Generation of Chaos
Commander & Troop Change Guide
Version 1

By wiqayl

Contents:

1.  Introduction
2.  Class Change List
3.  Class Changing Tips
4.  Troop Changing Summary
5.  Troop Changing Detailed Review
6.  Partners
7.  Finding Class Change Items
8.  Frequent Answers from the Forums
9.  Defeating the Dragon Kings
10. Thanks & Other Stuff



1. Introduction

For corrections, please post them on the GoC forum on GameFAQS,
I check it regularly, I will try to confirm or someone else can 
confirm and I'll update.

This is a Class Change List for Generation of Chaos, an SRPG for the 
PSP. It's an excellent game that suffers from a lack of documentation.
This intends to provide information and documentation about the
Troop and Commander changing that the other published resources lack.

One of the most often asked question on the forum seems to be class 
change lists, so I put together one based on what I've encountered 
in the game. This covers the class change item for every class that
is able to change, as well as covering troops changes.

If you're looking to learn how to play the game, then go to the
NIS guide that I've provided a link for at the end of this guide, or
use HalfSlothNCamel's Walkthrough that is on this site.  There is no
need for me to repeat what has been discussed and outlined in the
copyrighted works of other people.  The forums also has a lot
of information on basic gameplay.

The list has class - class changed to and (item used).  The -Die
that might be on the item used means you need to have the commander
die in order to cause the change.



2. Class Change List

Cleric - High Priest (Golden Apple)
Dark Magi - Devil Caller (Demon Book)
Fighter - Legionnaire (Crown of Thorns-Die)
Fighter - Paladin (Angel's Ring-Die)
Gladiator - Berserker (Victory Sign)
Gunner - Sniper (Silver Bullet)
Healer - Priest (Golden Book)
Knight Arcane - Knight Infernal (Demon Sign)
Knight - Holy Knight (Knight Emblem)
Knight - Dark Knight (Black Jewel-Die)
Magician - Sorceror (Magic Orb)
Magician - Warlock (Forbidden Book-Die)
Marine - Aqua Princess (Dragon Child)
Merman - Aqua Knight (Water Crystal)
M. Force Recon - Aqua Knight (Water Crystal)
Ninja - Warlord (Tiger Claw Manual)
Samurai - Shogun (Imperial Letter)
Samurai - Ronin (Death Letter-Die)
Warrior - Dragonnaire (Dragon Soul)
Wizard - Archbishop (Holy Grail)
Viking - Captain (Log Book)


If I come across more classes I will add them, I know this isn't
every class, but all of the special classes like Thunder Lord or
Emperor cannot be upgraded.  If I am incorrect please let me
know.

The classes that become Undead as SPI are Dark Knight, Ronin
Warlock, Legionnaire.  The Paladin becomes an Angel.



3. Class Changing Tips

There isn't much I can give about Class Changing.  You pretty much 
get one choice, and that's it.  For classes that have more than
choice, the differences are very minor.  In practice, there is no
major difference between a Sorcerer or Warlock.  So it's more based
on your preference. This is different from troop changing, which
has significant differences.

Some notes about changing classes.  When a character is required
to die, it's best to set KMI formation and send them out. Let their
HP fall to zero and when they die an animation should occur with them
changing their class.  Just beware after they do change to try and 
not lose the battle.

Though it can be a boon, I was trying to change Liam into a Paladin,
got distracted and set the PSP down to answer the door, and I come back
to her having 0 units but being a Paladin.  It IS an extra life, with a
full heal, so this can be useful in battle under the right circumstance.

As for the benefits of changing class, the most obvious is the increase
in movement each class gets.  It is usually +1 movement.  If the
commander is dying, then they will likely become undead based, and
gain those weaknesses and resistances. Though there don't seem to
be negative affects for the classes that die and become Angels.

Something noted by leichuan on the GameFAQs board, is that the 
Commander also gains an additional ground type for their movement. This
can potentially be a significant advantage.

As always, it is recommended you save before using a Class Change item.



4. Troop Changing Summary

To cover the other side of Unit Change Items, I wanted to mention 
troop change items.  The restrictions on those are fewer than that
of class changing, in fact, there are no restrictions on what you
can change any commanders troops to.  Gena running around with
Pirates can be fairly devastating.  I had Glen as a Holy Knight with
Iron Demons as her troops, and they were pretty good.

You find the troop change items in the same places as Class Change 
items.  I'll mention a few of the better troop types in my experience.

