Etherdex Wiki

Types, matchups, moves, and mechanics — generated directly from the live battle engine.

Getting Started

A complete, beginner-facing walkthrough of Goat Cult — real routes, real button labels, real numbers, checked directly against the live code. Every step links straight to the page it describes.

1

Create Your Profile

Connect your wallet, then link an X account — X is required to earn Echo Season rewards later. Your profile is what every other system (Fight Caves, Armory, Echoes) reads to know who you are.

Buttons: Connect Wallet → Connect X Account → Create Profile.

Create Profile
2

Open Cultist Packs

Open packs one at a time, or click Open Multiple to select up to 5 packs and reveal them together with Open Selected. Each pack reveals one Cultist with its own Stars, ATK, DEF, HP, and up to 4 moves.

Open Packs
3

Understand Your Cultist

Every Cultist card shows the same core stats:

  • Stars (1–6) — rarity tier. Also drives crit chance later via Star Ascension.
  • ATK / DEF / HP — battle stats, feed directly into your squad's Power Score (Step 13).
  • Moves — up to 4, drawn from a pool of type-matched abilities.
  • Type — one of 8 elemental types, determines matchup multipliers (see the Wiki's Type Matchup Chart above).

Stars, stats, and traits are permanent unless you go through Training, Harvest, or Star Ascension — nothing changes on its own.

4

Train with P1 / P2

Training happens on the Arena page and uses two Cultists at once:

P1 — Survivor

The Cultist you want to keep and improve. Stays alive.

P2 — Burned

The Cultist you're willing to sacrifice. Destroyed permanently.

Pick P1 and P2, then choose exactly 1 trait from P2 to inherit onto P1. Everything else on P2 is gone — this is not the same as Harvest (Step 5), which preserves 3 traits instead of 1 and doesn't use a survivor at all.

Permanent Action

P2 will be destroyed. This cannot be reversed.
Train a Cultist
5

Harvest a Cultist for 3 Traits

Harvest is a separate flow from Training — there is no survivor. One Cultist is sacrificed outright, and in exchange you pick 3 traits to preserve. Those 3 become real ERC1155 items in your inventory instead of being lost.

Permanent Action

The sacrificed Cultist is destroyed. If it has an active Loot Chest with assets sitting in its wallet, withdraw those first — see Step 8's warning below.
Open Armory
6

Understand Trait Inventory

Traits harvested in Step 5 show up under Trait Inventory on each Cultist's Armory page — real ERC1155 items on Robinhood Chain, only shown when you actually own a quantity > 0. Click one to preview it applied to the Cultist you're viewing; applying it costs $PR (see the fee table further down this Wiki).

View Trait Inventory
7

Enter the Veil

The Veil moves your Cultist from Ethereum to Robinhood Chain, where the current season plays out. Lore calls this "Drifting through the Veil" — technically, it's our own custom lock/mint/burn bridge, not LayerZero or any third-party bridge protocol:

  1. Your Ethereum Cultist is locked in The Veil contract (one-time approval required first).
  2. An off-chain relayer produces a signed attestation.
  3. The Robinhood Chain counterpart is minted using that attestation.
  4. Returning later burns the Robinhood-side Cultist, then a fresh relayer attestation unlocks the original Ethereum Cultist.

No activation fee — you only pay network gas. Button: ENTER THE VEIL (GAS ONLY).

Enter the Veil
8

Understand Cultist Wallets

Every Robinhood Cultist actually has two separate on-chain accounts attached to it — don't think of them as one wallet:

  • CultistLedger — the canonical ERC-6551 token-bound account. Holds GLD, SLVR, ERC1155 trait items, and other NFTs.
  • BrokerAccount — a separate account the live site actually uses for gameplay. Holds liquid $PR and protocol accounting.

Both are controlled by whoever currently owns the Cultist NFT — sell it, and control of both passes with it.

SystemWhere It LivesTravels With Ownership?On Burn / Bridge Back
CultistLedger (GLD, SLVR, ERC1155 items, NFTs)ERC-6551 account tied to the CultistYes — follows current ownerSwept to protocol treasury (forfeited, not returned to you)
BrokerAccount ($PR, liquid)Separate Cultist-controlled accountYes — follows current ownerNot covered by the forfeiture sweep — withdraw manually before burning
Bonded $PR (VestingBondEscrow)Separate vesting pool, opt-inYes — resolves current owner liveFollows ownership the same way; not part of the forfeiture sweep
9

Activate / Fund / Bond

Activation is a one-time, real burn — sent to a dead address, not treasury — that sets up your Cultist's BrokerAccount. Separate from bonding.

