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类型与具体作用。\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FStatus_Effects","meta",40,{"id":164,"slug":165,"locale":147,"scope":148,"entity_type":29,"title":166,"description":167,"hero_image":29,"source_url":168,"source_license":152,"group_key":161,"nav_order":169,"sidebar_hidden":155},"peglin:cruciball:zh-CN","cruciball","苦难球","**苦难球** 是 Peglin 的进阶 (飞升) 系统: 共 20 个层层叠加的难度等级, 每一级都需用前一级通关后才会解锁。 每一级都在此前所有限制之上再加一项永久负面效果, 因此苦难球 20 的一局会同时背负所有修正。\n\n## 等级如何叠加\n前期等级削弱你的经济与板面 —— **第 1 级** 以削弱的 **Pebball** 开局, **第 3 级** 和 **第 5 级** 从每块板面各移除一个 Crit Peg 与 Refresh Peg, **第 8 级** 让起始金币归零。 中期等级加大敌人压力 —— **第 6 级** 和 **第 10 级** 提升敌人与 Boss 血量, **第 7 级** 和 **第 13 级** 削减战后与 Boss 后回复, **第 15 级** 让你每次装填时敌人额外获得一回合。\n\n后半段考验薄弱余量下的生存 —— **第 14 级** 以最大生命 -15% 开局, **第 11 级** 和 **第 16 级** 塞给你无用的 **Terriball** 与 **Horriball**, **第 18 级** 抬高 Haglin 商店价格, **第 20 级** 让每个 Boss 各自变得更凶险。 用所有职业通关苦难球 20 是本作真正的完成目标。\n\n## 应对思路\n依靠能超越膨胀血池的 **scaling (成长型)** 弹珠与遗物, 优先回复与 Ballwark 来吸收敌人的额外回合。 把累赘的 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当作开局首个商店就丢弃的弹珠处理。\n","https:\u002F\u002Fpeglin.wiki.gg\u002Fwiki\u002FCruciball",45,true,[172,173,174],"beginner","tips","wiki",107,[],{"id":146,"slug":53,"locale":147,"scope":148,"entity_type":29,"title":149,"description":150,"hero_image":29,"source_url":151,"source_license":152,"group_key":153,"nav_order":154,"sidebar_hidden":155},{"items":179},[180,181,182,183,184,185,186],{"id":21,"game_slug":4,"type_slug":22,"name_default":23,"schema":24,"list_url_pattern":25,"detail_url_pattern":26,"detail_template":27,"schema_version":15,"presentation":28,"consolidated_into":29},{"id":31,"game_slug":4,"type_slug":32,"name_default":33,"schema":34,"list_url_pattern":35,"detail_url_pattern":36,"detail_template":29,"schema_version":15,"presentation":37,"consolidated_into":29},{"id":39,"game_slug":4,"type_slug":40,"name_default":41,"schema":42,"list_url_pattern":43,"detail_url_pattern":44,"detail_template":29,"schema_version":15,"presentation":37,"consolidated_into":29},{"id":46,"game_slug":4,"type_slug":47,"name_default":48,"schema":49,"list_url_pattern":50,"detail_url_pattern":51,"detail_template":29,"schema_version":15,"presentation":52,"consolidated_into":53},{"id":55,"game_slug":4,"type_slug":56,"name_default":57,"schema":58,"list_url_pattern":59,"detail_url_pattern":60,"detail_template":29,"schema_version":15,"presentation":37,"consolidated_into":29},{"id":62,"game_slug":4,"type_slug":63,"name_default":64,"schema":65,"list_url_pattern":66,"detail_url_pattern":67,"detail_template":29,"schema_version":15,"presentation":37,"consolidated_into":29},{"id":69,"game_slug":4,"type_slug":70,"name_default":71,"schema":72,"list_url_pattern":73,"detail_url_pattern":74,"detail_template":29,"schema_version":15,"presentation":52,"consolidated_into":75},{"items":188},[189,195,200,206,212,218,224,230,236,242,248,254,260,266,272,278,284,290,296,302,308,314,320,326,332,338,344,350,356,362,368,374,380,386,392,398,404,410,416,422,428,434,440,446,452,458,464,470,476,482,488,494,500,506,512,518,524,530,536,542,548,554,560,566,572,578,584,590,596,601,606,611,616,621,626,631,636,641,646,651,656,661,666,671,676,681,686,691,696,701,706,711,716,721,726,731,736,741,746,751,756,761,766,771,777,783,789,795,801,807,813,819,825,831,837,843,849,855,861,867,873,879,885,891,897,903,909,915,921,927,933,939,945,951,957,963,969,975,981,987,993,999,1005,1011,1017,1023,1029,1035,1041,1047,1053,1059,1065,1071,1077,1083,1089,1095,1101,1107,1113,1119,1125,1131,1137,1143,1149,1155,1161,1167,1173,1179,1185,1191,1197,1203,1209,1215,1221,1227,1233,1239,1245,1251,1257,1263,1269,1275,1281,1287,1293,1299,1305,1311,1317,1323,1329,1335,1341,1347,1353,1359,1365,1371,1377,1383,1389,1395,1401,1407,1413,1419,1425,1431,1437,1443,1449,1455,1461,1467,1473,1479,1485,1491,1497,1503,1509,1514,1520,1526,1532,1538,1544,1550,1556,1562,1568,1574,1580,1586,1592,1598,1604,1610,1616,1622,1628,1634,1640,1646,1652,1658,1664,1670,1676,1682,1688,1694,1700,1706,1712,1718,1724,1730,1736,1742,1748,1754,1760,1766,1772,1778,1784,1790,1796,1802,1808,1814,1820,1826,1832,1838,1844,1850,1856,1862,1868,1874,1880,1886,1892,1898,1904,1910,1916,1922,1928,1934,1940,1946,1952,1958,1964,1970,1976,1982,1988,1994,2000,2006,2012,2018,2024,2030,2036,2042,2048,2053,2059,2065,2071,2077,2083,2089,2095,2101,2107,2113,2119,2125,2131,2137,2143,2149,2155,2161,2167,2173,2179,2185,2191,2197,2203,2209,2215,2221,2227,2233,2239,2245,2251,2257,2263,2269,2275,2281,2287,2293,2299,2305,2311,2317,2323,2329,2335,2341,2347,2353,2359,2365,2371,2377,2383,2389,2395,2401,2407,2413,2419,2425,2431,2437,2443,2449,2455,2461,2467,2473,2479,2485,2491,2497,2503,2509,2515,2521,2527,2533,2539,2545,2551,2557,2563,2569,2575,2581,2587,2593,2599,2605,2611,2617,2623,2629,2635,2641,2647,2653,2659,2665,2671,2677,2683,2689,2695,2701,2707,2713,2719,2725,2731,2737,2743,2749,2755,2761,2767,2773,2779,2785,2791,2797,2803,2809,2815,2821,2827,2833,2839,2845,2851,2857,2863,2869,2875,2881,2887,2893,2899,2905,2911,2917,2923,2929,2935,2941,2947,2953,2959,2965,2971,2977,2983,2989,2995,3001,3007,3013,3019,3025,3031,3037,3043,3049,3055,3061,3067],{"id":190,"category":32,"canonical_en":191,"aliases":13,"related_terms":14,"icon_url":29,"translations":192,"name":193,"e":194},"pg.term.class_balladin","Balladin","{\"zh-CN\":{\"value\":\"伯拉丁\"},\"en\":{\"value\":\"Balladin\"}}","伯拉丁","class\u002Fballadin",{"id":196,"category":32,"canonical_en":5,"aliases":13,"related_terms":14,"icon_url":29,"translations":197,"name":198,"e":199},"pg.term.class_peglin","{\"zh-CN\":{\"value\":\"佩哥林\"},\"en\":{\"value\":\"Peglin\"}}","佩哥林","class\u002Fpeglin",{"id":201,"category":32,"canonical_en":202,"aliases":13,"related_terms":14,"icon_url":29,"translations":203,"name":204,"e":205},"pg.term.class_roundrel","Roundrel","{\"zh-CN\":{\"value\":\"朗德罗\"},\"en\":{\"value\":\"Roundrel\"}}","朗德罗","class\u002Froundrel",{"id":207,"category":32,"canonical_en":208,"aliases":13,"related_terms":14,"icon_url":29,"translations":209,"name":210,"e":211},"pg.term.class_spinventor","Spinventor","{\"zh-CN\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点\"},\"en\":{\"value\":\"I