Mechanics
Badges
How often runs earn each Alchemist badge, and at which tier.
Antitoxin peak
Held 30 or more Antitoxin at once. Counted over 527 runs.
Clean run
Won after gaining 100 or more Poison without ever taking Poison damage. Counted over 218 wins.
Fermented
Played Ferment cards with 100 or more turns Fermented in total. Counted over 527 runs.
Mixes
Created 60 or more Mixes. Counted over 527 runs.
Potion sale
Sold 2 or more Potions to the Merchant. Counted over 527 runs.
Brew and potions
- Brews per run
- 2.4
- at rest sites
- Never Brewed
- 28%
- of runs, short ones included
- Potions sold
- 1.0
- per run
- Potions drunk
- 8.1
- per run
Brew picks
How often each Brew potion is taken when a rest site offers it. A potion picked evenly sits near 32%.
Mixes
- Mixes per run
- 71
- created
- Played
- 86%
- of the Mixes created
- Compound Mixes
- 3.0
- per run
- Middle fight
- 2
- Mixes played
Which Mixes get made
Each kind's share of every Mix created.
How many get played
The share of each kind that got played. Why Mixes go unplayed, below, shows the rest.
Mixes played per fight
Fights by how many Mixes were played in them. A Compound Mix counts as 2.
- 0 Mixes played, 349 fights (3.9%)
- 1 Mix played, 3,420 fights (38%)
- 2 Mixes played, 1,258 fights (14%)
- 3 Mixes played, 969 fights (11%)
- 4 Mixes played, 643 fights (7.2%)
- 5-6 Mixes played, 883 fights (9.8%)
- 7-9 Mixes played, 719 fights (8.0%)
- 10+ Mixes played, 724 fights (8.1%)
Where Mixes come from
The card, relic, potion or power that created each Mix.
Why Mixes go unplayed
14% of the Mixes created were never played. This is where they went.
Compound pairings
The two Mixes folded into each Compound Mix.
Ferment
- Turns fermented
- 2.5
- when a Ferment card is played, on average
- Played unfermented
- 22%
- of Ferment card plays
- Ferment plays
- 23
- per run
- Earn Aged
- 17%
- of runs, or a higher tier
Turns fermented per run
The turns Fermented on every Ferment card a run played, added up. The lines mark where the Aged, Well Aged and Vintage badges start.
- 0 to 24 turns, 270 runs (51%)
- 25 to 49 turns, 94 runs (18%)
- 50 to 74 turns, 41 runs (7.8%)
- 75 to 99 turns, 34 runs (6.5%)
- 100 to 124 turns, 21 runs (4.0%)
- 125 to 149 turns, 16 runs (3.0%)
- 150 to 174 turns, 7 runs (1.3%)
- 175 to 199 turns, 6 runs (1.1%)
- 200 to 224 turns, 7 runs (1.3%)
- 225 to 249 turns, 6 runs (1.1%)
- 250 to 274 turns, 7 runs (1.3%)
- 275 to 299 turns, 5 runs (<1%)
- 300 to 324 turns, 2 runs (<1%)
- 325 to 349 turns, 5 runs (<1%)
- 350 to 374 turns, 1 run (<1%)
- 375 to 399 turns, 0 runs (0%)
- 400 or more turns, 5 runs (<1%)
Runs that earned each tier or better: 17% Aged, 7.2% Well Aged and 2.5% Vintage.
Which Ferment cards age
The turns Fermented when a card is played, on average, for the Ferment cards in a run's final deck.
Poison
- Poison per run
- 142
- self-Poison gained
- Poison peak
- 15
- the most held at once, on average
- Poison dealt
- 401
- to enemies per solo run
- Lost to own Poison
- 7.4%
- of lost runs ended on a Poison tick
How high self-Poison gets
The most Poison the Alchemist held at once in each run.
- 0 to 4 Poison, 45 runs (8.5%)
- 5 to 9 Poison, 143 runs (27%)
- 10 to 14 Poison, 141 runs (27%)
- 15 to 19 Poison, 88 runs (17%)
- 20 to 24 Poison, 52 runs (9.9%)
- 25 to 29 Poison, 21 runs (4.0%)
- 30 to 34 Poison, 12 runs (2.3%)
- 35 to 39 Poison, 9 runs (1.7%)
- 40 to 44 Poison, 6 runs (1.1%)
- 45 to 49 Poison, 3 runs (<1%)
- 50 to 54 Poison, 3 runs (<1%)
- 55 to 59 Poison, 0 runs (0%)
- 60 or more Poison, 4 runs (<1%)
Where self-Poison goes
Poison damage the Alchemist took, split by what Antitoxin absorbed and what hit HP.
- Absorbed by Antitoxin: 120,526 (96%)
- Hit HP: 4,953 (3.9%)
93% of the Poison ticks taken while holding Antitoxin were absorbed in full.
Antitoxin
- Antitoxin peak
- 28
- the most held at once, on average
- Gained per run
- 243
- from every source
- Lost to decay
- 24%
- of the Antitoxin gained
- Absorbed
- 96%
- of self-Poison damage
How high Antitoxin gets
The most Antitoxin held at once in each run. The lines mark where the Thick Skin, Iron Stomach and Immune badges start.
- 0 to 9 Antitoxin, 67 runs (13%)
- 10 to 19 Antitoxin, 181 runs (34%)
- 20 to 29 Antitoxin, 116 runs (22%)
- 30 to 39 Antitoxin, 56 runs (11%)
- 40 to 49 Antitoxin, 48 runs (9.1%)
- 50 to 59 Antitoxin, 25 runs (4.7%)
- 60 to 69 Antitoxin, 17 runs (3.2%)
- 70 to 79 Antitoxin, 4 runs (<1%)
- 80 to 89 Antitoxin, 2 runs (<1%)
- 90 to 99 Antitoxin, 1 run (<1%)
- 100 or more Antitoxin, 10 runs (1.9%)
Runs that earned each tier or better: 31% Thick Skin, 11% Iron Stomach and 2.5% Immune.
Where Antitoxin comes from
The card, relic, potion or power behind each point of Antitoxin gained.
Of the Antitoxin gained, 24% thinned away at 1 a turn. The rest was still up when each fight ended.



















