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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":156,"slug":75,"locale":7,"scope":147,"entity_type":29,"title":157,"description":158,"hero_image":29,"source_url":159,"source_license":151,"group_key":160,"nav_order":161,"sidebar_hidden":154},"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":163,"slug":164,"locale":7,"scope":147,"entity_type":29,"title":165,"description":166,"hero_image":29,"source_url":167,"source_license":151,"group_key":160,"nav_order":168,"sidebar_hidden":154},"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,[171,172,173],"beginner","tips","wiki",107,[176],{"query":177,"search_volume":178,"mapped_target":179,"sidebar_label":29,"resolved_title":180},"Peglin wiki",260,"\u002Fpeglin\u002Fguides\u002Fwiki","Peglin Wiki: Enemies, Boards, Classes & Prototype Guide",{"id":182,"slug":183,"locale":7,"data":184,"seo_title":185,"seo_description":186,"updated_at":187,"created_at":188,"listed_only":154,"_used_locale":7,"term_refs":189,"body_icons":220},"pg.relic.dodgy-dagger.en","dodgy-dagger","{\"description\":\"Dodgy Dagger is a passive item that grants [[pg.term.status-effect_spinesse|Spinesse]] whenever the player evades an attack. It triggers on each successful evade, providing +1 Spinesse per evade; earlier versions limited this to [[pg.term.status-effect_ballusion|Ballusion]] (illusions), but in current versions it activates on any evade.\\n\\nDodgy Dagger pairs naturally with strategies that both increase evasion and convert Spinesse into reliable critical strikes. Because Spinesse is most valuable when the player can consistently land crits, build choices that generate automatic or frequent criticals synergize well. Items such as [[pg.term.relic_steady_scope|Steady Scope]] (which guarantees crits at higher Ballusion levels) mesh with builds that raise Ballusion while using Dodgy Dagger. [[pg.term.relic_redoublet|Redoublet]] also complements Dodgy Dagger by creating critical pegs when the player dodges via Ballusion or [[pg.term.status-effect_darcness|Darcness]], enabling simultaneous Spinesse gain and crit conversion.\\n\\nPractical notes:\\n- Dodgy Dagger grants **1 Spinesse** each time an attack is evaded; stacking multiple dodges in a single turn yields multiple Spinesse.\\n- It benefits both illusion-based dodge mechanics (Ballusion) and other sources of evasion, so any reliable evade source increases its effectiveness.\\n- Combining Dodgy Dagger with items that create guaranteed crits or critical pegs maximizes damage output from accumulated Spinesse.\\n- Version history: introduced in v0.9.32; in v1.0 its trigger was broadened from only Ballusion-based evades to any evade.\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Frelic\u002Fdodgy-dagger.png\",\"rarity\":\"common\",\"name\":\"pg.term.relic_dodgy_dagger\"}","Dodgy Dagger: Stats & Usage - Peglin Wiki","Dodgy Dagger is a relic in Peglin that grants +1 Spinesse each time you evade. Learn how it stacks, pairs with crit builds (Steady Scope, Redoublet), and version history.","2026-06-10 18:56:36","2026-06-01 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