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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":168,"slug":78,"locale":7,"scope":159,"entity_type":25,"title":169,"description":170,"hero_image":25,"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":25,"title":177,"description":178,"hero_image":25,"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":25,"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.relic.ambiguous-amulet.en","ambiguous-amulet","{\"description\":\"Ambiguous Amulet is a Relic that modifies how orb contact with walls contributes to damage. While most sources count only direct hits on enemies or obstacles for orb damage, Ambiguous Amulet causes damage to be applied when an orb bounces off a wall surface. This applies to any valid wall collision and is not restricted to specific wall types.\\n\\nThe amulet interacts strongly with other items that modify orb damage calculation. In particular, when combined with the [[pg.term.relic_inconspicuous_ring|Inconspicuous Ring]], Ambiguous Amulet effectively makes the entire board contribute to an orb's damage because every wall bounce across the playfield will add to the orb's total damage. Wall bounces include collisions with side walls and the ceiling; ceiling bounces still trigger the amulet’s effect.\\n\\nPractical notes for play:\\n- Positioning shots to maximize wall bounces increases damage output; aim angles that produce multiple wall collisions before hitting an enemy or center area.\\n- Using the amulet with effects that multiply orb damage (such as rings or upgrades that boost per-hit damage) multiplies the benefit because each wall bounce counts as an additional instance of damage contribution.\\n- Ceiling bounces are valid triggers, so bank shots that ricochet off the top of the arena are effective ways to rack up extra damage.\\n- The amulet does not change which targets can be damaged by an orb; it only adds damage contributions when the orb collides with walls.\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Frelic\u002Fambiguous-amulet.png\",\"rarity\":\"common\",\"name\":\"pg.term.relic_ambiguous_amulet\"}","Ambiguous Amulet: Effects & Usage - Peglin Wiki","Learn how Ambiguous Amulet causes orb wall bounces to count as damage in Peglin. 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