Said Punny, Not Puny\"}}","你要小心 1 点","achievement\u002Fdeal-exactly-one-damage",{"id":2834,"category":22,"canonical_en":2835,"aliases":13,"related_terms":14,"icon_url":29,"translations":2836,"name":2837,"e":2838},"pg.term.steam_ach_deal_x_damage_in_one_shot","Don't Make Us Say It","{\"zh-CN\":{\"value\":\"战斗力超过了……\"},\"en\":{\"value\":\"Don't Make Us Say It\"}}","战斗力超过了……","achievement\u002Fdeal-x-damage-in-one-shot",{"id":2840,"category":22,"canonical_en":2841,"aliases":13,"related_terms":14,"icon_url":29,"translations":2842,"name":2843,"e":2844},"pg.term.steam_ach_defeat_any_boss_first_turn","First Come, First Served","{\"zh-CN\":{\"value\":\"先到先得\"},\"en\":{\"value\":\"First Come, First Served\"}}","先到先得","achievement\u002Fdefeat-any-boss-first-turn",{"id":2846,"category":22,"canonical_en":2847,"aliases":13,"related_terms":14,"icon_url":29,"translations":2848,"name":2849,"e":2850},"pg.term.steam_ach_defeat_ballista_boss","Siege No 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Prickle\"}}","三“珠”有幸","achievement\u002Fthree-bramballs-stuck-in-vines",{"id":3062,"category":22,"canonical_en":3063,"aliases":13,"related_terms":14,"icon_url":29,"translations":3064,"name":3065,"e":3066},"pg.term.steam_ach_win_run_with_only_level_one_orbs","One for All","{\"zh-CN\":{\"value\":\"我为人人留一级\"},\"en\":{\"value\":\"One for All\"}}","我为人人留一级","achievement\u002Fwin-run-with-only-level-one-orbs",{"id":3068,"category":22,"canonical_en":3069,"aliases":13,"related_terms":14,"icon_url":29,"translations":3070,"name":3071,"e":3072},"pg.term.steam_ach_win_run_with_only_one_relic","All for One","{\"zh-CN\":{\"value\":\"人人为我拒外物\"},\"en\":{\"value\":\"All for One\"}}","人人为我拒外物","achievement\u002Fwin-run-with-only-one-relic",{"items":3074,"_used_locale":147},[3075,3081,3085,3089,3094,3098,3104,3109,3114,3118,3123,3127,3131,3135,3139,3143,3147,3151,3156,3162,3166,3171,3175,3179,3184,3188,3192,3196,3201,3205,3209,3214,3218,3222,3226],{"id":3076,"slug":3077,"locale":147,"data":3078,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":598,"name_icon":29},"pg.event.aggressive-brick-slimes.zh-CN","aggressive-brick-slimes","{\"description\":\"砖头史莱姆（Aggressive Brick Slimes）是在大厅事件中出现的一种群体敌对单位，会成群向玩家冲撞并破坏周围环境。它们行为粗糙且易被利用，玩家可选择通过引诱让它们相互碰撞自毁，或在远处与之交战以减少风险。该事件常以多个砖头史莱姆集结的形式出现，触发时会给出“引诱砖头史莱姆（+3 [[pg.term.orb_pebball|石头]]）”与“战斗！”两种选项。\\n\\n引诱成功时，史莱姆群会被诱导进入狭窄区域并互相碰撞粉碎；在躲避飞散碎片的过程中，玩家会获得三种掉落（事件文本标示为、、）。引诱选项同时会奖励额外的石头资源（+3 石头）。战斗选项则保留标准战斗流程，适合无法或不愿承担引诱风险的阵容。\\n\\n- 倾向于使用控制或引导型球（如具有偏移\u002F横向轨迹的球）更容易将史莱姆引入狭窄地点。\\n- 若队伍脆弱或场上已有易被碎片伤害的机制，优先选择远程战斗以避免被碎片波及。\\n- 引诱获得的掉落会在事件结算时直接入手，无需额外战斗。\",\"area\":\"castle\",\"name\":\"pg.term.event_aggressive_brick_slimes\"}","2026-06-10 18:56:39","2026-06-01 23:46:56",{"id":3082,"slug":3083,"locale":147,"data":3084,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":603,"name_icon":29},"pg.event.bramble-tree.zh-CN","bramble-tree","{\"description\":\"[[pg.term.status-effect_tangled|荆棘]]树是森林遭遇事件中的一个环境实体，出现在树林空地的中央，树干上有一个凹洞，里面长出纠结的荆棘藤。与之互动会在冒险中直接影响生命值或获得道具，与游戏内其它遭遇类似，属于一次性事件节点。\\n\\n把手伸进树洞会被荆棘划伤，造成 ** 血量** 的伤害，同时通常会得到一个 var=orb0（弹珠\u002F球体）。如果角色装备了园艺手套（[[pg.term.relic_gardener_s_gloves|Gardener's Gloves]]），则不会受伤，能安全取得该物品。另一个选项是用力摇晃树干，有一定概率从高处掉下一枚[[pg.term.orb_egg|鸟蛋]]，该鸟蛋会被你用挎包接住并入背包。\\n\\n实战要点：\\n- 若血量充足且需要弹珠，可直接伸手取物；若血量不足或接近危险线，应优先避免损伤或先配戴园艺手套再互动。\\n- 园艺手套可以将伸手取物的惩罚（伤害）转为纯收益，优先在探索前装备可提高生存与收益效率。\\n- 摇树以获取鸟蛋是无伤选项，适合在不想受伤时使用。\",\"area\":\"forest\",\"name\":\"pg.term.event_bramble_tree\"}",{"id":3086,"slug":3087,"locale":147,"data":3088,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":608,"name_icon":29},"pg.event.crow-clearing.zh-CN","crow-clearing","{\"description\":\"Crow Clearing 是游戏中会遇到的一个事件地点（空地事件），场景设定为一片被大量乌鸦盘旋的空地，乌鸦会向玩家投掷[[pg.term.orb_pebball|石头]]（Pebballs\u002F石头）或与玩家的弹珠\u002F物品发生互动。事件提供多条分支选项，会影响石头数量、血量、包内弹珠与少量金币。\\n\\n常见行为与选项效果如下。把石头装进挎包：获得 **+3 石头**。快速冲过空地：在被石头击中的同时离开，不额外获得石头（视为无额外物品变化，但会受到少量打击叙述）。举包头顶跑过：避免受到伤害，同时将你当前包内的三种列出弹珠（显示为、、）收入挎包。跑（逃离）：消耗 ** 血量** 并结束事件。分散乌鸦注意：移除一颗随机弹珠（随机删除一个弹珠）。用弹珠诱饵：迅速掏出第一颗弹珠，乌鸦会满意并掉落 ** 金币** 作为回报。\\n\\n策略要点：如果需要弹珠资源优先选择“把石头装进挎包”以补充石头；当包中有重要弹珠时可选择“举包头顶跑过”以保留或吸收弹珠；当想要金币时使用“用弹珠诱饵”选项以换取小额金币；若血量充足且不在意失去随机弹珠，可用“分散乌鸦注意”来避免其他更糟后果。注意事件的具体数值（如run_dmg、goldToGrant与orb槽内容）由当前运行时变量决定。\",\"area\":\"special\",\"name\":\"pg.term.event_crow_clearing\"}",{"id":3090,"slug":3091,"locale":147,"data":3092,"updated_at":3093,"created_at":3080,"listed_only":155,"name_label":613,"name_icon":29},"pg.event.duplication-altar.zh-CN","duplication-altar","{\"name\":\"pg.term.event_duplication_altar\",\"area\":\"general\",\"description\":\"Duplication Altar 是游戏内一种事件设施，表现为两座完全相同的祭坛，每座祭坛上有一个恰好容纳弹珠的凹槽。将一颗弹珠放到任一祭坛上后，系统会在另一座祭坛上生成与所放弹珠完全相同的一颗弹珠，玩家可以捡起该复制品并继续冒险。若不操作则可选择离开，祭坛保持静止无互动。\\n\\n- 交互结果是直接复制单颗弹珠，并立即将复制品放置于对面祭坛供拾取，不消耗额外资源或触发其它副作用。 \\n- 适合复制稀有或关键的弹珠以增强当前回合或长期构筑；在弹珠负重或栏位受限时仍可放心使用，因为复制品直接加入拾取池。\"}","2026-06-02 22:34:57",{"id":3095,"slug":3096,"locale":147,"data":3097,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":618,"name_icon":29},"pg.event.eldritch-altar.zh-CN","eldritch-altar","{\"description\":\"祭坛是一处在冒险途中遇到的事件地点，称为Eldritch Altar（中文文档中描述为“祭坛”）。它散发出令人不安的邪异气息，提供一种立刻治愈所有伤势的强力效果，但会以降低最大生命值作为代价。玩家到达祭坛时可选择接受交易或离开；选择接受会使当前生命值完全恢复，同时永久减少最大HP **** 点，随后有简短的叙述描写灵魂似乎失落了一部分；选择离开则不发生任何变化。