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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":158,"slug":77,"locale":7,"scope":149,"entity_type":31,"title":159,"description":160,"hero_image":31,"source_url":161,"source_license":153,"group_key":162,"nav_order":163,"sidebar_hidden":156},"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":165,"slug":166,"locale":7,"scope":149,"entity_type":31,"title":167,"description":168,"hero_image":31,"source_url":169,"source_license":153,"group_key":162,"nav_order":170,"sidebar_hidden":156},"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,[173,174,175],"beginner","tips","wiki",107,[178],{"query":179,"search_volume":180,"mapped_target":181,"sidebar_label":31,"resolved_title":182},"Peglin wiki",260,"\u002Fpeglin\u002Fguides\u002Fwiki","Peglin Wiki: Enemies, Boards, Classes & Prototype Guide",{"id":64,"game_slug":4,"type_slug":65,"name_default":66,"schema":67,"list_url_pattern":68,"detail_url_pattern":69,"detail_template":31,"schema_version":15,"presentation":39,"consolidated_into":31},{"items":185},[186,187,188,189,190,191,192],{"id":23,"game_slug":4,"type_slug":24,"name_default":25,"schema":26,"list_url_pattern":27,"detail_url_pattern":28,"detail_template":29,"schema_version":15,"presentation":30,"consolidated_into":31},{"id":33,"game_slug":4,"type_slug":34,"name_default":35,"schema":36,"list_url_pattern":37,"detail_url_pattern":38,"detail_template":31,"schema_version":15,"presentation":39,"consolidated_into":31},{"id":41,"game_slug":4,"type_slug":42,"name_default":43,"schema":44,"list_url_pattern":45,"detail_url_pattern":46,"detail_template":31,"schema_version":15,"presentation":39,"consolidated_into":31},{"id":48,"game_slug":4,"type_slug":49,"name_default":50,"schema":51,"list_url_pattern":52,"detail_url_pattern":53,"detail_template":31,"schema_version":15,"presentation":54,"consolidated_into":55},{"id":57,"game_slug":4,"type_slug":58,"name_default":59,"schema":60,"list_url_pattern":61,"detail_url_pattern":62,"detail_template":31,"schema_version":15,"presentation":39,"consolidated_into":31},{"id":64,"game_slug":4,"type_slug":65,"name_default":66,"schema":67,"list_url_pattern":68,"detail_url_pattern":69,"detail_template":31,"schema_version":15,"presentation":39,"consolidated_into":31},{"id":71,"game_slug":4,"type_slug":72,"name_default":73,"schema":74,"list_url_pattern":75,"detail_url_pattern":76,"detail_template":31,"schema_version":15,"presentation":54,"consolidated_into":77},{"id":194,"slug":195,"locale":7,"data":196,"seo_title":197,"seo_description":198,"updated_at":199,"created_at":200,"listed_only":156,"_used_locale":7,"term_refs":201,"body_icons":207},"pg.relic.grabby-hand.en","grabby-hand","{\"name\":\"pg.term.relic_grabby_hand\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Frelic\u002Fgrabby-hand.png\",\"rarity\":\"common\",\"description\":\"Grabby Hand is an orb modifier in Peglin that changes the trajectory of thrown projectiles against flying enemies so they travel horizontally rather than arcing downward. It applies specifically to thrown orb types (projectile\u002Fthrowing orbs) and ensures those orbs move parallel to the ground when targeting airborne foes, making their path more predictable and easier to aim.\\n\\nThis behavior affects interactions with flying enemies by eliminating the usual gravity-driven drop of thrown orbs; instead of following a parabolic arc that can undershoot or overshoot elevated targets, the orb flies straight across at the same vertical level from which it was launched. The effect only activates when the target is a flying enemy; ground-targeted throws keep their normal trajectories.\\n\\n- Use Grabby Hand when your build relies on precise horizontal damage lanes or when you need consistent hits on airborne enemies that otherwise evade arcing projectiles.\\n- It pairs well with orbs that have a narrow horizontal hitbox or that benefit from a flat travel path (for example, orbs that pierce multiple targets in a line), since it prevents vertical deviation.\\n- Placement and timing matter less for height when this modifier is active, but you still need to account for enemy lateral movement and your shot speed.\\n- The modifier does not change damage, speed, or effects of the orb beyond its horizontal trajectory against flying enemies.\"}","Grabby Hand: Effect & Usage - Peglin Wiki","Grabby Hand is a relic in Peglin that makes thrown orbs travel horizontally against flying enemies. 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