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orb の場合の所属クラス (Balladin \u002F Spinventor \u002F Roundrel 等)。 汎用は空\"},{\"name\":\"damage\",\"i18n_label\":{\"ja\":\"ダメージ\",\"en\":\"Damage\",\"ko\":\"데미지\",\"zh-CN\":\"伤害\"},\"type\":\"integer\",\"required\":false,\"min\":0},{\"name\":\"crit_damage\",\"i18n_label\":{\"ja\":\"クリティカルダメージ\",\"en\":\"Crit damage\",\"ko\":\"치명타 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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":165,"slug":75,"locale":7,"scope":156,"entity_type":29,"title":166,"description":167,"hero_image":29,"source_url":168,"source_license":160,"group_key":169,"nav_order":170,"sidebar_hidden":163},"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":172,"slug":173,"locale":7,"scope":156,"entity_type":29,"title":174,"description":175,"hero_image":29,"source_url":176,"source_license":160,"group_key":169,"nav_order":177,"sidebar_hidden":163},"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,[180,181,182],"beginner","tips","wiki",107,[185],{"query":186,"search_volume":187,"mapped_target":188,"sidebar_label":29,"resolved_title":189},"Peglin wiki",260,"\u002Fpeglin\u002Fguides\u002Fwiki","Peglin Wiki: Enemies, Boards, Classes & Prototype Guide",{"id":191,"slug":192,"locale":7,"data":193,"seo_title":194,"seo_description":195,"updated_at":196,"created_at":197,"listed_only":163,"_used_locale":7,"term_refs":198,"body_icons":209},"pg.enemy.tri-beam-shade.en","tri-beam-shade","{\"description\":\"Tri-beam Shade is an eldritch enemy encountered as a physical embodiment of ancient, otherworldly energy. It cannot be harmed by conventional means and instead must be worn down gradually by dispersing its energy bit by bit. The creature's incorporeal properties prevent normal damage application, so player attacks function as incremental reductions to its health rather than standard hits.\\n\\nThe Shade is not native to the mine environments where Peglin runs typically take place. Its origin lies far deeper beneath the planet’s surface—beneath regions Peglins have not reached—marking it as a denizen of subterranean depths beyond the ordinary caverns and tunnels.\\n\\nGameplay and interactions:\\n- Standard damage types do not apply in the usual way; each successful strike or effect chips away at the Tri-beam Shade’s energy pool, so repeated or sustained pressure is required to defeat it.\\n- Effects that disperse, debuff, or otherwise erode energy over time are especially effective because the Shade’s resilience is tied to its intangible nature.\\n- The Tri-beam Shade’s lore and placement suggest connections to content beyond the mines; in later updates this enemy is linked mechanically to rare intangibility effects such as [[pg.term.status-effect_intangiball|Intangiball]], which mirror its theme of being “not fully present.” Use of mechanics that interact with intangible or energy-based foes will often produce the best results.\\n- Tactics that rely on single high-damage bursts are less efficient than those that apply steady, repeated disruption. Arrange your shots and orbs to maximize persistent or multi-hit interactions to steadily reduce its health.\\n\\nTri-beam Shade represents a shift in enemy design toward foes that require prolonged strategies rather than instant takedowns, reinforcing planning and resource management for deeper, more mysterious layers of the game world.\",\"health\":131,\"cruciball_health\":199,\"melee_damage\":0,\"ranged_damage\":0,\"kind\":\"miniboss\",\"area\":\"mines\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Fenemy\u002Ftri-beam-shade.png\",\"name\":\"pg.term.enemy_tri_beam_shade\"}","Tri-beam Shade: Stats & Strategy - Peglin Wiki","Learn how Tri-beam Shade behaves in Peglin and which tactics chip away its energy pool. 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