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체력·골드·구슬을 대가로 새 구슬 \u002F 업그레이드 \u002F 구슬 제거 \u002F 회복 \u002F 이벤트 전용 유물 등의 보상을 얻습니다. 런에서 빌드를 가장 크게 좌우하는 지점 중 하나로, 적절한 타이밍의 구슬 제거나 무료 업그레이드는 덱 전체를 좌우합니다.\n\n아래는 게임 내 모든 이벤트를 등장 지역과 각 선택지의 효과와 함께 정리한 것입니다. 일부는 특정 지역(숲·성·광산·화염계) 고정이고, 나머지는 어디서든 등장합니다. 커뮤니티에서 굳어진 명칭이 있으면 그것을, 없으면 게임 내 설명형 라벨을 사용합니다.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FEncounters","CC-BY-SA-4.0","world",25,0,{"entityTypes":32,"sidebar":87,"standalonePages":154,"hasGuides":170,"synthesizedGuides":171,"patchCount":30,"marketCount":30,"newsCount":175,"popularSearches":176},[33,42,50,57,65,72,79],{"id":34,"game_slug":4,"type_slug":35,"name_default":36,"schema":37,"list_url_pattern":38,"detail_url_pattern":39,"detail_template":40,"schema_version":15,"presentation":41,"consolidated_into":23},"pg.type.achievement","achievement","Achievement","{\"checklist\":{\"enabled\":true,\"rarity_field\":\"global_unlock_pct\"},\"fields\":[{\"name\":\"name\",\"type\":\"term_ref\",\"target_category\":\"achievement\",\"required\":true},{\"name\":\"hero_image\",\"type\":\"image\"},{\"name\":\"steam_icon_url\",\"type\":\"image\"},{\"name\":\"steam_apiname\",\"type\":\"text\"},{\"name\":\"global_unlock_pct\",\"type\":\"decimal\"},{\"name\":\"hidden\",\"type\":\"boolean\"},{\"name\":\"description\",\"type\":\"rich_text\",\"i18n\":true}],\"list_view_fields\":[\"name\",\"description\",\"global_unlock_pct\"],\"detail_template\":{\"list_layout\":\"table\"}}","\u002F{game}\u002Fachievements\u002F","\u002F{game}\u002Fachievements\u002F{slug}","{\"list_layout\":\"table\"}","table_only",{"id":43,"game_slug":4,"type_slug":44,"name_default":45,"schema":46,"list_url_pattern":47,"detail_url_pattern":48,"detail_template":23,"schema_version":15,"presentation":49,"consolidated_into":23},"pg.type.class","class","Class","{\"icon\":\"🎭\",\"fields\":[{\"name\":\"name\",\"type\":\"term_ref\",\"target_category\":\"class\",\"required\":true},{\"name\":\"hero_image\",\"type\":\"image\",\"required\":false},{\"name\":\"availability\",\"i18n_label\":{\"ja\":\"解放\",\"en\":\"Availability\",\"ko\":\"해금\",\"zh-CN\":\"解锁\"},\"type\":\"enum\",\"is_category\":true,\"values\":[\"starting\",\"unlockable\"],\"required\":false},{\"name\":\"health\",\"i18n_label\":{\"ja\":\"HP\",\"en\":\"Health\",\"ko\":\"체력\",\"zh-CN\":\"生命值\"},\"type\":\"integer\",\"required\":false,\"min\":0},{\"name\":\"unlock_method\",\"i18n_label\":{\"ja\":\"解放条件\",\"en\":\"Unlock 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효과","Peglin 의 **상태 효과** 는 누적되는 키워드형 컨디션으로, 샷을 강화하는 *버프* 와 적 (또는 자신) 을 방해하는 *디버프* 로 나뉜다. 대부분은 특정 구슬과 유물로 부여되며, 전투 중에 소모되거나 카운트다운되어 덱과 유물 빌드를 잇는 연결 고리가 된다.\n\n**Muscircle (근력)** 의 피해 증가나 **Ballwark (방패)** 는 발사 전에 쌓을수록 강력해지고, **Spinfection** 이나 **Bramble** 같은 디버프는 적의 턴을 역이용한다. 아래 표에서 모든 상태 효과를 비교한다 — 종류와 효과를 정리했다.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FStatus_Effects","meta",40,{"id":164,"slug":165,"locale":21,"scope":22,"entity_type":23,"title":166,"description":167,"hero_image":23,"source_url":168,"source_license":27,"group_key":161,"nav_order":169,"sidebar_hidden":30},"peglin:cruciball:ko","cruciball","크루시볼","**크루시볼** 은 Peglin 의 상승 (어센션) 시스템이다. 20 단계의 난이도 레벨이 있으며, 각 레벨은 바로 이전 레벨로 게임을 클리어해야 해금된다. 각 레벨은 이전의 모든 제약에 더해 새로운 영구 위험 요소를 하나씩 추가하므로, 크루시볼 20 런은 모든 변경자를 한꺼번에 짊어진다.\n\n## 레벨이 쌓이는 방식\n초반 레벨은 경제와 보드를 갉아먹는다 — **Lv.1** 은 약화된 **Pebball** 로 시작하고, **Lv.3** 과 **Lv.5** 는 모든 보드에서 Crit Peg 와 Refresh Peg 를 하나씩 없애며, **Lv.8** 은 시작 골드를 0 으로 만든다. 중반 레벨은 적의 압박을 키운다 — **Lv.6** 과 **Lv.10** 은 적과 보스의 체력을 늘리고, **Lv.7** 과 **Lv.13** 은 전투 후·보스 후 회복을 깎으며, **Lv.15** 는 재장전할 때마다 적에게 추가 턴을 준다.\n\n후반부는 얇은 여유로 생존하는 것이 핵심이다 — **Lv.14** 는 최대 HP 15% 감소로 시작, **Lv.11** 과 **Lv.16** 은 쓸모없는 **Terriball** 과 **Horriball** 을 안기고, **Lv.18** 은 Haglin 상점 가격을 올리며, **Lv.20** 은 각 보스를 고유하게 더 흉악하게 만든다. 모든 클래스로 크루시볼 20 을 클리어하는 것이 이 게임의 진정한 완주 목표다.\n\n## 공략 방향\n부풀려진 체력 풀을 넘어서는 **스케일링** 계열 구슬·유물에 집중하고, 적의 추가 턴을 흡수할 회복과 Ballwark 를 우선한다. 짐덩어리인 **Terriball**\u002F**Horriball** 은 첫 상점에서 버릴 구슬로 취급한다.\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FCruciball",45,true,[172,173,174],"beginner","tips","wiki",20,[],{"items":178},[179,180,181,182,183,184,185],{"id":34,"game_slug":4,"type_slug":35,"name_default":36,"schema":37,"list_url_pattern":38,"detail_url_pattern":39,"detail_template":40,"schema_version":15,"presentation":41,"consolidated_into":23},{"id":43,"game_slug":4,"type_slug":44,"name_default":45,"schema":46,"list_url_pattern":47,"detail_url_pattern":48,"detail_template":23,"schema_version":15,"presentation":49,"consolidated_into":23},{"id":51,"game_slug":4,"type_slug":52,"name_default":53,"schema":54,"list_url_pattern":55,"detail_url_pattern":56,"detail_template":23,"schema_version":15,"presentation":49,"consolidated_into":23},{"id":58,"game_slug":4,"type_slug":59,"name_default":60,"schema":61,"list_url_pattern":62,"detail_url_pattern":63,"detail_template":23,"schema_version":15,"presentation":64,"consolidated_into":20},{"id":66,"game_slug":4,"type_slug":67,"name_default":68,"schema":69,"list_url_pattern":70,"detail_url_pattern":71,"detail_template":23,"schema_version":15,"presentation":49,"consolidated_into":23},{"id":73,"game_slug":4,"type_slug":74,"name_default":75,"schema":76,"list_url_pattern":77,"detail_url_pattern":78,"detail_template":23,"schema_version":15,"presentation":49,"consolidated_into":23},{"id":80,"game_slug":4,"type_slug":81,"name_default":82,"schema":83,"list_url_pattern":84,"detail_url_pattern":85,"detail_template":23,"schema_version":15,"presentation":64,"consolidated_into":86},{"items":187},[188,193,197,202,207,212,217,222,227,232,237,242,247,252,257,262,267,272,277,282,287,292,297,302,307,312,317,322,327,332,337,342,347,352,357,362,367,372,377,382,387,392,397,402,407,412,417,422,427,432,437,442,447,452,457,462,467,472,477,482,487,492,497,502,507,512,517,522,527,531,535,540,545,549,554,558,563,567,571,575,579,583,587,591,596,601,605,610,615,620,624,629,633,637,641,645,650,655,659,663,668,672,677,682,687,692,697,702,707,712,717,722,727,732,737,742,747,752,757,762,767,772,777,782,787,792,797,802,807,812,817,822,827,832,837,842,847,852,857,862,867,872,877,882,887,892,897,902,907,912,917,922,927,932,937,942,947,952,957,962,967,972,977,982,987,992,997,1002,1007,1012,1017,1022,1027,1032,1037,1042,1047,1052,1057,1062,1067,1072,1077,1082,1087,1092,1097,1102,1107,1112,1117,1122,1127,1132,1137,1142,1147,1152,1157,1162,1167,1172,1177,1182,1187,1192,1197,1202,1207,1212,1217,1222,1227,1232,1237,1242,1247,1252,1257,1262,1267,1272,1277,1282,1287,1292,1297,1302,1307,1312,1317,1322,1327,1332,1337,1342,1347,1352,1357,1362,1367,1372,1377,1382,1387,1392,1397,1402,1407,1412,1417,1422,1427,1432,1437,1442,1447,1452,1457,1462,1467,1472,1477,1482,1487,1492,1497,1502,1507,1512,1517,1522,1527,1532,1537,1542,1547,1552,1557,1562,1567,1572,1577,1582,1587,1592,1597,1602,1607,1612,1617,1622,1627,1632,1637,1642,1647,1652,1657,1662,1667,1672,1677,1682,1687,1692,1697,1702,1707,1712,1716,1721,1726,1731,1736,1741,1746,1750,1755,1760,1765,1770,1775,1780,1785,1790,1795,1800,1805,1810,1815,1820,1825,1830,1835,1840,1845,1850,1855,1860,1865,1870,1875,1880,1885,1890,1895,1900,1905,1910,1915,1920,1925,1930,1935,1940,1945,1950,1955,1960,1965,1970,1975,1980,1985,1990,1995,2000,2005,2010,2015,2020,2025,2030,2035,2040,2045,2050,2055,2060,2065,2070,2075,2080,2085,2090,2095,2100,2105,2110,2115,2120,2125,2130,2135,2140,2145,2150,2155,2160,2165,2170,2175,2180,2185,2190,2195,2200,2205,2210,2215,2220,2225,2230,2235,2240,2245,2250,2255,2260,2265,2270,2275,2280,2285,2290,2295,2300,2305,2310,2315,2320,2325,2330,2335,2340,2345,2350,2355,2360,2365,2370,2375,2380,2385,2390,2395,2400,2405,2410,2415,2420,2425,2430,2435,2440,2445,2450,2455,2460,2465,2470,2475,2480,2485,2490,2495,2500,2505,2510,2515,2520,2525,2530,2535,2540,2545,2550,2555,2560,2565,2570,2575,2580,2585,2590,2595],{"id":189,"game_slug":4,"category":44,"canonical_en":190,"aliases":13,"related_terms":14,"icon_url":23,"translations":191,"name":192},"pg.term.class_balladin","Balladin","{\"ko\":{\"value\":\"공기사\"},\"en\":{\"value\":\"Balladin\"}}","공기사",{"id":194,"game_slug":4,"category":44,"canonical_en":5,"aliases":13,"related_terms":14,"icon_url":23,"translations":195,"name":196},"pg.term.class_peglin","{\"ko\":{\"value\":\"페글린\"},\"en\":{\"value\":\"Peglin\"}}","페글린",{"id":198,"game_slug":4,"category":44,"canonical_en":199,"aliases":13,"related_terms":14,"icon_url":23,"translations":200,"name":201},"pg.term.class_roundrel","Roundrel","{\"ko\":{\"value\":\"구적\"},\"en\":{\"value\":\"Roundrel\"}}","구적",{"id":203,"game_slug":4,"category":44,"canonical_en":204,"aliases":13,"related_terms":14,"icon_url":23,"translations":205,"name":206},"pg.term.class_spinventor","Spinventor","{\"ko\":{\"value\":\"구슬발명가\"},\"en\":{\"value\":\"Spinventor\"}}","구슬발명가",{"id":208,"game_slug":4,"category":52,"canonical_en":209,"aliases":13,"related_terms":14,"icon_url":23,"translations":210,"name":211},"pg.term.enemy_avogadro","Avogadro","{\"ko\":{\"value\":\"아보가드로\"},\"en\":{\"value\":\"Avogadro\"}}","아보가드로",{"id":213,"game_slug":4,"category":52,"canonical_en":214,"aliases":13,"related_terms":14,"icon_url":23,"translations":215,"name":216},"pg.term.enemy_ballista_militia","Ballista Militia","{\"ko\":{\"value\":\"발리스타 민병대\"},\"en\":{\"value\":\"Ballista Militia\"}}","발리스타 민병대",{"id":218,"game_slug":4,"category":52,"canonical_en":219,"aliases":13,"related_terms":14,"icon_url":23,"translations":220,"name":221},"pg.term.enemy_batteye","Batteye","{\"ko\":{\"value\":\"배트아이\"},\"en\":{\"value\":\"Batteye\"}}","배트아이",{"id":223,"game_slug":4,"category":52,"canonical_en":224,"aliases":13,"related_terms":14,"icon_url":23,"translations":225,"name":226},"pg.term.enemy_batty","Batty","{\"ko\":{\"value\":\"배티\"},\"en\":{\"value\":\"Batty\"}}","배티",{"id":228,"game_slug":4,"category":52,"canonical_en":229,"aliases":13,"related_terms":14,"icon_url":23,"translations":230,"name":231},"pg.term.enemy_betsy_the_leshy","Betsy the Leshy","{\"ko\":{\"value\":\"레시 벳시\"},\"en\":{\"value\":\"Betsy the Leshy\"}}","레시 벳시",{"id":233,"game_slug":4,"category":52,"canonical_en":234,"aliases":13,"related_terms":14,"icon_url":23,"translations":235,"name":236},"pg.term.enemy_black_hole_slimedrop","Black Hole Slimedrop","{\"ko\":{\"value\":\"블랙홀 슬라임드롭\"},\"en\":{\"value\":\"Black Hole Slimedrop\"}}","블랙홀 슬라임드롭",{"id":238,"game_slug":4,"category":52,"canonical_en":239,"aliases":13,"related_terms":14,"icon_url":23,"translations":240,"name":241},"pg.term.enemy_blue_slimedrop","Blue Slimedrop","{\"ko\":{\"value\":\"파랑 슬라임드롭\"},\"en\":{\"value\":\"Blue Slimedrop\"}}","파랑 슬라임드롭",{"id":243,"game_slug":4,"category":52,"canonical_en":244,"aliases":13,"related_terms":14,"icon_url":23,"translations":245,"name":246},"pg.term.enemy_brick_slimebox","Brick Slimebox","{\"ko\":{\"value\":\"벽돌 슬라임박스\"},\"en\":{\"value\":\"Brick Slimebox\"}}","벽돌 슬라임박스",{"id":248,"game_slug":4,"category":52,"canonical_en":249,"aliases":13,"related_terms":14,"icon_url":23,"translations":250,"name":251},"pg.term.enemy_bushy_minion","Bushy (Minion)","{\"ko\":{\"value\":\"부시 (미니언)\"},\"en\":{\"value\":\"Bushy (Minion)\"}}","부시 (미니언)",{"id":253,"game_slug":4,"category":52,"canonical_en":254,"aliases":13,"related_terms":14,"icon_url":23,"translations":255,"name":256},"pg.term.enemy_castle_janitor_minion","Castle Janitor (Minion)","{\"ko\":{\"value\":\"성 청소부 (미니언)\"},\"en\":{\"value\":\"Castle Janitor (Minion)\"}}","성 청소부 (미니언)",{"id":258,"game_slug":4,"category":52,"canonical_en":259,"aliases":13,"related_terms":14,"icon_url":23,"translations":260,"name":261},"pg.term.enemy_castle_lightning_rod","Castle Lightning Rod","{\"ko\":{\"value\":\"성 피뢰침\"},\"en\":{\"value\":\"Castle Lightning Rod\"}}","성 피뢰침",{"id":263,"game_slug":4,"category":52,"canonical_en":264,"aliases":13,"related_terms":14,"icon_url":23,"translations":265,"name":266},"pg.term.enemy_chanballier","Chanballier","{\"ko\":{\"value\":\"샹볼리에\"},\"en\":{\"value\":\"Chanballier\"}}","샹볼리에",{"id":268,"game_slug":4,"category":52,"canonical_en":269,"aliases":13,"related_terms":14,"icon_url":23,"translations":270,"name":271},"pg.term.enemy_crevice_webber","Crevice Webber","{\"ko\":{\"value\":\"틈새 웨버\"},\"en\":{\"value\":\"Crevice Webber\"}}","틈새 웨버",{"id":273,"game_slug":4,"category":52,"canonical_en":274,"aliases":13,"related_terms":14,"icon_url":23,"translations":275,"name":276},"pg.term.enemy_crystal_mirror","Crystal Mirror","{\"ko\":{\"value\":\"수정 거울\"},\"en\":{\"value\":\"Crystal Mirror\"}}","수정 거울",{"id":278,"game_slug":4,"category":52,"canonical_en":279,"aliases":13,"related_terms":14,"icon_url":23,"translations":280,"name":281},"pg.term.enemy_crystal_slimedrop","Crystal Slimedrop","{\"ko\":{\"value\":\"수정 슬라임드롭\"},\"en\":{\"value\":\"Crystal Slimedrop\"}}","수정 슬라임드롭",{"id":283,"game_slug":4,"category":52,"canonical_en":284,"aliases":13,"related_terms":14,"icon_url":23,"translations":285,"name":286},"pg.term.enemy_crystal_slimeglob","Crystal Slimeglob","{\"ko\":{\"value\":\"수정 슬라임글롭\"},\"en\":{\"value\":\"Crystal Slimeglob\"}}","수정 슬라임글롭",{"id":288,"game_slug":4,"category":52,"canonical_en":289,"aliases":13,"related_terms":14,"icon_url":23,"translations":290,"name":291},"pg.term.enemy_demon_hand","Demon Hand","{\"ko\":{\"value\":\"악의 손\"},\"en\":{\"value\":\"Demon Hand\"}}","악의 손",{"id":293,"game_slug":4,"category":52,"canonical_en":294,"aliases":13,"related_terms":14,"icon_url":23,"translations":295,"name":296},"pg.term.enemy_demon_wall","Demon Wall","{\"ko\":{\"value\":\"악의 벽\"},\"en\":{\"value\":\"Demon Wall\"}}","악의 벽",{"id":298,"game_slug":4,"category":52,"canonical_en":299,"aliases":13,"related_terms":14,"icon_url":23,"translations":300,"name":301},"pg.term.enemy_domesticated_battrap","Domesticated Battrap","{\"ko\":{\"value\":\"애완 배트트랩\"},\"en\":{\"value\":\"Domesticated Battrap\"}}","애완 배트트랩",{"id":303,"game_slug":4,"category":52,"canonical_en":304,"aliases":13,"related_terms":14,"icon_url":23,"translations":305,"name":306},"pg.term.enemy_elite_slimeglob","Elite Slimeglob","{\"ko\":{\"value\":\"정예 슬라임글롭\"},\"en\":{\"value\":\"Elite Slimeglob\"}}","정예 슬라임글롭",{"id":308,"game_slug":4,"category":52,"canonical_en":309,"aliases":13,"related_terms":14,"icon_url":23,"translations":310,"name":311},"pg.term.enemy_enchanted_mirror","Enchanted Mirror","{\"ko\":{\"value\":\"마법의 거울\"},\"en\":{\"value\":\"Enchanted Mirror\"}}","마법의 거울",{"id":313,"game_slug":4,"category":52,"canonical_en":314,"aliases":13,"related_terms":14,"icon_url":23,"translations":315,"name":316},"pg.term.enemy_euphorbia_minion","Euphorbia (Minion)","{\"ko\":{\"value\":\"유포르비아 (미니언)\"},\"en\":{\"value\":\"Euphorbia (Minion)\"}}","유포르비아 (미니언)",{"id":318,"game_slug":4,"category":52,"canonical_en":319,"aliases":13,"related_terms":14,"icon_url":23,"translations":320,"name":321},"pg.term.enemy_flying_sapper_minion","Flying Sapper (Minion)","{\"ko\":{\"value\":\"비행 공병 (미니언)\"},\"en\":{\"value\":\"Flying Sapper (Minion)\"}}","비행 공병 (미니언)",{"id":323,"game_slug":4,"category":52,"canonical_en":324,"aliases":13,"related_terms":14,"icon_url":23,"translations":325,"name":326},"pg.term.enemy_fright_knight","Fright Knight","{\"ko\":{\"value\":\"암살자 기사\"},\"en\":{\"value\":\"Fright Knight\"}}","암살자 기사",{"id":328,"game_slug":4,"category":52,"canonical_en":329,"aliases":13,"related_terms":14,"icon_url":23,"translations":330,"name":331},"pg.term.enemy_giant_radiaworm","Giant Radiaworm","{\"ko\":{\"value\":\"거대 벌레\"},\"en\":{\"value\":\"Giant Radiaworm\"}}","거대 벌레",{"id":333,"game_slug":4,"category":52,"canonical_en":334,"aliases":13,"related_terms":14,"icon_url":23,"translations":335,"name":336},"pg.term.enemy_green_slimedrop","Green Slimedrop","{\"ko\":{\"value\":\"초록 슬라임드롭\"},\"en\":{\"value\":\"Green Slimedrop\"}}","초록 슬라임드롭",{"id":338,"game_slug":4,"category":52,"canonical_en":339,"aliases":13,"related_terms":14,"icon_url":23,"translations":340,"name":341},"pg.term.enemy_height_knight","Height Knight","{\"ko\":{\"value\":\"키 기사\"},\"en\":{\"value\":\"Height Knight\"}}","키 기사",{"id":343,"game_slug":4,"category":52,"canonical_en":344,"aliases":13,"related_terms":14,"icon_url":23,"translations":345,"name":346},"pg.term.enemy_impolite_knight","Impolite 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잡기",{"id":2436,"game_slug":4,"category":35,"canonical_en":2437,"aliases":13,"related_terms":14,"icon_url":23,"translations":2438,"name":2439},"pg.term.steam_ach_defeat_mole_tree","Wood you kindly?","{\"ko\":{\"value\":\"나무라기 전에 비켜줄래?