Sengoku Rance:Skills

Due to the common nature of most passive skills, the passive skills is in its own table.

Note, while it is not listed here, and no exact formula for the game's turn order is known, all skills in the game have a recovery time, which is used in conjunction with the Spd stat to determine how soon the unit will act after using said skill. See here for more details.

Note also that skill of Animal units are not listed, this is because they only have one unique skill, 'Animal attack', which is nothing more than a normal, standard 1.0 x damage attack that cannot hit the back row.

Themed sets
When upgrading a commander, the skills from one of these sets will be available as a choice. Which of these sets is available depends on the turn and is the same for all commanders. The order in which they appear is Pursuit (1), Generic (2), Money/Random (3), Defensive (0). If you want to know what set is available on your current turn and you don't want to try it out, open your calculator, type in '*turn number* mod 4' and compare with the numbers above.

On the Money/Random turn, warriors, footsoldiers and monks will also be able to choose the Counterattack 1 skill. If a commander already has a skill from the list, that skill will not appear when upgrading on its turn.

Individual speciality
Only rare individuals have speciality skills. Note that most of them come with the character initially and cannot be chosen again if you picked something else for the passive skill.