Mechanics

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Showing 527 solo runs from v0.14.20 to v0.14.21, at every ascension.

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.

  1. Thick Skin30+31%
  2. Iron Stomach50+11%
  3. Immune80+2.5%

Clean run

Won after gaining 100 or more Poison without ever taking Poison damage. Counted over 218 wins.

  1. Spotless27%

Fermented

Played Ferment cards with 100 or more turns Fermented in total. Counted over 527 runs.

  1. Aged100+17%
  2. Well Aged200+7.2%
  3. Vintage300+2.5%

Mixes

Created 60 or more Mixes. Counted over 527 runs.

  1. Rough Blend60+43%
  2. Balanced Formula120+15%
  3. Master Mixologist200+7.0%

Potion sale

Sold 2 or more Potions to the Merchant. Counted over 527 runs.

  1. Peddler2+25%
  2. Trade Partner4+9.9%
  3. Merchant's Favorite6+2.8%

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%.

  1. Gold Leaf474 offers59%
  2. Alkahest459 offers50%
  3. Sampler487 offers34%
  4. Fresh Cutting484 offers29%
  5. Anodyne488 offers24%
  6. Reduction471 offers23%
  7. Volatile Reagent486 offers22%
  8. Solvent476 offers20%

The gold line is an even share, 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.

  1. Bursting29%10,945
  2. Syrupy19%6,936
  3. Zesty18%6,748
  4. Acrid14%5,042
  5. Sparkling8.2%3,069
  6. Fuming7.9%2,961
  7. Compound4.3%1,589

How many get played

The share of each kind that got played. Why Mixes go unplayed, below, shows the rest.

  1. Compound98%1,565 of 1,589
  2. Zesty96%6,509 of 6,748
  3. Acrid90%4,535 of 5,042
  4. Fuming88%2,593 of 2,961
  5. Bursting83%9,109 of 10,945
  6. Sparkling78%2,396 of 3,069
  7. Syrupy76%5,261 of 6,936

Mixes played per fight

Fights by how many Mixes were played in them. A Compound Mix counts as 2.

  1. 0 Mixes played, 349 fights (3.9%)
  2. 1 Mix played, 3,420 fights (38%)
  3. 2 Mixes played, 1,258 fights (14%)
  4. 3 Mixes played, 969 fights (11%)
  5. 4 Mixes played, 643 fights (7.2%)
  6. 5-6 Mixes played, 883 fights (9.8%)
  7. 7-9 Mixes played, 719 fights (8.0%)
  8. 10+ Mixes played, 724 fights (8.1%)

Where Mixes come from

The card, relic, potion or power that created each Mix.

  1. Murky Flask23%8,519
  2. Combine12%4,592
  3. Fizz9.0%3,348
  4. Fresh Batch7.0%2,606
  5. Overbrew6.3%2,332
  6. Spike5.5%2,068
  7. Apothecary5.4%2,004
  8. Grand Batch5.1%1,920
  9. Thicken4.7%1,765
  10. Blend4.6%1,717
  11. Heavy Dose4.5%1,665
  12. Aged Batch2.8%1,050
  13. Mash2.7%1,011
  14. Warm Up2.4%905
  15. Eureka1.3%480
  16. Radiant Flask1.3%473
  17. Everflowing Chalice<1%244
  18. Digest<1%209
  19. Fresh Cutting<1%180
  20. Refined Extract<1%120
  21. Chimera Blossom<1%72
  22. Potent Defend<1%10

Why Mixes go unplayed

14% of the Mixes created were never played. This is where they went.

  1. Still in a pile when the fight ended78%4,129
  2. Combined into a Compound Mix56%2,980
  3. Exhausted first, by Ethereal or another card0%0

Compound pairings

The two Mixes folded into each Compound Mix.