\"},\"en\":{\"value\":\"Wood you kindly?\"}}","나무라기 전에 비켜줄래?",{"id":2441,"game_slug":4,"category":35,"canonical_en":2442,"aliases":13,"related_terms":14,"icon_url":23,"translations":2443,"name":2444},"pg.term.steam_ach_defeat_orbserver","All Eye On You","{\"ko\":{\"value\":\"너에게 꽂힌 외눈\"},\"en\":{\"value\":\"All Eye On You\"}}","너에게 꽂힌 외눈",{"id":2446,"game_slug":4,"category":35,"canonical_en":2447,"aliases":13,"related_terms":14,"icon_url":23,"translations":2448,"name":2449},"pg.term.steam_ach_defeat_painbow","Taste the Painbow","{\"ko\":{\"value\":\"페인보우 맛보기\"},\"en\":{\"value\":\"Taste the Painbow\"}}","페인보우 맛보기",{"id":2451,"game_slug":4,"category":35,"canonical_en":2452,"aliases":13,"related_terms":14,"icon_url":23,"translations":2453,"name":2454},"pg.term.steam_ach_defeat_painter_boss","Masterpieces In Pieces","{\"ko\":{\"value\":\"조각난 명작\"},\"en\":{\"value\":\"Masterpieces In Pieces\"}}","조각난 명작",{"id":2456,"game_slug":4,"category":35,"canonical_en":2457,"aliases":13,"related_terms":14,"icon_url":23,"translations":2458,"name":2459},"pg.term.steam_ach_defeat_painter_without_killing_paintings","Art Connoisseur","{\"ko\":{\"value\":\"미술 애호가\"},\"en\":{\"value\":\"Art Connoisseur\"}}","미술 애호가",{"id":2461,"game_slug":4,"category":35,"canonical_en":2462,"aliases":13,"related_terms":14,"icon_url":23,"translations":2463,"name":2464},"pg.term.steam_ach_defeat_sapper_boss","Sapper Sweeper","{\"ko\":{\"value\":\"공병 청소기\"},\"en\":{\"value\":\"Sapper Sweeper\"}}","공병 청소기",{"id":2466,"game_slug":4,"category":35,"canonical_en":2467,"aliases":13,"related_terms":14,"icon_url":23,"translations":2468,"name":2469},"pg.term.steam_ach_defeat_slime_boss","End Of The Slime","{\"ko\":{\"value\":\"슬라임 따임\"},\"en\":{\"value\":\"End Of The Slime\"}}","슬라임 따임",{"id":2471,"game_slug":4,"category":35,"canonical_en":2472,"aliases":13,"related_terms":14,"icon_url":23,"translations":2473,"name":2474},"pg.term.steam_ach_defeat_wall_boss","All In All","{\"ko\":{\"value\":\"망치 나가신다!\"},\"en\":{\"value\":\"All In All\"}}","망치 나가신다!",{"id":2476,"game_slug":4,"category":35,"canonical_en":2477,"aliases":13,"related_terms":14,"icon_url":23,"translations":2478,"name":2479},"pg.term.steam_ach_die_in_text_scenario","Sticks And Stones","{\"ko\":{\"value\":\"칼보다 강한 것은...\"},\"en\":{\"value\":\"Sticks And Stones\"}}","칼보다 강한 것은...",{"id":2481,"game_slug":4,"category":35,"canonical_en":2482,"aliases":13,"related_terms":14,"icon_url":23,"translations":2483,"name":2484},"pg.term.steam_ach_die_while_killing_mines_boss","You did it?","{\"ko\":{\"value\":\"쓰러뜨렸나?\"},\"en\":{\"value\":\"You did it?\"}}","쓰러뜨렸나?",{"id":2486,"game_slug":4,"category":35,"canonical_en":2487,"aliases":13,"related_terms":14,"icon_url":23,"translations":2488,"name":2489},"pg.term.steam_ach_end_first_orbserver_phase_early","Phase Breaker","{\"ko\":{\"value\":\"페이즈 파괴자\"},\"en\":{\"value\":\"Phase Breaker\"}}","페이즈 파괴자",{"id":2491,"game_slug":4,"category":35,"canonical_en":2492,"aliases":13,"related_terms":14,"icon_url":23,"translations":2493,"name":2494},"pg.term.steam_ach_finish_run_with_two_eggs","Eggstravaganza","{\"ko\":{\"value\":\"에그스트라바간자\"},\"en\":{\"value\":\"Eggstravaganza\"}}","에그스트라바간자",{"id":2496,"game_slug":4,"category":35,"canonical_en":2497,"aliases":13,"related_terms":14,"icon_url":23,"translations":2498,"name":2499},"pg.term.steam_ach_fully_unlock_monster_in_bestiary","Scholorb","{\"ko\":{\"value\":\"교수슬\"},\"en\":{\"value\":\"Scholorb\"}}","교수슬",{"id":2501,"game_slug":4,"category":35,"canonical_en":2502,"aliases":13,"related_terms":14,"icon_url":23,"translations":2503,"name":2504},"pg.term.steam_ach_hit_x_pegs_in_one_shot","Walking On Pegshells","{\"ko\":{\"value\":\"조심조심 페그 밟기\"},\"en\":{\"value\":\"Walking On Pegshells\"}}","조심조심 페그 밟기",{"id":2506,"game_slug":4,"category":35,"canonical_en":2507,"aliases":13,"related_terms":14,"icon_url":23,"translations":2508,"name":2509},"pg.term.steam_ach_kill_all_ruins_in_one_attack","Surprised the Ruins","{\"ko\":{\"value\":\"유적도 깜짝\"},\"en\":{\"value\":\"Surprised the Ruins\"}}","유적도 깜짝",{"id":2511,"game_slug":4,"category":35,"canonical_en":2512,"aliases":13,"related_terms":14,"icon_url":23,"translations":2513,"name":2514},"pg.term.steam_ach_kill_rainbow_slime","At the End of the Rainbow","{\"ko\":{\"value\":\"무지개 끝에서\"},\"en\":{\"value\":\"At the End of the Rainbow\"}}","무지개 끝에서",{"id":2516,"game_slug":4,"category":35,"canonical_en":2517,"aliases":13,"related_terms":14,"icon_url":23,"translations":2518,"name":2519},"pg.term.steam_ach_leave_enemy_with_one_health","It Was Not Your Time","{\"ko\":{\"value\":\"너 딱 기다려라\"},\"en\":{\"value\":\"It Was Not Your Time\"}}","너 딱 기다려라",{"id":2521,"game_slug":4,"category":35,"canonical_en":2522,"aliases":13,"related_terms":14,"icon_url":23,"translations":2523,"name":2524},"pg.term.steam_ach_multiple_crits","Critical Thinking","{\"ko\":{\"value\":\"치명적인 사고\"},\"en\":{\"value\":\"Critical Thinking\"}}","치명적인 사고",{"id":2526,"game_slug":4,"category":35,"canonical_en":2527,"aliases":13,"related_terms":14,"icon_url":23,"translations":2528,"name":2529},"pg.term.steam_ach_multiple_multiballs","Multiballer","{\"ko\":{\"value\":\"멀티볼러\"},\"en\":{\"value\":\"Multiballer\"}}","멀티볼러",{"id":2531,"game_slug":4,"category":35,"canonical_en":2532,"aliases":13,"related_terms":14,"icon_url":23,"translations":2533,"name":2534},"pg.term.steam_ach_multiple_slime_bounces","Slime After Slime","{\"ko\":{\"value\":\"슬라임 또 슬라임\"},\"en\":{\"value\":\"Slime After Slime\"}}","슬라임 또 슬라임",{"id":2536,"game_slug":4,"category":35,"canonical_en":2537,"aliases":13,"related_terms":14,"icon_url":23,"translations":2538,"name":2539},"pg.term.steam_ach_poison_amount_on_enemy","Poison IV","{\"ko\":{\"value\":\"중독 IV\"},\"en\":{\"value\":\"Poison IV\"}}","중독 IV",{"id":2541,"game_slug":4,"category":35,"canonical_en":2542,"aliases":13,"related_terms":14,"icon_url":23,"translations":2543,"name":2544},"pg.term.steam_ach_reach_cruciball_10","Cruciball Captain","{\"ko\":{\"value\":\"크루시볼 대장\"},\"en\":{\"value\":\"Cruciball Captain\"}}","크루시볼 대장",{"id":2546,"game_slug":4,"category":35,"canonical_en":2547,"aliases":13,"related_terms":14,"icon_url":23,"translations":2548,"name":2549},"pg.term.steam_ach_reach_cruciball_15","Cruciball Commander","{\"ko\":{\"value\":\"크루시볼 사령관\"},\"en\":{\"value\":\"Cruciball Commander\"}}","크루시볼 사령관",{"id":2551,"game_slug":4,"category":35,"canonical_en":2552,"aliases":13,"related_terms":14,"icon_url":23,"translations":2553,"name":2554},"pg.term.steam_ach_reach_cruciball_20","Cruciball Conqueror","{\"ko\":{\"value\":\"크루시볼 정복자\"},\"en\":{\"value\":\"Cruciball Conqueror\"}}","크루시볼 정복자",{"id":2556,"game_slug":4,"category":35,"canonical_en":2557,"aliases":13,"related_terms":14,"icon_url":23,"translations":2558,"name":2559},"pg.term.steam_ach_reach_cruciball_5","Cruciball Courier","{\"ko\":{\"value\":\"크루시볼 배달부\"},\"en\":{\"value\":\"Cruciball Courier\"}}","크루시볼 배달부",{"id":2561,"game_slug":4,"category":35,"canonical_en":2562,"aliases":13,"related_terms":14,"icon_url":23,"translations":2563,"name":2564},"pg.term.steam_ach_refuse_ingot","Enthralled","{\"ko\":{\"value\":\"피의 굴레\"},\"en\":{\"value\":\"Enthralled\"}}","피의 굴레",{"id":2566,"game_slug":4,"category":35,"canonical_en":2567,"aliases":13,"related_terms":14,"icon_url":23,"translations":2568,"name":2569},"pg.term.steam_ach_rigged_bomb_while_swallowed","Heartburn","{\"ko\":{\"value\":\"속 쓰림\"},\"en\":{\"value\":\"Heartburn\"}}","속 쓰림",{"id":2571,"game_slug":4,"category":35,"canonical_en":2572,"aliases":13,"related_terms":14,"icon_url":23,"translations":2573,"name":2574},"pg.term.steam_ach_send_demon_squirrel_to_hole","From Whence You Came","{\"ko\":{\"value\":\"썩 돌아가라\"},\"en\":{\"value\":\"From Whence You Came\"}}","썩 돌아가라",{"id":2576,"game_slug":4,"category":35,"canonical_en":2577,"aliases":13,"related_terms":14,"icon_url":23,"translations":2578,"name":2579},"pg.term.steam_ach_shield_amount_at_end_of_battle","Ballwark in a China Shop","{\"ko\":{\"value\":\"중국 상점의 보호막\"},\"en\":{\"value\":\"Ballwark in a China Shop\"}}","중국 상점의 보호막",{"id":2581,"game_slug":4,"category":35,"canonical_en":2582,"aliases":13,"related_terms":14,"icon_url":23,"translations":2583,"name":2584},"pg.term.steam_ach_spawn_all_minions","A Full Sweep","{\"ko\":{\"value\":\"풀 스윕\"},\"en\":{\"value\":\"A Full Sweep\"}}","풀 스윕",{"id":2586,"game_slug":4,"category":35,"canonical_en":2587,"aliases":13,"related_terms":14,"icon_url":23,"translations":2588,"name":2589},"pg.term.steam_ach_three_bramballs_stuck_in_vines","In a Prickle","{\"ko\":{\"value\":\"곤경\"},\"en\":{\"value\":\"In a Prickle\"}}","곤경",{"id":2591,"game_slug":4,"category":35,"canonical_en":2592,"aliases":13,"related_terms":14,"icon_url":23,"translations":2593,"name":2594},"pg.term.steam_ach_win_run_with_only_level_one_orbs","One for All","{\"ko\":{\"value\":\"모두를 위한 하나\"},\"en\":{\"value\":\"One for All\"}}","모두를 위한 하나",{"id":2596,"game_slug":4,"category":35,"canonical_en":2597,"aliases":13,"related_terms":14,"icon_url":23,"translations":2598,"name":2599},"pg.term.steam_ach_win_run_with_only_one_relic","All for One","{\"ko\":{\"value\":\"하나를 위한 모두\"},\"en\":{\"value\":\"All for One\"}}","하나를 위한 모두",{"items":2601,"_used_locale":21},[2602,2608,2613,2618,2623,2628,2634,2639,2644,2649,2654,2659,2664,2669,2674,2679,2684,2689,2694,2700,2705,2710,2715,2720,2725,2730,2735,2740,2744,2749,2754,2759,2764,2769,2774],{"id":2603,"slug":2604,"locale":21,"data":2605,"updated_at":2606,"created_at":2607,"listed_only":30},"pg.event.aggressive-brick-slimes.ko","aggressive-brick-slimes","{\"description\": \"벽돌 공격형 슬라임들은 복도 등에서 나타나는 적 무리이다. 이들은 비교적 부주의하게 움직여 플레이어를 직접 노리지 않으므로, 무리를 유인해 좁은 장소에서 서로 부딪치게 만들면 스스로 부서지게 할 수 있다. 또는 거리를 두고 직접 전투를 벌여 처치할 수도 있다. 처치 선택지로는 슬라임들을 속여 격파하면 펩볼을 **+3** 획득한다.\\n\\n공략상 좁은 지형으로 유인해 자폭을 유발하는 것이 위험 대비 보상이 크다. 자폭시 날아오는 파편을 피해야 하며, 성공하면 보상으로,,를 얻는다. 원거리 딜이나 군중 제어기가 있다면 직접 전투를 선택해 피해를 분산시키는 것도 안정적이다.\", \"name\": \"pg.term.event_aggressive_brick_slimes\", \"area\": \"castle\"}","2026-06-01 23:52:41","2026-06-01 23:46:56",{"id":2609,"slug":2610,"locale":21,"data":2611,"updated_at":2612,"created_at":2607,"listed_only":30},"pg.event.bramble-tree.ko","bramble-tree","{\"description\": \"가시덤불나무는 숲 속 빈터 중앙에 서 있는 특이한 나무로, 줄기 속에 큰 구멍이 있고 그 구멍에서 가시덤불이 사방으로 뻗어나와 있다. 플레이어는 구멍에 손을 집어넣거나 나무를 흔드는 상호작용을 할 수 있다. 구멍에 손을 넣으면 **체력**를 입고 가벼운 상처를 받지만 손에이 달라붙거나 들어온다. 정원사의 장갑을 착용한 상태라면 상처 없이 안전하게 구슬을 얻을 수 있다. 나무를 흔들면 높은 가지에서 알(또는 아이템)이 떨어져 가방으로 회수된다.\\n\\n- 구멍에 손을 넣는 선택은 즉시 체력을 소모하지만 구슬을 얻을 수 있는 안정적인 방법이다. \\n- 정원사의 장갑 등 관련 장비가 있으면 체력 손실을 피하고 보상을 안전하게 획득할 수 있다. \\n- 나무를 흔드는 것은 체력 손해 없이 추가 보상을 얻을 수 있는 대안적 상호작용이다.\", \"name\": \"pg.term.event_bramble_tree\", \"area\": \"forest\"}","2026-06-01 23:52:45",{"id":2614,"slug":2615,"locale":21,"data":2616,"updated_at":2617,"created_at":2607,"listed_only":30},"pg.event.crow-clearing.ko","crow-clearing","{\"description\": \"까마귀 빈터는 까마귀 떼가 머물며 플레이어에게 펩볼(돌)을 떨어뜨리는 이벤트 장소이다. 빈터에 들어가면 까마귀들이 돌을 내리꽂아 여러 선택지가 발생하며, 보상으로 펩볼을 얻거나 구슬이 가방에 들어오거나 골드를 받을 수 있다. 게임의 다른 랜덤 이벤트와 마찬가지로 즉시 선택을 요구한다.\\n\\n주요 결과와 사용법:\\n- 가방로 펩볼 받기: 펩볼 **+3**을 획득한다.\\n- 달려서 통과: 펩볼을 버리고 빠져나가며 약간의 피해를 입는다 (HP).\\n- 가방을 머리 위에 듦: 피해 없이 통과하며 가방에 ****, ****, ****가 들어온다.\\n- 까마귀들의 관심 끌기: 플레이어의 구슬 중 무작위로 1개를 제거한다.\\n- 특정 구슬 바치기: 가방에서 처음 건진 구슬을 바치면 까마귀들이 만족하여 **** 골드를 떨어뜨린다.\\n\\n전술적 메모:\\n- 구슬과 골드, 펩볼 등 자원 상황에 따라 선택을 달리한다. 구슬이 부족할 때는 구슬을 빼앗길 수 있는 옵션을 피하고, 펩볼이 필요하면 +3 옵션을 우선 고려한다.\\n- 가방 옵션은 구슬을 잃지 않으면서 보존하거나 특정 구슬을 활용할 때 유리하다.\", \"name\": \"pg.term.event_crow_clearing\", \"area\": \"special\"}","2026-06-01 23:52:49",{"id":2619,"slug":2620,"locale":21,"data":2621,"updated_at":2622,"created_at":2607,"listed_only":30},"pg.event.duplication-altar.ko","duplication-altar","{\"description\":\"복제 제단은 두 개가 짝을 이룬 채 맵에 등장하는 상호작용 오브(구슬) 복제 시설이다. 플레이어가 제단 중 하나에 소지한 구슬을 올려놓으면 동일한 구슬이 맞은편 제단에 새로 생성되어 즉시 주울 수 있다. 복제는 해당 구슬 하나만을 대상으로 하며, 구슬의 종류에 따라 얻는 이득이 달라진다.\\n\\n활용 팁과 상호작용:\\n- 전투 전 강력한 구슬을 복제하면 한 덱 내에서 해당 구슬의 수를 늘려 지속 딜링이나 유틸리티를 강화할 수 있다.\\n- 희귀하거나 고유 효과를 가진 구슬을 복제하면 조합 빌드의 핵심이 된다.\\n- 복제는 자동으로 생성된 구슬을 즉시 획득하므로 인벤토리 관리에 유의해야 한다.\\n- 제단을 사용하지 않고 떠나면 아무 일도 일어나지 않는다.\",\"name\":\"pg.term.event_duplication_altar\",\"area\":\"general\"}","2026-06-01 23:52:52",{"id":2624,"slug":2625,"locale":21,"data":2626,"updated_at":2627,"created_at":2607,"listed_only":30},"pg.event.eldritch-altar.ko","eldritch-altar","{\"description\": \"끔찍한 기운이 감도는 제단인 Eldritch Altar는 전투 도중 또는 탐색 중에 만나는 특수 이벤트형 오브젝트이다. 제단을 사용하면 즉시 모든 체력을 완전히 회복하지만, 그 대가로 **최대 체력이 감소**한다. 거절하면 아무 변화 없이 지나칠 수 있다. 게임 내 텍스트와 일치하게 사용 직후에는 “영혼의 일부가 사라진 듯한” 서술이 나타난다.\\n\\n- 즉시 전투 복구가 필요하거나 현재 HP가 매우 낮을 때 유용하다. 보스 직전이나 회복 수단이 없는 구간에서 선택하면 생존에 도움이 된다.\\n- 최대 체력 감소는 영구적이므로 장기적인 빌드(특히 최대 HP 기반 전략)와 상충한다. 체력 회복과 최대 체력 손실을 저울질해 결정해야 한다.\\n- 여러 번 만날 수 있는 상황에서는 초기에는 사용을 아끼고, 회복 아이템이나 체력 증가 수단 확보 후 선택하는 것이 일반적으로 효율적이다.\", \"name\": \"pg.term.event_eldritch_altar\", \"area\": \"general\"}","2026-06-01 23:52:56",{"id":2629,"slug":2630,"locale":21,"data":2631,"updated_at":2632,"created_at":2633,"listed_only":30},"pg.event.forest-portal.ko","forest-portal","{\"description\":\"복도의 벽이 찢기며 당신과 매우 닮은 다른 세계들이 드러나는 장소이다. 진행할수록 균열이 커지고 수많은 괴물들이 그 틈에서 보이며, 복도 끝의 페글린 크기 균열 너머로 숲 지역의 보스가 보인다. 플레이어는 그 찢어진 부분을 통과해 숲 포탈을 통해 해당 보스 전투와 던전으로 진입할 수 있다.\\n\\n이 포탈은 단순 이동 지점이 아니라 전투로 연결되는 트리거 역할을 하므로, 진입 전 장비와 볼 관리가 필요하다. 포탈을 지나면 즉시 해당 지역의 몬스터와 보스 조합이 시작되므로, 체력·골드·사용 가능한 구슬(페그린 샷)의 상태를 확인해야 한다. 포탈을 무시하고 돌아가는 선택지도 제공되며, 긴급 회피를 원할 때는 진입 대신 달리기로 되돌아갈 수 있다.\",\"name\":\"pg.term.event_forest_portal\",\"area\":\"mines\"}","2026-06-01 23:52:59","2026-06-01 23:46:57",{"id":2635,"slug":2636,"locale":21,"data":2637,"updated_at":2638,"created_at":2607,"listed_only":30},"pg.event.friendly-presence.ko","friendly-presence","{\"description\": \"어둠 속을 지나갈 때 머릿속에 한 목소리가 울리고 위로해 주는 영체가 모습을 드러낸다. 이 존재는 플레이어의 여정을 칭찬하고 최종 보스와 대면하기 전 하나의 보너스를 제안한다. 선택지는 네 가지로, 각각 즉시 한 가지 효과를 부여한 뒤 영체는 에너지가 사라져 소멸한다.\\n\\n- 활력: 최대 체력 **** 증가. \\n- 명쾌: 오브 최대 **3개까지 제거** 선택 가능. \\n- 안정: **강화 가능한 모든 오브를 1회씩 강화**. \\n- 창조: **3종의 희귀 유물을 제시하고 그 중 1개 획득**.\\n\\n전투 직전의 보조 수단으로서 활용도가 높으며, 현재 체력과 덱 상태에 따라 선택을 달리해야 한다. 생존이 불안하면 활력을, 오브 정리가 필요하면 명쾌를, 즉시 공격력·효율을 끌어올리고 싶으면 안정을, 희귀 유물로 전략을 확장하고 싶으면 창조를 선택한다.\", \"name\": \"pg.term.event_friendly_presence\", \"area\": \"special\"}","2026-06-01 23:53:03",{"id":2640,"slug":2641,"locale":21,"data":2642,"updated_at":2643,"created_at":2607,"listed_only":30},"pg.event.gambler.ko","gambler","{\"description\": \"갬블러는 포커 칩을 튕기며 만나는 노년의 페글린 이벤트이다. 대화로 칩을 뒤집기를 제안하며, 선택지에 따라 체력 **** 를 잃거나 유물을 얻을 수 있다. 플레이어가 칩 뒤집기에서 지면 적은 대사를 남기고 플레이어가 약해지며, 이기면 페글린이 칩(아이템)을 건네며 보상한다. 떠나기를 선택해 이벤트를 종료할 수 있다.\\n\\n또한 골드를 투자하는 선택지가 있다. ** 골드 투자**와 ** 골드 투자**가 각각 나타나며, 투자하면 페글린이 추가 기회를 제시하거나 반응을 보인다. 투자 선택은 즉각적인 보상이나 향후 기회로 이어지므로 현재 자원 상황과 위험을 고려해 선택한다.\\n\\n- 칩 뒤집기는 위험 대비 보상이 단순 명확하므로 체력 관리가 중요하다.\\n- 골드 투자는 자금 여유가 있을 때 선택하면 이득을 볼 가능성이 크다.\\n- 이벤트는 반복해서 나오거나 추가 상호작용(다시 하겠느냐 등)이 발생하므로 연속 선택에 따른 누적 효과를 주의한다.\", \"name\": \"pg.term.event_gambler\", \"area\": \"general\"}","2026-06-01 23:53:07",{"id":2645,"slug":2646,"locale":21,"data":2647,"updated_at":2648,"created_at":2633,"listed_only":30},"pg.event.giant-brick-slime.ko","giant-brick-slime","{\"description\":\"거대 벽돌 슬라임은 광산 터널에서 만나는 거대한 슬라임 박스 형태의 이벤트 적\u002F중립체이다. 플레이어가 깨워 인사하면 대화로 선물(특별 유물)을 확인하거나 제안을 받아들일 수 있고, 몰래 지나치거나 떠날 수도 있다. 