Sengoku Rance:Parameters & Formulae

National stats

 * Cost (コスト) / Nation power (国力) - Cost is the total cost of all your commanders combined. Nation power is the sum of nation powers of the provinces you control. The game will not allow you to hire a new commander who will put your total cost over the nation power or hire a number of troops that will increase a commander's cost such that your total cost will exceed your national power, although the plot may force a commander to join who will make your cost exceed your national power. If your total cost exceeds your nation power, you will receive half as much income from the provinces under your control every turn.


 * Satisfaction (満足度) - When Rance achieves various objectives in the game, his satisfaction increases. Satisfaction can be used to trigger various beneficial events. See Sengoku Rance:Satisfaction bonuses for more information on the bonuses.


 * Gold (金) - Gold is the monetary standard of the land. You gain gold from lands under your control, events in the game and some of your unit's skills. Gold can be used for increasing a commander's maximum troops size or replenishing dead troops, it can also be used for several events within the storyline.


 * Score (得点) - The base score for the first game is 60 points. Every turn you lose one point. For every objective you achieve, you gain a certain number of points. Don't worry about the score on your first time playing through it; you are expected to get a score of 0. On subsequent playthroughs you can set the game to a higher difficulty, and you'll start off with more points depending on the difficulty. These points are used for buying bonuses for your second and subsequent playthroughs and only your highest score counts. See Sengoku Rance:Second Game Bonuses for the bonuses you can buy.

Personal stats

 * Name
 * Relationship - has two components:
 * Posture (red-hate, orange-normal, blue-trust, pink-love)
 * Progress (the smiley faces)
 * HP - Only used in commander/dungeon battles.
 * Level / Level Limit - the current level and the maximum level for this character. A character's level limit cannot be changed in game. Character level can be increased by:
 * as a reward option for increasing the relationship with the character.
 * by giving the character a Happiness Pokkuru (see Sengoku Rance:Items).
 * when completing the last level of a dungeon (for the first time for that dungeon), every commander gains a level (even if they were not used in the dungeon)
 * by special events. In particular Ogawa Kentarou has an amazing level up ability in most game routes.
 * Note: Your level only affects dungeon/commander battles (and greatly reduces enemy damage if yours is higher [Rance/Kentarou can go to 99]). It doesn't influence army battles, outside of the damage done by attack where the commander personally attacks (e.g. Commander Charge).
 * Job - The commander may have different job type than his fellow troop soldiers. The job of the commander is only important in dungeon/commander battles
 * Skills

Main stats

 * Troop type - different troop types have different icons. Known troop types include:
 * Bushi/Warrior (武士) - Sword icon. The stereotypical samurai.
 * Foot soldier (足軽) - Shield icon.
 * Tactician (軍師) - War fan icon.
 * Archer (弓兵) - Bow icon.
 * Ninja (忍者) - Shuriken icon.
 * Miko (巫女) - Red cross icon.
 * Monk (僧兵) - Praying bead icon.
 * Yin Yang/Diviner (陰陽) - Prayer slip icon.
 * Musketeer (鉄砲) - Rifle icon.
 * Cannon (砲兵) - Mortar/Cannon icon.
 * Knight (騎士) - Sword + shield icon.
 * Mage (魔法) - Staff icon.
 * Cavalry (騎馬) - Bird icon.
 * Animal (動物) - No icon.
 * Battle stats
 * Troop size
 * Actions - The number of actions the commander/unit may perform per fight.
 * Attack (Atk) - Increases physical damage done, formulae is Attack Power = base attack+ ATKx10
 * Hannys have ATK based attacks.
 * Magicians use ATK when counterattacking.
 * Defense (Def) - Increases defense against physical damage, formulae is Defense = base defense + DEFx8
 * Intelligence (Int) - Increases magic damage done, increases defense against magic. Formulae is Magic damage = Base Damage + Int x 10, Magical defense = Int x 7
 * Foot Soldier - Each point of Int increases the amount of 'guard' you get when using the guard command by 10%
 * Tactician - Each INT gives 1 initial buff, and increases buff strength by 5%.
 * Diviner/Yin Yang - Affects magic damage done.
 * Monk/Miko - Affects healing.
 * Speed - influences the cooldown time between combat actions. this is also influenced by what attack is used, no exact formula is known.
 * Map event stats
 * Exploration (green) - covert actions, skill at finding dungeons, treasures and special locations.
 * Negotiation (yellow) - declaring war, creating a vassal, persuading prisoners and foreign generals to join your army.
 * Construction (blue) - building country improvements, preparation for battles.
 * Cost - national influence point cost of employing this commander

Summary table
Different troop types with the same stats will work out differently. The troop type bonus for each of the four battle parameters is ranked in the manual from A+ to C.