\\n\\n该事件适用于需要迅速回复以应对即将到来的强敌或保全关键资源的情形，但代价为永久损失最大生命值，应在权衡后使用。实用提示包括：\\n- 在剩余最大HP足够承受后续挑战或当即将出现高伤害房间时优先考虑接受。\\n- 若探索中有生命回复手段或高[[pg.term.status-effect_ballwark|护甲]]，通常可选择离开以避免永久损失。\\n- 接受后当前HP会被完全恢复，适合在生命濒危而暂无其他回复手段时果断使用。\",\"area\":\"general\",\"name\":\"pg.term.event_eldritch_altar\"}",{"id":3099,"slug":3100,"locale":147,"data":3101,"updated_at":3102,"created_at":3103,"listed_only":155,"name_label":623,"name_icon":29},"pg.event.forest-portal.zh-CN","forest-portal","{\"name\":\"pg.term.event_forest_portal\",\"area\":\"mines\",\"description\":\"走廊的墙壁出现撕裂，露出一个与主世界相似的次元裂缝，称为Forest Portal（森林裂缝）。随着你向前推进，裂缝不断扩大，能看到其中聚集的无数怪物；在通路尽头的一个与佩格林体型相当的小裂缝里可见森林区域的Boss。进入裂缝即可进入该区域并遭遇森林敌群与首领，裂缝具有瞬时传送\u002F入口的作用。\\n\\n- 进入裂缝会把佩格林带入森林关卡并触发与裂缝内敌人的战斗。  \\n- 裂缝向前可见敌众和Boss位置，适合在进入前评估己方弹珠与道具配置。  \\n- 路径文本提示为“进入裂缝中。跑！”，表明这是强制推进的事件入口。\"}","2026-06-02 22:35:03","2026-06-01 23:46:57",{"id":3105,"slug":3106,"locale":147,"data":3107,"updated_at":3108,"created_at":3080,"listed_only":155,"name_label":628,"name_icon":29},"pg.event.friendly-presence.zh-CN","friendly-presence","{\"name\":\"pg.term.event_friendly_presence\",\"area\":\"special\",\"description\":\"当你在黑暗中前行时，会出现一个安抚性的灵体在你面前低语并给予助力。该事件在走向最终战前触发，作为一次强力的临时增益选择，旨在帮助玩家在最后关头提高生存与战斗效率。触发时会询问玩家是否接受灵体的帮助，并在消散前把选中的恩赐赋予玩家。\\n\\n可选效果有四种：活力（将最大生命值增加 ****），明晰（最多移除 **3** 个弹珠），稳定（对所有可升级的弹珠各提升一次），创意（从 **3** 种稀有遗物中选择 **1** 个）。选择立刻生效且不可撤销。该事件通常出现在靠近终点或最终对手之前，适合在需要提高坦度、清盘弹珠、完成关键弹珠升级或获取强力遗物时使用。策略要点：尽量根据当前构筑与下一战需求选择对应增益；若生命不足优先选活力，若弹珠负担影响输出或连锁优先选明晰或稳定，若追求强力被动或致胜组合则选创意。\"}","2026-06-02 22:34:55",{"id":3110,"slug":3111,"locale":147,"data":3112,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":633,"name_icon":29},"pg.event.gambler.zh-CN","gambler","{\"name\":\"pg.term.event_gambler\",\"area\":\"general\",\"description\":\"赌徒是一名在关卡中遇到的随机事件角色，会用扑克牌筹码和玩家互动。遇见时他会抛出一个筹码，玩家可以选择翻筹码（结果为失去 **** 点生命或获得一件遗物），也可以离开不参与。胜负由掷筹码决定：输掉会使玩家受到削弱并触发对话，赢则获得一个筹码作为奖励。\\n\\n此外，赌徒提供“投资”选项，玩家可以支付 **** 或 **** 金币进行投资；投资后赌徒会返回并提示他要去抓住好机会，具体后果由事件流程决定。整体而言，翻筹码是高风险高回报的短期赌博，而投资是用金币换取后续可能收益的选择；在生命值紧张或对遗物需求较高时可尝试翻筹码，若金币充足则可以考虑投资以换取长期潜在回报。\"}","2026-06-02 22:34:58",{"id":3115,"slug":3116,"locale":147,"data":3117,"updated_at":3079,"created_at":3103,"listed_only":155,"name_label":638,"name_icon":29},"pg.event.giant-brick-slime.zh-CN","giant-brick-slime","{\"description\":\"巨型方砖史莱姆是在矿洞隧道中遇到的一个大型事件式敌对\u002F中立生物。它体型庞大，睡着时阻挡通路，玩家可以选择唤醒并交谈、检查其赠礼、强行给它喂[[pg.term.orb_pebball|石头]]或悄悄离开。与游戏中的[[pg.term.relic_suffer_the_sling|投石索]]\u002F石头道具存在交互：史莱姆会注意玩家携带的Pebballs（石子）并以此提出交换或变换的提议。\\n\\n与其互动会带来以下确定结果和选项：\\n- 打招呼并检查礼物会获得一个特殊遗物（特殊遗物项在事件奖励中出现）。\\n- 接受其“减重”提议会把玩家身上的所有Pebballs全部转化为更大、更强的[[pg.term.orb_bouldorb|滚石弹珠]]（Bouldorbs），相当于把多个小弹珠合并为战斗向的弹丸。\\n- 强行喂入两件特定的Orb会触发史莱姆的反应，并使其无法离开矿道（叙事性结局，通常伴随对话）。\\n- 偷偷溜走可以在不与之交互的情况下绕过该事件，不影响物品。\\n\\n实用策略与注意事项：\\n- 当有大量Pebballs时优先考虑接受转化以换取更强的弹珠，能显著提升单次投掷的伤害或效果，但会失去小弹珠的数量优势。\\n- 若需要保留Pebballs用于特定的连锁或构建（例如需要多次小弹珠触发的效果），应选择离开或仅检查礼物而非接受转化。\\n- 强行喂石头通常为剧情用途且会产生不利后果，除非追求特定结局否则不推荐。\\n- 在遇到本事件前后留意库存与构筑目标：该事件可在关键时刻改变弹珠构成，适合在准备好利用大弹珠效能时触发。\",\"area\":\"mines\",\"name\":\"pg.term.event_giant_brick_slime\"}",{"id":3119,"slug":3120,"locale":147,"data":3121,"updated_at":3122,"created_at":3103,"listed_only":155,"name_label":643,"name_icon":29},"pg.event.haglin-scouting.zh-CN","haglin-scouting","{\"name\":\"pg.term.event_haglin_scouting\",\"area\":\"special\",\"description\":\"Haglin Scouting 是游戏中遇到的一个会提供免费样品与弹珠交易的 NPC。出现时会用几句简短对话询问玩家需要什么，并提供三个选项：升级一颗弹珠、移除一颗弹珠或放弃。与之交互后，Haglin 会将玩家选定的弹珠收进自己的包中，并从包里拿出已升级或替换的新弹珠交给玩家；交互文本表明这一过程看起来像是在直接替换玩家的弹珠，但结果是玩家获得了改良后的道具。\\n\\nHaglin 的语气活泼，会惊呼“哦，新东西！”或自我介绍说自己正在为开店做准备，因而在探索时常作为临时商贩出现。实战上可以将其视为低成本的弹珠改造或精简机会：  \\n- 选择“升级一颗弹珠”可将一枚弹珠替换为更高等级或更强效果的版本，适合保留核心构筑所需的关键弹珠。  \\n- 选择“移除一颗弹珠”可剔除对当前构筑无益的弹珠，有助于提升抽取到重要弹珠的概率或减小负面影响。  \\n- 若当前阵容满意或无合适目标，选择“不要”将不发生变化。  \\n\\n与 Haglin 交互时应权衡当前弹珠池与未来拾取需求：升级可直接增强战力，移除则能优化长期构筑流畅度。\"}","2026-06-02 22:35:02",{"id":3124,"slug":3125,"locale":147,"data":3126,"updated_at":3093,"created_at":3080,"listed_only":155,"name_label":648,"name_icon":29},"pg.event.healing-clearing.zh-CN","healing-clearing","{\"name\":\"pg.term.event_healing_clearing\",\"area\":\"forest\",\"description\":\"Healing Clearing 是在森林区域出现的事件场景，表现为一处有一棵显得善意的树的空地。触发时会给出三个选项：照料树叶、照料树根或离开空地。该事件在游戏中用来恢复玩家的生命或永久提高生命上限，属于非战斗的恢复\u002F增益场景。\\n\\n选择“照料树叶”会立即回复 **** 点当前生命，树叶发出柔和的光使近期的伤口愈合，带来即时的疗愈效果。选择“照料树根”会永久增加 **** 点最大生命值，树根扩展带来的安宁在离开空地后仍然持续。若选择“离开这片空地”，则不获得任何效果直接离开。\\n\\n- 作为资源管理决策：当处于低生命但需要尽快恢复以应对下一场战斗时优先选择照料树叶；当希望提升长期生存能力并且当前生命尚可时优先选择照料树根。 \\n- 该事件不会消耗道具或触发战斗，属于安全的收益节点。\"}",{"id":3128,"slug":3129,"locale":147,"data":3130,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":653,"name_icon":29},"pg.event.helpful-spirits.zh-CN","helpful-spirits","{\"name\":\"pg.term.event_helpful_spirits\",\"area\":\"general\",\"description\":\"神秘的精灵三人组是游戏中会随机出现的小事件实体，会在玩家行进时突然显现并与玩家的法球（orb）发生互动。出现时其中一只精灵会喊出“我觉得这个小家伙需要我们的帮助！”，随后三只精灵对玩家的法球进行一系列变化后消失。\\n\\n精灵的行为有三种明确效果：一只精灵会带走并移除玩家的；另一只精灵会将玩家的升级为更强的版本（变为）；第三只精灵会复制玩家的，将一个额外的同名法球放入挎包。事件结束时精灵们会发出一阵神秘光芒然后消散，玩家只剩下升级后的法球或新增的复制品，或失去被带走的法球。\\n\\n- 出现时的三种动作会同时或先后发生：移除、升级、复制是固定的三个结果组合。 \\n- 升级结果以显示，玩家战力会随之略微增强。 \\n- 复制会直接在挎包中生成一个闪亮的新。 \\n- 被带走的会永久从负重中移除。\"}",{"id":3132,"slug":3133,"locale":147,"data":3134,"updated_at":3079,"created_at":3103,"listed_only":155,"name_label":658,"name_icon":29},"pg.event.inferno.zh-CN","inferno","{\"description\":\"Inferno 是 Peglin 中的一种随机遭遇事件，出现时会在角色周围形成一圈地狱之火，火圈中央有两个[[pg.term.orb_infernorb|狱焰弹珠]]互相旋转弹跳。该事件提供三种明确选项，均有即时效果与代价，且与弹珠（orbs）和血量直接交互。\\n\\n抓住狱焰弹珠会立即获得 **+2 狱焰弹珠**，同时受到 **** 点伤害。描述表明弹珠在短暂灼热后会将能量转入角色，使其冷却到可收藏的温度，但抓取会留下灼伤。冲出火焰会造成 **** 点伤害，效果是放弃与弹珠的交互并继续前进；文本明确这是一次可行且损伤较轻的选择。利用它们的力量需要从背包移除一颗弹珠并承受 **** 点伤害：将手中弹珠夹在两球之间会使那颗弹珠内爆（“POP”），从而熄灭火圈并清除威胁。\\n\\n基于这些效果的实用建议：\\n- 若你需要火属性弹珠或火力[[pg.term.status-effect_balltiplier|增幅]]且能承担少量生命损失，选择“抓住狱焰弹珠”能快速增加两颗弹珠；若生命值紧张则应谨慎。 \\n- 若生命优先且不需要额外弹珠，选择“冲出火焰”用较小代价保留物品栏与现有装配。 \\n- 若希望用已有的弹珠交换安全通过（例如避免更多负面后果或保留血量在长期战斗中更有价值），使用“利用它们的力量”可以牺牲一颗弹珠直接消除火圈但同样需付出固定伤害。\",\"area\":\"special\",\"name\":\"pg.term.event_inferno\"}",{"id":3136,"slug":3137,"locale":147,"data":3138,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":663,"name_icon":29},"pg.event.midas-orb.zh-CN","midas-orb","{\"name\":\"pg.term.event_midas_orb\",\"area\":\"general\",\"description\":\"Midas Orb 是 Peglin 中遇到的一种事件物品，表现为一座握着金色宝球的真人大小金制佩格林雕像。触发该事件时会出现多个选项：直接拿走金球、粉碎雕像、向雕像献祭或选择离开。事件描绘雕像散发诱人光芒，玩家在风险与诱惑之间抉择。\\n\\n拿走金球会立即获得一颗弹珠，但会使你身上当前携带的全部金币消失（界面显示为 金币，+1 弹珠）。粉碎雕像需要付出生命代价（受到 **** 点伤害），但能从残骸中回收部分可交易金币（获得 **** 金币）。向雕像献祭会花费金币并能对一颗弹珠进行升级。离开有普通的退出选项，部分离开选项会消耗少量金币。\\n\\n- 直接拿球适合追求弹珠增量的构筑，但会清空携带金币，可能影响接下来的商店或升级选择。 \\n- 砸雕像能换回即时金币但以血量为代价，适合血量充足或有回复手段时使用。 \\n- 献祭用于付费升级弹珠，适合已经有目标弹珠且需要增强时选择。 \\n- 留意当前金币与血量状况，基于资源与风险权衡最有利的选项。\"}",{"id":3140,"slug":3141,"locale":147,"data":3142,"updated_at":3079,"created_at":3103,"listed_only":155,"name_label":668,"name_icon":29},"pg.event.minecart.zh-CN","minecart","{\"description\":\"矿车是在游戏中沿铁轨出现的事件实体，描绘一辆满载的矿车突然而至的场景并给出三种可选应对结果。触发时会提示玩家矿车正朝自己冲来，玩家可以选择抗下撞击、尝试躲避或跳上矿车，不同选择立刻产生明确的资源或生命值变化并可能改变后续路线。\\n\\n抗下撞击会造成 ** 血量**，表现为被矿车撞向石墙并继续前进，提示玩家以后应避免行走在铁轨上；尝试躲避会造成 ** 血量上限**，表示虽然成功躲开但在落地时扭伤脚踝，暂时降低可用生命值上限；跳上矿车则获得 ** [[pg.term.orb_pebball|石头]]** 并触发随机路线选择，描述为跳上矿车后将一些石头收入背包但前往未知地点。实战中可根据当前生命值、生命上限与对石头需求权衡选择：高血量时可冒险跳车获取石头并随机前进；生命值过低时避免抗下撞击，若承受得起失去上限则可选择躲避以保存当前生命。\",\"area\":\"mines\",\"name\":\"pg.term.event_minecart\"}",{"id":3144,"slug":3145,"locale":147,"data":3146,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":673,"name_icon":29},"pg.event.mirror-duplication.zh-CN","mirror-duplication","{\"description\":\"Mirror Duplication 是游戏中出现的一件互动式事件道具，表现为一面会映出影子的奇怪镜子。触发时会提供两个选择：以较低的生命值消耗复制你当前的所有弹珠，或以较高的生命值消耗随机复制你的一颗弹珠。选择后会有对应的叙述提示，分别说明单个弹珠被复制或所有弹珠被复制的结果。\\n\\n该事件在玩法上用于快速增加同名弹珠的数量，以便配合弹珠相互叠加、触发连锁或增强特定弹珠效果。使用时应注意生命值成本：复制全部弹珠的花费低于复制单颗弹珠时的高额代价，但两种选项都会消耗血量。实战要点包括：- 当拥有强力或具关键效果的弹珠（如高伤害或元素[[pg.term.status-effect_balltiplier|增幅]]）且生命值充足时优先考虑复制该弹珠或复制全部以放大战力。- 若生命值偏低但手上有单颗极其重要的弹珠，可选择高额消耗复制该单颗以换取决定性优势。- 复制全部适合已建立起良好弹珠组合并希望快速倍增整体输出的情况。- 使用前评估当前血量恢复手段与后续战斗难度，避免因复制消耗导致无法继续推进。\",\"area\":\"general\",\"name\":\"pg.term.event_mirror_duplication\"}",{"id":3148,"slug":3149,"locale":147,"data":3150,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":678,"name_icon":29},"pg.event.mirror-remove.zh-CN","mirror-remove","{\"description\":\"Mirror Remove 是游戏中的一次事件交互，表现为一面诡异的镜子，镜中有影子与玩家对话并提出交换。接触镜子会出现两个付出生命值的选项：付出 ** 血量** 移除一颗弹珠，或付出 ** 血量** 移除所有弹珠。选择后，玩家将把所选的弹珠或清空背包的所有弹珠投入镜中，随即场景变黑并失去意识，后来在背包中只剩下一个神秘的新弹珠。\\n\\n该事件既可用来快速去除不想要或阻碍构筑的弹珠，也会以生命值作为代价，因此常在血量充足或有恢复手段时使用。使用要点包括：\\n- 当当前弹珠组合严重削弱通关能力或与后续拾取冲突时，优先考虑移除单颗或全部弹珠以重置构筑。\\n- 若只需替换特定一颗强制移除的弹珠，选择移除一颗以节省血量。\\n- 在生命值不足或面对高伤环境时避免互动，或在拥有大量[[pg.term.status-effect_healing|治疗]]\u002F护盾时作为可行手段。\\n- 得到的为随机\u002F特定替代弹珠（按游戏内机制），使用前务必考虑其与已有构筑的契合度。\",\"area\":\"general\",\"name\":\"pg.term.event_mirror_remove\"}",{"id":3152,"slug":3153,"locale":147,"data":3154,"updated_at":3155,"created_at":3103,"listed_only":155,"name_label":683,"name_icon":29},"pg.event.mirror-tunnel.zh-CN","mirror-tunnel","{\"description\":\"镜面隧道是一种特殊的隧道房间，其墙壁由破裂的反光面板构成，映照出不断变换的倒影：一些 Peglin 手持着各种宝珠，却总是近在眼前、触不可及。它表现为类似事件的隧道区域，向玩家提供两个与镜像意象相关且互斥的互动：一个有风险的模仿动作，会牺牲你的一部分库存；以及一次直接抓取，可获得一颗独特宝珠。\\n\\n使用模仿动作与倒影互动时，你的 Peg 会模仿镜中的 Peglin，双手捧出一颗宝珠。此举会立刻随机移除你携带宝珠的一半，并被描述为让玩家脑中充满反复出现的“记忆”：自己献出宝珠，而其他 Peglin 伸手穿过镜面将它们拿走。模仿选项会让玩家的行囊变轻，但代价是随机失去当前持有宝珠的一半。\\n\\n另一种选择是伸手去拿镜中显示的最近那颗宝珠。选择抓取会将一颗宝珠（+宝珠）加入你的库存。你获得的宝珠被描述为在镜面消退后仍会改变形状并神秘地持续变幻；获得的物品在描述中通常被称为“镜中宝珠”，在实际使用上则表现为标准的宝珠拾取物，可立即使用。抓取之后，镜面会变得暗淡，但倒映出的宝珠精灵仍继续进行着令人费解的运动。\\n\\n实用提示与策略：\\n- 模仿选项本质上是一次强制性的部分弃牌：它会随机删除你持有宝珠的一半，而不是提供有益效果，因此很少有利，除非你刻意需要减少宝珠数量（例如，在某个会随宝珠更少而变化的效果触发前，用来控制过于臃肿的宝珠类型）。\\n- 抓取选项必定获得 +1 颗宝珠；当你想在不冒风险的情况下增加弹药时，这是保守且偏向奖励的选择。\\n- 你获得的镜中宝珠在描述上有视觉异象，但在玩法中作为普通宝珠拾取物运作；其神秘的风味文本不会在你刚获得的这颗宝珠之外增加额外机制。\\n- 由于模仿动作会随机移除宝珠，如果你携带着无法承受损失的高价值或特殊宝珠，就应避免选择它。\\n- 镜面隧道最好被视为一个二选一事件：要么选择安全地获得宝珠以获取即时资源，要么在你有意精简库存时接受模仿带来的随机半数损失。\",\"area\":\"mines\",\"name\":\"pg.term.event_mirror_tunnel\"}","2026-06-10 19:48:43",{"id":3157,"slug":3158,"locale":147,"data":3159,"updated_at":3160,"created_at":3161,"listed_only":155,"name_label":688,"name_icon":29},"pg.event.mysterious-altar.zh-CN","mysterious-altar","{\"name\":\"pg.term.event_mysterious_altar\",\"area\":\"special\",\"description\":\"神秘的祭坛是游戏中偶然遇到的交互事件，其机制会在玩家手持两颗弹珠（Orbs）时触发。靠近祭坛时，玩家会被引导献出其中一颗弹珠作为祭品；被献出的弹珠会消失并被石板吞没，同时玩家另一只手中的弹珠会被强化。\\n\\n常规流程为：选择要献出的那颗弹珠（界面显示两项选择），将所选弹珠放到祭坛上后该弹珠立即从物品中移除。献祭完成后，剩余的弹珠获得一次等级提升，界面会提示该弹珠的新等级（例如升级为 **Lv X**）。此事件不会直接给予新弹珠或其他即时奖励，效果仅体现在剩余弹珠的强化上。\\n\\n- 在决策时优先考虑献出价值较低或当前构筑中不需要的弹珠，以便保留并升级核心弹珠。\\n- 若两颗弹珠属性相近，优先保留能从等级提升中获得明显倍率或额外效果的弹珠。\\n- 祭坛只在手持两颗弹珠时出现互动选项；未持两颗弹珠时无法触发该事件。\"}","2026-06-02 22:35:04","2026-06-01 23:46:58",{"id":3163,"slug":3164,"locale":147,"data":3165,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":693,"name_icon":29},"pg.event.old-brick-slime.zh-CN","old-brick-slime","{\"description\":\"旧砖头史莱姆是 Peglin 中会在探索过程中随机遇到的非战斗事件实体。它外表为极度风化的“砖头史莱姆（[[pg.term.enemy_brick_slimebox|Brick Slimebox]]）”，当玩家经过时会翻转露出脸并提出以两块 [[pg.term.orb_pebball|Pebball]]（游戏中称作石头弹珠或 Pebballs）换取放行。事件对话与交互固定：向它交出两块指定的石头（ 和）后，史莱姆将把石头嚼碎、满意地入睡，玩家继续前进；选择“逃跑”则直接离开，战斗不会发生。\\n\\n- 与其他随机遇敌不同，旧砖头史莱姆不会给出战利品或战斗奖励；其作用仅在于用物品换取安全通过或让玩家选择不消耗物品而离开。 \\n- 若选择交出 Pebballs，确保这些石头对当前构筑价值不高；若资源紧张，选择逃跑保留物品。 \\n- 事件文本在多语言版本间保持一致的行为逻辑：交出两块石头 → 史莱姆进食并睡去 → 玩家离开。\",\"area\":\"castle\",\"name\":\"pg.term.event_old_brick_slime\"}",{"id":3167,"slug":3168,"locale":147,"data":3169,"updated_at":3170,"created_at":3080,"listed_only":155,"name_label":698,"name_icon":29},"pg.event.orbelisk.zh-CN","orbelisk","{\"name\":\"pg.term.event_orbelisk\",\"area\":\"general\",\"description\":\"一座黑色的方尖碑（Orbelisk）在路上显现，是一个会以吸收或转换弹珠为代价赐予你新弹珠的祭坛式实体。