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(the **\"?\"** nodes on the map) are non-combat encounters that hand you a short scene and a set of choices — usually trading some health, gold, or an orb for a reward like a new orb, an upgrade, an orb removal, healing, or an event-exclusive relic. They are one of the most build-defining stops on a run: a well-timed orb removal or a free upgrade can shape your whole deck.\n\nBelow is every event in the game, grouped with its area and exactly what each choice does. Some events are fixed to a single area (Forest, Castle, Mines, Inferno); others can appear anywhere. Where the community has a settled name we use it; the rest keep their in-game descriptive label.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FEncounters","CC-BY-SA-4.0","world",25,0,{"id":168,"slug":75,"locale":7,"scope":159,"entity_type":29,"title":169,"description":170,"hero_image":29,"source_url":171,"source_license":163,"group_key":172,"nav_order":173,"sidebar_hidden":166},"peglin:status-effects:en","Status Effects","**Status effects** in Peglin are stacking keyword conditions — *buffs* that strengthen your shots and *debuffs* that hamper enemies (or you). Most are applied by specific orbs and relics, then consumed or counted down over the course of a battle, making them the connective tissue between your deck and your relic build.\n\nBuffs like **Muscircle** (flat damage) and **Ballwark** (shield) reward stacking before you fire, while debuffs like **Spinfection** and **Bramble** turn enemies' own turns against them. The table below compares every status effect — its type and exactly what it does.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FStatus_Effects","meta",40,{"id":175,"slug":176,"locale":7,"scope":159,"entity_type":29,"title":177,"description":178,"hero_image":29,"source_url":179,"source_license":163,"group_key":172,"nav_order":180,"sidebar_hidden":166},"peglin:cruciball:en","cruciball","Cruciball","**Cruciball** is Peglin's ascension system: 20 stacking difficulty levels, each unlocked by beating the game on the level before it. Every level adds one permanent hazard on top of all the previous ones, so a Cruciball 20 run carries every modifier at once.\n\n## How the levels stack\nThe early levels nibble at your economy and board — **Lv. 1** starts you with a weakened **Pebball**, **Lv. 3** and **Lv. 5** strip a Crit Peg and a Refresh Peg from every board, and **Lv. 8** cuts your starting gold to zero. The middle levels turn up enemy pressure: **Lv. 6** and **Lv. 10** inflate enemy and boss health, **Lv. 7** and **Lv. 13** gut your post-battle and post-boss healing, and **Lv. 15** hands enemies a bonus turn every time you reload.\n\nThe back half is about surviving on thin margins — **Lv. 14** starts you with 15% less Max HP, **Lv. 11** and **Lv. 16** saddle you with a useless **Terriball** and **Horriball**, **Lv. 18** inflates Haglin's shop prices, and **Lv. 20** makes every boss uniquely nastier. Clearing Cruciball 20 with each class is the game's true completion goal.\n\n## Approach\nLean on **scaling** orbs and relics that snowball past the inflated health pools, prioritise healing and Ballwark to absorb the extra enemy turns, and treat the dead-weight **Terriball**\u002F**Horriball** as orbs to discard at the first shop.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FCruciball",45,true,[183,184,185],"beginner","tips","wiki",107,[188],{"query":189,"search_volume":190,"mapped_target":191,"sidebar_label":29,"resolved_title":192},"Peglin wiki",260,"\u002Fpeglin\u002Fguides\u002Fwiki","Peglin Wiki: Enemies, Boards, Classes & Prototype Guide",{"id":194,"slug":195,"locale":7,"data":196,"seo_title":197,"seo_description":198,"updated_at":199,"created_at":200,"listed_only":166,"_used_locale":7,"term_refs":201,"body_icons":212},"pg.enemy.mines-lightning-rod.en","mines-lightning-rod","{\"description\":\"Mines Lightning Rod is a powerful hazard enemy that appears in the Mines. It is a stronger variant of the castle Lightning Rod and uses a crystal at its core to forcibly lock the gaze of Peglins and other creatures in the room. Any creature with perception — and some without it — cannot look away while the Lightning Rod remains active, drawing and holding enemy attention so miners (in-lore) can continue working.\\n\\nThe Lightning Rod functions as a durable, attention-grabbing unit rather than a direct attacker. All targeting orbs prioritize the Lightning Rod and will damage it before other enemies in the room. Because it soaks up most targeted damage, players must plan around its presence: indirect or area attacks and special mechanics are the usual ways to clear or mitigate it.\\n\\n- Bombs and piercing orbs still damage other enemies even when a Lightning Rod is present; these effects can be used to bypass its targeting priority. Bomb relics or high-count explosives are especially effective at dealing with remaining enemies while the rod draws direct hits.\\n- Increasing average damage or using strong single-target damage allows the Lightning Rod itself to be killed earlier; offensive relics and high-damage orbs reduce the time it controls enemy targeting.\\n- Despite the name, all targeting orb types focus the Lightning Rod first — not only [[pg.term.orb_ball_lightning|Ball Lightning]] — so altering orb behavior (pierce, bomb, or spread) is more relevant than relying on a particular orb type to ignore it.\\n- The Lightning Rod’s design is thematic: miners in the lore placed these crystalline rods to distract increasingly powerful subterranean monsters discovered during deeper excavations.\\n\\nVersion notes record that the entity’s name has varied historically (formerly listed as \\\"Lighting Rod\\\" and \\\"Mines Lightening Rod\\\") and its health values have been adjusted in past updates.\",\"health\":777,\"cruciball_health\":1077,\"melee_damage\":0,\"ranged_damage\":0,\"kind\":\"enemy\",\"area\":\"mines\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Fenemy\u002Fmines-lightning-rod.png\",\"name\":\"pg.term.enemy_mines_lightning_rod\"}","Mines Lightning Rod: Stats & Counters - Peglin Wiki","Mines Lightning Rod is a durable Mines enemy that draws targeting priority in Peglin. 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