이 개체는 플레이어가 펩볼(pebballs)을 많이 지니고 있다는 것을 감지해 자신의 체적을 줄이는 대신 플레이어의 펩볼을 모두 대형 돌덩이(보울더브스)로 바꿔주는 거래를 제안한다.\\n\\n거대 벽돌 슬라임에 대해 알아둘 전술적 포인트:\\n- 대화로 선물을 조사하면 특별 유물을 얻을 기회가 생긴다.\\n- 제안 수락 시 현재 보유한 모든 펩볼이 대형 돌덩이로 변환되어 공격력과 궤적이 달라지므로, 구슬 구성과 향후 덱 운용을 고려해 수락 여부를 결정해야 한다.\\n- 선택을 거부하고 떠나면 아무 변화 없이 빠져나올 수 있다.\\n- 강제로 먹이는 선택(대사 중의 행동)은 슬라임의 뒤탈을 초래해 영구적으로 갇히게 만드는 결과 대사가 존재한다.\",\"name\":\"pg.term.event_giant_brick_slime\",\"area\":\"mines\"}","2026-06-01 23:53:11",{"id":2650,"slug":2651,"locale":21,"data":2652,"updated_at":2653,"created_at":2633,"listed_only":30},"pg.event.haglin-scouting.ko","haglin-scouting","{\"description\": \"해글린 스카우팅은 전장 곳곳에서 만나는 NPC 이벤트로, 플레이어에게 구슬을 하나 업그레이드하거나 하나를 제거하는 선택지를 제공한다. 만나면 해글린은 플레이어가 선택한 구슬을 가방에 넣고 대신 업그레이드된 구슬을 건네준다. 외형상 단순히 교환하는 것처럼 보이지만 결과적으로는 구슬이 더 강해지거나 불필요한 구슬을 제거할 수 있어 인벤토리 관리와 빌드 개선에 유용하다.\\n\\n해글린은 아직 상점을 열 준비가 되지 않은 상태로 묘사되며, 처음 만나면 무료 샘플을 준다고 말한다. 실전에서의 활용법은 다음과 같다.\\n- 약한 구슬이나 중복된 구슬을 제거해 드로우와 강화 일관성을 높일 수 있다.\\n- 업그레이드 옵션을 통해 특정 빌드의 핵심 구슬을 강화하면 보스전과 후반전에서 효율이 크게 상승한다.\\n- 어떤 구슬을 선택할지 미리 정해두고 방문하면 원하는 방향으로 빌드를 조정하기 쉽다.\\n- 상호작용은 즉시 적용되므로 중요한 전투 직전에는 선택을 신중히 해야 한다.\", \"name\": \"pg.term.event_haglin_scouting\", \"area\": \"special\"}","2026-06-01 23:53:15",{"id":2655,"slug":2656,"locale":21,"data":2657,"updated_at":2658,"created_at":2607,"listed_only":30},"pg.event.healing-clearing.ko","healing-clearing","{\"description\": \"치유의 빈터는 숲 속의 작은 공터에 있는 한 그루의 나무로, 플레이어가 돌보면 체력 회복이나 최대 체력 상승으로 보답을 받는 이벤트 장소이다. 나무의 잎을 손질하면 즉시 **체력** 을 회복하고, 뿌리를 돌보면 **최대 체력** 이 영구히 상승한다. 비슷한 효과를 가진 다른 장소와 달리 여기서는 선택지가 명확히 치유(당일 회복)와 영구 강화(최대치 상승)로 나뉜다.\\n\\n- 나뭇잎을 돌보면 즉시 손상된 체력이 회복되어 전투 직후나 연속 전투 사이의 유지에 효과적이다.\\n- 뿌리를 돌보면 최대 체력 증가로 장기 생존력 향상에 유리하므로 보상으로 다음 전투들을 더 안전하게 진행할 수 있다.\\n- 체력과 최대 체력 중 어떤 보상이 게임 플랜에 더 도움이 될지 판단해 결정하면 된다. 전투 직전에 피가 적다면 나뭇잎, 앞으로 난관이 많고 안정성이 필요하면 뿌리를 선택한다.\\n- 선택 후에는 추가 효과나 부작용이 없고, 빈터를 그냥 떠날 수도 있다.\", \"name\": \"pg.term.event_healing_clearing\", \"area\": \"forest\"}","2026-06-01 23:53:20",{"id":2660,"slug":2661,"locale":21,"data":2662,"updated_at":2663,"created_at":2607,"listed_only":30},"pg.event.helpful-spirits.ko","helpful-spirits","{\"description\": \"신비로운 유령 셋은 여정 도중 등장하는 이벤트 개체로, 플레이어의 구슬(orb)에 여러 방식으로 개입한다. 등장하면 한 유령이 플레이어의 특정 구슬을 가져가 사라지거나, 다른 유령이 지정한 구슬을 **업그레이드**하거나 **복제**한다. 마지막에는 유령들이 신비한 빛을 내며 사라지고 업그레이드된 구슬 하나와 약간 강해진 상태를 남긴다. 가방을 확인하면 복제된 구슬이 추가되어 있는 것을 볼 수 있다.\\n\\n- 행동은 고정적이며 세 가지 효과를 순차적으로 보여준다: 한 유령이을(를) 제거(또는 가져감), 다른 유령이을(를) 업그레이드, 또 다른 유령이을(를) 복제한다.\\n- 유령들이 빛을 낼 때는 최종적으로 **** 형태의 강화된 구슬을 남긴다.\\n- 즉시 인벤토리 변화가 발생하므로 구슬 구성에 민감한 빌드에서는 이벤트 직후 인벤토리를 확인해 전략을 조정해야 한다.\\n- 일부 경우이 사라지므로 핵심 구슬 의존도가 높은 덱은 주의해야 한다.\", \"name\": \"pg.term.event_helpful_spirits\", \"area\": \"general\"}","2026-06-01 23:53:24",{"id":2665,"slug":2666,"locale":21,"data":2667,"updated_at":2668,"created_at":2633,"listed_only":30},"pg.event.inferno.ko","inferno","{\"description\": \"지옥불(Inferno)은 플레이어를 둘러싼 화염의 고리로, 중앙에서 두 개의 화염구가 튀며 서로를 돌고 있다. 등장하면 세 가지 선택지를 제공하며 각각 결과가 고정되어 있다. 화염구를 잡으면 화염구 2개가 인벤토리에 추가되고 ****만큼의 대미지를 받는다. 화염구는 처음에는 매우 뜨겁지만 에너지가 플레이어에게 흘러들어가며 곧 식어 안전하게 가방에 넣을 수 있게 된다. 불길 사이로 돌진하면 **** 대미지를 받고 그대로 진행한다. 구슬을 활용하면 가방에서 구슬을 하나 꺼내 두 화염구 사이에 끼워 넣어 그 구슬을 제거하고 ****의 대미지를 받으며 불길이 잦아든다.\\n\\n- 화염구를 주워서 얻는 이득은 즉시 추가된 화염구 수이며, 손상(체력 감소)은 발생한다.\\n- 돌진은 자원 소모 없이 체력만 소모하므로 체력이 충분할 때 빠르게 진행할 때 유용하다.\\n- 구슬을 소모해 불길을 제거하면 이후 진행이 안전해지므로 주변 위험을 상쇄할 수 있다.\\n- 선택은 보유한 체력과 구슬 수, 이후 진행 상황을 고려해 결정해야 한다.\", \"name\": \"pg.term.event_inferno\", \"area\": \"special\"}","2026-06-01 23:53:28",{"id":2670,"slug":2671,"locale":21,"data":2672,"updated_at":2673,"created_at":2607,"listed_only":30},"pg.event.midas-orb.ko","midas-orb","{\"description\":\"황금 구슬은 페글린 세계에서 등장하는 이벤트 아이템으로, 플레이어에게 구슬을 하나 제공하지만 동시에 소지 중인 모든 골드를 잃게 만든다. 길을 돌자 마주치는 실물 크기의 황금 페글린 조각상이 손에 들고 있는 광채 나는 구슬을 주워 구슬을 얻는 선택지가 나타난다. 구슬 획득은 즉시 구슬 +1과 함께 현재 가방의 모든 골드를 0으로 만든다.\\n\\n조각상과 상호작용하는 다른 선택지로는 조각상을 부수어 일부 골드를 회수하거나, 골드를 바치고 기존 구슬 하나를 업그레이드하는 것이 있다. 조각상 부수기는 상당한 체력 피해를 받는 대신 잔해에서 무작위 골드를 얻는다. 제물을 바치면 일정 골드를 소모해 구슬을 강화하며, 조각상은 한 번 더 제물을 요구할 수 있다(떠나는 선택지도 존재하며 일부 선택지는 추가 골드를 잃게 만든다).\\n\\n- 구슬을 얻으면 즉시 구슬을 하나 확보하지만 소지 골드 전부가 사라지므로 골드 기반 빌드에는 불리하다.\\n- 조각상 파괴는 체력 손실을 감수해도 즉시 교환 가능한 골드를 얻을 수 있어 체력 여유가 있거나 골드가 필요할 때 유용하다.\\n- 제물로 구슬을 업그레이드하면 구슬의 효용을 높여 장기적으로 이득을 볼 수 있으므로, 구슬 빌드를 계획한다면 업그레이드를 고려할 만하다.\\n- 선택지는 상황에 따라 위험\u002F보상 비율이 달라지므로 현재 골드, 체력, 구슬 보유 상태를 기준으로 판단해야 한다.\",\"name\":\"pg.term.event_midas_orb\",\"area\":\"general\"}","2026-06-01 23:53:34",{"id":2675,"slug":2676,"locale":21,"data":2677,"updated_at":2678,"created_at":2633,"listed_only":30},"pg.event.minecart.ko","minecart","{\"description\": \"광산차는 선로에서 플레이어에게 돌진해오는 이벤트형 적\u002F오브젝트로, 충돌 시 선택지에 따라 체력, 최대 체력, 또는 펩볼 보상을 받는다. 등장할 때는 뒤에서 덜컹거리는 소리가 나며 갑작스럽게 플레이어를 향해 돌진한다. 광산차와 마주쳤을 때 세 가지 결과가 있다: 받아내기(체력)로 돌벽에 부딪혀 밀려나고 선로를 피하게 되며, 피하려고 시도하기(최대 체력)로 겨우 피하나 착지 부상으로 최대 체력이 감소하고, 혹은 올라타기( 펩볼, 무작위 경로 이동)로 광산차에 뛰어올라 펩볼을 얻고 다음 이동 경로가 무작위로 결정된다.\\n\\n광산차는 전투가 아닌 도중 이벤트로 취급되며 위험과 보상이 균형을 이룬다. 전략적으로는 현재 체력·최대 체력 상태와 진행 중인 경로 선택의 중요도를 고려해 선택한다. 체력이 충분할 때는 받아내거나 피하는 쪽이 무난하며, 보상이 필요하거나 무작위 경로가 유리한 상황이면 올라타기를 선택할 수 있다. 예상치 못한 경로 변경을 원치 않는 경우 선로 근처 이동을 피하는 것이 안전하다.\", \"name\": \"pg.term.event_minecart\", \"area\": \"mines\"}","2026-06-01 23:53:39",{"id":2680,"slug":2681,"locale":21,"data":2682,"updated_at":2683,"created_at":2607,"listed_only":30},"pg.event.mirror-duplication.ko","mirror-duplication","{\"description\": \"거울 복제는 게임 내에서 만나는 상호작용형 오브젝트로, 반사면에 비친 그림자들이 플레이어를 유혹하듯 접근하게 만든다. 상호작용 시 두 가지 선택지를 제공하며 각각 체력을 소비하고 구슬을 복제한다. 선택지는 모든 구슬을 복제하는 옵션(체력)과 무작위 구슬 1개를 복제하는 옵션(체력)이다. 상호작용 후에는 에너지의 이동을 느끼며 복제된 구슬이 인벤토리에 추가된다.\\n\\n거울 복제는 구슬 수를 빠르게 늘려 컴보와 시너지를 강화하는 데 유용하다. 비용 대비 이득을 고려해 사용해야 하며, 전체 복제는 다수의 구슬을 동시에 늘려 강력하지만 체력 소모가 적을 때 가장 효율적이다. 무작위 복제는 특정 강력한 구슬을 기대할 수 있으나 확정성이 없으므로 필요한 구슬이 이미 적거나 구슬 다양성을 원할 때 선택한다.\\n\\n- 모든 구슬 복제: 대규모 시너지·연쇄 효율을 노릴 때 우선 선택. 체력이 충분하고 전투를 결정지을 카드\u002F구슬 조합이 있을 때 강력하다.\\n- 무작위 구슬 복제: 체력 여유가 적고 하나의 강력한 구슬만 더 필요할 경우 유용. 확정성이 없으므로 리스크가 존재한다.\\n- 복제 직후 메시지는 복제된 구슬 이름이나 전부가 복제되었다는 방식으로 출력된다.\", \"name\": \"pg.term.event_mirror_duplication\", \"area\": \"general\"}","2026-06-01 23:53:43",{"id":2685,"slug":2686,"locale":21,"data":2687,"updated_at":2688,"created_at":2607,"listed_only":30},"pg.event.mirror-remove.ko","mirror-remove","{\"description\": \"Mirror Remove는 거울 속 그림자가 등장하는 이벤트형 상호작용이다. 플레이어는 거울에 끌려가 선택지를 받게 되며, 개별 구슬 하나를 없애는 대신 **체력**, 혹은 모든 구슬을 제거하는 대신 **체력** 를 지불할 수 있다. 선택 후에는 선택한 구슬을 거울 속으로 밀어 넣고 주변이 어둠으로 뒤덮이며 의식을 잃게 된다. 깨어나면 가방에는 새롭고 알 수 없는 구슬 하나만 남아 있다.\\n\\n거울 이벤트는 구슬 수와 구성, 그리고 남은 체력과의 트레이드오프를 요구하므로 장비 정리나 구슬 구성 리셋이 필요할 때 유용하다. 다음 사항을 참고하라:\\n- 단일 구슬 제거는 덜 큰 체력 비용으로 원하는 구슬 하나만 제거할 때 사용한다.\\n- 모든 구슬 제거는 가방을 완전히 비우고 새 출발을 원할 때만 사용하라; 비용이 더 낮거나 높은 쪽은 변수로 표기되어 있으므로 상황에 맞춰 판단한다.\\n- 제거 대가로 얻는 새 구슬은 무작위성이 있으므로 원하는 결과를 보장하지 않는다.\\n- 체력이 충분치 않으면 선택할 수 없으므로 체력 관리와 함께 고려해야 한다.\\n- 구슬 빌드가 꼬였거나 특정 조합을 제거해 다시 구성하고 싶을 때 전략적으로 활용하라.\", \"name\": \"pg.term.event_mirror_remove\", \"area\": \"general\"}","2026-06-01 23:53:48",{"id":2690,"slug":2691,"locale":21,"data":2692,"updated_at":2693,"created_at":2633,"listed_only":30},"pg.event.mirror-tunnel.ko","mirror-tunnel","{\"description\":\"Mirror Tunnel은 터널 벽 일부가 깨진 거울처럼 반사되어 조각난 구간으로, 거울 속에 여러 페글린들이 각양각색의 구슬을 들고 서 있는 모습이 비친다. 플레이어가 들여다보면 손이 닿을 듯 말 듯한 구슬들이 보이며, 이 지역은 두 가지 상호작용 선택지를 제공한다. 하나는 거울 속 페글린들을 모방하여 행동하는 것으로, 소지한 구슬의 절반을 무작위로 제거한다. 다른 하나는 가장 가까운 구슬을 집는 것으로, 즉시 +구슬을 획득한다.\\n\\n거울을 따라 양손으로 구슬을 내밀면 머릿속에 무수한 기억이 밀려오고, 거울 속 페글린이 손을 뻗어 당신의 구슬을 가져가는 장면이 재현된다. 이 선택은 소지 구슬을 대폭 줄이는 대신 다른 보상(특정 빌드나 이벤트와의 연계)을 노릴 때 고려된다. 반대로 가까운 구슬을 집으면 즉시 구슬을 늘려주며, 회수 직후 거울 표면은 흐려지지만 거울 속의 미스테리한 구슬(미러 오브)은 계속 모양을 바꾼다.\\n\\n- 소지 구슬이 많을 때는 모방 선택이 큰 손해가 되므로 주의한다. 구슬 손실은 무작위이며 정확한 개수는 반올림 규칙이 아닌 무작위 제거로 처리된다.\\n- 즉시 자원이 필요하거나 구슬 획득이 우선일 때는 ‘가장 가까운 구슬 가져가기’가 안정적이다.\\n- 일부 빌드나 이벤트가 거울 상호작용과 시너지를 낼 수 있으므로, 선택 전 현재 덱·아이템·진행 상황을 고려해야 한다.\",\"name\":\"pg.term.event_mirror_tunnel\",\"area\":\"mines\"}","2026-06-01 23:53:54",{"id":2695,"slug":2696,"locale":21,"data":2697,"updated_at":2698,"created_at":2699,"listed_only":30},"pg.event.mysterious-altar.ko","mysterious-altar","{\"description\":\"신비로운 제단은 플레이어가 우연히 발견하는 상호작용 오브젝트이다. 다가가면 자동으로 두 손에 든 오브(제물)를 제단에 바칠 수 있는 선택지가 표시되며, 한 번에 하나의 오브만 제물로 바칠 수 있다. 한 손의 오브를 제단에 놓으면 그 오브는 돌 판 속으로 흡수되어 사라지고, 동시에 다른 손에 들려 있던 오브가 즉시 강화되어 레벨이 상승한다.\\n\\n- 제단은 두 개의 오브 중 하나를 잃게 만드는 대신 다른 하나를 업그레이드하는 교환 장치이다.  \\n- 선택지는 각각의 오브 이름으로 표시되므로 원하는 결과를 얻기 위해 어느 쪽을 바칠지 신중히 결정해야 한다.  \\n- 바친 오브는 되돌릴 수 없으며, 업그레이드받는 오브의 최종 레벨은 화면에 표시된 대로 즉시 반영된다.\",\"name\":\"pg.term.event_mysterious_altar\",\"area\":\"special\"}","2026-06-01 23:53:57","2026-06-01 23:46:58",{"id":2701,"slug":2702,"locale":21,"data":2703,"updated_at":2704,"created_at":2607,"listed_only":30},"pg.event.old-brick-slime.ko","old-brick-slime","{\"description\": \"오래된 벽돌 슬라임박스는 조용한 복도에서 바닥의 벽돌처럼 숨어 있다가 플레이어가 밟으면 뒤집혀 얼굴을 드러내는 비전투형 이벤트적 존재이다. 매우 낡고 은퇴한 상태라 싸우려 들지 않으며, 플레이어가 제시한 두 개의 펩볼(예:,)을 건네면 이를 바삭바삭 씹어 먹고 만족해하며 다시 잠들어버린다. 전투가 발생하지 않고 보상이나 벌칙 대신 단순한 진행 분기 역할을 한다.\\n\\n- 주로 길을 계속 가는 도중 무작위로 등장하며, 싸움을 피하고 싶을 때는 펩볼을 내주면 안전하게 지나갈 수 있다.\\n- 제공할 펩볼은 두 개가 필요하며, 건네면 즉시 먹고 이벤트가 종료된다.\\n- 도망치기 선택지도 있으며, 선택 시 아무 피해 없이 쉽게 벗어날 수 있다.\", \"name\": \"pg.term.event_old_brick_slime\", \"area\": \"castle\"}","2026-06-01 23:54:01",{"id":2706,"slug":2707,"locale":21,"data":2708,"updated_at":2709,"created_at":2607,"listed_only":30},"pg.event.orbelisk.ko","orbelisk","{\"description\":\"어둠의 오벨리스크는 지면과 연결된 매혹적인 힘을 뿜는 구조물로, 만나면 기도하여 그 힘을 받을 수 있다. 상호작용 시 플레이어는 구슬을 하나 얻으며(기도로 +구슬), 오벨리스크에 구슬을 강제로 주입하는 선택지도 등장한다. 주입한 구슬은 오벨리스크의 힘에 흡수되며, 그 힘이 플레이어에게 흘러들어가 다른 종류의 구슬로 굳어져 가방에 추가된다.\\n\\n- 주입 과정에서는 원래 넣은 구슬를 오벨리스크가 흡수하고, 플레이어는 대신 새로 생성된 구슬을 획득한다.  \\n- 오벨리스크는 그 본래의 잠재력을 완전히 발휘하지 못하는 듯한 반응을 보이지만, 지정된 구슬 하나는 확실히 흡수한다.  \\n- 전투나 덱 구성에 쓸 구슬을 교환하거나 특정 조합을 노릴 때 오벨리스크를 이용하면 유용하다.\",\"name\":\"pg.term.event_orbelisk\",\"area\":\"general\"}","2026-06-01 23:54:04",{"id":2711,"slug":2712,"locale":21,"data":2713,"updated_at":2714,"created_at":2633,"listed_only":30},"pg.event.orbelisk2.ko","orbelisk2","{\"description\":\"여러 개의 거대한 검은 오벨리스크가 플레이어 앞에 위협적으로 솟아 있는 이벤트 객체이다. 등장 시 일제히 강한 웅웅거림을 내며 주변의 대지가 흔들리는 연출을 보인다. 상호작용 선택지는 기도하기(모든 펩볼을 오벨리스구로 변환)와 떠나기가 있으며, 기도하기를 선택하면 소지한 모든 펩볼이 즉시 오벨리스구로 바뀐다. 변환 직후 웅웅거림이 극대화되었다가 갑작스런 빛과 함께 오벨리스크의 힘이 사그라들고 깊은 정적과 함께 대지의 힘이 가방에 남는다.\\n\\n오벨리스크 이벤트는 즉시 다수의 펩볼을 오벨리스구로 바꿔 강력한 자원 전환 수단을 제공하므로, 전투 구성이나 현재 보유한 펩볼의 수와 향후 필요를 고려해 선택해야 한다. 펩볼이 많을수록 얻는 이득이 크며, 펩볼을 다른 용도로 쓰려는 계획(특정 업그레이드나 조합 등)이 있을 경우 떠나기를 선택하라. 전환은 즉시 적용되어 되돌릴 수 없으니 주요 결정은 이벤트 직전에 내려야 한다.\",\"name\":\"pg.term.event_orbelisk2\",\"area\":\"general\"}","2026-06-01 23:54:09",{"id":2716,"slug":2717,"locale":21,"data":2718,"updated_at":2719,"created_at":2607,"listed_only":30},"pg.event.peglin-chef.ko","peglin-chef","{\"description\":\"페글린 요리사는 주방에서 만나는 이벤트형 적(혹은 NPC)으로, 인간 복장을 흉내 내어 변장한 페글린이다. 플레이어가 주방에 들어서면 페글린 요리사가 변장이 들킬까 여긴다며 유물을 내주고 조용히 떠나라고 요구한다. 선택지로는 뇌물을 받고 조용히 떠나기, 요리사의 정체를 폭로해 붙잡히거나 도망치게 만드는 것, 싸우기, 또는 달걀을 건네어 보상(갓 구운 케이크)을 받는 것이 있다.\\n\\n행동 결과는 명확하게 고정되어 있다. 뇌물을 받으면 플레이어는 근처 출구로 조용히 빠져나가며 충돌을 피할 수 있다. 정체를 폭로하면 페글린 요리사는 재빨리 도주하고 인간들이 플레이어를 붙잡는다. 달걀을 건네면 페글린은 기뻐하며 즉시 주방으로 달려가 갓 구운 케이크를 가져와 준다. 전투를 선택하면 전투가 발생한다.\\n\\n- 선택지는 상황에 따라 즉시 결과를 낳으므로 인벤토리(달걀 보유 여부)를 확인해 둘 것. \\n- 달걀을 소비하면 케이크라는 확정 보상을 얻으므로 소비 아이템을 얻고 싶을 때 유용하다.\\n- 정체를 폭로하면 플레이어가 처벌을 받으므로 주의한다.\",\"name\":\"pg.term.event_peglin_chef\",\"area\":\"castle\"}","2026-06-01 23:54:13",{"id":2721,"slug":2722,"locale":21,"data":2723,"updated_at":2724,"created_at":2633,"listed_only":30},"pg.event.peglin-echo.ko","peglin-echo","{\"description\":\"페글린 에코는 게임 도중 등장하는 유령 같은 페글린 개체로, 과거의 자신 혹은 다른 자의 잔영처럼 보이는 비물질적 존재이다. 맵에서 발견하면 상호작용 옵션이 주어지며, 다가가면 **구슬 1개를 즉시 업그레이드**해 주고 천천히 사라진다. 아무 행동을 취하지 않으면 에코는 플레이어를 멍하니 바라볼 뿐이다.\\n\\n상호작용은 즉시 효과를 발휘하므로 구슬 강화 타이밍과 현재 덱 구성을 고려해 선택해야 한다. 초중반에 맞는 구슬을 강화하면 이후 전투 효율이 크게 올라가며, 강화 대상이 없다면 무시해도 전투에 불이익을 주지 않는다. 에코는 일회성으로 남은 힘을 전해주고 사라지므로 찾는 즉시 활용하는 것이 권장된다.\",\"name\":\"pg.term.event_peglin_echo\",\"area\":\"general\"}","2026-06-01 23:54:16",{"id":2726,"slug":2727,"locale":21,"data":2728,"updated_at":2729,"created_at":2633,"listed_only":30},"pg.event.portable-forge.ko","portable-forge","{\"description\": \"휴대용 대장간은 전투 중 발견되는 상호작용 가능한 오브젝트로, 가열된 모루(또는 용광로)처럼 보이며 세 가지 선택지를 제공한다. 등장하면 플레이어는 체력을 소모하고 무작위 구슬을 업그레이드하거나, 특수한 가방(특수 유물)이 있다면 모루 자체를 가방에 넣어 유물을 얻거나, 모루 옆의 대장간 망치를 집어 특수 유물을 획득할 수 있다. 선택에 따라 즉시 구슬 등급이 상승하거나 특정 유물을 획득하는 보상이 주어진다.\\n\\n- \\\"용광로 사용하기\\\"는 **체력** 를 대가로 무작위 구슬을로 업그레이드한다.\\n- \\\"가방을 이용해 용광로 들기\\\"는 모루를 가방으로 집어넣어 **특별한 유물**을 획득한다.\\n- \\\"대장간 망치 가져가기\\\"는 무겁지만 특수 가방과 조합하면 유용한 **특별한 유물(망치)** 을 얻는다.\\n- 위험 대비 보너스: 용광로 사용은 즉시 피해를 주지만 원하는 구슬의 등급을 빠르게 높여 빌드 강화에 직접적으로 기여한다. 가방 관련 선택지는 유물 확보를 통해 장기적 이득을 준다.\", \"name\": \"pg.term.event_portable_forge\", \"area\": \"general\"}","2026-06-01 23:54:21",{"id":2731,"slug":2732,"locale":21,"data":2733,"updated_at":2734,"created_at":2633,"listed_only":30},"pg.event.rainbow-slime.ko","rainbow-slime","{\"description\": \"무지개 슬라임은 길가에서 혼자 발견되는 이벤트형 적이다. 플레이어가 접근하면 전투 대신 대화를 선택할 수 있으며, 전투를 피하고 대신 구슬을 하나 제거하는 제안을 한다. 제거 옵션을 선택하면 **골드**를 지불하고 플레이어 보드에서 구슬 하나가 사라진다. 전투를 선택하면 일반 적처럼 싸우게 되며, 무시하면 아무 일 없이 떠난다.\\n\\n이벤트 성격이기 때문에 던전 진행 중 우연히 만나는 경우가 대부분이다. 구슬 제거는 보드 정리에 유용하며, 코인 여유가 있고 특정 구슬을 제거해 이득을 볼 상황에서 우선 고려할 만하다. 전투로 얻는 보상이나 추가 효과는 없으므로 전투를 택하는 것은 주로 코인 절약이나 경험\u002F도전 목적일 때다.\", \"name\": \"pg.term.event_rainbow_slime\", \"area\": \"general\"}","2026-06-01 23:54:24",{"id":2736,"slug":2737,"locale":21,"data":2738,"updated_at":2739,"created_at":2633,"listed_only":30},"pg.event.remove-or-upgrade-stones.ko","remove-or-upgrade-stones","{\"description\":\"라디아의 구체(또는 '펩볼 스타'로 표기된 오브젝트)는 맵상에 등장하는 상호작용 가능한 장치이다. 가까이서 들으면 대지의 에너지가 윙윙거리는 소리가 나며, 플레이어는 이 힘을 두 가지 방식으로 이용할 수 있다. 하나는 \\\"에너지 받아들이기\\\"를 선택해 현재 소지한 모든 펩볼을 업그레이드하는 것이고, 다른 하나는 구체에 특정 구슬을 넣어 그 구슬을 제거하는 것이다.  \\n\\n구체에 구슬을 넣으면 구체가 해당 구슬을 받아들이며 윙윙거리던 소리가 멈춘다. 에너지를 받아들였을 때에는 대지의 에너지가 플레이어와 가방에 스며들어 모든 펩볼이 강화된 상태로 다음 전투에 임하게 된다. 게임 진행에서 펩볼을 일괄 강화할 때 유용하며, 반대로 불필요한 구슬을 제거해 가방 공간과 덱 구성을 조정하는 용도로도 사용된다.\\n\\n- 모든 펩볼 업그레이드는 즉시 적용되므로 보스 전이나 난이도 상승 구간 직전에 사용하는 것이 효율적이다.  \\n- 구슬을 제거할 때는 해당 구슬이 소모되므로 장기 전략(특정 콤보 유지 등)에 영향이 없는지 확인해야 한다.  \\n- 업그레이드와 제거 중 하나만 선택 가능하므로 현재 보유 구슬 구성과 앞으로의 필요를 고려해 결정한다.\",\"name\":\"pg.term.event_remove_or_upgrade_stones\",\"area\":\"general\"}","2026-06-01 23:54:29",{"id":2741,"slug":2742,"locale":21,"data":2743,"updated_at":2633,"created_at":2633,"listed_only":30},"pg.event.scary-haglin.ko","scary-haglin","{\"name\":\"pg.term.event_scary_haglin\",\"area\":\"general\"}",{"id":2745,"slug":2746,"locale":21,"data":2747,"updated_at":2748,"created_at":2633,"listed_only":30},"pg.event.secret-tunnel.ko","secret-tunnel","{\"description\":\"비밀 통로는 복도 벽을 더듬다 발견할 수 있는 작은 지름길 입구이다. 발견 시 플레이어는 \\\"통로 속으로 들어가기\\\"를 선택해 다음 경로를 무작위 또는 특정 분기(게임판 설명에 따라 달라짐)로 이동시킬 수 있다. 선택하지 않으면 원래 경로를 계속 진행한다.\\n\\n- 발견 문구는 영어·일본어·중국어 원문과 일치하며, 한국어로는 \\\"당신은 복도 벽에 손을 대고 걷다가 작은 통로로 이어지는 입구를 발견합니다.\\\"로 표시된다.\\n- \\\"통로 속으로 들어가기\\\"는 다음 진행 방향을 변경하는 선택지로, 내용상 다음 던전이나 방으로의 분기를 제공한다.\\n- 이 이벤트는 탐색 중에만 발생하며, 선택에 따라 얻는 보상이나 위험은 발견 시점의 게임 상태에 따라 결정된다.\",\"name\":\"pg.term.event_secret_tunnel\",\"area\":\"general\"}","2026-06-01 23:54:38",{"id":2750,"slug":2751,"locale":21,"data":2752,"updated_at":2753,"created_at":2699,"listed_only":30},"pg.event.shiny-ore.ko","shiny-ore","{\"description\":\"반짝이는 광택이 눈에 띄어 주울 수밖에 없는 작은 원석류 아이템이다. 어두운 복도에서 발견되며 게임 내 표기는 원석 오브(Oreb) 레벨 1로 나타난다. 주워서 가방에 넣으면 인벤토리로 들어가며 이후 장비 강화나 상호작용에 사용될 수 있는 기본 자원 역할을 한다.\\n\\n- 획득 시 묘사는 플레이어 캐릭터가 본능적으로 집어 넣는 모습으로 표현된다.  \\n- 게임 내에서는 레벨 표기가 붙어 있으며 더 높은 등급의 원석과 구분된다.  \\n- 초중반의 기본 자원으로, 추후 제작·강화 루트에서 기초 재료로 사용된다.\",\"name\":\"pg.term.event_shiny_ore\",\"area\":\"special\"}","2026-06-01 23:54:40",{"id":2755,"slug":2756,"locale":21,"data":2757,"updated_at":2758,"created_at":2699,"listed_only":30},"pg.event.slimy-path.ko","slimy-path","{\"description\": \"슬라임 길(Slimy Path)은 플레이어가 지나갈 수 있는 이벤트 지역이다. 끈적거리는 빈터에서 세 개의 오브가 바닥으로 떨어지고 플레이어는 두 개의 손만 있어 하나를 포기해야 하는 상황이 연출된다. 게임 내에서는 세 오브 가운데 어느 것을 포기할지 선택지로 제시되며, 선택 후에는 본능적으로 양손으로 두 오브를 움켜쥐지만 한 개가 점액 속으로 사라진다는 서술이 따라온다.