靠近并“祈祷”可获得一个弹珠；也可以将一个指定弹珠强行投入方尖碑来触发效果。方尖碑的能量会流入你体内，新获得的弹珠会直接出现在挎包中。\\n\\n使用要点：\\n- 选择“祈祷”将直接获得一个随机弹珠（+ 弹珠）。\\n- 将特定弹珠投入方尖碑会被吸收，方尖碑会将其能量转化为另一种弹珠并加入你的挎包，通常伴随一个被吸收且未被充分利用的弹珠被吞噬的描述。\\n- 该实体只在你与之互动时触发，效果是即刻的，不存在延迟或额外条件。\"}","2026-06-02 22:34:59",{"id":3172,"slug":3173,"locale":147,"data":3174,"updated_at":3079,"created_at":3103,"listed_only":155,"name_label":703,"name_icon":29},"pg.event.orbelisk2.zh-CN","orbelisk2","{\"description\":\"方尖碑群（Orbelisk2）是游戏中出现的事件实体：多座巨大的黑色方尖碑成列竖立，发出强烈的低频嗡鸣，给场景带来压迫感并暗示强大的大地能量。与其他地点或事件不同，方尖碑直接与玩家持有的[[pg.term.orb_pebball|石头]]（Pebballs\u002F石块）发生交互，提供将全部石块一次性转换为[[pg.term.orb_orbelisk|方尖弹珠]]（Orbelisks\u002F方尖弹珠）的选项。\\n\\n交互时可选择“祈祷（将你的所有石头都转换成方尖弹珠）”或“离开”。选择祈祷会在强烈嗡鸣达到顶点后触发转换效果：方尖碑的力量短暂降落并消失，随后玩家获得大量的大地之力表现为背包中新增的方尖弹珠。该事件没有额外的战斗或代价说明，因此在需要大量方尖弹珠或增强大地系资源时应优先选择祈祷；若当前石头数量稀少或需保留石头以供其他用途，可选择离开。\",\"area\":\"general\",\"name\":\"pg.term.event_orbelisk2\"}",{"id":3176,"slug":3177,"locale":147,"data":3178,"updated_at":3079,"created_at":3080,"listed_only":155,"name_label":708,"name_icon":29},"pg.event.peglin-chef.zh-CN","peglin-chef","{\"description\":\"佩格林大厨是可在厨房遭遇的特殊事件单位，伪装成人类厨师以在食堂活动。遇到时会以粗糙手法遮掩尖耳并试图用遗物贿赂你，场景提供多种交互选项：接受遗物并悄然离开、当众揭发导致被替换捕获、选择战斗，或将一枚[[pg.term.orb_egg|鸟蛋]]交给它。将鸟蛋交出后，佩格林大厨会高兴地抢走并很快带回一块新鲜出炉的蛋糕作为回报。\\n\\n实战要点：  \\n- 接受遺物能安全离开且不会触发战斗或被抓。  \\n- 揭发会使大厨及其同伴迅速逃离，反而导致你被人类抓住。  \\n- 交出鸟蛋会立即换来蛋糕，适合以物换物的快速收益。  \\n- 战斗选项存在但并非必要，事件更多用于获取遗物或物品交换。\",\"area\":\"castle\",\"name\":\"pg.term.event_peglin_chef\"}",{"id":3180,"slug":3181,"locale":147,"data":3182,"updated_at":3183,"created_at":3103,"listed_only":155,"name_label":713,"name_icon":29},"pg.event.peglin-echo.zh-CN","peglin-echo","{\"name\":\"pg.term.event_peglin_echo\",\"area\":\"general\",\"description\":\"Peglin Echo 是游戏中出现的一种短暂事件实体，表现为一个空灵的哥布林残像。它在地图上以可交互的事件形式出现，玩家可以选择靠近与之互动或忽视它。\\n\\n靠近幽灵会“升级一颗弹珠”（消耗其他资源不变，立即将一颗现有弹珠提升一级），幽灵将其剩余的能量注入玩家后逐渐消失。选择不理会则不会产生任何变化，幽灵会静静地凝视着玩家然后保持原状直到事件结束。该事件在战利品\u002F增益获取上属于一次性且不带代价的即时强化机会，适合用于需要直接提升关键弹珠效能的场合。注意此交互不会额外触发战斗或消耗生命值。\"}","2026-06-02 22:35:00",{"id":3185,"slug":3186,"locale":147,"data":3187,"updated_at":3183,"created_at":3103,"listed_only":155,"name_label":718,"name_icon":29},"pg.event.portable-forge.zh-CN","portable-forge","{\"name\":\"pg.term.event_portable_forge\",\"area\":\"general\",\"description\":\"便携铁砧是游戏中的一次性事件物件，出现在探索过程中，提供三种互斥选项：直接使用铁砧、将铁砧装入挎包带走、或拿起旁边的铁匠锤作为遗物。事件描述为发现一个烧得通红且无人看管的铁砧，玩家角色（Peglin）本身体型无法承受高温，因此有风险与奖励并存的选择。\\n\\n使用铁砧会对玩家造成 **** 点生命损失，但随机将一颗弹珠升级（提示文本示例为将 升级为）。将铁砧装入挎包或拿走铁匠锤则会获得特殊遗物；将铁砧装入挎包的描述显示铁砧消失在挎包的虚空中，拿起锤子表明锤子对小手臂来说很重，但可借助特殊挎包发挥效用。\\n\\n- 在血量充足且需要强化关键弹珠时优先选择使用铁砧；升级目标为随机弹珠，不保证命中特定弹珠。 \\n- 若偏向获取长期增益或不愿承担生命代价，则选择将铁砧或铁匠锤作为遗物带走，分别给予不同的特殊遗物奖励。 \\n- 三个选项互斥，选择后事件结束且无法回溯。\"}",{"id":3189,"slug":3190,"locale":147,"data":3191,"updated_at":3183,"created_at":3103,"listed_only":155,"name_label":723,"name_icon":29},"pg.event.rainbow-slime.zh-CN","rainbow-slime","{\"name\":\"pg.term.event_rainbow_slime\",\"area\":\"general\",\"description\":\"虹珠史莱姆是在冒险途中遇到的随机事件型敌对\u002F中立单位。它看起来像落单的史莱姆，但会开口求助而非立刻发动攻击，提供三种互动选项：支付金币以移除一颗弹珠、选择战斗或直接无视离开。支付选项的文本为“移除一颗弹珠（支付【var=removeCost】枚金币）”；选择后史莱姆会道谢并离开。\\n\\n实战要点：支付成本可在不战斗的情况下即时减少一颗弹珠，适合弹珠数量过多或需要移除特定颜色时使用。若不支付则可选择战斗以获得掉落或无视以保留当前局面。遇到该事件时应根据当前金币、弹珠构成与回合需求权衡是否交易或战斗。\"}",{"id":3193,"slug":3194,"locale":147,"data":3195,"updated_at":3079,"created_at":3103,"listed_only":155,"name_label":728,"name_icon":29},"pg.event.remove-or-upgrade-stones.zh-CN","remove-or-upgrade-stones","{\"description\":\"弹珠星球模型是游戏中一种交互式事件装置，出现在关卡路径上。靠近时会发出大地能量的嗡鸣，玩家可以选择“接受这股能量”来对现有弹珠进行全体升级，或选择将一颗弹珠融入模型以移除该弹珠。将弹珠放入后模型会停止嗡鸣，大地能量随即渗透进角色与挎包，玩家带着更强的大地属性与更强力的弹珠继续前进。\\n\\n- 选择“接受这股能量”会对背包中所有[[pg.term.orb_pebball|石头]]（Pebballs\u002F弹珠）进行升级，整体提升战斗强度，适合需要提升每次投掷输出的构筑。  \\n- 选择“将一颗弹珠融入”会永久移除指定弹珠，换取模型停息与可能的路径\u002F收益权衡，适用于想舍弃低效弹珠以维持更优阵容时使用。  \\n- 操作发生时会有瞬时提示（嗡鸣停止），效果立即生效，玩家应在决策时评估当前弹珠构成与后续关卡需求。\",\"area\":\"general\",\"name\":\"pg.term.event_remove_or_upgrade_stones\"}",{"id":3197,"slug":3198,"locale":147,"data":3199,"updated_at":3200,"created_at":3103,"listed_only":155,"name_label":733,"name_icon":29},"pg.event.scary-haglin.zh-CN","scary-haglin","{\"name\":\"pg.term.event_scary_haglin\",\"area\":\"general\",\"description\":\"Scary Haglin 是游戏中出现的路遇式商人型实体，外形类似哈布林（Haglin），站在路上不动并以低声嘶语与玩家交谈。它提供两种付费服务，代价以生命值（HP）支付，并在多语种文本中保持同样的行为与台词风格。\\n\\n实体会询问玩家“汝有何求？”，并提供：升级一颗弹珠（消耗 **** 点血量）或移除一颗弹珠（消耗 **** 点血量），玩家也可选择拒绝。选择升级后，所选的 会变为；选择移除后，所选的 会从挎包中永久删除。结账后实体会以“汝愿已成。”结束互动，台词在各语言版本中表现一致且带有阴森的口吻。\\n\\n- 与其他路遇商人相比，Scary Haglin 的交易以直接消耗生命值为代价，而非金钱或资源，因此在低血量或无回复手段时应谨慎使用。 \\n- 升级选项适合优先提升关键弹珠的威力或特性；移除选项可用于剔除对套组不利的弹珠以改善构筑稳定性。 \\n- 交易结果是即时生效且不可逆的——升级或移除一旦确认便不能撤销。\"}","2026-06-02 22:35:01",{"id":3202,"slug":3203,"locale":147,"data":3204,"updated_at":3200,"created_at":3103,"listed_only":155,"name_label":738,"name_icon":29},"pg.event.secret-tunnel.zh-CN","secret-tunnel","{\"name\":\"pg.term.event_secret_tunnel\",\"area\":\"general\",\"description\":\"当你沿着走廊的墙摸索前进时，会发现一处通向小通路的秘密入口——Secret Tunnel（中文名出现在游戏文本中为“小通道”或“秘密通道”，此条目以游戏内中文描述为准）。选择进入小通道会触发一次随机化的关卡路线选择；离开继续则沿原路线前进。通路本身没有额外战斗或奖励描述，其作用是改变接下来要前往的下一个节点，从而影响战斗、道具或商店的出现顺序。\\n\\n- 进入小通道会在下一步随机决定前往哪个关卡节点，适合想要改变路线以规避危险或寻找特定节点的玩法。  \\n- 不进入则按原路线继续，适合已有既定路线或想保留当前顺序的情况。\"}",{"id":3206,"slug":3207,"locale":147,"data":3208,"updated_at":3079,"created_at":3161,"listed_only":155,"name_label":743,"name_icon":29},"pg.event.shiny-ore.zh-CN","shiny-ore","{\"description\":\"[[pg.term.orb_oreb|矿石弹珠]]是游戏中可拾取的道具之一，出现在探索的走廊与房间中。玩家在暗处会看到微光，靠近即可触发拾取事件；拾得后会被放入挎包并标记为矿石弹珠（1级）。描述文本指明这是一个原石级别的弹珠，属于基础采集物品。\\n\\n- 拾取触发通常为经过含有微光的地点，无额外操作即可获得。  \\n- 名称与描述在不同语言版本中保持一致的物品等级标识（Lv.1 \u002F 1级）。  \\n- 该物品作为基础资源，可在后续系统或合成中充当原料或升级素材（具体用途请参见相关合成与商店条目）。