Pirates are probably close to the best Troop type there is.  They shoot
faster than most troops attack.  Huge advantage.  The Pirate Pass though
can sometimes be tough to find until later.  At least it was for me in
most cases.

Samurai and Wood Demon are pretty much my favorite melee troop. The damage
from the Samurai double attack is usually excellent, and the Wood Demons
have 50 ATK in almost every situation.  This makes these two unit types
very strong.

For all round magic, the Rabbitonians seem to be the best.  Vampires
are good, but the weakness is too great unless you're carrying around 
Time reverse items.

Other good speed units would be the Wyvern, Siren and Master Ninja. They
all attack relatively quickly, and while not the most damaging, can often
take out their opponents faster than their opponents can attack.

To change troop types, you need to put the item into the Commanders
inventory, and use it while in battle.

This is just a basic outline, almost all troops have a place and a use,
these are the ones that I prefered.  Notice I don't mention many
of the Undead types that are affected by Night and Day, however those
units (Vampires, Skull Knights) do have the potential to be the strongest
units in the game, if it's night time.

A full list of these items can be found in the NIS guide or 
HalfSlothNCamel's FAQ.  I didn't think it was necessary to repeat those
entire lists here.



5. Troop Changing Detailed Review

This section gives thoughts and impressions on every troop type found in
the game.  Unlike the Class Change, you have a lot of choices as to what
your troops can be changed into. Again, thanks to HalfSlothNCamel and
the NIS Guide, which is where you can find full item information.

Also, I give the review of the unit based on it's attack animation,
which is the only thing that matters, aside from some outrageous bonuses
that I'll mention where necessary.  If you want to know why attack
animation is the only really important thing, you should have listened
to my advice at the beginning of the document and read the NIS guide.

If you ignore my advice, the reason that's all that matters is if
you don't complete your attack animation and it gets interupted you
start over in the attack animation.  So even if you have super high 
attack, you never could attack a weaker but faster opponent, as the
faster opponent will be reseting your attack animation each time they hit.

If that doesn't make sense, go read the NIS guide. I've given the
basic sentiment of it.

The speeds are broken into 5 categories.  Very Slow, Slow, Average, Fast
and Very Fast.

The format is Class - Item - Speed then the description.

Dragon Warrior - Dragon Scale - Slow
Good tanks, with good attack/defense.  They're effective against
most troops, with the exception of Magic based attackers.  The 
commanders you get that have these troops are usually good, so
there is no need to change into this.

Pirate - Pirate Pass - Fast
Probably the best all round troops in the game.  Their shooting
attack animation is one of the fastest of all troop types. Save
these for your powerful commanders.  This is one of the better
troop types for fighting the Dragons.

Zombie Dragon - Dragon Tail - Very Slow
These things are tough.  Good HPs and a bonus at night.  The
only downside is they do attack very slowly, which is a relatively 
large disadvantage.  I stay away from time bonus creatures,
unless the Commander you want to give them to has a Time Mod
special.  Their breath attack also is 2 units deep, so it hits
both front row and the row behind it.

Wyvern - Sky Dragon Tail - Fast
This is one of the better units, with good HPs and a quick attack
animation.  These things can keep most troops off balance.  Good
for any type of Commander and general use, like searching caves
or attacking anything short of Dragons and Zombie Dragons. Shooting
units and the units faster than them, can sometimes be trouble.

Baby Drago - Dragon Tail - Very Slow
Similar to the Zombie Dragons, they have high HPs and a slow attack
and movement speed.  Their attack is like the Zombie Dragon, in that
it will hit 2 units deep.  If you want big dragons, this is probably
the way to go, as their effectiveness is never decreased.

Big Eye - Giant Eyeball - Slow
A middle of the road type of unit.  It can take most of the basic units,
but not many of the stronger types.  They make great partners, but
in the end I didn't find myself using these guys.  Just not enough bang.

Angel Knight - Snow Wings - Average
Another decent middle of the road troop that does well against the
basic units, but is lacking when you need to take down something tough
like Pirates or the Zombie/Baby Dragons.  HP is pretty low for a melee
type unit, so they go down quickly. On the other hand, they have a spin
attack which hits everyone around them.  Though if they get surrounded
they're going to die quickly, so it's not a great advantage.