Bonding $PR to your BrokerAccount is what squads and Command Post check against (a minimum bond floor). It stays fully liquid — no lock, no real commitment beyond sitting in the account.

Action$PR Leaves Wallet?Recoverable?Purpose
Bond (liquid balance)YesYes — fully liquidBond-floor check for squads / Command Post
Activation BurnYesNo — sent to dead addressOne-time BrokerAccount setup
Bond & Activate on the Altar
10

Set Up a Squad

You get 3 squad slots, each fightable in 1v1, 2v2, or 3v3. Unlocking a slot costs a one-time on-chain fee (burned $PR, live value shown in-app) — after that, changing members is free.

Your first pick is always the Champion (must clear a minimum bonded $PR); remaining picks are unbonded supports.

Buttons: Pay & Unlock Squad / Confirm Squad.

Set Up a Squad
11

Add Pegs

PitBoy and StonkBroker NFTs can be pegged to a squad from the Altar's squad card — each peg/unpeg is its own transaction, movable anytime.

PegMax / SquadBoost EachBoosts
PitBoy3+10%$PR (displayed on your squad card)
StonkBroker2+25%$SLV (displayed on your squad card)

Not Yet Live

These percentages are currently shown on your squad card as a projection only — as of this writing they are not applied to your actual Fight Caves or Podium payout anywhere in the reward code. Treat them as informational until this changes.
Manage Pegs on the Altar
12

Deploy

Once your squad is unlocked and assigned, deploying enters it into the matchmaking queue. Your Cultists fight autonomously — you don't play moves live; battles resolve on a random 1–2 hour timer.

Deploy Your Squad
13

Understand Power Score & Matchmaking

Every squad gets a Power Score from its own stats:

Power Score = (ATK + DEF) × 10 + HP + (Stars × 15)

Squads are labeled into 4 classes — D, C, B, A — but matchmaking itself works off the raw score: when it's your turn to fight, you're matched against whichever queued opponent has the closest Power Score, so a fresh low-roll squad won't get thrown against a maxed one. Your own squads never fight each other, and you won't immediately refight the same opponent twice.

14

Understand Podium

Podium is a separate system from matchmaking — it's how Fight Caves winnings actually get paid out, on a rolling 8-minute cycle, split across 4 bond tiers:

TierMin Bonded $PRPoolPool Share
Ascended5,000,000120,000 PR40%
Elite2,500,00090,000 PR30%
Veteran1,000,00060,000 PR20%
Novice250,00030,000 PR10%

Within a tier, payout decays by rank at a fixed 0.8 weighting — rank 1 gets weight 0.8⁰=1, rank 2 gets 0.8¹=0.8, rank 3 gets 0.8²=0.64, and so on, each rank's share of the pool proportional to its weight.

Worked example — Novice tier, 30,000 PR pool, 3 entrants:

RankWeight (0.8ⁿ)SharePayout
1st1.001.00 / 2.44 = 41%≈12,300 PR
2nd0.800.80 / 2.44 = 33%≈9,840 PR
3rd0.640.64 / 2.44 = 26%≈7,860 PR

Illustrative — real pool sizes are also scaled down ("degraded") per cycle based on actual entrant count, so this is a simplified example, not a live number.

View Podium
15

Claim Through the Altar

All Fight Caves and Podium earnings land in your War Chest, on the Altar page. Pet Rocks and USDC each have their own claim button; USDC has a 3-day withdrawal lock after claiming.

Claim on the Altar
16

Customize in the Armory

The Armory is where trait items get applied and Cultists get renamed — a $PR-costed shopping cart, checked out together. Real costs, straight from the code:

ActionCost
Cosmetic trait apply2,500 – 10,000 PR
Move trait apply6,900 PR
Stat trait apply10,000 + 5,000/level PR
Name change10,000 PR

All Armory $PR spends are transferred to the treasury, not burned.

Open Armory
17

Complete Battle Progression

Battle Challenges are a 5-tier chain per stat (ATK/DEF/HP), gated by real combat objectives earned in Fight Caves. Claiming a completed tier permanently increases that stat and costs $PR:

Tier 1–5 cost: 5,000 / 7,500 / 15,000 / 27,500 / 60,000 PR
View Battle Challenges
18

Star Ascension

Star Ascension has no $PR cost. It runs entirely on sacrifice + combat trials:

