th | 3,000 | 4,630 |
| Divine Skill | 5,000 | 9,630 |
Total per job: 9630 JP | All 8 base jobs: 77040 JP
Each traveler has a unique Day and Night path action for interacting with NPCs in the overworld.
| Category | Day Action | Character | Type | Night Action | Character | Type |
|---|