\\n\\n이 이벤트는 즉시 선택을 요구하며 결과는 선택한 오브에 따라 달라진다. 전투나 룬·오브 조합에 영향을 주는 특수 보상이나 처벌이 별도로 명시되어 있지 않으므로, 일반적으로는 얻고자 하는 오브나 게임 진행상 중요도가 높은 아이템을 우선 남겨두는 식으로 선택한다. 선택지는 각각 다음과 같이 표현된다:를 포기하기,를 포기하기,를 포기하기.\", \"name\": \"pg.term.event_slimy_path\", \"area\": \"special\"}","2026-06-01 23:54:44",{"id":2760,"slug":2761,"locale":21,"data":2762,"updated_at":2763,"created_at":2699,"listed_only":30},"pg.event.sunny-clearing.ko","sunny-clearing","{\"description\": \"햇빛이 밝게 비치는 숲속의 작은 공터로, 플레이어가 도달하면 잠시 쉬어 체력을 회복할 수 있는 이벤트 장소이다. 상호작용 시 \\\"잠시 쉬기(체력 +15)\\\"를 선택하면 햇빛을 받으며 기분이 상쾌해져 체력 **+15**를 얻고 여정을 더욱 가볍게 이어간다. 그러나 휴식 중에 강한 몬스터가 기습해오는 분기도 있어 항상 안전한 선택만은 아니다.\\n\\n이벤트에는 휴식 후 바로 이동을 계속하는 선택지와 전투를 선택하는 분기가 존재한다. 전투 분기를 고르면 방해한 몬스터와 전투가 시작되므로 체력과 자원을 고려해 결정해야 한다. 전반적으로 체력 회복이 필요한 상황에서 유용하지만, 휴식의 안전성은 보장되지 않으므로 위험을 감수할 준비가 되어 있지 않다면 회피를 선택하거나 준비를 마친 뒤 접근하는 것이 권장된다.\", \"name\": \"pg.term.event_sunny_clearing\", \"area\": \"special\"}","2026-06-01 23:54:48",{"id":2765,"slug":2766,"locale":21,"data":2767,"updated_at":2768,"created_at":2699,"listed_only":30},"pg.event.thunderstorm.ko","thunderstorm","{\"description\": \"번개 폭풍(Thunderstorm)은 숲 속의 빈터에서 발생하는 이벤트로, 플레이어가 중앙으로 걸어들어가면 벼락에 맞아 구슬 하나가 생성되거나(받아들이기 선택) 기존 구슬을 업그레이드하고 일정 금액을 잃는(흐름 타기 선택) 두 가지 결과를 제공한다. 빈터를 무사히 통과하면 날씨가 좋아지고 다음 경로를 선택하게 된다. 이벤트 묘사는 비와 어두운 숲, 갑작스러운 번개와 그 에너지가 가방 속 구슬로 응축되는 장면으로 일관된다.\\n\\n선택지는 다음과 같다.\\n- 구슬 생성(받아들이기): 중앙에서 번개에 맞아 구슬을 획득한다.\\n- 구슬 업그레이드(벼락 흐름 타기): 번개를 유도하기 위해 코인을 일렬로 놓아 번개 에너지를로 수렴시키며, 그 대가로 ** 골드**를 잃는다. 사용한 코인은 파괴되며 강력한 번개를 피할 수 있다.\\n\\n전략 메모: 업그레이드는 즉시 구슬 성능을 향상시키므로 이미 쓸만한 구슬이 있을 때 비용을 지불할 가치가 있다. 반대로 골드가 부족하거나 구슬이 필요 없다면 생성 옵션으로 빈터를 지나쳐 자원을 아낄 수 있다. 선택은 현재 보유 구슬 구성과 골드 여유에 따라 결정한다.\", \"name\": \"pg.term.event_thunderstorm\", \"area\": \"special\"}","2026-06-01 23:54:53",{"id":2770,"slug":2771,"locale":21,"data":2772,"updated_at":2773,"created_at":2633,"listed_only":30},"pg.event.vampire.ko","vampire","{\"description\": \"당신은 그림자 속에 길쭉한 형체가 숨어 있는 것을 발견한다. 머릿속에 매혹적인 목소리가 울리며 거래를 제안한다: 최대 체력 **** 를 대가로 특수 유물을 제공한다. 제안을 수락하면 낮은 웃음소리와 함께 그림자에서 길쭉한 팔이 나와 가공되지 않은 보석을 건네며, 순간적인 어지러움과 함께 강력한 능력과 새로운 굶주림을 느끼게 된다. 도망치면 형체는 쫓아오지 않고 당신은 빠져나오지만 오한이 가시기까지 시간이 걸린다.\\n\\n- 유물 교환 이벤트형 개체로, 선택지가 플레이어의 최대 체력과 보상(특수 유물)에 직접적인 영향을 준다.\\n- 대가로 최대 체력을 잃는 대신 강력한 보조 효과를 얻는 경우가 많으므로 현재 덱과 체력 상태를 고려해 수락 여부를 결정해야 한다.\\n- 도망치면 전투나 추가 패널티 없이 즉시 회피가 가능하나, 심리적·플레이상 이득을 얻지 못한다.\", \"name\": \"pg.term.event_vampire\", \"area\": \"general\"}","2026-06-01 23:54:57",{"id":2775,"slug":2776,"locale":21,"data":2777,"updated_at":2778,"created_at":2633,"listed_only":30},"pg.event.waterfall.ko","waterfall","{\"description\":\"당신은 길가에서 폭포를 발견한다. 폭포는 길 바로 옆에 위치한 사건 지점으로, 플레이어는 폭포 뒤를 조사하거나 무시하고 지나갈 수 있다. 폭포 뒤를 확인하면 숨겨진 보물을 발견하는 보상 이벤트가 발생한다. 반면 아무것도 없을 경우에는 폭포에서 나오자마자 강한 몬스터가 대기하고 있어 전투로 이어질 수 있다. 플레이어는 이 상황에서 무시하고 계속 진행하거나 전투를 선택할 수 있다.\\n\\n- 폭포를 조사하면 보물 획득과 전투 두 가지 결과 중 하나가 확정적으로 발생한다.  \\n- 보물을 얻지 못할 때는 즉시 강한 적과 마주치므로 체력과 자원 상태를 고려해 선택한다.  \\n- 무시하고 지나가면 전투를 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Use this when you need small projectiles or deck-building fodder.\\n- Luring mechanics are thematic rather than mechanically complex in text — treat the outcome as an instantaneous resolution that gives the stated rewards rather than a multi-turn puzzle.\\n- If you prefer combat rewards or need to avoid spending Pebballs, choose to fight; the encounter flavor indicates the bricks are vulnerable to ranged tactics.\\n- The post-resolution loot always lists three orbs (orb0, orb1, orb2) when the bricks are tricked into destroying themselves; plan inventory space accordingly.\\n- This encounter is useful early-game for acquiring Pebballs and small orb rewards with minimal risk compared to a full battle.\", \"name\": \"pg.term.event_aggressive_brick_slimes\", \"area\": \"castle\"}","2026-06-01 23:47:05",{"id":3702,"slug":2610,"locale":7,"data":3703,"updated_at":3704,"created_at":2607,"listed_only":30},"pg.event.bramble-tree.en","{\"description\": \"Bramble Tree appears as a random event location encountered in forest clearings. A gnarled tree with a hollow in its trunk has brambles growing wildly from the nook; two primary interactions are available and both can yield an orb or an egg but with different risks and prerequisites.\\n\\nReaching into the nook will normally deal damage: the player suffers ** HP** from the brambles and pulls an orb out stuck to their hand. If the player is wearing Gardener's Gloves (or the game flags the equivalent protective item), the glove prevents the injury and the interaction instead grants the orb without HP loss. Shaking the tree is the safe alternative that can produce an egg: when the tree is shaken, an egg falls from the high branches and the player automatically catches it and stores it in their satchel.\\n\\nPractical notes for play:\\n- Reaching into the nook reliably yields an orb but normally costs HP equal to brambleNookDamage; factor this into runs where HP is scarce.\\n- Equipping Gardener's Gloves (or any item that the game treats as protecting from brambles) converts the risky \\\"reach into the nook\\\" action into a free orb pick without the HP penalty.\\n- Shaking the tree yields an egg rather than an orb; eggs are obtained without suffering the bramble damage and are useful for builds or events that consume eggs.\\n- Choose the interaction based on current HP, inventory needs (orb vs egg), and whether protective gloves are equipped.\", \"name\": \"pg.term.event_bramble_tree\", \"area\": \"forest\"}","2026-06-01 23:47:10",{"id":3706,"slug":2615,"locale":7,"data":3707,"updated_at":3708,"created_at":2607,"listed_only":30},"pg.event.crow-clearing.en","{\"description\": \"Crow Clearing is a random event location encountered in Peglin where a large flock of crows on an open patch of ground begins dropping Pebballs (stones) on the player. The event presents multiple choices that affect resources, orbs, HP and gold; it interacts with the player's satchel and current orb loadout and can both add and remove Pebballs or orbs depending on the chosen action.\\n\\nEntering the clearing triggers a short scene in which crows rain Pebballs down. The available outcomes are:\\n- Catch Pebballs: Use your satchel to catch the falling stones and gain **+3 Pebballs**. This option increases your inventory of Pebballs without costing HP or orbs.\\n- Run through: Sprint across the clearing and take some damage. This option deals ** HP** and removes the Pebballs from the encounter (you avoid adding them to your inventory).\\n- Hold satchel overhead: Hold your satchel above your head while running. You take no HP damage, and three of your currently carried orbs — specifically,, and — are removed from play and placed into the satchel (effectively removing those orbs from your loadout).\\n- Distract the crows: Remove a random orb from your inventory to placate the birds. This option deletes a single random orb.\\n- Offer a specific orb: Reach into the satchel and present the first orb your fingers touch (explicitly in the event text). The crows accept the offering and sometimes leave a reward of ** gold**.\\n\\nPractical notes and strategy:\\n- The event is useful for converting incoming Pebballs into usable Pebball resources; choose the catch option when you need extra Pebballs for flings and lack carry penalties.\\n- Running is a simple HP-for-avoidance trade; prefer this if you want to avoid changing your orb setup but can afford the HP loss.\\n- Holding the satchel overhead is effectively an orb sacrifice of three specific orbs (,,) with no HP cost. Use this when those three orbs are expendable or when removing them benefits your deck\u002Fcomposition.\\n- Distracting the crows removes exactly one random orb. This is preferable to the three-orb sacrifice when you want to minimize orb loss and accept randomness.\\n- Offering a particular orb (the first orb referenced by the event) yields gold; use this route when you prioritize immediate gold and can spare that specific orb.\\n- Consider your current orb priorities and HP before choosing: the event can be a way to offload unwanted orbs, to gain Pebballs, or to convert an orb into gold.\", \"name\": \"pg.term.event_crow_clearing\", \"area\": \"special\"}","2026-06-01 23:47:18",{"id":3710,"slug":2620,"locale":7,"data":3711,"updated_at":3712,"created_at":2607,"listed_only":30},"pg.event.duplication-altar.en","{\"description\":\"Duplication Altar is an interactable object encountered in Peglin that duplicates a single orb when used. It appears as a pair of identical stone altars, each with a concave socket sized to hold one orb. When the player places an orb onto one of the altars, an exact copy of that orb appears on the matching altar; the player then picks up the duplicate and continues the run. If the player chooses not to place an orb, the altars remain inert.\\n\\nThe altar functions as a one-to-one duplication: you must place a specific orb to receive a duplicate of that same orb. This makes the Duplication Altar especially valuable for increasing counts of rare or synergistic orbs, enabling builds that rely on repeatable effects or scaling with multiple copies. Because it only duplicates the orb placed (not a random orb from your inventory), choosing which orb to duplicate is the entirety of the decision.\\n\\n- Best uses include duplicating high-value orbs (strong damage-orbs, orbs that provide persistent or scaling benefits, or orbs that trigger powerful interactions with relics and upgrades).\\n- Avoid duplicating weak or situational orbs when better options exist; a duplicated orb takes up inventory space that could prevent picking up later pickups.\\n- The altar does not consume the original orb; you place an orb to create a copy and then collect the new orb, leaving your original orb count unchanged except for the added copy.\\n- If you decline to use the altar, it remains as scenery and provides no further effect.\\n\\nThe Duplication Altar is a deterministic, simple-play interaction that can dramatically accelerate orb-based strategies when used to multiply key pieces.\",\"name\":\"pg.term.event_duplication_altar\",\"area\":\"general\"}","2026-06-01 23:47:22",{"id":3714,"slug":2625,"locale":7,"data":3715,"updated_at":3716,"created_at":2607,"listed_only":30},"pg.event.eldritch-altar.en","{\"description\": \"The Eldritch Altar is a fixed interactive object that can appear in runs as a choice node offering full healing in exchange for a permanent reduction to maximum HP. Approaching the altar presents two options: accept its bargain to immediately restore all current HP while losing ** max HP**, or leave and continue without change. The altar’s text emphasizes a supernatural, soul-draining cost while the mechanical effect is straightforward life-for-healing exchange.\\n\\nThis altar functions as an instant one-time trade rather than a repeatable service. Accepting the offer reduces your effective maximum health ceiling by the stated amount, then sets your current HP to full (after the reduction). The reduction to max HP is permanent for the remainder of the run and can influence how future damage, healing, and max-HP-based calculations behave.\\n\\nPractical notes and strategy:\\n- The altar is valuable when you have low current HP but can tolerate a lowered max HP—examples include builds with large temporary shields, extensive HP-scaling damage mitigation, or reliable ways to regain max HP later through other mechanics.\\n- The net benefit depends on current versus future encounters: if immediate survival through a difficult elite or boss is the priority, the altar’s full heal can be decisive despite the permanent cap loss.\\n- Avoid accepting if your build depends on high maximum HP (e.g., items, relics, or synergies that scale off max HP) or if the max HP loss would drop you below thresholds needed for certain effects.\\n- Timing matters: using the altar early when you have few items that offset the max HP reduction can be riskier than later when other defenses are established.\\n- Treat the choice as a guaranteed heal rather than probabilistic—there is no secondary condition; the exchange always heals all HP and reduces max HP by the displayed amount.\\n\\nFlavor text across locales describes the altar as emitting a terrible aura and leaving a sense of soul-loss after the bargain, reinforcing that the mechanic represents a metaphysical toll rather than purely physical expense.\", \"name\": \"pg.term.event_eldritch_altar\", \"area\": \"general\"}","2026-06-01 23:47:27",{"id":3718,"slug":2630,"locale":7,"data":3719,"updated_at":3720,"created_at":2633,"listed_only":30},"pg.event.forest-portal.en","{\"description\":\"The Forest Portal is a corridor event that manifests as a tearing in the walls, revealing a world nearly identical to the one the player occupies and crowded with monsters. As the player progresses down the corridor the tear grows larger and more of the other world is exposed; at the far end a Peglin-sized breach frames the Forest Boss. The encounter presents itself as a choice to enter the tear and continue into the forest area or to flee.\\n\\nEntering the Forest Portal transitions the run into the forest area where the Forest Boss is encountered through the small tear. The scene emphasizes an abrupt shift in locale—walls that once enclosed the corridor become a gateway into a different plane filled with hostile creatures. The event functions as a narrative and mechanical gateway rather than a standard chest or enemy room: it leads directly to the forest encounter that follows the corridor.\\n\\nPractical notes and interactions:\\n- The Forest Portal occurs mid-corridor and advances the run by moving the party into the forest encounter rather than offering a separate reward or shop choice.\\n- The portal visually signals increasing danger: the more you progress toward the tear, the larger and more menacing the revealed monsters become, culminating in the boss visible through the small breach.\\n- Choosing to enter commits the run to the forest boss encounter; choosing to run ends that approach and avoids the immediate forest fight.\\n- Treat the portal as an unavoidable narrative gateway if you proceed; prepare consumables, relic synergies, and orb setups before entering to handle the boss and surrounding monsters encountered upon entry.\\n\\nThe Forest Portal is a deterministic corridor event: its description and options are consistent—enter the tear to face the forest area (and its boss) or flee to avoid the fight.\",\"name\":\"pg.term.event_forest_portal\",\"area\":\"mines\"}","2026-06-01 23:47:32",{"id":3722,"slug":2636,"locale":7,"data":3723,"updated_at":3724,"created_at":2607,"listed_only":30},"pg.event.friendly-presence.en","{\"description\": \"Friendly Presence is a one-time late-run encounter that appears just before the final boss fight and offers a powerful boon to the player. When encountered, an ethereal voice speaks to the player and a comforting spirit manifests to thank the player for resisting the darkness and protecting Radia. The spirit asks if it may lend assistance and then grants one of several significant benefits before its energy dissipates into the dark.\\n\\nThe encounter presents four mutually exclusive choices:\\n- Vitality: Increase Max HP by a flat amount (** Max HP**).\\n- Clarity: Remove up to three orbs from your board.\\n- Stability: Upgrade every upgradeable orb once.\\n- Creativity: Receive one of three rare relics (choose one).