Hunter - Steel Arrow - Slow
Basic starting unit.  Not terribly impressive.  With a good commander
they do decent damage, but the attack animation is so slow that they
get slaughtered before taking too much of the enemy out.  These should
be changed into something else early.  Just about anything else would do.

Yeti - White Fur - Slow
These things hit fairly hard, but again suffer from a slow animation,
though it is not as slow as a Dragon.  I rarely find myself changing
troops into these, but when I pick up some Yeti commanders I usually
leave them.  Not good for the hardest stuff, but they're good in just
about every other situation.

Soldier - Battle Guide - Average
Basic troop type.  Usually cannon fodder while your Commander builds up
their special.  Try to change them quickly.

Magician - Magician Book - Average
Basic spell caster.  Really need to change these to Wizards or Rabbitonians
at the earliest chance.

Warrior - Dwarf Power - Average
Basic melee troop type.  Not as bad as the soldiers, and they get good bonus
while on rock terrain.  I would upgrade them when you can, but they have
their uses defending cities on rocky terrain or closing off a road.

Wizard - Cat Hair - Average
A good spell caster.  The Rabbitonians can be better if it's night time, but
all round they are about the same.  If you have this upgrade your Magicians.

Skeleton - Meat - Average
I only came across this unit once.  It is undead and has the same night time
bonus that most undead have, but these don't get it nearly as much.  If you
like undead, upgrade this to something else.  If you're fighting these be 
glad for an easy fight.

Vampire - Vampire's Kiss - Fast
Mean undead unit.  These guys can be monsterous at night.  They are one
of the few magic using units in the game.  At night, they can take 
just about everything except the high end units (Samurai, Pirates) 
though during the day, they'd be hard pressed to take out Soldiers.
Plan accordingly.

Guardian - Clay Doll - Very Slow
Physical ranged unit.  Very slow.  Slower than Infantry.  I wasn't
very impressed by these things.  If you want a physical ranged, 
go with Infantry or Pirates.

Titan - Demon Club - Slow
This is a decent melee unit.  My Gena actually had these for 
most of my first playthrough, and I was rather pleased.  Similar
to Dragon Warrior.  Strong, but to take out the harder stuff, would 
need lots of specials.  Good upgrade from Soldiers or Warriors.

Mermaid - Mermaid Song - Slow
Magic ranged attackers.  I think these are slightly faster then
Magic Hunters. If you want long ranged magic attacks, then this
is a good way to go.

Merman - Mermaid Scale - Average
Basic melee unit.  Is actually alright on water, but unless you
plan on defending a  water tile or city for a while, you'd probably
be better served by other melee types.

Infantry - Onigiri - Slow
Physical ranged unit.  They are relatively slow, but often times
they get into a good firing pattern that keeps enemies back.  Also
very effective against the Dragons. They tend to be one of the 
more powerful troop types in the game.

Knight - Knight Crown - Average
These are your average melee troops.  Not overly powerful, but 
they'll take the basic units with ease, and can be leveraged to
take stronger stuff.  Good upgrade for the Soldiers and Warriors.

Samurai - Pill Box - Fast
These are the best melee units in the game.  Their double 
attack is stronger than the Ninjas and they attack just as
quickly.  Save these for your best melee Commanders.  Can
take on Dragons well if Morale is boosted appropriately.

Siren - Siren Wings - Very Fast
Fast.  They attack very quickly.  I was surprised at how
strong these units ended up being. Most non ranged enemies
can't get attacks off.  These are good for a strong commander.

Magic Hunter - Forest Extract - Slow
These are most like the Mermaids, as they are ranged magical 
damage.  I think they're slightly slower, and there are more 
useful unit types.  Upgrading these when you can is a good 
idea, even if it is to Rabbitonians or Wizards.

Wood Demon - Mokujin Sword - Fast
This is probably the second best physical melee unit type.
Or tied for second with the Siren.  These guys always have
a 50 ATT bonus.  All terrains, all times.  This makes them
well matched against just about anything.  Not very good
against Dragons it seems though.

Demon Knight - Demon Voice - Average
This is an oddity.  It's the only class in the game that 
has a melee attack that is magic based.  The Commanders that
start with them, are physical attack based.  What this 
basically means is they don't work very well and aren't 
that great.  They aren't too bad if you put them on a 
mage type Commander, but you're still going to be lacking in
the ENY department, which is physical defense.  I usually 
changed these into something else, with the exception of the 
mage to experiment with.  