\",\"area\":\"special\",\"name\":\"pg.term.event_shiny_ore\"}",{"id":3210,"slug":3211,"locale":147,"data":3212,"updated_at":3213,"created_at":3161,"listed_only":155,"name_label":748,"name_icon":29},"pg.event.slimy-path.zh-CN","slimy-path","{\"name\":\"pg.term.event_slimy_path\",\"area\":\"special\",\"description\":\"黏糊小径是游戏中一个遭遇事件描述的地点场景，出现在玩家探索地图时的一段短事件文本。场景叙述玩家在一片异常黏滑的空地上失足，三颗弹珠掉入粘液中但只能用两只手抓起两颗，玩家必须选择放弃其中一颗（界面以三个可选项呈现：让、让、让沉没），随后叙述会指出哪一颗成为被吞没的弹珠。\\n\\n该事件没有复杂交互或额外奖励，主要作用是以简短的叙事方式改变玩家手中道具的组成。选择并不会立即给予额外信息或分支，只是决定失去的那一件物品。事件文字在不同语言版本中内容一致，仅为本地化文本替换变量来表示三种可选弹珠及最终丢失的那一颗。建议在出现此事件时根据当前构筑中各弹珠的重要性选择放弃对进程影响最小的那一项。\"}","2026-06-02 22:35:05",{"id":3215,"slug":3216,"locale":147,"data":3217,"updated_at":3213,"created_at":3161,"listed_only":155,"name_label":753,"name_icon":29},"pg.event.sunny-clearing.zh-CN","sunny-clearing","{\"name\":\"pg.term.event_sunny_clearing\",\"area\":\"special\",\"description\":\"Sunny Clearing 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Brick Slimes are an enemy encounter that appears in halls and similar corridor rooms. They arrive as a pack of brick-like slimeboxes that smash into the environment and each other. The encounter presents a choice: trick the bricks to make them destroy themselves, or engage them directly from a distance.\\n\\nTricking the bricks rewards the player with **+3 Pebballs** (stones) and narratively describes luring the pack into a tight spot so they collide and shatter. When you bait them into smashing one another you must protect yourself from flying shrapnel, and you will receive three orbs as loot described in-game as,, and.\\n\\nEngaging them in combat is presented as the alternate option; the encounter text implies ranged or careful fighting is viable because the Brick Slimes are careless and can be handled from a distance.\\n\\nPractical notes and strategy:\\n- The trick option is the reliable low-risk choice for immediate resource gain: it grants three Pebballs\u002Fstone items without a full fight. 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.\"}","Aggressive Brick Slimes",{"id":4486,"slug":3083,"locale":7,"data":4487,"updated_at":4488,"created_at":3080,"listed_only":155,"name_label":4489,"name_icon":29},"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 [[pg.term.relic_gardener_s_gloves|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.\",\"area\":\"forest\",\"name\":\"pg.term.event_bramble_tree\"}","2026-06-10 18:56:35","Bramble Tree",{"id":4491,"slug":3087,"locale":7,"data":4492,"updated_at":4488,"created_at":3080,"listed_only":155,"name_label":4493,"name_icon":29},"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 [[pg.term.orb_pebball|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.\",\"area\":\"special\",\"name\":\"pg.term.event_crow_clearing\"}","Crow Clearing",{"id":4495,"slug":3091,"locale":7,"data":4496,"updated_at":3093,"created_at":3080,"listed_only":155,"name_label":4497,"name_icon":29},"pg.event.duplication-altar.en","{\"name\":\"pg.term.event_duplication_altar\",\"area\":\"general\",\"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.\"}","Duplication Altar",{"id":4499,"slug":3096,"locale":7,"data":4500,"updated_at":3093,"created_at":3080,"listed_only":155,"name_label":618,"name_icon":29},"pg.event.eldritch-altar.en","{\"name\":\"pg.term.event_eldritch_altar\",\"area\":\"general\",\"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.\"}",{"id":4502,"slug":3100,"locale":7,"data":4503,"updated_at":3102,"created_at":3103,"listed_only":155,"name_label":623,"name_icon":29},"pg.event.forest-portal.en","{\"name\":\"pg.term.event_forest_portal\",\"area\":\"mines\",\"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.\"}",{"id":4505,"slug":3106,"locale":7,"data":4506,"updated_at":4507,"created_at":3080,"listed_only":155,"name_label":4508,"name_icon":29},"pg.event.friendly-presence.en","{\"name\":\"pg.term.event_friendly_presence\",\"area\":\"special\",\"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.\"}","2026-06-02 22:34:54","Friendly Presence",{"id":4510,"slug":3111,"locale":7,"data":4511,"updated_at":3093,"created_at":3080,"listed_only":155,"name_label":633,"name_icon":29},"pg.event.gambler.en","{\"name\":\"pg.term.event_gambler\",\"area\":\"general\",\"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.\"}",{"id":4513,"slug":3116,"locale":7,"data":4514,"updated_at":4488,"created_at":3103,"listed_only":155,"name_label":638,"name_icon":29},"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 [[pg.term.orb_pebball|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.\",\"area\":\"mines\",\"name\":\"pg.term.event_giant_brick_slime\"}",{"id":4516,"slug":3120,"locale":7,"data":4517,"updated_at":3122,"created_at":3103,"listed_only":155,"name_label":643,"name_icon":29},"pg.event.haglin-scouting.en","{\"name\":\"pg.term.event_haglin_scouting\",\"area\":\"special\",\"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.\"}",{"id":4519,"slug":3125,"locale":7,"data":4520,"updated_at":4521,"created_at":3080,"listed_only":155,"name_label":4522,"name_icon":29},"pg.event.healing-clearing.en","{\"name\":\"pg.term.event_healing_clearing\",\"area\":\"forest\",\"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.\"}","2026-06-02 22:34:56","Healing Clearing",{"id":4524,"slug":3129,"locale":7,"data":4525,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":653,"name_icon":29},"pg.event.helpful-spirits.en","{\"name\":\"pg.term.event_helpful_spirits\",\"area\":\"general\",\"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.\"}",{"id":4527,"slug":3133,"locale":7,"data":4528,"updated_at":3122,"created_at":3103,"listed_only":155,"name_label":658,"name_icon":29},"pg.event.inferno.en","{\"name\":\"pg.term.event_inferno\",\"area\":\"special\",\"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.