\\n\\nFriendly Presence always appears in the run immediately before the final confrontation, so its effects are tuned to help prepare for that fight or to shore up a tenuous run. Each option is decisive and cannot be combined; pick the effect that best addresses your current weaknesses. Vitality is best when you need more survivability against high-damage bosses. Clarity is ideal if your board is cluttered with low-value or harmful orbs that are hindering your damage or board control. Stability provides an immediate power spike by improving all upgradeable orbs and is especially strong when you have many upgradeable orbs queued. Creativity trades direct board impact for a powerful relic choice and is often the best long-term value if the offered relics synergize with your deck.\\n\\nPractical notes and interactions:\\n- The Max HP increase is applied immediately and persists into the final battle.\\n- Clarity removes up to three orbs of your choice from the board; use it to eliminate disruptive or unwanted orbs (like negative orbs or low-value clutter).\\n- Stability upgrades every orb that is currently upgradeable one time; it does not create new upgradeable orbs nor stack multiple upgrades beyond each orb’s upgradeability state.\\n- Creativity presents three rare relics to choose from; the set will include rare-tier options only.\\n- The encounter is intended as a final buff and should be chosen with the final boss and your current deck composition in mind (survivability vs. immediate board improvement vs. relic synergy).\\n- The spirit’s text and presentation are purely narrative flavor and immediately precede the choice and reward.\", \"name\": \"pg.term.event_friendly_presence\", \"area\": \"special\"}","2026-06-01 23:47:38",{"id":3726,"slug":2641,"locale":7,"data":3727,"updated_at":3728,"created_at":2607,"listed_only":30},"pg.event.gambler.en","{\"description\": \"Gambler is an event pegling encountered as a wandering NPC who challenges the player to simple wagers and offers investment interactions in Peglin. Visually depicted as a weathered, nimble-fingered old Peglin flipping a poker chip, the Gambler appears during exploration and presents a choice-driven interaction that can either cost the player HP or reward a relic, and can accept gold investments for potential outcomes.\\n\\nThe primary interaction is a coin-flip: choose to flip the chip or leave. Flipping the chip results in one of two deterministic outcomes presented in the encounter text—losing the flip deals ** HP**, and winning awards a chip\u002Frelic-like reward (the encounter text hands over “the chip” \u002F a relic). If you lose the flip, the Gambler taunts and may prompt you to play again; if you win, the Gambler smiles and gives you the chip.\\n\\nBeyond the coin flip, the Gambler accepts gold investments. You can invest either ** gold** or ** gold**. Investing triggers the Gambler’s scripted responses: investing the larger amount produces confident assurances (“You won’t regret it!”), while the smaller investment elicits a more modest optimistic reply. The encounter also lets you abort after initiating the investment (“On second thought…”).\\n\\nPractical notes and strategy:\\n- The flip is a simple risk\u002Freward: expect either HP loss equal to the loss_dmg variable or a relic\u002Fchip reward on victory. Consider current HP and available healing before choosing to flip.\\n- Investing gold is a gamble on future benefit; the encounter text implies potential opportunities but gives no guaranteed outcome in the prompt, so only invest if you can afford the gold cost.\\n- If you lose a flip, the Gambler may prompt rematches; there is no forced repeat—declining ends the encounter.\\n- Use the Gambler when you have spare HP or spare gold and can absorb downside risk, or when you lack better guaranteed sources of relics\u002Fresources in that run.\", \"name\": \"pg.term.event_gambler\", \"area\": \"general\"}","2026-06-01 23:47:43",{"id":3730,"slug":2646,"locale":7,"data":3731,"updated_at":3732,"created_at":2633,"listed_only":30},"pg.event.giant-brick-slime.en","{\"description\":\"Giant Brick Slime is a large neutral encounter found in the mine tunnels. It occupies the tunnel’s path while asleep and cannot be jumped over safely; the player can either sneak past it, wake it and interact, or provoke consequences by force-feeding it. The creature speaks in a rustic, jovial manner and identifies the player as a fellow stone enthusiast when it notices a sling or stone orbs in the player’s possession. Interacting with it can yield a special relic or an exchange that alters the player’s orbs.\\n\\nWhen you greet the Giant Brick Slime, you are offered several choices. Inspecting its gift grants a special relic. If you accept its request to help it lose weight, the slime will convert all of the player’s Pebballs into larger Bouldorbs (the conversion affects all Pebballs in your inventory). The slime explains that it became oversized by eating adventurers’ Pebballs, so reducing its carried stones helps it slim down and—according to its hopes—return to the castle after a nap. Choosing to sneak away simply lets you bypass the sleeping slime without further interaction.\\n\\nThe interaction text and outcomes are consistent across languages: the slime notices your sling and stone-collecting tendencies, offers a unique present, and proposes transforming small stone orbs into larger, more powerful ones in exchange for its reduced mass. If you try to force-feed it specific orbs, the slime reacts with dismay and claims its condition stems from eating too many adventurers’ Pebballs; this choice leads to a negative-flavored line of dialogue rather than additional rewards.\\n\\nPractical notes and strategy:\\n- Accepting the slime’s conversion converts all Pebballs into Bouldorbs; this is a wholesale change and cannot be selectively applied to individual orbs. Consider your current deck and orb synergies before converting every Pebball.\\n- Inspecting the gift yields a special relic independent of the orb-conversion option; check the relic’s fit with your build.\\n- Sneaking past the slime is a safe, no-cost option if you prefer to keep your Pebballs or avoid random changes to your arsenal.\\n- Forcing or otherwise upsetting the slime produces flavor text indicating regret and entrapment; it does not yield the positive conversion outcome described when you accept its offer.\\n- The slime’s text emphasizes that its allies can be disruptive (stomping and covered in crystals), which may hint at other mine encounters but has no mechanical effect on this single interaction.\",\"name\":\"pg.term.event_giant_brick_slime\",\"area\":\"mines\"}","2026-06-01 23:47:50",{"id":3734,"slug":2651,"locale":7,"data":3735,"updated_at":3736,"created_at":2633,"listed_only":30},"pg.event.haglin-scouting.en","{\"description\":\"Haglin Scouting is a random encounter in Peglin where a wandering Peglin named Haglin offers to modify one of the player’s orbs. The encounter appears while exploring runs and presents three choices: upgrade an orb, remove (delete) an orb, or decline the offer. Haglin takes the chosen orb into their satchel and immediately produces a replacement orb when performing an upgrade; the interaction is presented as Haglin swapping the selected orb for an upgraded version. The encounter flavor text emphasizes Haglin’s enthusiasm and hints that they collect many orbs.\\n\\nThe upgrade option replaces the selected orb with an upgraded form (the game displays the exact upgraded orb). The remove option permanently deletes the selected orb from the player’s inventory. Declining ends the interaction with no change. The encounter functions as a shopless orb-alteration event: it does not require currency and is resolved immediately when the player selects an orb.\\n\\nPractical notes and strategy:\\n- Upgrading is a free, immediate way to boost an orb’s power or change its behavior; prioritize upgrading orbs that scale strongly with upgrades or that will meaningfully improve your curve\u002Feffects for the rest of the run.\\n- Removing an orb is useful when your inventory includes low-value or conflicting orbs (for example, duplicates or orbs that worsen synergies). Use removal to clarify your orb pool and increase the chance of better future drops.\\n- Choose upgrade versus remove based on run state: if you already have a tight, synergistic set, upgrading a key orb is usually preferable; if your hand is cluttered or you need to reduce bad odds, removing a useless orb can be the better long-term play.\\n- Pay attention to which orb the encounter offers to affect before confirming; the game shows the chosen orb and the resulting upgraded orb, so confirm the specific change before committing.\\n- Because Haglin does not take currency and the change is instantaneous, use this encounter opportunistically—there is no direct in-run cost aside from the lost opportunity to keep the original orb.\\n\\nHaglin Scouting is an event designed to reshape your orb inventory without a merchant, offering a straightforward choice between power increase, inventory pruning, or leaving things unchanged.\",\"name\":\"pg.term.event_haglin_scouting\",\"area\":\"special\"}","2026-06-01 23:47:56",{"id":3738,"slug":2656,"locale":7,"data":3739,"updated_at":3740,"created_at":2607,"listed_only":30},"pg.event.healing-clearing.en","{\"description\": \"Healing Clearing is a small event location that appears as a peaceful hollow in the hostile forest. It presents a single interactable tree that rewards care with restorative effects. The player can choose between tending the tree's leaves to restore current HP or tending its roots to permanently increase Max HP; a leave option simply exits without effect. The event frames the tree as a surviving remnant of goodwill in an otherwise dangerous wood and emphasizes a lasting sense of peace when the root option is chosen.\\n\\nTending the leaves immediately heals the party for ** HP**. The description notes the leaves emit a soothing glow and recent wounds begin to mend, giving an instantaneous restorative benefit useful after a tough fight or before a difficult encounter.\\n\\nTending the roots permanently increases Max HP by ** Max HP**. The narrative describes roots stretching to cover new ground and a deep, persistent peace that remains after leaving the clearing; mechanically this grants a lasting increase to survivability rather than an instant heal.\\n\\nPractical notes for play:\\n- Choose the leaf option when immediate healing is more valuable than long-term durability (for example, to recover after a damaging floor or before a boss). \\n- Choose the root option when you want a permanent buffer to sustain through future encounters; this is typically better when you expect several difficult battles ahead or when Max HP growth is scarce. \\n- The event has no cost or combat, and there are no alternative rewards or penalties beyond the two healing outcomes and the option to leave. \\n- Because both outcomes are framed as mutually exclusive, pick the one that best fits your current run state—short-term survival vs. long-term resilience.\", \"name\": \"pg.term.event_healing_clearing\", \"area\": \"forest\"}","2026-06-01 23:48:00",{"id":3742,"slug":2661,"locale":7,"data":3743,"updated_at":3744,"created_at":2607,"listed_only":30},"pg.event.helpful-spirits.en","{\"description\": \"Helpful Spirits are a random event entity that appears as a trio of small spectral helpers during a run. When encountered, they momentarily interrupt play with brief dialog, perform one of several instantaneous actions involving orbs in the player's inventory, then vanish. The event is purely beneficial or neutral: the spirits either improve the player's options by upgrading or duplicating orbs, or they remove one orb from the inventory as part of their scripted routine.\\n\\nThe possible outcomes produced by the spirits are:\\n- One spirit takes and removes an orb (displayed as) from your inventory.\\n- One spirit upgrades an orb (displayed as) into a more powerful form (displayed as).\\n- One spirit duplicates an orb (displayed as), leaving an additional copy in your satchel.\\n\\nThe sequence of the event is always the same: the trio appears with a short line of dialog, one of the spirits performs its action (stealing, upgrading, or duplicating), and then the spirits disappear in a flash of light. When duplication occurs, the new orb appears in the player’s bag immediately before the spirits vanish. When an upgrade occurs, the upgraded orb replaces the original and the player is left with the enhanced version.\\n\\nPractical notes for play:\\n- Expect one of three deterministic outcomes each time the event triggers; plan inventory accordingly since an orb may be removed.\\n- The duplicate outcome effectively gives a free extra copy of an orb, useful for compounding effects or for keeping one while discarding the other later.\\n- The upgrade outcome improves a single orb into its upgraded verbose variant, which can significantly change its power or behavior and is immediately usable.\\n- The removal outcome can be harmful if it takes a key orb; avoid relying on a single crucial orb if you may encounter this event.\\n- The event does not present a player choice menu; its result is immediate and scripted as soon as the spirits act.\\n\\nHelpful Spirits function as a short, luck-based encounter that can shift run strategy by altering orb composition through removal, duplication, or upgrade.\", \"name\": \"pg.term.event_helpful_spirits\", \"area\": \"general\"}","2026-06-01 23:48:06",{"id":3746,"slug":2666,"locale":7,"data":3747,"updated_at":3748,"created_at":2633,"listed_only":30},"pg.event.inferno.en","{\"description\": \"Inferno is a random event in Peglin that surrounds the player with a ring of fire containing two bouncing fireballs. Encountering an Inferno presents three mutually exclusive choices that trade health for different effects involving the fireballs.\\n\\nGrabbing the fireballs adds **+2 fireballs** to the player's inventory and deals damage to the player equal to the take amount. The fireballs are hot for an instant when picked up, but their energy flows into the player and they cool enough to be stowed safely; the ring of flame subsides and the run continues. This option is the direct way to convert the encounter into extra offensive projectiles at the cost of HP and some temporary hand damage in flavor text.\\n\\nDashing through the flames lets the player bypass the event immediately but inflicts the leave damage to HP. This is the simplest option when avoiding extra fireballs or preserving orb space is desired; it results in only a small HP penalty and no change to inventory.\\n\\nHarnessing their power requires removing one orb from the player's satchel (i.e., consume an orb) and deals the remove damage to HP. Mechanically, the player inserts an orb between the two fireballs, which implode with a satisfying pop and extinguish the wall of fire, allowing progression. This option is useful when you want to clear the hazard without taking the larger hit of grabbing both fireballs but are willing to expend an orb and sacrifice some HP.\\n\\nPractical notes and interactions:\\n- Choose \\\"Grab the fireballs\\\" when you have spare HP and want extra fireballs for offense; it grants two fireballs at the explicit HP cost.\\n- Choose \\\"Dash through the flames\\\" when low on orb space or when the HP cost is acceptable and you do not want more projectiles.\\n- Choose \\\"Harness their power\\\" when you can afford to lose an orb and want to avoid gaining the two fireballs; this can be favorable if the orb you remove is expendable or if the HP cost for this option is lower than grabbing the fireballs.\\n- The event always features exactly two fireballs visually circling each other at the ring’s center; the descriptive text and outcomes are consistent across languages.