  • Stars go 1 → 6, strictly sequential — you can't skip a tier.
  • +5% crit chance per Star, up to 30% at 6 Stars.
  • Direct Sacrifice (the same P1/P2 flow from Step 4) is the instant shortcut — Stars is one of the traits you can steal.
  • The two highest tiers (★4→5, ★5→6) instead require a combat Trial plus a real Offering Strength threshold met by sacrificing Cultists whose combined Stars meet or exceed it.
  • Overpaying the Offering Strength earns Favor, spendable on reduced trial requirements.
  • Every Ascension sacrifice preserves exactly 2 traits — Stars counts as one of those two if you choose it.
★★★★ → ★★★★★ Required Offering Strength: 6 Sacrifice: ★★★ + ★★★ = 6 Complete Trial → Result: ★★★★★
★★★★★ → ★★★★★★ Required Offering Strength: 8 Sacrifice: ★★★★ + ★★★★ = 8
Overpay example: ★★★★ + ★★★★★ = 9, requirement 8 → +1 Favor

Permanent Action

Every sacrifice — Direct or Trial-based — is permanent and cannot be reversed.
Open Star Ascension

The 8 Types

Every Cultist is assigned one of eight elemental types at reveal, which determines its move pool and matchup profile.

DEGEN

Volatile burst damage — goes all-in on combo attacks and short buffs.

Two natural predators (ION, ETHER) make it the highest-risk pick.

VOID

Drain and attrition — steals HP and debuffs DEF to grind opponents down.

Hard countered by HYPUR; strong into ETHER.

HYPUR

Speed and multi-hit — stacks small hits and buffs ATK early.

Hard countered by GLITCH; preys on VOID.

ION

Defensive tank — permanent stat stacking via Diamond Protocol.

No hard predator; slow to ramp.

ETHER

Balanced sustain — heals and buffs to outlast the opponent.

Hard countered by VOID; dominant vs DEGEN.

GLITCH

Chaos and exploitation — randomized power, stuns, self-DoT/regen shields.

Hard countered by HYPUR; dominant vs HYPUR (mirrors don't apply here — see chart).

ECHO

Mirror and amplify — reflects damage and scales ATK the longer the fight runs.

Hard countered by DEGEN; dominant vs VOID.

TERRA

Sustained pressure — DoTs and blocks that wear opponents down over time.

No hard predator; dominant vs GLITCH.

Type Matchup Chart

Damage multiplier applied when the row type attacks the column type. Same-type matchups (the diagonal) take a small penalty instead of a bonus.

ATK ↓ / DEF →DEGENVOIDHYPURIONETHERGLITCHECHOTERRA
DEGEN0.85×1×1×0.4×0.65×1×2.5×1.5×
VOID1×0.85×0.4×1×2.5×1.5×0.65×1×
HYPUR1×2.5×0.85×1.5×1×0.4×1×0.65×
ION2.5×1×0.4×0.85×1×0.65×1.5×1×
ETHER2.5×0.4×1×1×0.85×1×0.65×1.5×
GLITCH1×0.4×2.5×1.5×1×0.85×1×0.65×
ECHO0.4×2.5×1×0.65×1.5×1×0.85×1×
TERRA0.4×1×1.5×1×0.65×2.5×1×0.85×
2.5× dominant1.5× effective1× neutral0.85× mirror (same type)0.65× resisted0.4× hard countered

STAB — Same-Type Attack Bonus

When an Attack move's type matches your Cultist's own type, it deals an extra 1.2× damage on top of the type matchup multiplier. Standard loadouts only carry same-type moves, so STAB is effectively always active unless a move has no type (the universal Basic Moves below) or you're using an off-type move, in which case it deals full type-chart damage but no STAB bonus.

Maximum combined multiplier: a dominant hit (2.5×) with STAB reaches 3.0× damage.

Energy System

Both fighters start at 0 energy and gain +1 per turn, up to a max of 10. Every move (except the two free Basic Moves) costs energy to use.

CostWhat you'll find at this cost
0Head Butt / Brace — always available, no type, universal fallback
2Standard-tier attacks, skills, and defense — your turn-1/2 openers
3Combo-tier moves — multi-hit attacks, buffs, drains, shields
4Elite-tier moves — heavier hits and stronger utility
5The most powerful moves in the game (e.g. Raw Exploit, Slow Rug) — can't fire before turn 5

Loadouts are capped at 2 Attack + 1 Skill + 1 Defense move with a combined cost ≤ 10 — so no build can spam its most expensive move every turn.

Move Categories

Attack

Direct damage, blocked by an active Defense shield unless it says "ignores shields." Gets the full type multiplier + STAB, and has a chance to miss or crit based on stats and star tier.

Skill

Support and utility — buffs, heals, drains, debuffs, stuns, and control effects. Never blocked by Defense. Always hits (no miss chance).

