Alpha Wave 2 is going to arrives with foundational systems, tuning to late-game Caverns of Chaos challenge, and major polish passes aimed at smoothing progression and clarifying combat state. This guide breaks down what changed, why it matters, and how to adapt rosters and routes for faster, safer Caverns climbs and better resource flow in godforge.
Hero Unbinding: Roster Control and XP Economy
Hero Unbinding lets players convert unused heroes into two resources: Experience and a Spirit of matching rarity, with returns scaling by hero rarity and by the hero’s current Rank/Level. Spirit returns by rarity:
- Common → 1-Star Spirit
- Uncommon → 2-Star Spirit
- Rare → 3-Star Spirit
- Epic → 4-Star Spirit
- Legendary → 5-Star Spirit
Quick tips:
- Feed off-plan heroes into XP to push your main carry and supports sooner.
- Hold onto unique Legendaries until you test their new kits post-changes.

Cavern of Chaos Rebalance: Harder late floors, better loot
From floor 90+, enemies got more Resistance and Accuracy and some new tricks, so debuffs and cleanses matter more now.
- Farming got way better:
- 2× Ascension Alchemy Stones on all stages.
- Higher 2★ Spirit drops at higher stages.
- Stage 120 now drops any armor slot, and higher stages roll better quality—perfect for reliable auto-farm.
- Ability upgrade rewards are smoothed out so progress feels less spiky.
- Fafnir hits harder at stages 150–151, so prep real answers (mitigation, cleanse, dispel) instead of cheese.
Easy route:
- Rush to 120 for full-slot gear farming, then climb for quality and Spirit rates.
- Past 90, gear your debuffer with solid Accuracy and bring a cleanser or Resistance layer so you don’t get rolled by enemy hits and debuffs.
UI, camera, and in-battle info: Easier on the eyes and fingers
Quality-of-life highlights focus on touch precision, hero identity clarity, and combat readability:
- Larger interaction targets and buttons streamline mobile upgrading and management flows.
- New Realm Flag shows each hero’s Realm directly in roster for quicker synergy and restriction checks.
- Camera presets revamped:
- POV replaces DEF for cinematic proximity.
- TOP offers wide, static tactical visibility.
- ACT replaces the 3/4 view, balancing cinematic feel with field awareness.
- In-battle Info panel: tap Info to see enlarged Buffs, Debuffs, and Disables on all units; effect size/quality also increased for faster parsing mid-fight.
Hero Rebalances and Notable Overhauls
Many heroes received adjustments to damage multipliers, Divinity interactions, and ability upgrade paths, with some kits significantly reworked to prevent game-breaking loops and align balance. Heavily touched heroes include: Aphrodite, Beowulf, Dracula, Hel, Shamash, Zeus, with broader changes across Achilles, Asag, Bastet, Bauk, Gilgamesh, Heimdall, Hercules, Horus, Hound of Duat, Icarus, Imhotep, Kunoichi, Leonidas, Minotaur, Mummy, Musashi, Odin, Pandora, Percival, Quetzalcoatl, Ra, Shinigami, Tristain, Y Ddraig Goch.
Adaptation guidance:
- Re-test any comp previously reliant on infinite loops, undying states, or excessive counter chains; those exploits were specifically targeted.
- Re-evaluate upgrade priorities after the “rebalanced ability upgrades” change; some heroes may now hit key cooldowns earlier or later than before.
Note- We will also update all hero changes with patch note on each hero page.
Bugfixes: Stability, Combat Logic, and Exploit Removal
Over 100 fixes target freezes, performance, and improperly functioning passives or imprints for a more reliable Wave 2 run.
Roster and progression:
- Passives corrected; cooldown bonuses from ability upgrades now apply; promotions that could fail are fixed; imprint abilities display properly; missing awakenings added; rapid extraction duplicate imprint issue removed; multiple ability text issues corrected.
Combat and rewards:
- Imprints now function without requiring awakening; boss immunities/locks corrected so Fafnir/Golden Guardian can’t be permanently locked or drained; retaliate/counterfreeze resolved; damage-over-time no longer mis-triggers counterattacks; infinite Musashi counters fixed; Isis/Horus infinite counter loops removed; Hercules immortality fixed; Acid debuff targeting corrected; Shinigami and disabled-state animations fixed; pink VFX resolved; challenge tracking corrected; Beowulf’s unintended boss burst fixed; wrong Aetherstone rewards corrected; repeat-claim 1-Star reward exploit removed.
Performance:
- Memory efficiency and overall stability improved to reduce crashes and hitches across long sessions.
What this means for teams:
- Counterattack and retaliate builds should now behave predictably without soft-lock risks; survivability checks against Fafnir/Golden Guardian are back to intended windows instead of cheese states; DoT comps are safer to run without triggering counter-chaos.
Meta Implications and Team-Building Tips
- Accuracy/Resistance arms race post-90: build debuffers with sufficient Accuracy and support units with cleanse, immunity, or resistance to avoid getting snowballed by empowered enemies.
- Buff/Debuff centrality: prioritize comps with reliable uptime on key buffs (Atk Up, Def Up, Shield/Barrier) and debuffs (Def Down, Heal Reduction, Turn Meter control where applicable) given the design nudge toward richer interaction layers.
- Resource acceleration: leverage doubled Ascension Stones plus Unbinding XP to push a single primary carry and two flexible supports to comfort thresholds before diversifying.
- End-boss prep: for Fafnir 150–151, bring mitigation (Def Up/Shield), sustain or lifesteal equivalents, and cleanse/dispels to manage boss power spikes; expect tighter checks versus previous wave.
- Gear farming pivot: lock in Stage 120 auto-farm ASAP to assemble full sets quickly; climb further for higher rolled quality once the team stabilizes.
Quick Action Checklist
- Unbind surplus heroes to power core team, but keep unique legendaries until post-rebalance testing.
- Push Caverns to 120 for all-slot drops; then scale higher for quality and better Spirit rates.
- Re-gear debuffers for Accuracy and add a cleanser/resistance layer for floors 90+.
- Re-audit ability upgrade paths; some cooldown breakpoints changed.
- Re-test counter/cycle comps—no more infinite loops; validate reliability after fixes.
- Use the new Info panel mid-fight to time dispels, cleanses, and burst windows.