Iron Demon - Steel Helmet - Slow
Good melee troops.  Like the Titans.  Attack speed is middle
of the road, with decent HPs and damage.  Great upgrade for
the Soldiers and Warriors.

Rabbitonian - Bunny Ears - Average
These are short ranged magic, like Magicians.  They are 
overall better than Magicians and Wizards with higher HP 
and better damage.  I can't tell an attack speed difference.
If you have this upgrade your Magicians or Magic Hunters.

Dullahan - Guillotine - Very Slow
Another slow melee unit.  Attack affects 2 rows deep like
the Zombie and Baby Dragos, though attacks just as slow.  
HP is lower than the Dragons, so the slow speed is a 
greater disadvantage to the Dullahan than it is to the 
Zombie/Baby Dragos.

Diabolos - Demon Skull - Slow
This is a slow melee unit as well.  It's faster than the
Dullahan, but not by much.  Good HPs though, so they're
actually more useful than the Dullahan.

King Hiyoko Bug - Golden Hiyoko - Unknown
This is the one unit that I never found.  I've fought Hiyoko
Bugs, but never King Hiyoko Bugs.  The regular Hiyoko Bugs
are relatively weak, so perhaps the King is stronger.

Werewolf - Wolf Fang - Average
Soldiers by day, mean Werewolves by night.  Another middle
of the road troop type.  Their penalty during the day isn't
as bad as Skeletons or Vampires however, so they're fairly
usable for defense and the like.  For a physical melee, 
they're middle of the road, with potential for more.  
If you're going to use any undead unit, this one is probably 
the best choice.

Ninja - Ninja Star - Fast
Good physical melee unit.  Not as strong a Master Ninja, 
but if you're upgrading some basic troop types, this is 
a good upgrade.  They're fast, and have double attacks.

Master Ninja - 4 Blade Star - Very Fast
Another excellent physical melee unit.  Good damage, if 
lower than a Samurai, and good speed, which is slightly 
faster than a Samurai.  This is a melee unit that can take 
most things out, short of the high end bosses.

Skull Knight - None - Average
These mean things get a major bonus at night, but are regular
soldiers during the day. For some reason, they seem weaker 
than regular soldiers during the day.  My advice for Skull
Knights would be to execute them often and early.  Nothing
is worse than walking down the road with a freshly recruited
commander and bumping into a Skull Knight at night.  If you
choose to use them, it's probably a good idea to carry a 
Time Mod item instead of a heal item.

Saints - None - Average
Excellent melee troops.  You can't change into these, 
and you don't want to change out of them.

Royal Guards - None - Average
Good melee troops.  Saints and Samurai can take them straight
on, but that's about it. If you're going into a fight with 
these things, be ready on some specials and the 
right troops. You cannot change into this troop type.

Cerebus - Choker - Average
Physical melee troops.  Rumour has it that it can take 
out a Dragon King itself.  (larkee, GameFAQs GoC Forum) 
I never used them much, but if it's what you have
available, they are decent to use.



6. Partners

I wanted to mention partners as well.  These are the troops that offer
to join you after a battle.  This will only happen if the troops you 
just fought were of a generic type.  Like a Big Eye with a Big Eye 
commander.  If you accept, this partner now acts like a normal troop
of yours, except it will use a special like a commander.  Unfortunately
you cannot control this use, and it happens randomly in a fight.

I'm just going to recommend a few partners, because to me the most
useful partner was one who used a morale affecting special like
Betrayal, Heaven Slash.  Things like Big Eye, Infantry, Samurai, 
Ninja among others use those specials when they become a partner.

I would not recommend dumping a named partner like Bado or Vulse
for a generic one however.  The named partners mostly have good
specials, so it's worth keeping those.

The best way it seems to find partners is by searching for the
class and troop change items as outlined below.



7. Finding Class Change Items

The best places to find class change items is by searching caves and 
towers.  Each cave and tower will have 2-4 class change items available.
It is recommended that when new caves and tower become available you 
start searching to get the new items that are available.  There is a
lot of randomness to this, so the items you get will change with each
playthrough.

The best commanders to use for searching are ones with both high INT
and high LCK.  A commander with 30+ in each of these stats will
rarely get into fights, and most commonly get items. On the other hand,
a commander with low INT or LCK will get into many fights, and rarely
find good items.  It is best to plan according.

On the same note, if you are looking for the special commanders, it
helps to use the high INT and LCK commanders so that you aren't
searching for so many turns.  The commanders I refer to are in the
cheats section of GoC on GameFAQs.  I don't think I can repeat them
here, so go look for yourself.