  1. Bursting + Syrupy16%252
  2. Bursting + Zesty15%238
  3. Syrupy + Zesty12%195
  4. Bursting + Bursting10%162
  5. Syrupy + Syrupy9.0%143
  6. Zesty + Zesty5.3%85
  7. Bursting + Fuming4.0%64
  8. Sparkling + Zesty3.6%57
  9. Acrid + Syrupy3.4%54
  10. Fuming + Syrupy3.3%53
  11. Acrid + Bursting3.3%52
  12. Bursting + Sparkling3.1%50
  13. Acrid + Zesty3.0%48
  14. Sparkling + Syrupy3.0%48
  15. Fuming + Zesty2.6%41
  16. Acrid + Fuming<1%15
  17. Fuming + Sparkling<1%13
  18. Fuming + Fuming<1%8
  19. Acrid + Sparkling<1%4
  20. Acrid + Acrid<1%4
  21. Sparkling + Sparkling<1%3

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.

  1. 0 to 24 turns, 270 runs (51%)
  2. 25 to 49 turns, 94 runs (18%)
  3. 50 to 74 turns, 41 runs (7.8%)
  4. 75 to 99 turns, 34 runs (6.5%)
  5. 100 to 124 turns, 21 runs (4.0%)
  6. 125 to 149 turns, 16 runs (3.0%)
  7. 150 to 174 turns, 7 runs (1.3%)
  8. 175 to 199 turns, 6 runs (1.1%)
  9. 200 to 224 turns, 7 runs (1.3%)
  10. 225 to 249 turns, 6 runs (1.1%)
  11. 250 to 274 turns, 7 runs (1.3%)
  12. 275 to 299 turns, 5 runs (<1%)
  13. 300 to 324 turns, 2 runs (<1%)
  14. 325 to 349 turns, 5 runs (<1%)
  15. 350 to 374 turns, 1 run (<1%)
  16. 375 to 399 turns, 0 runs (0%)
  17. 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.

  1. Froth3.9over 742 plays
  2. Rolling Boil3.6over 488 plays
  3. Resolve3.2over 1,106 plays
  4. Patient Strike3.1over 514 plays
  5. Corrode2.7over 1,218 plays
  6. Mortar2.4over 1,355 plays
  7. Puff Up2.3over 765 plays
  8. Caustic Strike2.2over 2,314 plays
  9. Pour Over1.9over 1,217 plays
  10. Distill1.9over 1,583 plays
  11. Vintage1.1over 231 plays

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.

  1. 0 to 4 Poison, 45 runs (8.5%)
  2. 5 to 9 Poison, 143 runs (27%)
  3. 10 to 14 Poison, 141 runs (27%)
  4. 15 to 19 Poison, 88 runs (17%)
  5. 20 to 24 Poison, 52 runs (9.9%)
  6. 25 to 29 Poison, 21 runs (4.0%)
  7. 30 to 34 Poison, 12 runs (2.3%)
  8. 35 to 39 Poison, 9 runs (1.7%)
  9. 40 to 44 Poison, 6 runs (1.1%)
  10. 45 to 49 Poison, 3 runs (<1%)
  11. 50 to 54 Poison, 3 runs (<1%)
  12. 55 to 59 Poison, 0 runs (0%)
  13. 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.

  1. 0 to 9 Antitoxin, 67 runs (13%)
  2. 10 to 19 Antitoxin, 181 runs (34%)
  3. 20 to 29 Antitoxin, 116 runs (22%)
  4. 30 to 39 Antitoxin, 56 runs (11%)
  5. 40 to 49 Antitoxin, 48 runs (9.1%)
  6. 50 to 59 Antitoxin, 25 runs (4.7%)
  7. 60 to 69 Antitoxin, 17 runs (3.2%)
  8. 70 to 79 Antitoxin, 4 runs (<1%)
  9. 80 to 89 Antitoxin, 2 runs (<1%)
  10. 90 to 99 Antitoxin, 1 run (<1%)
  11. 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.

  1. Murky Flask33%42,299
  2. Dose21%27,008
  3. Osmosis8.1%10,317
  4. Proof7.1%9,025
  5. Distill5.5%7,000
  6. Vitrify4.9%6,309
  7. Endure4.8%6,173
  8. Radiant Flask3.7%4,679
  9. Quench3.2%4,137
  10. Vent3.2%4,137
  11. Brine1.7%2,197
  12. Nightcap1.5%1,934
  13. Mercurial Form1.1%1,428
  14. Marsh Tonic<1%911
  15. Panacea<1%249
  16. Potent Strike<1%23

Of the Antitoxin gained, 24% thinned away at 1 a turn. The rest was still up when each fight ended.