Relics - Acid Phial - Very few enemies use shield but the Weak and Frail are nice. Dagger - Useless even on floor 1. 10 damage is no help, 20 is BARELY a help. Exploding Dagger - Fantastic, perfect amounts. No reason to have regular Dagger when it exists. Energy Drink - NGL, even after all the runs I've done I still pretty much have no clue what combo really does specifically outside of skills/glyphs that use it directly so I have no idea if this is good or bad.
Blessings -
Ember Ward - Maybe useful for the first couple turns but then useless. Aegis shield - Barely improved over Ember Ward. Maybe useful for the first floor at best. I see no reason to have both of these. (If one gave shield every turn it'd be better.)
Cinderhide Cloak - Is what the shields want to be but only giving 3 when augmented is super low. Maybe 5 would be more reasonable. Warding Stone - I think the ability is too vague. "Whenever you complete a full chain" meaning A>B>C? Or does it mean a full set of sockets? (I think the first form might have specified but once upgraded you can't see the previous form)
Swift Rapier - Excellent for late redux goblin, meh for anything else. Merchant's letter - The discount is fine but "one item per FLOOR is half off"?? That's hilariously bad. It should be per SHOP. Wishfinder - I'm not actually sure if it works or not? I used it once but didn't really notice much improvement. Plus each run gives a reasonable enough amount of wishes there's not really any time I'd choose this over another blessing.
Phantom Rook - Like Energy Drink I have no idea if this is good or not. Wild Spirit - Sorta same as the last but also with the addition that wild cards are so rare it comes into play so rarely. Echo Stone - One of the best blessings in the game 10/10 0 notes. Brew of patience - Why on earth would you ever use this? 75% extra damage isn't worth skipping your whole turn for.
Recall Stone - Honestly I feel like this should just be a feature or a permanent unlock, not an item. Momentum Stone - My love, my hero, the best. Tarot Deck: What the hell is a "devil socket"?? I've never seen that anywhere else in the game. Mutagen Vial - Only really good for your first couple runs, after you get a good idea of what the evolutions do I don't see any reason you'd be changing them mid-run. Dancer's Cuirass - I like the concept but it's way too low to be worth intentionally choosing, and way too low to be a Rare. Cursed Gauntlet - Only ever useful late-run in a high damage deck. Cursed Talisman - Only useful if you've got the un-curse glyph. Awful otherwise because of how devastating curse is. Cursed Seed - WAY too negative, I would never even consider this.
Cursed Vessel - See my prior comments about not being sure about how much effect combo has. Cursed Ledger - Why is this cursed? It's excellent!
Charge Blade - Cool but so rare I've only ever seen it once, when I wasn't even doing a Charge build. :(
Eager Tendril - You've already said you're working on this one.
Invulnerable Rosebud - Love the design, but too weak to be Rare.
Fox Mask - Debatable because it's slightly useful when you're not doing a burn build but if you ARE doing a full burn build you'll probably choose that evolution anyway which makes it useless.
Glass Armor - Way too low to be useful. 2 block when augmented is nothing.
Conjoined Soul - I think this might be glitched? I don't think it actually gives you the upgraded glyphs and I've seen it where one will be available with the upgraded symbol on it but it still has the unupgraded effect but then can't be upgraded after that.
Shimmering Orb - I have literally NO idea what this does.
Rat Charm - You don't get gold if you don't take a glyph so this is 100% useless.
Chicken Charm - "reforge option"? What on earth is it talking about? I've never seen whatever that is.