\"}",{"id":4530,"slug":3137,"locale":7,"data":4531,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":4532,"name_icon":29},"pg.event.midas-orb.en","{\"name\":\"pg.term.event_midas_orb\",\"area\":\"general\",\"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.\"}","Midas Orb",{"id":4534,"slug":3141,"locale":7,"data":4535,"updated_at":3102,"created_at":3103,"listed_only":155,"name_label":668,"name_icon":29},"pg.event.minecart.en","{\"name\":\"pg.term.event_minecart\",\"area\":\"mines\",\"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.\"}",{"id":4537,"slug":3145,"locale":7,"data":4538,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":4539,"name_icon":29},"pg.event.mirror-duplication.en","{\"name\":\"pg.term.event_mirror_duplication\",\"area\":\"general\",\"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.\"}","Mirror Duplication",{"id":4541,"slug":3149,"locale":7,"data":4542,"updated_at":3113,"created_at":3080,"listed_only":155,"name_label":678,"name_icon":29},"pg.event.mirror-remove.en","{\"name\":\"pg.term.event_mirror_remove\",\"area\":\"general\",\"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.\"}",{"id":4544,"slug":3153,"locale":7,"data":4545,"updated_at":3160,"created_at":3103,"listed_only":155,"name_label":4546,"name_icon":29},"pg.event.mirror-tunnel.en","{\"name\":\"pg.term.event_mirror_tunnel\",\"area\":\"mines\",\"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.\"}","Mirror Tunnel",{"id":4548,"slug":3158,"locale":7,"data":4549,"updated_at":3160,"created_at":3161,"listed_only":155,"name_label":688,"name_icon":29},"pg.event.mysterious-altar.en","{\"name\":\"pg.term.event_mysterious_altar\",\"area\":\"special\",\"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.\"}",{"id":4551,"slug":3164,"locale":7,"data":4552,"updated_at":4488,"created_at":3080,"listed_only":155,"name_label":4553,"name_icon":29},"pg.event.old-brick-slime.en","{\"description\":\"Old Brick Slime is a passive encounter in Peglin that appears as an extremely weathered [[pg.term.enemy_brick_slimebox|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.\",\"area\":\"castle\",\"name\":\"pg.term.event_old_brick_slime\"}","Old Brick Slime",{"id":4555,"slug":3168,"locale":7,"data":4556,"updated_at":3170,"created_at":3080,"listed_only":155,"name_label":1211,"name_icon":29},"pg.event.orbelisk.en","{\"name\":\"pg.term.event_orbelisk\",\"area\":\"general\",\"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.\"}",{"id":4558,"slug":3173,"locale":7,"data":4559,"updated_at":4488,"created_at":3103,"listed_only":155,"name_label":4560,"name_icon":29},"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 [[pg.term.orb_pebball|Pebball]] the player currently holds into [[pg.term.event_orbelisk|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.\",\"area\":\"general\",\"name\":\"pg.term.event_orbelisk2\"}","Orbelisk2",{"id":4562,"slug":3177,"locale":7,"data":4563,"updated_at":4488,"created_at":3080,"listed_only":155,"name_label":708,"name_icon":29},"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 [[pg.term.orb_egg|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.\",\"area\":\"castle\",\"name\":\"pg.term.event_peglin_chef\"}",{"id":4565,"slug":3181,"locale":7,"data":4566,"updated_at":3170,"created_at":3103,"listed_only":155,"name_label":713,"name_icon":29},"pg.event.peglin-echo.en","{\"name\":\"pg.term.event_peglin_echo\",\"area\":\"general\",\"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.\"}",{"id":4568,"slug":3186,"locale":7,"data":4569,"updated_at":3183,"created_at":3103,"listed_only":155,"name_label":4570,"name_icon":29},"pg.event.portable-forge.en","{\"name\":\"pg.term.event_portable_forge\",\"area\":\"general\",\"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.\"}","Portable Forge",{"id":4572,"slug":3190,"locale":7,"data":4573,"updated_at":3183,"created_at":3103,"listed_only":155,"name_label":723,"name_icon":29},"pg.event.rainbow-slime.en","{\"name\":\"pg.term.event_rainbow_slime\",\"area\":\"general\",\"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.\"}",{"id":4575,"slug":3194,"locale":7,"data":4576,"updated_at":4488,"created_at":3103,"listed_only":155,"name_label":728,"name_icon":29},"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 [[pg.term.orb_pebball|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.\",\"area\":\"general\",\"name\":\"pg.term.event_remove_or_upgrade_stones\"}",{"id":4578,"slug":3198,"locale":7,"data":4579,"updated_at":3200,"created_at":3103,"listed_only":155,"name_label":733,"name_icon":29},"pg.event.scary-haglin.en","{\"name\":\"pg.term.event_scary_haglin\",\"area\":\"general\",\"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.\"}",{"id":4581,"slug":3203,"locale":7,"data":4582,"updated_at":3200,"created_at":3103,"listed_only":155,"name_label":738,"name_icon":29},"pg.event.secret-tunnel.en","{\"name\":\"pg.term.event_secret_tunnel\",\"area\":\"general\",\"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.\"}",{"id":4584,"slug":3207,"locale":7,"data":4585,"updated_at":4488,"created_at":3161,"listed_only":155,"name_label":743,"name_icon":29},"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 [[pg.term.orb_oreb|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.\",\"area\":\"special\",\"name\":\"pg.term.event_shiny_ore\"}",{"id":4587,"slug":3211,"locale":7,"data":4588,"updated_at":3213,"created_at":3161,"listed_only":155,"name_label":4589,"name_icon":29},"pg.event.slimy-path.en","{\"name\":\"pg.term.event_slimy_path\",\"area\":\"special\",\"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.