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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":207},"pg.relic.popping-corn.en","popping-corn","{\"name\":\"pg.term.relic_popping_corn\",\"hero_image\":\"\u002Fimages\u002Fpeglin\u002Frelic\u002Fpopping-corn.png\",\"rarity\":\"rare\",\"description\":\"Popping Corn is a consumable effect that restores health to the player by healing for each peg activated during a shot. It appears as an item-like effect that triggers when pegs are struck, converting peg hits into small, immediate heals that sustain the player's surviving pegs between rounds.\\n\\nThe effect heals **1 HP for every peg activated** (the number of activations is determined by the game's HEAL_PEG_HITS value). It applies on a per-shot basis: whenever a shot activates pegs, each activated peg grants the listed amount of healing to the player. This makes Popping Corn particularly effective in levels or runs with dense peg layouts or when using shots that reliably hit many pegs, such as wide-angle shots, multiballs, or setups that ricochet through clusters.\\n\\nPractical notes and interactions:\\n- Maximizing peg activations in a single shot increases the total heal gained from Popping Corn, so pair it with abilities or items that increase pellet count, spread, or peg-bouncing.\\n- The heal is granted immediately upon peg activation; it does not queue or delay, so it can prevent peg losses between successive enemy turns.\\n- Effects that change how pegs are activated (for example, converting pegs to stronger states or altering activation triggers) will proportionally affect the amount healed since healing scales with activations.\"}","Popping Corn: Effects & Usage - Peglin Wiki","Popping Corn is a relic in Peglin that heals 1 HP per peg activated each shot. 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