A shop prints its prices. An event doesn't — but the price exists anyway, hardcoded in each option's code path. This is the ledger: what outcomes exist, what they cost, and which doors open only on higher ascension.

Outcome-type census

Every option outcome in the StS1 event index resolves to exactly one recorded outcome — 237 of them. The type census:

Outcome typeCount
text_advance (story only)54
deck_effect33
gold27
hp_loss22
gain_card17
hp_gain10
gain_relic / gain_relic_random8 + 8
gold_reward_post_combat7
fight7
gain_potion_random6
max_hp_loss5
special / rng_branch5 + 4
lose_relic4
max_hp_gain3
card_reward3

Deck effects are the single largest mechanical outcome — more common than gold swings and HP losses combined would suggest events are about money. They aren't; they're about your deck.

HP-as-currency exchange rates no shop prints

Big Fish's first option heals a third of your maximum health — that much, for clicking a fish. The same event sells +5 max HP flat (option 1) or hands you Regret (option 2). That is the genre: events quote purchases in fractions of your body. The Cleric won't even open unless you carry 35 gold, the Beggar wants 75 — but the events that take HP ask no minimum at all. HP is the currency accepted everywhere, which is why spending it deliberately is a skill: the two economies frames the full exchange table.

Which events gate on ascension

One gate in the extraction keys directly on ascension level: NoteForYourself disappears from the one-time-event list entirely when ascensionLevel >= 15 (shrine_eligibility_gates, NoteForYourself condition). Every other recorded gate checks act, gold, health or relics:

Shrine vs story split per act

When a ? resolves as a real event, one more roll decides its nature: with probability 0.25 it draws from the shrine list, else from the story list (event_vs_shrine_selection, shrine_chance = 0.25). Both pools are uniform picks, removed from their list once used — no repeats within a run. Act 1 carries 11 story events against 6 shrines; The City runs 13 story events; The Beyond thins to 7 (per_act_event_lists). The shrine list itself is identical in all three acts: Match and Keep!, Golden Shrine, Transmorgrifier, Purifier, Upgrade Shrine, Wheel of Change.

Removal priced in events vs the shop purge ramp

Card removal appears in this census as deck_effect rows (33), and several are removals-for-a-price — the Accursed Blacksmith pattern sits in the one-time list. What the extraction does not record is a per-event removal fee curve comparable to the shop's escalating price: outcomes are stored as formulas — a third of your maximum health, say — not as shop-side ramps. Where an event removes for free, the ledger shows it; where it charges, the charge lives in that option's own line, not in a shared table.

StS2 affliction outcomes

Spire 2 replaces curses-with-a-price-tag with a dedicated affliction layer — seven card-level states: Bound, Entangled, Galvanized, Hexed, Ringing, Smog, Tainted. Events hand them out the way StS1 handed out curses: 12 event options add a cursed card — Crystal Sphere's Debt, Grave of the Forgotten's Decay, Sunken Treasury's Greed, Trial's Regret among them. Two events go further than any StS1 curse event dared: Reflections can downgrade a card outright (TOUCH_A_MIRROR → downgradeCard), and Wongos haggles your upgrades down the same way. The full affliction roster and what each does to a card lives on the afflictions page. StS1 players know the pressure already: AscendersBane is the A10 curse that starts every high-ascension deck compromised — Spire 2 spreads that same pressure across event choices instead of one guaranteed opening card.