Note that various costs may be affected by other factors such as items or satisfaction bonuses.


 * Attack = Base Attack + ATK * (1 + Buff Modifier) * 10
 * Defense = Base Defense + DEF * (1 + Buff Modifier) * 8
 * Note - Footsoldier Guard decreases overall damage by 50%.
 * Magic Attack = Base Intelligence + INT * (1 + Buff Modifier) * 10
 * Magic Defense = INT * (1 + Buff Modifier) * 7


 * [1] Max troop size is based on difficulty and the number of provinces controlled. Vassaled provinces are not counted. The base value is then multiplied by each unit's troop ratio.


 * [2] Recruit cost goes up by 20 when troop size is 500~999. Recruit cost goes up by 40 more (base + 60) when troop size is 1000~.
 * [3] Monks heal back all of their troops at the start of a turn.
 * The effectiveness of new troops scales down with increased troop size. See

Damage Modifiers Healing Formula Counterattacks Manual Buff Formula Buff Strength Recovery Time
 * Damage (Without Item Modifier) = { [Adjusted Troop Size * (Attack - Defense)%] * Skill Modifier} * Battlefield Effect
 * The number within square brackets caps at the actual troop size.
 * If an attacker has sufficiently high attack versus the enemy's defense, they can reach maximum damage for their troop size.
 * Skills that do more than 100% damage to a single unit can cause damage to easily rise above a unit's actual troop size.
 * For an explanation of Battlefield Effect, see "FAQ by KrossRoads / DarkMaster22" and "Sengoku_Rance:Tips".
 * Item modifiers are calculated before skill modifiers. An example:
 * When (Oiuchi Fang equipped) Leila uses Royal Guard Charge, she gains 50 damage BEFORE her damage doubles.
 * Items that add damage do NOT affect magic damage, only physical.
 * Field Battle Expert, Dungeon Expert, and Castle Siege Expert give a 40% increase in damage in the relevant damage type. These do not provide actual buffs, the increase in damage is not capped by the troop size limit, and they stack with all other multipliers.
 * Heal = Adjusted Troop Size * (INT * 3)% * Skill Modifier * (1 + Buff Modifier)
 * These normally deal 30% damage.
 * Counterattack Rate Up 2 adds 60%.
 * Dragonfly Cutter adds 45%.
 * Strategy C gives (Troop Size / 300 + 2) buffs.
 * Strategy B gives (Troop Size / 200 + 2) buffs.
 * Strategy A gives (Troop Size / 100 + 2) buffs.
 * Fuu-Rin-Ka-Zan, How to Siege Castles, Japan's Field Battles Weekly, and Attack/Defense/Intelligence/Speed Luck give 50% boosts.
 * Dungeon Walker and Outcall Miko give 40% boosts.
 * Tacticians give 5% boosts per point of INT.
 * In commander battles, tacticians and Fuu-Rin-Ka-Zan give 30% boosts.
 * Seigan's Triplet ability gives +50% buffs.
 * All skills in the game have a recovery time, which is used in conjunction with speed to determine how soon will the unit next act after using said skill.
 * In case of channeling skills it determines the time until next action after the spell is cast, and how long the channeling time is.
 * For use-all actions and skills the recovery time determines their position once the character receives convert action.

Dungeons
Information for damage done in Dungeons can be found on the Dungeons page.

Randomized skill algorithm
Some skills, such as assassinate or whirlwind shot, have the ability to annihilate an enemy commander (without reducing their troop count) with a random probability. These skills are: The success/failure of these skills is determined using the following algorithm:
 * Assassinate
 * Assassinate 2
 * Commander snipe
 * Whirlwind shot
 * Aim and shoot

probability = 0%

if (Commander snipe) probability = 45% if (Assassinate) probability = 45% if (Assassinate 2) probability = 50% if (Whirlwind shot) probability = 45% if (Aim and shoot) probability = 40% //The skill that gives this buff is not obtainable through normal means if (attacker has concentration buff) probability += concentration * 10%

if (any defending unit has assassination guard) probability -= 10% if (troop battle) { if (defender's troops * 2 < attacker's troops) probability += 5% if (defender's troops > attacker's troops) probability -= 10% if (defender's troops > attacker's troops + 1000) probability -= 10% }

if (commander battle) if (attacker's level < defender's level) probability = 0% if(attack has "assassination skill +" AND defender has no actions) probability = 100% if(defender isn't important AND probability > random(1-60)) ATTACK SUCCEEDS else ATTACK FAILS

The random number number is determined by the nth value in a list of 400 predefined random values, where n is a global variable that increments by 1 every time the list is accessed. When n reaches 401 it is reset back to 0 and the random numbers start to repeat.

Note: "assassination skill +" is a skill that only Gekkou has.