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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":76,"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":207},"pg.relic.critiqualibrium.en","critiqualibrium","{\"name\":\"pg.term.relic_critiqualibrium\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Frelic\u002Fcritiqualibrium.png\",\"description\":\"Critiqualibrium is a passive effect that modifies how many crit_peg appear on the board when an orb is drawn. It compares the orb's base (normal) damage to its critical damage and adjusts the count of crit_peg by a fixed amount based on that comparison.\\n\\nWhen an orb is drawn, if the orb's base damage is greater than its crit damage, the board contains BALANCED_CRITS_AMOUNT fewer crit_peg. If the orb's base damage is less than or equal to its crit damage, the board contains BALANCED_CRITS_AMOUNT additional crit_peg.\\n\\nPractical notes and interactions:\\n- The effect triggers on orb draw, so its impact depends on which specific orb is drawn rather than the entire hand or deck composition.\\n- The comparison uses the orb's numeric base damage versus its crit damage; equal values are treated as the latter case (crit_peg increase).\\n- Because the change is a flat addition or subtraction of BALANCED_CRITS_AMOUNT crit_peg, the effect can both reduce and increase opportunities for critical hits depending on orb design. Use it to balance decks that rely on high base-damage orbs (to reduce crit pegs) or decks that rely on crit-focused orbs (to increase crit pegs).\\n- The effect only alters the number of crit_peg present on the board at draw time; it does not directly change the orb's own damage values or other peg types.\"}","Critiqualibrium: Effect & Usage - Peglin Wiki","Critiqualibrium is a relic in Peglin that adds or removes a fixed number of crit_peg on orb draw based on an orb's base vs. critical damage, affecting crit opportunities.","2026-06-02 22:32:06","2026-06-01 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