Types, matchups, moves, and mechanics — generated directly from the live battle engine.
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.
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 ProfileOpen 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 PacksEvery Cultist card shows the same core stats:
Stars, stats, and traits are permanent unless you go through Training, Harvest, or Star Ascension — nothing changes on its own.
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
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
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 $PR (see the fee table further down this Wiki).
View Trait InventoryThe Veil moves your Cultist from Ethereum to Robinhood Chain, where the current season plays out. Lore calls this "Drifting through the Veil" — technically, it's our own custom lock/mint/burn bridge, not LayerZero or any third-party bridge protocol:
No activation fee — you only pay network gas. Button: ENTER THE VEIL (GAS ONLY).
Enter the VeilEvery Robinhood Cultist actually has two separate on-chain accounts attached to it — don't think of them as one wallet:
Both are controlled by whoever currently owns the Cultist NFT — sell it, and control of both passes with it.
| System | Where It Lives | Travels With Ownership? | On Burn / Bridge Back |
|---|---|---|---|
| CultistLedger (GLD, SLVR, ERC1155 items, NFTs) | ERC-6551 account tied to the Cultist | Yes — follows current owner | Swept to protocol treasury (forfeited, not returned to you) |
| BrokerAccount ($PR, liquid) | Separate Cultist-controlled account | Yes — follows current owner | Not covered by the forfeiture sweep — withdraw manually before burning |
| Bonded $PR (VestingBondEscrow) | Separate vesting pool, opt-in | Yes — resolves current owner live | Follows ownership the same way; not part of the forfeiture sweep |
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) | Yes | Yes — fully liquid | Bond-floor check for squads / Command Post |
| Activation Burn | Yes | No — sent to dead address | One-time BrokerAccount setup |
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 SquadPitBoy and StonkBroker NFTs can be pegged to a squad from the Altar's squad card — each peg/unpeg is its own transaction, movable anytime.
| Peg | Max / Squad | Boost Each | Boosts |
|---|---|---|---|
| PitBoy | 3 | +10% | $PR (displayed on your squad card) |
| StonkBroker | 2 | +25% | $SLV (displayed on your squad card) |
Not Yet Live
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 SquadEvery squad gets a Power Score from its own stats:
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.
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:
| Tier | Min Bonded $PR | Pool | Pool Share |
|---|---|---|---|
| Ascended | 5,000,000 | 120,000 PR | 40% |
| Elite | 2,500,000 | 90,000 PR | 30% |
| Veteran | 1,000,000 | 60,000 PR | 20% |
| Novice | 250,000 | 30,000 PR | 10% |
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:
| Rank | Weight (0.8ⁿ) | Share | Payout |
|---|---|---|---|
| 1st | 1.00 | 1.00 / 2.44 = 41% | ≈12,300 PR |
| 2nd | 0.80 | 0.80 / 2.44 = 33% | ≈9,840 PR |
| 3rd | 0.64 | 0.64 / 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.
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 AltarThe 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:
| Action | Cost | ||
|---|---|---|---|
| Cosmetic trait apply | 2,500 – 10,000 PR | ||
| Move trait apply | 6,900 PR | ||
| Stat trait apply | 10,000 + 5,000/level PR | ||
| Name change | 10,000 PR |
All Armory $PR spends are transferred to the treasury, not burned.
Open ArmoryBattle 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:
Star Ascension has no $PR cost. It runs entirely on sacrifice + combat trials:
Permanent Action
Every Cultist is assigned one of eight elemental types at reveal, which determines its move pool and matchup profile.
Volatile burst damage — goes all-in on combo attacks and short buffs.
Two natural predators (ION, ETHER) make it the highest-risk pick.
Drain and attrition — steals HP and debuffs DEF to grind opponents down.
Hard countered by HYPUR; strong into ETHER.
Speed and multi-hit — stacks small hits and buffs ATK early.
Hard countered by GLITCH; preys on VOID.
Defensive tank — permanent stat stacking via Diamond Protocol.
No hard predator; slow to ramp.
Balanced sustain — heals and buffs to outlast the opponent.
Hard countered by VOID; dominant vs DEGEN.
Chaos and exploitation — randomized power, stuns, self-DoT/regen shields.