\"}","Slimy Path",{"id":4591,"slug":3216,"locale":7,"data":4592,"updated_at":3213,"created_at":3161,"listed_only":155,"name_label":4593,"name_icon":29},"pg.event.sunny-clearing.en","{\"name\":\"pg.term.event_sunny_clearing\",\"area\":\"special\",\"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.\"}","Sunny Clearing",{"id":4595,"slug":3220,"locale":7,"data":4596,"updated_at":3213,"created_at":3161,"listed_only":155,"name_label":758,"name_icon":29},"pg.event.thunderstorm.en","{\"name\":\"pg.term.event_thunderstorm\",\"area\":\"special\",\"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.\"}",{"id":4598,"slug":3224,"locale":7,"data":4599,"updated_at":3200,"created_at":3103,"listed_only":155,"name_label":763,"name_icon":29},"pg.event.vampire.en","{\"name\":\"pg.term.event_vampire\",\"area\":\"general\",\"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.\"}",{"id":4601,"slug":3228,"locale":7,"data":4602,"updated_at":3122,"created_at":3103,"listed_only":155,"name_label":768,"name_icon":29},"pg.event.waterfall.en","{\"name\":\"pg.term.event_waterfall\",\"area\":\"general\",\"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.\"}",{"items":4604},[4605,4606,4607,4608,4609,4610,4611,4612,4613,4614,4615,4616,4617,4618,4619,4620,4621,4622,4623,4624,4625,4626,4627,4628,4629,4630,4631,4632,4633,4634,4635,4636,4637,4638,4639],{"id":597,"category":47,"canonical_en":598,"aliases":13,"related_terms":14,"icon_url":29,"translations":599,"name":598,"e":600},{"id":602,"category":47,"canonical_en":603,"aliases":13,"related_terms":14,"icon_url":29,"translations":604,"name":603,"e":605},{"id":607,"category":47,"canonical_en":608,"aliases":13,"related_terms":14,"icon_url":29,"translations":609,"name":608,"e":610},{"id":612,"category":47,"canonical_en":613,"aliases":13,"related_terms":14,"icon_url":29,"translations":614,"name":613,"e":615},{"id":617,"category":47,"canonical_en":618,"aliases":13,"related_terms":14,"icon_url":29,"translations":619,"name":618,"e":620},{"id":622,"category":47,"canonical_en":623,"aliases":13,"related_terms":14,"icon_url":29,"translations":624,"name":623,"e":625},{"id":627,"category":47,"canonical_en":628,"aliases":13,"related_terms":14,"icon_url":29,"translations":629,"name":628,"e":630},{"id":632,"category":47,"canonical_en":633,"aliases":13,"related_terms":14,"icon_url":29,"translations":634,"name":633,"e":635},{"id":637,"category":47,"canonical_en":638,"aliases":13,"related_terms":14,"icon_url":29,"translations":639,"name":638,"e":640},{"id":642,"category":47,"canonical_en":643,"aliases":13,"related_terms":14,"icon_url":29,"translations":644,"name":643,"e":645},{"id":647,"category":47,"canonical_en":648,"aliases":13,"related_terms":14,"icon_url":29,"translations":649,"name":648,"e":650},{"id":652,"category":47,"canonical_en":653,"aliases":13,"related_terms":14,"icon_url":29,"translations":654,"name":653,"e":655},{"id":657,"category":47,"canonical_en":658,"aliases":13,"related_terms":14,"icon_url":29,"translations":659,"name":658,"e":660},{"id":662,"category":47,"canonical_en":663,"aliases":13,"related_terms":14,"icon_url":29,"translations":664,"name":663,"e":665},{"id":667,"category":47,"canonical_en":668,"aliases":13,"related_terms":14,"icon_url":29,"translations":669,"name":668,"e":670},{"id":672,"category":47,"canonical_en":673,"aliases":13,"related_terms":14,"icon_url":29,"translations":674,"name":673,"e":675},{"id":677,"category":47,"canonical_en":678,"aliases":13,"related_terms":14,"icon_url":29,"translations":679,"name":678,"e":680},{"id":682,"category":47,"canonical_en":683,"aliases":13,"related_terms":14,"icon_url":29,"translations":684,"name":683,"e":685},{"id":687,"category":47,"canonical_en":688,"aliases":13,"related_terms":14,"icon_url":29,"translations":689,"name":688,"e":690},{"id":692,"category":47,"canonical_en":693,"aliases":13,"related_terms":14,"icon_url":29,"translations":694,"name":693,"e":695},{"id":697,"category":47,"canonical_en":698,"aliases":13,"related_terms":14,"icon_url":29,"translations":699,"name":698,"e":700},{"id":702,"category":47,"canonical_en":703,"aliases":13,"related_terms":14,"icon_url":29,"translations":704,"name":703,"e":705},{"id":707,"category":47,"canonical_en":708,"aliases":13,"related_terms":14,"icon_url":29,"translations":709,"name":708,"e":710},{"id":712,"category":47,"canonical_en":713,"aliases":13,"related_terms":14,"icon_url":29,"translations":714,"name":713,"e":715},{"id":717,"category":47,"canonical_en":718,"aliases":13,"related_terms":14,"icon_url":29,"translations":719,"name":718,"e":720},{"id":722,"category":47,"canonical_en":723,"aliases":13,"related_terms":14,"icon_url":29,"translations":724,"name":723,"e":725},{"id":727,"category":47,"canonical_en":728,"aliases":13,"related_terms":14,"icon_url":29,"translations":729,"name":728,"e":730},{"id":732,"category":47,"canonical_en":733,"aliases":13,"related_terms":14,"icon_url":29,"translations":734,"name":733,"e":735},{"id":737,"category":47,"canonical_en":738,"aliases":13,"related_terms":14,"icon_url":29,"translations":739,"name":738,"e":740},{"id":742,"category":47,"canonical_en":743,"aliases":13,"related_terms":14,"icon_url":29,"translations":744,"name":743,"e":745},{"id":747,"category":47,"canonical_en":748,"aliases":13,"related_terms":14,"icon_url":29,"translations":749,"name":748,"e":750},{"id":752,"category":47,"canonical_en":753,"aliases":13,"related_terms":14,"icon_url":29,"translations":754,"name":753,"e":755},{"id":757,"category":47,"canonical_en":758,"aliases":13,"related_terms":14,"icon_url":29,"translations":759,"name":758,"e":760},{"id":762,"category":47,"canonical_en":763,"aliases":13,"related_terms":14,"icon_url":29,"translations":764,"name":763,"e":765},{"id":767,"category":47,"canonical_en":768,"aliases":13,"related_terms":14,"icon_url":29,"translations":769,"name":768,"e":770}]