Sengoku Rance Stats Guide: What Level, INT and NP Do

Attack = base + ATK x 10, magic defense = INT x 7. What each stat actually changes, and why national power blocks your upgrades.

Last Updated: 2026-10-03

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.

Where these numbers come from

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 the stat the class scales, not the whole panel

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.

Timing a dungeon clear is a real decision

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.

Sengoku Rance province screen showing the Houjou Estate header, a commander portrait and the dialogue panel in the 2026 Steam release
Sengoku Rance province screen showing the Houjou Estate header, a commander portrait and the dialogue panel in the 2026 Steam release

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.

A level-6 power-up is a scarce resource

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.

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