Defense

Raises a reactive shield — block, full block, passive reduction, reflect, or dodge — active until it's used up or its duration ends. Some also apply self-buffs or self-DoTs.

Full Move List

Every move currently in the game, grouped by type. This is generated directly from the battle engine's move table, so it always matches what actually happens in a fight.

Attack
Ape InStandardPWR 62⚡

Single hit

Double PumpComboPWR 4+43⚡

2-hit combo

Nuke the ChartComboPWR 3+4+34⚡

3-hit combo

Soft RugElitePWR 63⚡

Single hit — -2 target DEF for 1t

Gas BurnElitePWR 74⚡

Single hit — Inflicts 4 dmg/turn for 2t

Skill
Degen ModeStandardPWR —3⚡

+3 ATK for 2t

Max LeverageComboPWR —3⚡

Costs 15 HP for +5 ATK (2t)

Gas SpikeElitePWR —4⚡

Inflicts 3 dmg/turn for 4t

LP NukeStandardPWR —3⚡

Destroys the target's active shield

Defense
Gas WallStandardPWR P-22⚡

Reduces every hit by 2 for 3t

Diamond HandsComboPWR B153⚡

Blocks up to 15 damage · Reflects 7 dmg if shield breaks

Stop LossElitePWR Full4⚡

Absorbs the next attack completely · User skips their next energy gain

Universal Basic Moves

Always available to every Cultist regardless of type, at 0 energy cost. No type multiplier applies (no resist/dominance either way).

Head ButtPWR 5Free

Single hit

BracePWR B4Free

Blocks up to 4 damage

Star Tiers

Every Cultist rolls a star rarity at reveal, which sets its HP/ATK/DEF range. Higher stars also raise attack accuracy and crit chance in battle (both scale directly off star count). Exact stat ranges are controlled by the reveal service and may be tuned over time — treat this table as a guide, not an exact contract.

StarsRarityGeneral Feel
★CommonGood for learning matchups
★★UncommonPlayable in most brackets
★★★StandardCompetitive baseline
★★★★StrongNoticeable edge over lower tiers
★★★★★RareTop-bracket material
★★★★★★LegendaryWins most lower-tier matchups outright

Stats matter more than typing at the extremes — a top-tier core can win through a type disadvantage. Type only sets the multiplier applied to whatever stats you actually rolled.

Protocol Contracts

The $PR token economy (Goat Cult Protocol), live on Robinhood Chain mainnet (chain ID 4663).

PRToken
0x73f90d7c46c05d3b1fe009cc9dfe8901503f7266

The $PR token itself — supply is minted straight to the six contracts below at construction.

Altar
0x0482ec5e01e52df32a75646d0ec7330aaaecb65c

Protocol reserve — holds an approved basket of RWA tokens (SLV live; more added via governance) acquired against ETH fees.

BlackMarket
0xa7ed32c040be6cd36601fd56addd829d2a2d6d97

Acquires and holds protocol-owned Cultist NFTs.

ProtocolFeeRouter
0xf804c8bcfbf5b27e423339f5e0a2aec42a292b86

Splits every VeilAMM native-ETH fee between Altar and BlackMarket.

VeilAMM
0x9ef4dfde76f8f2f72e293b877e3b26d0c8c711ac

The NFT ↔ PR automated market maker Cultists trade through (V2, re-pegged 2026-08-12).

VeilAMM (V1, Time Capsule)
0x8afe81a7a1deab873a7311c4b56713e2576feb52

Original pool, deprecated — left live and unmigrated on purpose (see /admin notes); no longer used by the trading UI.

MasterEmissionsVault
0xa138d3a9605ae67cff446529011941f23582f5bf

Caps and releases PR emissions to registered reward modules over time.

GenesisDistributor
0x1d5ff3c15132deef9eb7dd30039047d4fb30833a

One-time genesis PR allocation distribution.

LPVault
0x86d21c60e9b69741965d847c7132b32190112bbc

Holds PR earmarked for token liquidity — not yet seeded.

DevelopmentVesting
0xab0452d69254634469c529acad89b870c1f5bafa

Linear vesting of the development allocation (365d cliff, 730d vest).

ProtocolReserve (TimelockReserve)
0x112b3f2009d4d4b684ac933335c0dfb6af24e422

7-day timelocked withdrawal queue for the protocol's own PR reserve.

BlackMarketReserve (TimelockReserve)
0x462c8e90f9ffe35cd354bc2045b89440035b5aaf

7-day timelocked withdrawal queue for BlackMarket's PR reserve.

LP is intentionally not yet seeded — LPVault.releaseForSeeding has not been called.