\\n- The choice labels and exact damage values are variable placeholders in-game (,,) and depend on run-specific calculations and difficulty modifiers.\", \"name\": \"pg.term.event_inferno\", \"area\": \"special\"}","2026-06-01 23:48:11",{"id":3750,"slug":2671,"locale":7,"data":3751,"updated_at":3752,"created_at":2607,"listed_only":30},"pg.event.midas-orb.en","{\"description\": \"Midas Orb is an event item encountered as part of a golden Peglin statue event. The scene presents a life‑sized statue made entirely of gold holding a radiant golden orb; the player is offered multiple interactions with the statue that trade health, gold, or an existing supply of orbs for various effects. The item interaction is notable because picking up the orb removes all currently held gold from the player while granting an orb, and the statue also accepts payments to upgrade orbs or can be smashed for a partial gold reclaim at the cost of damage.\\n\\nPicking up the orb grants one orb and sets the player's carried gold to zero. The description frames this as the coins having possibly protected the player from the statue’s fate; mechanically the effect is **-allGold gold, +1 orb**. Smashing the statue is an alternative that deals damage equal to one third of the player’s gold (expressed in the event as taking damage) and returns a modest, randomized gold gain. The event also accepts an offering to upgrade an orb for a fixed gold cost (listed as), consuming gold to improve an orb rather than giving a new one. A separate leave option is present that can cost a small amount of gold on one branch but otherwise simply ends the encounter.\\n\\nPractical notes and strategy:\\n- Taking the orb is best when you value an extra orb immediately and can afford to lose all carried gold; it functions as a conversion of your current gold into a guaranteed orb, which can be decisive for burst damage on upcoming levels.\\n- If your HP is high and you need immediate currency, smashing the statue trades some health for a small randomized gold gain; this is useful when you have surplus HP and want coins without giving up all your gold.\\n- Using the offering to upgrade an orb is the play when you have spare gold and at least one orb to enhance; upgrading can be more valuable than a raw orb depending on the build and orb effects you rely on.\\n- Consider current run needs: if shops, upgrades, or immediate purchases are required, avoid picking up the orb unless you no longer need gold. Conversely, if orb count matters more than currency (for stronger peg shots or synergies), taking the orb is appropriate.\\n- The encounter provides both risk (health loss or loss of gold) and reward (an orb, upgraded orb, or recoverable gold), so choose according to your HP buffer, gold reserves, and dependence on orb effects for the next encounters.\", \"name\": \"pg.term.event_midas_orb\", \"area\": \"general\"}","2026-06-01 23:48:18",{"id":3754,"slug":2676,"locale":7,"data":3755,"updated_at":3756,"created_at":2633,"listed_only":30},"pg.event.minecart.en","{\"description\": \"The Minecart is a random event encountered while traveling along rail tracks. It represents a fast-moving loaded cart that can collide with the player if not avoided or used. The event presents three distinct outcomes with fixed mechanical effects that alter health, max health, or grant Pebballs and reroute travel.\\n\\nWalking on the tracks triggers a rumbling sound that grows into a minecart barreling toward the player. If the player chooses to brace for impact, the minecart slams the character into a stone wall and deals ** HP** as direct damage. Choosing to attempt a dodge allows the player to escape the cart’s path but results in a twisted ankle on landing, reducing maximum HP by ** Max HP**. Opting to jump into the cart successfully grants ** Pebballs** and forces a random navigation choice for the next route, reflecting an uncertain destination after catching a ride.\\n\\nPractical notes for using and responding to the Minecart:\\n- Bracing trades current HP for avoidance of longer-term penalties; it is the straightforward damage option when temporary HP loss is acceptable.\\n- Dodging reduces your maximum HP, which can be more punishing over the run; avoid this option if you cannot afford permanent HP reduction.\\n- Riding the cart yields Pebballs (useful as a low-value currency) but removes player control over the next region selection by choosing a random route. Use this when extra Pebballs are needed or when route control is less important.\\n- The event appears whenever the traveler is on rail sections; after experiencing the cart impact, descriptions indicate the player will avoid walking tracks going forward, implying the event is contextual to track traversal rather than repeatable in immediate succession.\\n\\nThe Minecart is a deterministic choice event with immediate, known consequences for HP resources and navigation. Choose the outcome that best fits your current resource priorities—short-term HP, long-term survivability, or extra Pebballs at the cost of path control.\", \"name\": \"pg.term.event_minecart\", \"area\": \"mines\"}","2026-06-01 23:48:23",{"id":3758,"slug":2681,"locale":7,"data":3759,"updated_at":3760,"created_at":2607,"listed_only":30},"pg.event.mirror-duplication.en","{\"description\": \"Mirror Duplication is a one-time event encounter that offers to duplicate your orbs in exchange for Health. It appears as a strange, shadow-streaked mirror that draws the player close; interacting with it presents two choices with fixed HP costs and immediate orb-duplication effects.\\n\\nChoosing to duplicate all orbs costs a smaller HP amount (displayed in the event as HP) and creates a copy of every orb currently in your possession. Choosing to duplicate a random orb costs a larger HP amount (displayed as HP) and creates a single copy of one randomly selected orb. After paying the HP cost, the event describes an unpleasant transfer of energy and then reports which orb(s) were duplicated.\\n\\nPractical notes and interactions:\\n- The all-orbs option replicates each orb you have at the moment of selection; subsequent orb gains or losses after the event do not retroactively change the duplication result.\\n- The random-orb option yields exactly one additional copy of a single orb chosen at random from your current set.\\n- The event’s HP costs are subtracted immediately upon choosing the option; plan around remaining HP and potential incoming damage in the current or next floors.\\n- Duplication can generate powerful combos with high-value orbs (for example, offensive orbs that scale with count), so the all-orbs choice is particularly potent when you already carry multiple strong orbs.\\n- Because one option duplicates everything, it is especially valuable in late runs where orb inventory is concentrated in a few powerful effects; the single-orb option is safer on HP but less transformative.\\n- There are no additional hidden conditions reported in source descriptions; the effect triggers immediately and displays text confirming the duplicated orb(s).\\n\\nFlavor text emphasizes a mysterious, somewhat unsettling transfer of energy from the mirror and presents the mirror as an otherworldly offer rather than a merchant or normal shop interaction.\", \"name\": \"pg.term.event_mirror_duplication\", \"area\": \"general\"}","2026-06-01 23:48:29",{"id":3762,"slug":2686,"locale":7,"data":3763,"updated_at":3764,"created_at":2607,"listed_only":30},"pg.event.mirror-remove.en","{\"description\": \"Mirror Remove is an event-style interaction that appears as a mysterious mirror with flickering shadows. When encountered, the player is offered a bargain: the shadows will remove orb(s) from the player's satchel in exchange for a portion of the player's HP. The event presents two choices — remove a single orb for a higher HP cost or remove all orbs for a lower total HP cost — after which the player briefly blacks out and later awakens with a single unfamiliar orb in the satchel.\\n\\nThe encounter text frames the mirror as an infernal or shadowy force that understands and accepts an offered orb. If the player chooses to push a specific orb through the glass, that chosen orb is consumed by the mirror. In every language version of the event the result is the same: the player's satchel is emptied and, upon awakening, contains one new mysterious orb (displayed as in text). The two numerical costs appear as variables in the text ( for removing one orb and for removing all), so actual HP loss depends on the current run's values.\\n\\nPractical notes and usage considerations:\\n- Use this event as a last-resort inventory reset if your satchel is clogged with weak or undesirable orbs. The mirror guarantees a consolidated result: you lose your existing orbs but gain a single new unknown orb.\\n- Choosing to remove a single orb costs more HP than removing all orbs, so the \\\"remove all\\\" option can be more HP-efficient when you carry multiple unwanted orbs.\\n- The new orb received is not one of the originals; it is presented as a mysterious replacement, so do not expect to reclaim specific removed orbs.\\n- Because the event permanently discards current orb composition, avoid it when you have high-value synergies or rare orbs you rely on.\\n- Consider current HP and healing resources before accepting; the event trades HP directly and can be dangerous on low-health turns.\\n- The encounter text implies a thematic risk\u002Freward: you temporarily lose control (blackout) and surrender inventory in exchange for an unpredictable but singular reward.\\n\\nThe Mirror Remove event functions as an inventory-transforming choice that teams risk (HP) with the potential benefit of a streamlined or novel orb. It is a deterministic narrative sequence: acceptance empties the satchel, the player blacks out, and the satchel later contains one new orb.\", \"name\": \"pg.term.event_mirror_remove\", \"area\": \"general\"}","2026-06-01 23:48:35",{"id":3766,"slug":2691,"locale":7,"data":3767,"updated_at":3768,"created_at":2633,"listed_only":30},"pg.event.mirror-tunnel.en","{\"description\":\"Mirror Tunnel is a special tunnel room whose walls are composed of fractured, reflective panels that show shifting reflections of Peglins holding various orbs just out of reach. It appears as an event-like tunnel section that presents the player with two exclusive interactions tied to the mirror imagery: a risky mimic action that sacrifices part of your inventory, and a direct grab that yields a unique orb.\\n\\nInteracting with the reflections using the mimic action causes your Peg to imitate the mirror Peglins by holding out an orb in both hands. This instantly removes half of your carried orbs at random and is described as filling the player's mind with repeated “memories” of offering orbs while other Peglins reach through and take them. The mimic option leaves the player with a lighter satchel at the cost of losing a randomized half of currently held orbs.\\n\\nThe alternative is to reach for the nearest orb shown in the mirror. Choosing the grab returns one orb (+Orb) to your inventory. The orb you obtain is described as changing shape and continuing to shift mysteriously even after the mirror fades; the acquired item is commonly referred to in descriptions as a “mirror orb” and behaves as a standard orb pickup for immediate use. After grabbing, the mirrored surface dulls but the reflected orb-sprite continues its enigmatic motion.\\n\\nPractical notes and strategy:\\n- The mimic option is essentially a forced partial discard: it randomly deletes half of your held orbs rather than giving a beneficial effect, so it is rarely beneficial unless you deliberately need to reduce orb count (e.g., to control overcrowded orb types prior to an effect that scales with fewer orbs).\\n- The grab option is a guaranteed +1 orb and is the conservative, reward-focused choice when you want additional munition without risk.\\n- The mirror orb you obtain shows visual oddities in description but functions as a normal orb pickup in gameplay; its mysterious flavor text does not add extra mechanics beyond being the orb you just gained.\\n- Because the mimic action removes orbs at random, avoid it if you are carrying valuable or specialty orbs you cannot afford to lose.\\n- The Mirror Tunnel is best treated like a binary choice event: take the safe orb gain for immediate resource, or accept the mimic’s random half-loss if you intentionally need to trim inventory.\",\"name\":\"pg.term.event_mirror_tunnel\",\"area\":\"mines\"}","2026-06-01 23:48:40",{"id":3770,"slug":2696,"locale":7,"data":3771,"updated_at":3772,"created_at":2699,"listed_only":30},"pg.event.mysterious-altar.en","{\"description\":\"The Mysterious Altar is a one-time interactive event object that appears in runs as a special encounter where the player can sacrifice one of two held orbs to empower the other. The altar presents itself when encountered and automatically recognizes that the player holds two orbs (one in each hand). The player chooses which orb to offer; that orb is absorbed into the stone altar and disappears while the remaining orb is upgraded in level.\\n\\nWhen the altar triggers, the game lists the two candidate offerings by name so the player can select which orb to give. After placing the chosen orb on the altar, that orb sinks into the slab and is removed from inventory. Immediately after the sacrifice, the player feels warmth in the other hand and the remaining orb increases to a higher level (the upgraded orb and its resulting level are shown by name\u002Flevel in the event text).\\n\\nPractical notes and interactions:\\n- The altar requires two orbs to function; it only appears or provides the choice when the player is carrying two orb items.\\n- The sacrifice permanently removes the offered orb; choose the consumed orb carefully if both have useful effects.\\n- The benefit is an automatic level upgrade to the remaining orb; this generally improves that orb’s potency according to its built-in progression.\\n- Because the altar removes one orb and upgrades the other, it is most valuable when you can spare a redundant or low-value orb to push a stronger orb to the next tier.\\n- The event text always names the offered orb, the lost (sacrificed) orb, and the upgraded orb with its new level so the player can confirm the result immediately.\",\"name\":\"pg.term.event_mysterious_altar\",\"area\":\"special\"}","2026-06-01 23:48:47",{"id":3774,"slug":2702,"locale":7,"data":3775,"updated_at":3776,"created_at":2607,"listed_only":30},"pg.event.old-brick-slime.en","{\"description\": \"Old Brick Slime is a passive encounter in Peglin that appears as an extremely weathered Brick Slimebox embedded in a hallway tile. When triggered, the slab flips over to reveal an old, retired Brick Slime that does not wish to fight. Instead of combat, the encounter offers a peaceful resolution: the player can offer two Pebble-type orbs (the encounter prompts for two pebble items) or choose to run away.\\n\\nIf the player gives the requested Pebbles, the Old Brick Slime crunches them to dust, grunts contentedly, and settles back into slumber, allowing the player to continue without conflict. Choosing to flee likewise ends the encounter with no battle—escape is trivial and the player proceeds down the hall.\\n\\nPractical notes and interactions:\\n- The encounter consumes the two Pebble orbs if you give them; this exchange prevents a fight and grants no additional rewards beyond safe passage.\\n- Running away is a free option that also avoids combat and does not cost items.\\n- The Old Brick Slime is purely a nonviolent obstacle and does not drop loot, give experience, or change future map layout when appeased.