8. Frequent Answers from the Forums

These are all answers that I've been giving on the Forums on GameFAQs
to some good and some not as good questions.

Save often. Especially before you attack and before you search Caves,
and to a lesser extent Stars/Towns and Towers.

The random fights you get into you can't see coming, hence the 
saving. When moving weak commanders around, you have to be careful
(save often) so that you don't get waxed by a random encounter on
a tile. However you can see what enemy units are in the places you 
are about to attack. Just hover over them like you look at your own units.

Cities with level 5 markets have airships, you can fly from one 5 market 
city to another. Can save massive amounts of turns.

The best type of troops you can get without unit change items are pirates
and samurai. Try to get some of these, they rarely lose. To find unit 
change items, for me (YMMV) was the caves. As well as the best items.

A tip for those very close battles from leichuan on the GameFAQs board, 
which I think is very good advice:

since nobody else seems to have said anything about it 
(its a bit cheap to use), there is a way to gain an advantage
over an opponent if its a close match. basically you have to
use a skill, item, or super to cancel your opponents attack 
(a bit difficult against fast opponents). its only truly usefu
l in the close matches where your either a little lower or equal
to your opponent.

I would have to certainly agree, it can be extremely useful. Certainly
against the Dragons, among the other tough fights you run into.  Many
Thanks leichaun.

Converting your captured commanders. Execute or release crappy ones, convert
the good ones. Get your highest CHM person to try and convert. As a side 
note I usually release crappy commanders, and execute good commanders that 
I don't want to use. (Skull Knights, Zombie Dragons) That way when you do get 
into random encounters, it's against cannon fodder and it's easy exp. 
All the commanders you release go back into the big pool, so if you manage 
that pool properly, the getting jacked randomly starts to ease.

Oh, and finally, if you're going to fight a really difficult commander, 
and they're not a story character, you can probably recruit them. Hover 
over the enemy city and use RCT and you can pick up a decent commander. 
Again use a high CHM person.



9. Defeating the Dragon Kings

I've avoided plot and story summaries through this guide.  If you end 
up fighting Dragons, you'll know it, and can look here for some strategies.
Just make sure you save often. 

I don't know if it's considered cheating or not, but the way I ended 
up finishing it was by placing useful commanders near where the Dragons 
show up before going into the Dragon chapter.

They mainly consisted of Samurai/Ronin/Shogun and Viking/Captains. 
Those commanders all have some form of Morale affecting skills. There 
are of course other commanders that do, but you'd be in fairly good 
shape if you collected the generic pirates and samurai.

After you've placed them near the cities that appear out of nowhere 
(which really annoys me, every time it happens) you just use the 
same tactics you probably killed the first dragon with. Lower the 
Dragons morale, raise yours if you can, make sure you got plenty of 
filled specials, and keep shooting with the pirates and infantry. 
Run if it gets close. If they finish it, hooray, if not, go again.

So in the end I found myself playing 90% of that chapter in the 
previous chapter. If you don't want to position the troops, then 
it's just fighting your way down to the dragons with the troops you 
need. Watch out for Dragon Voice, which destroys most of your cities 
and hurts your troops. Having the troops stand on open tiles was 
what worked for me.



10. Thanks & Other Stuff

Hopefully this can assist people in saving the frustration of trying
an item on a dozen commanders.  Load times aren't one of the strong
points of the game.  While it is an excellent game, I don't believe
everyone is interested in the trial and error that is figuring
out proper class change paths.

Since there isn't anywhere on GameFAQs to put this link, and I've had
to post it in the board a dozen times, I'm putting it here.  I have
no desire to troll and keep a link bumped.  Which is want I have ended
up doing.  Ironically getting Regular User in the process.

http://www.dailygame.net/news/archives/005361.php

This is the NIS America strategy guide.  It helps to explain many
commands and has a lot of resources for when you do get into the game.

I'd like to thank HalfSlothNCamel and his FAQ, much of the knowledge
of how to actually play the game comes from him as well as using
his item lists to check to see what classes and items I missed.  If
you're looking for gameplay information, his FAQ is the best source.

Also thank you to the GoC boards here at GameFAQs, enumaelish, Shindo_Hikaru,
leichuan and Final Eclipse for the information they posted.

This FAQ is to be used only on GameFAQS.com.
Copyright© 2006 wiqayl