Hard countered by HYPUR; dominant vs HYPUR (mirrors don't apply here — see chart).
Mirror and amplify — reflects damage and scales ATK the longer the fight runs.
Hard countered by DEGEN; dominant vs VOID.
Sustained pressure — DoTs and blocks that wear opponents down over time.
No hard predator; dominant vs GLITCH.
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 → | DEGEN | VOID | HYPUR | ION | ETHER | GLITCH | ECHO | TERRA |
|---|---|---|---|---|---|---|---|---|
| DEGEN | 0.85× | 1× | 1× | 0.4× | 0.65× | 1× | 2.5× | 1.5× |
| VOID | 1× | 0.85× | 0.4× | 1× | 2.5× | 1.5× | 0.65× | 1× |
| HYPUR | 1× | 2.5× | 0.85× | 1.5× | 1× | 0.4× | 1× | 0.65× |
| ION | 2.5× | 1× | 0.4× | 0.85× | 1× | 0.65× | 1.5× | 1× |
| ETHER | 2.5× | 0.4× | 1× | 1× | 0.85× | 1× | 0.65× | 1.5× |
| GLITCH | 1× | 0.4× | 2.5× | 1.5× | 1× | 0.85× | 1× | 0.65× |
| ECHO | 0.4× | 2.5× | 1× | 0.65× | 1.5× | 1× | 0.85× | 1× |
| TERRA | 0.4× | 1× | 1.5× | 1× | 0.65× | 2.5× | 1× | 0.85× |
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.
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.
| Cost | What you'll find at this cost |
|---|---|
| 0 | Head Butt / Brace — always available, no type, universal fallback |
| 2 | Standard-tier attacks, skills, and defense — your turn-1/2 openers |
| 3 | Combo-tier moves — multi-hit attacks, buffs, drains, shields |
| 4 | Elite-tier moves — heavier hits and stronger utility |
| 5 | The 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.
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.
Support and utility — buffs, heals, drains, debuffs, stuns, and control effects. Never blocked by Defense. Always hits (no miss chance).
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.
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.
Single hit
2-hit combo
3-hit combo
Single hit — -2 target DEF for 1t
Single hit — Inflicts 4 dmg/turn for 2t
+3 ATK for 2t
Costs 15 HP for +5 ATK (2t)
Inflicts 3 dmg/turn for 4t
Destroys the target's active shield
Reduces every hit by 2 for 3t
Blocks up to 15 damage · Reflects 7 dmg if shield breaks
Absorbs the next attack completely · User skips their next energy gain
Always available to every Cultist regardless of type, at 0 energy cost. No type multiplier applies (no resist/dominance either way).
Single hit
Blocks up to 4 damage
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.
| Stars | Rarity | General Feel |
|---|---|---|
| ★ | Common | Good for learning matchups |
| ★★ | Uncommon | Playable in most brackets |
| ★★★ | Standard | Competitive baseline |
| ★★★★ | Strong | Noticeable edge over lower tiers |
| ★★★★★ | Rare | Top-bracket material |
| ★★★★★★ | Legendary | Wins 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.
The $PR token economy (Goat Cult Protocol), live on Robinhood Chain mainnet (chain ID 4663).
The $PR token itself — supply is minted straight to the six contracts below at construction.
Protocol reserve — holds an approved basket of RWA tokens (SLV live; more added via governance) acquired against ETH fees.
Acquires and holds protocol-owned Cultist NFTs.
Splits every VeilAMM native-ETH fee between Altar and BlackMarket.
The NFT ↔ PR automated market maker Cultists trade through (V2, re-pegged 2026-08-12).
Original pool, deprecated — left live and unmigrated on purpose (see /admin notes); no longer used by the trading UI.
Caps and releases PR emissions to registered reward modules over time.
One-time genesis PR allocation distribution.
Holds PR earmarked for token liquidity — not yet seeded.
Linear vesting of the development allocation (365d cliff, 730d vest).
7-day timelocked withdrawal queue for the protocol's own PR reserve.
7-day timelocked withdrawal queue for BlackMarket's PR reserve.
LP is intentionally not yet seeded — LPVault.releaseForSeeding has not been called.