Attack = base + ATK x 10, magic defense = INT x 7. What each stat actually changes, and why national power blocks your upgrades.
Sengoku Rance What Does Intelligence Do? What Level, ATK and NP Do
Attack power is class base attack plus ATK times 10. Magic damage is base INT plus INT times 10. Magic defense is INT times 7. All three come off the same panel, none are explained in the 2026 Steam release, and your class choice decides what they are worth. Level never touches your map battles. National Power is not a commander stat at all - it is your country's budget ceiling, and it is what blocks you from recruiting anyone new.
The formulas that decide every troop battle
Official source: AliceSoft Wiki - Parameters & Formulae, the community-maintained page built on the 2006 Japanese original v1.04 and the 2019 MangaGamer English release
| Combat value | Formula |
|---|---|
| Attack | Class base attack + ATK x (1 + buff modifier) x 10 |
| Defense | Class base defense + DEF x (1 + buff modifier) x 8 |
| Magic attack | Base INT, minus Onmyou Defense, plus INT x (1 + buff modifier) x 10 |
| Magic defense | INT x (1 + buff modifier) x 7 |
| Healing | Adjusted troop size x (INT x 6)% x skill modifier x (1 + buff modifier) |
| Damage dealt | Adjusted troop size x (Attack - Defense)% x skill modifier x (1 + Battlefield Adjustment) |
| Adjusted troop size | 0 to 500 troops, one to one; 500 to 1999, troops / 2 + 250; 2000 to 9999, troops / 4 + 750 |
Attack minus Defense has a floor of 10, and magic attack minus magic defense has the same floor. A Musketeer sits on 130 base attack and an Onmyouji on 35, so a stat-6 Musketeer and a stat-6 Onmyouji are not comparable units. Read this alongside the troop type breakdown, not instead of it.
The wiki states its decompiled-code extraction may be wrong and some sections are untested. Nobody has published a matching verification pass against the Steam build that shipped on 2026-10-01. Best-documented model available, not a confirmed spec.
What each stat on the panel actually changes
| Stat | What one point moves |
|---|---|
| ATK | Physical attack, 10 per point |
| DEF | Physical defense, 8 per point |
| INT | Magic attack 10, magic defense 7, plus four class-specific side effects |
Speed sets the delay before a unit acts - class delay, the speed stat (0 = +8 delay, each point above removes 2), speed buffs (a flat -4) and the last skill's recovery time. The wiki admits no exact formula is known, so precise speed maths quoted elsewhere is guesswork. Cost is the fifth stat and the only one where lower is better. Search, Negotiation and Construction gate map commands and have no combat effect.
The class constants feeding those formulas - Knight shares Samurai's row, and every unlisted class sits at 38 attack, 15 defense, 5 INT:
| Class | Atk | Def | Int | Delay |
|---|---|---|---|---|
| Musketeer | 130 | 0 | 5 | 8 |
| Cannoneer | 110 | 0 | 5 | 15 |
| Cavalry | 80 | 30 | 5 | 10 |
| Samurai | 60 | 30 | 5 | 12 |
| Ashigaru | 45 | 20 | 5 | 11 |
| Archer | 40 | 15 | 5 | 15 |
| Sohei | 50 | 30 | 20 | 20 |
| Ninja | 38 | 15 | 5 | 6 |
| Tactician | 38 | 10 | 5 | 20 |
| Miko | 35 | 10 | 20 | 16 |
| Onmyouji | 35 | 10 | 40 | 14 |
| Mage | 35 | 10 | 45 | 17 |
INT has four separate jobs, which is why it is the stat people misread
| Class | What one point of INT does |
|---|---|
| Ashigaru | Adds guard chance: All Guard INT x 10%, Ally Guard INT x 20%, Neo Ally Guard INT x 30% |
| Tactician | One extra pre-battle buff per point, plus 5% buff strength per point in troop battles |
| Onmyouji and Mage | Straight magic damage, on top of the standard INT x 10 and INT x 7 |
| Miko and Sohei | Healing, through the (INT x 6)% term |
The tactician line is the strongest case for maxing INT: an INT-maxed tactician both hands out more buffs and makes each one hit harder, which also makes enemy tacticians priority targets when you choose who to capture rather than kill. In commander battles a tactician gives exactly 4 buffs whose strength equals its own level as a percentage - INT does nothing there.
Max INT on Onmyouji, Mage and Tactician. Max ATK on Ninja, Samurai, and on Ashigaru used for damage rather than as a wall. Cavalry, Musketeers and Cannoneers hit the damage cap around ATK 6 or 7 once buffed, so past that it is dead weight.
Skill names follow the community wiki's English naming, which tracks the MangaGamer-era translation. The Steam build renamed a batch of them - check the version differences page before hunting for "Neo Ally Guard".
Level runs on a completely separate track
Level does nothing in troop battles: your map army fights on troop count and stats alone. The exception is skills where the commander personally swings, such as Commander Charge.
| Quantity | Formula |
|---|---|
| Effective Level Difference | Attacker level minus defender level divided by 2, minimum 5 |
| When that exceeds 30 | Effective Level Difference divided by 2, plus 15 |
| Physical damage | Class attack x Effective Level Difference x attack modifier |
| Magical damage | 7 x Effective Level Difference x attack modifier |
An ATK buff on the attacker multiplies physical damage by 1.3 and a DEF buff on the defender by 0.7; magic uses INT buffs the same way.