\\n- Treat this encounter as a way to conserve HP and avoid combat when you either lack desirable offensive orbs or prefer to preserve resources for later rooms.\", \"name\": \"pg.term.event_old_brick_slime\", \"area\": \"castle\"}","2026-06-01 23:48:50",{"id":3778,"slug":2707,"locale":7,"data":3779,"updated_at":3780,"created_at":2607,"listed_only":30},"pg.event.orbelisk.en","{\"description\":\"Orbelisk is a dark obelisk event that appears as an interactable object in runs. It presents as a humming stone monolith with a palpable connection to the earth and offers the player a ritual-like interaction that yields an orb. Interacting with the Orbelisk always grants one orb to the player's satchel while also absorbing another orb from the player’s resources.\\n\\nThe interaction is described as praying to receive the Orbelisk’s power, which triggers a sequence where the game forces a particular orb (shown in text as a slot variable) into the Orbelisk. The Orbelisk’s power then flows into the player and coalesces as a newly added orb in the bag (displayed as the added orb variable). Simultaneously, the Orbelisk consumes or absorbs a different orb (displayed as the lost orb variable). The event’s text frames the Orbelisk as somewhat disappointed for not unleashing its “true potential,” implying the exchange is one of substitution rather than pure gain.\\n\\nPractical notes and interactions:\\n- The Orbelisk effectively swaps one orb for another: you gain a fresh orb while losing an existing one. Plan around which orb will be taken and which will be granted when considering uses of the event.\\n- The specific orb forced into the Orbelisk and the specific orb granted to the player are shown in the event text variables at runtime; treat those indicators as authoritative for that instance.\\n- Because the Orbelisk ties into orb inventory, it interacts with any strategy that depends on particular orb types or counts—use it when the gained orb is more valuable than the one being consumed.\\n- There is no separate choice tree shown in the event text: the ritual is presented as a single “pray\u002Faccept” action that carries out the forced exchange immediately.\\n\\nFlavor text across languages consistently portrays the Orbelisk as ominous, earthbound, and resonant, reinforcing its thematic role as a dark source of power that trades one orb for another rather than providing net additional resources.\",\"name\":\"pg.term.event_orbelisk\",\"area\":\"general\"}","2026-06-01 23:48:55",{"id":3782,"slug":2712,"locale":7,"data":3783,"updated_at":3784,"created_at":2633,"listed_only":30},"pg.event.orbelisk2.en","{\"description\":\"Orbelisk2 is a interactable world event in Peglin that presents the player with several towering dark obelisks which emit a powerful, earth‑shaking hum. Encountering Orbelisk2 offers a binary choice: pray (which converts all of the player's Pebballs into Orbelisks) or leave. The event is described consistently across languages as an ominous cluster of large black obelisks whose combined resonance seems capable of bending the very ground beneath the player.\\n\\nWhen the player chooses to pray, the description states that the humming intensifies to an almost unbearable level and the player begins to hum in a deep, steady tone. This sudden change culminates in the obelisks powering down with a flash, the sound and light fading, and the player receiving a concentrated earthly power transferred into their satchel. Mechanically, this is summarized as converting every Pebball the player currently holds into Orbelisk balls, providing a dramatic shift in the player’s shot composition and late‑game potential.\\n\\nPractical notes and interactions:\\n- Choosing to pray is an all‑or‑nothing conversion: every Pebball you possess becomes an Orbelisk, so the decision depends on how many Pebballs you have and whether you want multiple Orbelisks in your shot pool.\\n- Orbelisks are implied to be powerful, earth‑aligned projectiles; the event text emphasizes an “immense earthly power” granted after conversion, so use the transformation when you want heavier, high‑impact shots rather than retaining Pebball utility.\\n- The sensory description (intense humming, flash of light, subsequent silence) is purely narrative flavor that signals the instantaneous effect of the conversion rather than a prolonged charging or cooldown period; the reward is immediate once you choose to pray.\\n- If you prefer to keep Pebballs for their specific interactions or to maintain a varied orb mix, choose Leave to avoid the conversion.\\n- Because the event converts all Pebballs, it is most beneficial when you have a large number of Pebballs to maximize the number of Orbelisks gained; conversely, it is risky to use with only a few Pebballs if you rely on other orb types for your build.\\n\\nOrbelisk2 appears as a one‑time event offering a decisive tradeoff between quantity of small Pebballs and fewer but stronger Orbelisk projectiles; treating the choice as a timing and resource management decision yields the best results.\",\"name\":\"pg.term.event_orbelisk2\",\"area\":\"general\"}","2026-06-01 23:49:02",{"id":3786,"slug":2717,"locale":7,"data":3787,"updated_at":3788,"created_at":2607,"listed_only":30},"pg.event.peglin-chef.en","{\"description\":\"Peglin Chef is an encounter Peglin that appears in a kitchen location. The creature is disguised as a human chef, crudely hiding its pointed ears, and it interacts with the player through a short event offering several choices. The encounter emphasizes roleplay flavor — the chef will either bribe the player, be exposed and flee, fight, or accept an Egg in exchange for a reward.\\n\\nThe event presents four outcomes depending on the player's choice. If you accept the chef’s bribe and sneak away, you quietly leave through a nearby door and the Peglin continues its business uninterrupted. If you loudly reveal the chef’s identity, the humans are shocked but the chef, accustomed to the kitchen, slips away while the humans capture you. Choosing to fight initiates combat with the Peglin Chef. If you hand over an Egg, the chef joyfully takes it into the kitchen and returns quickly with a freshly baked cake as a reward.\\n\\nPractical notes and interactions:\\n- The Egg trade is an explicit item-for-reward exchange: giving one Egg removes it from your inventory and yields a baked cake returned by the chef.\\n- Accepting the relic\u002Fbribe is a guaranteed safe exit that avoids combat and preserves the chef’s disguise.\\n- Exposing the chef causes an immediate negative consequence: the chef escapes and the player is caught by humans, resulting in a poor outcome for the player.\\n- Fighting is available as a direct alternative for players who prefer combat or want any potential combat loot or challenge.\\n\\nThe Peglin Chef encounter is consistent across English, Japanese, Korean and Simplified Chinese game text: the described choices and their consequences are identical in all provided language sources. The scene reinforces the whimsical, event-driven exploration present in Peglin and provides a reliable item-exchange path (Egg → cake) alongside noncombat and combat outcomes.\",\"name\":\"pg.term.event_peglin_chef\",\"area\":\"castle\"}","2026-06-01 23:49:08",{"id":3790,"slug":2722,"locale":7,"data":3791,"updated_at":3792,"created_at":2633,"listed_only":30},"pg.event.peglin-echo.en","{\"description\":\"Peglin Echo is a transient event entity that appears as an ethereal Peglin encountered during runs. It resembles a ghostly or angelic version of a Peglin—described in some locales as the echo or remnant of a past self or even of the player—and offers a single, simple interaction when found.\\n\\nInteracting with the Peglin Echo grants an immediate upgrade: approaching the echo upgrades one orb. The echo transfers its remaining power into the player and then fades away. Choosing not to interact leaves the Peglin Echo staring blankly and yields no effect.\\n\\nPractical notes and behavior:\\n- The interaction is a one-time, guaranteed orb upgrade; no currency or additional cost is required beyond choosing to approach.\\n- The choice is binary: take the upgrade now or decline and receive nothing. The echo does not present alternative rewards or risks.\\n- Because the effect is instantaneous and permanent for the current run, it is best used when you want an immediate increase to orb power rather than saving resources for other mechanics that might require different timing.\\n- Visually and thematically, the Peglin Echo is presented as a melancholic, otherworldly figure; it occupies a short-lived role as a free power-up rather than a combatant or persistent ally.\",\"name\":\"pg.term.event_peglin_echo\",\"area\":\"general\"}","2026-06-01 23:49:11",{"id":3794,"slug":2727,"locale":7,"data":3795,"updated_at":3796,"created_at":2633,"listed_only":30},"pg.event.portable-forge.en","{\"description\": \"Portable Forge is a one-off event object encountered in Peglin that offers the player three distinct interactions: use the forge to upgrade an orb at the cost of HP, take the forge into the satchel as a special relic, or pick up the smithing hammer as a special relic. The scene presents a hot, unattended anvil\u002Fforge that appears ready for smithing but dangerous to touch; using it costs the Peglin health while producing a guaranteed single-orb upgrade, whereas grabbing either relic adds a unique special relic to the run without HP cost.\\n\\nUsing the forge deals a fixed amount of damage to the player (displayed as) and upgrades one random orb from one tier to the next (the event text reports a specific orb changing from to). The upgrade is immediate and deterministic in outcome for the chosen orb slot; the player receives only the single upgraded orb and the HP reduction is applied at the time of use.\\n\\nChoosing to scoop the entire forge into the satchel grants a special relic. The event text describes sliding the satchel over the forge so it vanishes into the void inside the bag, producing a relic described in-game as a special relic. This option avoids HP loss and preserves orb inventory unchanged while providing a relic that can influence the remainder of the run.\\n\\nTaking the smithing hammer beside the forge grants a different special relic. The hammer is noted as heavy for the Peglin’s small arms, but compatible with the special satchel; selecting this option yields a unique relic without HP cost or orb alteration.\\n\\nPractical notes and strategy:\\n- Use the forge when you need an immediate guaranteed orb upgrade and can afford the HP loss; the upgrade targets one random orb and converts it exactly as shown by the event variables.\\n- Take the satchel-containing forge or the smithing hammer when HP is scarce or when a relic benefit better suits your build. Both relic options cost no HP and neither alters your current orbs.\\n- The event does not present choices that combine effects; each selection is mutually exclusive and resolves immediately.\\n- The exact relic granted by the “scoop up the forge” action and the hammer are categorized in-game as special relics; treat them as run-defining pickups when deciding whether to sacrifice HP for an orb upgrade.\\n- Because the HP cost and the orb-to-upgrade are shown in the event text (via variables), plan around your current health and which orb slot the game indicates for the upgrade.\", \"name\": \"pg.term.event_portable_forge\", \"area\": \"general\"}","2026-06-01 23:49:17",{"id":3798,"slug":2732,"locale":7,"data":3799,"updated_at":3800,"created_at":2633,"listed_only":30},"pg.event.rainbow-slime.en","{\"description\": \"Rainbow Slime is a wandering non-hostile encounter that appears on the roguelike map as a lone, talkative slime. Rather than immediately initiating combat, Rainbow Slime offers the player a choice: pay a gold cost to remove one orb (an active shot) from the player's board, fight the slime, or ignore it. If the player pays the removal cost, the slime thanks the player and departs; if ignored or fought, the usual outcomes for those options apply.\\n\\nThe encounter text and choices are consistent across languages: the slime emphasizes that it is separated from its group and out of coins, and it explicitly proposes mutual aid instead of fighting. The removal option is presented as \\\"Remove an orb\\\" and shows the gold cost as a variable which is deducted from the player when chosen.\\n\\nPractical notes and strategy:\\n- Paying to remove an orb can be useful when your board has a weak or obstructive orb that you want gone (for example, a low-damage or badly angled orb), or when you need to simplify your board to improve aim or to enable better ricochet chains.\\n- Consider the value of the orb being removed versus the gold cost: removal trades a permanent shot for currency, so use it when the orb's net negative impact outweighs future currency uses.\\n- Fighting the Rainbow Slime remains an option if you prefer to keep your orbs and gain rewards from combat; ignore if you want to conserve gold and maintain current board state.\\n- The encounter functions purely as a single-choice interaction with immediate effect; there is no indication of follow-up events after paying besides the slime leaving.\\n\\nLocalization note: the encounter name appears as \\\"Rainbow Slime\\\" in English sources and as レインボースライム (Japanese), 무지개 슬라임 (Korean), and 虹珠史莱姆 (Chinese) in other locales; the in-game option text consistently offers \\\"Remove an orb\\\" for the pay option and standard fight\u002Fignore choices.\", \"name\": \"pg.term.event_rainbow_slime\", \"area\": \"general\"}","2026-06-01 23:49:23",{"id":3802,"slug":2737,"locale":7,"data":3803,"updated_at":3804,"created_at":2633,"listed_only":30},"pg.event.remove-or-upgrade-stones.en","{\"description\":\"Remove Or Upgrade Stones is a Radia globe encounter that appears as a mysterious model of the planet in the world. The globe hums with earthy energy and offers the player a choice: absorb its power to upgrade every Pebball in inventory, or insert a single orb into the globe to permanently remove that orb from the player's satchel. Interacting with the globe immediately stops its humming and grants the chosen effect.\\n\\nAccepting the globe’s energy upgrades all Pebballs the player currently carries, converting each into a more powerful version imbued with the globe’s earth affinity. Choosing to insert an orb consumes that orb (it is removed from inventory) and the globe ceases to hum; the player continues onward with a stronger bond to the earth and the remaining orbs strengthened as described when energy is accepted.\\n\\nPractical notes and interactions:\\n- Upgrading all Pebballs is a mass-enhancement effect; its benefit scales with how many Pebballs you hold at the time of interaction. Prioritize this option when you carry multiple Pebballs you want to power up at once.\\n- Inserting a single orb removes it permanently in exchange for quieting the globe; use this when you have an unwanted orb (for example, a low-value or detrimental orb) or when you need to reduce orb count for deck\u002Fslot management.\\n- The globe’s effect applies immediately on selection and does not require additional actions or resources.\\n- The encounter is tied to Radia’s earth theme; narrative text and the outcome reference the player gaining a stronger earthly connection and more powerful orbs after interaction.