StS2's ascension ladder looks smaller — ten levels against twenty — but the first five replay StS1's design beats one-for-one, in the same order.

The ladder

StS1 runs A1–A20; StS2 ships A1–A10 with named levels (SwarmingElites, WearyTraveler, Poverty, TightBelt, AscendersBane, Inflation, Scarcity, ToughEnemies, DeadlyEnemies, DoubleBoss). Both ladders are cumulative: a higher run includes every lower effect.

The same spine, ten years apart

BeatStS1StS2
More elitesA1: elite count ×1.6A1: 5 → 8 elite nodes
Weaker healingA5: post-boss heal reducedA2: ancient heal = 80% of missing HP
Less goldA13: boss gold ×0.75A3: gold ×0.75
Fewer potionsA11: slots 3 → 2A4: max potions −1
Starting curseA10: AscendersBane on top of deckA5: same card, added on floor 1
Pricier shopsA16: prices ×1.1A6: removal 75/+25 → 100/+50
Double bossA20: two boss entriesA10: second boss rolled

Even the shared card name survives: AscendersBane.

How scaling reaches the monsters

This is where the games genuinely diverge:

  • StS1 compiles ascension into per-monster literal constants in the class files — ascensionLevel >= N ? scaled : base branches with no global multiplier, because there isn't one.
  • StS2 stores per-monster value pairs: each monster row carries its normal min/max HP beside Ascension-8/9 values, and an ascensionValues list keyed by the named level (ToughEnemies: 18 → 19). Moves do the same for damage under DeadlyEnemies. A8/A9 don't scale numbers — they flip which column of the table the game reads.

Both games serve these numbers as data on every bestiary page — before/after columns rendered straight from the extraction.

Probability reshaping, not just numbers

StS2's A7 rewrites reward distributions rather than stats: regular rare chance 0.03 → 0.0149 while common rises 0.60 → 0.615. StS1's analogue, A12, halves upgrade chances by act tier (0.25→0.125, 0.5→0.25). Both attack the reward curve, not the combat sim.