Four sources feed levels: the affection level-up reward (+2), a Happiness Pokkuru item (+1), the first clear of a dungeon's final floor (+1 for every commander you own at that moment), and story events - one recurring character has a repeatable +5. Across the nineteen dungeons and the two Oni hunts in Shikokalamity that is 18 level-ups on routes where he joins and 16 where he does not; unlock conditions are on the dungeon reference.
The floor bonus hits your whole roster the moment you clear it, so save the final-floor clear for after your endgame team is assembled.
Cost is the one stat where a lower number is the better number
Cost is a base value plus a troop-size penalty, ranging 0 to 9:
| Troops in the unit | Cost added on top of base |
|---|---|
| 1 to 499 | +0 |
| 500 to 999 | +1 |
| Each further 500 troops | +1 more |
National Power is the ceiling you spend against: the summed development of every province you hold, and more NP means more gold income each turn. The province Development command adds 1 NP, capped at 30 per province. Read the wiki's display formula literally - current province NP equals the Construction points needed for the next point, divided by 3 - and a province at NP 5 needs 18 Construction points for its next point while one at NP 20 needs 63. Development is cheap early and brutal late.

Overrun NP and the punishment is economic, not fatal: if total Cost is above NP when your turn starts, income is halved until you get Cost back under NP before ending the turn. The recruitment gate is hard, though - the game refuses to hire a commander whose Cost would push your total over NP, which is why a gold-rich save with a full prison still shows a greyed-out Recruit button. Your roster holds at most 30 commanders, and Second Game Bonuses characters beyond that quietly kill the first removable person to make room. The recruitment guide covers that screen.
How to raise a stat without burning a turn
| Item | Effect | Stated ceiling |
|---|---|---|
| Attack, Defense, Intelligence, Speed Textbook | +1 to that stat | 6 |
| Skill Textbook | +1 move; not usable on Musketeers, Samurais or Ninjas | Not stated |
| The same five items, Textbook 2 version | +1 each | No ceiling stated |
That 6 is the number that matters. Ordinary textbooks stop at 6; everything past it comes from power-up events, dungeon-exclusive books, or permanent +2 items such as Scare Hare Mask for DEF and Warfare for Dummies for INT.
Books arrive often enough to plan around. After any turn whose number ends in 6, the next battle you win while attacking an enemy-held province hands you one of the four stat books at equal odds, and Enforcing Taxation on a freshly conquered province rotates Attack, then Defense, then Intelligence. In Ise the shop's first purchase costs 5 Oni Bones and each purchase adds 2; after six purchases or skips the Attack, Defense and Intelligence versions of Textbook 2 go on unlimited sale. The rest of the inventory is decoded on the items page.
The community commander tips land Rance at 8-8-6-8 and say not to spend a power-up event pushing INT from 6 to 7, calling it not worth it. Anything past 6 comes out of a one-shot event or a rare item.
Why more ATK eventually stops helping
Damage is capped by how many soldiers a unit has, not by how good its commander is: the number inside the damage brackets caps at the unit's actual troop size, so a 1000-troop unit on a normal attack with no Battlefield Adjustment kills at most 1000 whatever its stats. Combined with the adjusted troop size tiers above, that is why heavy hitters cap out around ATK 6 or 7, and why how the battle rating decides fights usually matters more than one more point of ATK.
FAQ
Does levelling my commander make my army stronger? No. Level affects dungeons and one-on-one duels only. Map battles are decided by troop count, class constants, stats, skills, Battlefield Adjustment and the battle rating.
Why can I not recruit anyone even though I have plenty of gold? Recruitment is gated on National Power, not gold. If a commander's Cost would push your total above NP the game will not hire them, and some reinforcement commanders are blocked before that. Raise province development, or drop an idle unit below 500 troops.
Is it worth taking every stat to the maximum? Usually not. Max the stat the class scales - INT for Onmyouji, Mage and Tactician, ATK for Ninja, Samurai and damage-oriented Ashigaru. Points above 6 come from one-shot events and rare items, so spreading them thin wastes them.
Related Guides
- Sengoku Rance Unit Types: All 15 Troop Types Explained - what each class constant here is for.
- Sengoku Rance Combat Guide: Battle Rating and Formations - how these numbers turn into a win or a loss.
- Sengoku Rance Items: What Each Colour Means and What to Buy - where the stat books sit.
- Sengoku Rance Dungeons: All 19 and How to Unlock Them - the biggest source of levels.
- Sengoku Rance Recruitment Guide: How to Recruit Commanders - what to do when the NP ceiling blocks the button.
More Sengoku Rance Guides
Launch freezes, near-imovable settings, a long unskippable opening, and save backups before a risky fight. Known issues and workarounds.
Higher stars raise difficulty and starting score. What each star changes, the starting point values, and which to pick on a first run.
Dungeons are your main level-up source. 19 of them, each gated behind a specific commander or story beat, worth up to 18 party levels.
The first playthrough forces the canon ending. Here is what unlocks after it, how ending points work, and what still takes several runs.
Rough hours for the mandatory first route, what forces a second playthrough, and why 100% takes far longer than the first clear. Numbers, not vibes.
Capture odds are a 1-in-n roll, and n is 1, 2 or 5. The two skills that set it, the prison cap that blocks it, and how to raise the odds.
Action fans cap your whole turn. The thresholds are 50, 160 and 260 - here is how to reach each one and what to pick on the way.
There is no Steam Workshop for this game. What the well-known external total conversion adds, and what to check before you install anything.