\",\"name\":\"pg.term.event_remove_or_upgrade_stones\",\"area\":\"general\"}","2026-06-01 23:49:27",{"id":3806,"slug":2742,"locale":7,"data":3807,"updated_at":3808,"created_at":2633,"listed_only":30},"pg.event.scary-haglin.en","{\"description\": \"Scary Haglin is a wandering Haglin encountered on the path as an event in Peglin. The encounter offers two paid services in exchange for the player's HP: upgrade a single orb into a stronger version, or permanently remove a single orb from the satchel. The Haglin speaks with a sibilant, unsettling voice and appears motionless, giving the encounter a creepy flavor while providing the same functional options as other Haglin-type events.\\n\\nInteracting with the Scary Haglin presents three choices: upgrade an orb, remove an orb, or decline. Choosing to upgrade will transform the selected orb into a specified upgraded variant and immediately reduce the player's current HP by a fixed amount (** HP**). Choosing to remove an orb deletes the selected orb from the satchel and also costs a fixed HP penalty (** HP**). Declining ends the interaction with no cost.\\n\\nPractical notes and usage considerations:\\n- Use the upgrade option when the upgraded orb meaningfully increases damage, utility, or synergy with your current build and when you can afford the HP loss relative to incoming damage and healing sources.\\n- Use the remove option to eliminate weak, redundant, or harmful orbs that hinder your peg chain or synergy; reducing satchel clutter can improve consistency for setups that depend on specific orbs.\\n- The HP cost is immediate and nonrefundable; plan for the reduction before fights and avoid choosing these options if low HP or no reliable healing is available.\\n- The dialog and flavor text emphasize a disturbing, whispering personality, but the mechanical outcomes are deterministic: the chosen orb is transformed or removed and the HP is deducted.\\n- The encounter’s services are identical in function to standard Haglin interactions elsewhere, so evaluate it as a straightforward trade of health for orb quality or inventory control.\", \"name\": \"pg.term.event_scary_haglin\", \"area\": \"general\"}","2026-06-01 23:49:32",{"id":3810,"slug":2746,"locale":7,"data":3811,"updated_at":3812,"created_at":2633,"listed_only":30},"pg.event.secret-tunnel.en","{\"description\":\"Secret Tunnel is an interactive map event that appears while traversing corridors in Peglin. When triggered, the player discovers a hidden passage running off the main hallway and is presented with a choice to enter the passage or continue along the current route. Entering the Secret Tunnel redirects the run by taking a different next-level path; choosing to continue leaves the current progression unchanged.\\n\\nThe event text describes finding the entrance by running a hand along the wall and noticing the small passage. The option to enter is labeled as entering the passage and indicates that the next stage selection will change (presented in some locales as a random alternative route). If the player declines, the run simply proceeds forward down the original corridor.\\n\\nPractical notes and strategy:\\n- Entering the Secret Tunnel changes the next stage. Treat it as a route-altering node: it can lead to different room types, enemies, or rewards than the main corridor would have offered.\\n- Use the tunnel when you want to deviate from a predictable path to seek specific encounters, chests, or shops that might not appear on the normal route.\\n- Avoid the tunnel if you require a guaranteed progression (for example, to reach a known upcoming boss or to hit a planned sequence of map events).\\n- Since the alternate path can be effectively random in outcome, weigh current resources and risk tolerance before choosing the tunnel.\\n- The event does not consume items or currency by itself; its impact is purely on map routing and the encounters encountered thereafter.\",\"name\":\"pg.term.event_secret_tunnel\",\"area\":\"general\"}","2026-06-01 23:49:36",{"id":3814,"slug":2751,"locale":7,"data":3815,"updated_at":3816,"created_at":2699,"listed_only":30},"pg.event.shiny-ore.en","{\"description\":\"Shiny Ore is a pick-up item encountered in corridors and dungeon areas. It appears as a small gleaming lump that the player character instinctively pockets; in the game text this object is identified as an Oreb (Ore Orb) Level 1. The item functions as a basic raw ore resource rather than an active tool or weapon and is found during exploration rather than crafted or purchased.\\n\\nShiny Ore is presented as a low-tier ore entry in the game's loot table and serves primarily as an early resource for progression systems that consume or upgrade ore. It is discovered passively while traversing darker corridors and similar environments; the discovery vignette describes noticing a faint gleam, picking it up, and later identifying it as a Level 1 ore orb.\\n\\nPractical notes and usage:\\n- Shiny Ore is an early-game resource and should be retained for crafting, upgrading, or selling in systems that accept ore or ore orbs.\\n- Because it is explicitly identified as \\\"Oreb Lvl. 1\\\" (a Level 1 ore orb), it stacks with or is categorized alongside other ore-level items rather than being an enchanted or unique item.\\n- Found while exploring, so thorough room-by-room search increases acquisition; corridor and dungeon exploration text commonly triggers its discovery.\\n- Treat Shiny Ore as foundational material for unlocking higher-tier crafting or exchange opportunities later in a run; conserve low-tier ore when a future mechanic requires combining or upgrading ore levels.\",\"name\":\"pg.term.event_shiny_ore\",\"area\":\"special\"}","2026-06-01 23:49:41",{"id":3818,"slug":2756,"locale":7,"data":3819,"updated_at":3820,"created_at":2699,"listed_only":30},"pg.event.slimy-path.en","{\"description\":\"Slimy Path is a short event encounter that appears as a slimy clearing where the player drops three orbs but can only keep two. The scene presents three orb choices and forces the player to let one orb fall into the muck; the text describes arriving at an unusually sticky clearing, tripping, and having to choose which orb to sacrifice. The interaction is presented as three selectable lines corresponding to the three orbs, after which the narration notes which orb was lost.\\n\\nThe encounter always offers three distinct orb options (presented in-game as variables for the orb names) and then removes one chosen by the event flow. Mechanically this is a single-decision event: you select which orb to let sink and the other two remain in your possession. The lost orb is reported in the follow-up line that narrates watching the named orb disappear into the slime.\\n\\nPractical notes and strategy:\\n- The event is deterministic in structure: pick one of the three offered orb names to discard; there is no hidden cost besides losing that orb.\\n- Treat the choice as a pure inventory decision. Sacrifice an orb that is least useful for your current build or future plans (duplicates, low-value effects, or ones that conflict with your synergies).\\n- If you see two orbs that are critical to your deck or synergy, choose the third even if it has a modest effect; conversely, if one orb is clearly inferior, discard it without hesitation.\\n- The event provides no additional reward or penalty beyond the lost orb; there is no branching reward tied to which orb you drop.\\n- Because the event text explicitly narrates which orb was lost, the result is clear and immediate—no hidden randomization occurs after your selection.\\n\\nFlavor text remains consistent across locales: the clearing is described as unusually slimy, you lose your step despite proceeding cautiously, and you instinctively snatch two orbs while watching the selected orb sink into the slime. The encounter serves as a simple trade decision and is used to force an early inventory pruning moment rather than to deliver a buff, curse, or alternate reward.\",\"name\":\"pg.term.event_slimy_path\",\"area\":\"special\"}","2026-06-01 23:49:47",{"id":3822,"slug":2761,"locale":7,"data":3823,"updated_at":3824,"created_at":2699,"listed_only":30},"pg.event.sunny-clearing.en","{\"description\":\"Sunny Clearing is a random event location encountered while traveling through forest zones. The scene describes a sunlit open spot in the woods where the player can pause to recover before continuing. It appears as a non-repeatable rest encounter that offers a modest healing benefit and a small chance of an immediate hostile encounter.\\n\\nApproaching the clearing presents a choice: take a short rest or continue without stopping. Choosing to rest grants **+15 HP** and a brief descriptive line about feeling refreshed and continuing with renewed step. While the rest is beneficial, there is a built-in risk: a powerful monster can sneak up on the player during the respite and initiate combat instead of the normal safe continuation.\\n\\nPractical notes and interactions:\\n- Resting yields a guaranteed HP increase of +15 and restores a small amount of survivability for the current run.\\n- There is an explicit chance that resting will be interrupted by a stronger enemy spawn; if this occurs the event immediately proceeds to a fight option rather than the peaceful continuation.\\n- Choosing to continue without resting avoids the HP gain but also avoids the ambush risk.\\n- The encounter language emphasizes thematic flavor (sunlight, solace, refreshed mood) while coupling the benefit with a tradeoff—rest versus potential combat—so players should weigh current HP and deck\u002Fpeg readiness before resting.\\n- This event functions as a simple risk-reward decision point rather than granting items, relics, or other permanent rewards.\",\"name\":\"pg.term.event_sunny_clearing\",\"area\":\"special\"}","2026-06-01 23:49:50",{"id":3826,"slug":2766,"locale":7,"data":3827,"updated_at":3828,"created_at":2699,"listed_only":30},"pg.event.thunderstorm.en","{\"description\": \"Thunderstorm is an event that can occur while exploring the forest. The scene describes a darkening wood and a rain-soaked clearing where the player is struck by lightning; the bolt does not harm the player but crystallizes into an orb in the player's satchel. The event presents three possible outcomes: a mystery\u002Funknown option, a run-and-dodge option that advances the player along a random path, and an active choice that converts the lightning into an upgrade for an orb at the cost of gold.\\n\\nWhen the player walks into the middle of the clearing, lightning strikes and becomes an orb (displayed as by the game). Choosing to \\\"Channel the lightning\\\" (wording varies by locale) spends a specified gold amount to upgrade one of the player's orbs into the upgraded form shown as. The narration makes clear that the player arranges coins to intercept the strike; the coins are destroyed by the blast while the orb receives the harnessed energy, allowing safe passage through the clearing.\\n\\nPractical notes and interactions:\\n- The event guarantees at least the basic outcome of receiving an orb when struck by lightning during the encounter; the active option instead upgrades an existing orb while consuming gold.\\n- The cost for upgrading is shown in the event as; plan gold reserves before selecting the upgrade if you rely on orb upgrades for build progression.\\n- The \\\"Sprint & Dodge\\\" option advances you along a random route without taking damage and without spending gold or changing orbs.\\n- The event's text and option labels are localized across languages, but the mechanical choices remain the same: do nothing\u002Fmystery, take the random-route dodge, or spend gold to upgrade an orb.\\n- Use the upgrade option when an immediate orb enhancement meaningfully strengthens your current build and the gold cost is acceptable; use the dodge option when conserving gold or when you prefer to avoid committing an orb change.\", \"name\": \"pg.term.event_thunderstorm\", \"area\": \"special\"}","2026-06-01 23:49:55",{"id":3830,"slug":2771,"locale":7,"data":3831,"updated_at":3832,"created_at":2633,"listed_only":30},"pg.event.vampire.en","{\"description\": \"Vampire is a one-off encounter event in Peglin that offers the player a risky trade: surrender a portion of maximum HP in exchange for a special relic and an immediate power boost. The encounter presents as a long, shadowy figure speaking directly into the player's mind with an alluring offer. Choosing to accept reduces the player's Max HP by a fixed portion (displayed in-game as) and grants an unpolished gem relic that provides a notable benefit and introduces a new “hunger” or thematic drawback tied to the relic’s effect. Choosing to flee ends the encounter with no change apart from a brief lingering chill to the player’s status.\\n\\nThe Vampire encounter appears as a single decision node rather than a fight: the flow shows a short narration, the two choices, and immediate consequences. Accepting triggers a short vignette in which a long arm extends from the shadows to hand over the unpolished gem, the screen flares and the player feels dizzy while gaining power and a new hunger. Running away produces a quick escape sequence; the figure does not pursue and the player leaves the clearing with only temporary aftereffects.\\n\\nPractical notes and strategy:\\n- The trade is pure risk-for-reward: you permanently lose a chunk of Max HP in exchange for a special relic. Evaluate HP loss relative to your current build and healing options before accepting.\\n- The relic granted by the Vampire encounter is unique and can significantly change playstyle; accept if the relic synergizes strongly with your current deck, peg layout, or other relics.\\n- Because the encounter is non-combat and instantaneous, there is no associated combat difficulty—its value lies entirely in the relic-versus-HP decision.\\n- If your run already has fragile survivability or limited healing, prefer to flee; if you have strong defense, healing, or relic synergies that compensate for lower Max HP, the relic can be worth the exchange.\\n- The encounter’s narration and effects are identical across localized versions: the mechanics (HP reduction and relic gain) and the two-choice structure are consistent.\", \"name\": \"pg.term.event_vampire\", \"area\": \"general\"}","2026-06-01 23:50:00",{"id":3834,"slug":2776,"locale":7,"data":3835,"updated_at":3836,"created_at":2633,"listed_only":30},"pg.event.waterfall.en","{\"description\":\"You encounter a Waterfall just off the path. It is a simple environmental encounter that presents a choice between investigating the area behind the falls or ignoring it and moving on. The feature appears as a narrative event rather than a combat arena; interacting with it yields one of two outcomes depending on the branch chosen and random or game-state conditions.\\n\\nInvestigating the waterfall gives one of two results. In the favorable outcome you find a hidden treasure behind the waterfall. In the unfavorable outcome there is nothing behind the falls, and when you emerge a strong monster is waiting and you are forced into a fight. If you choose not to investigate, you bypass the potential rewards and the potential enemy and simply continue along the path.\\n\\nPractical notes for play:\\n- Choosing to check behind the waterfall is a risk\u002Freward decision: it can grant a hidden treasure but can also trigger an immediate monster encounter.\\n- If your party is low on health or resources, ignoring the waterfall is the safe option to avoid an unexpected tough fight.\\n- If you have healing items, crowd-control, or a strong board setup, the potential treasure can make the risk worthwhile.\\n- The encounter is binary and self-contained: it does not transform the environment beyond the single treasure or single subsequent combat, and proceeding after either result continues normal path progression.\",\"name\":\"pg.term.event_waterfall\",\"area\":\"general\"}","2026-06-01 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