B
It’s a good item, the additional cards can sometimes mean more danger, but also more souls/loot, so don’t underestimate it! Although the jar slot is a very cramped space, so it will often have to be thrown away.
A
Anything that gives a permanent advantage is invaluable, and even boosting clarity is really good when it’s close to free. Do not underestimate it as a first pick.
B
The weaker of the stat jars is still a solid pick. Since health is really not that useful, there’s a fair number of better items to take. Although if you don’t have a hard time, just take the jar.
C
A very passive item that might or might not get used, quite terrible unless you have the slot empty. To replace without hesitation.
C
The item itself isn’t that bad, but since it will be consumed after 3 hits, it barely passes as a scroll. Don’t waste an item pick for it unless you really get only filled slots/BR tier items.
B
The stats are fairly mediocre, but the health gain can push you over the edge. Especially useful at the very start.
A
4 speed is a huge deal, especially at common level. It’s better if you have the damage to follow up, but still would take it over a fair number of items.
BR
Another trap, this one is almost good enough to be used, it’s very tempting. But in reality, you’re trading your damage for a random one, which is practically a nerf unless you have Soul Charger. Consistency is important, and this is the opposite since it doesn’t have anything to back it up.
A
It has the same stats as Crossed Heart, but the stealth chance bonus is big, replace it for Stealth everyday.
BR
The meme item in person! It’s unusable, don’t even try it. You’re losing the max health that could be regained before you die from attacking, and the best part? It’s barely 20% to regain 1 health! While usually max health drawbacks can be scoffed at, this one is almost half of your starting life, there’s no use regaining a bit of health if you’re dead by losing some. Every charm is better than that, having no charm is better than that!
A
Really solid stats, take it.
A
The defensive version of Ferocity, the both can be swapped depending on your build.
C
The perspective of seeing all the cards is alluring, but in actuality, most of the important card get flipped on their own, and you can see the card backs. The effect is good, but doesn’t justify taking it over any other good charm.
C
Draining speed is the least interesting stat to drain, since either you hit first, and if you don’t kill it, you’ll get hit anyway. Or you don’t, and get hit at least once. Fringe usage.
A
Simple stats, but the splash damage is a huge deal. You become able to kill weak monsters or weakening strong ones freely, even exploding them safely! Don’t underestimate splash damage.
BR
Do you wish to lose the run? Then just take it.
A
Good stats, the crit chance is a pretty nice bonus.
C
Books can’t be BR tier since they don’t have negative stats just for holding them, but it’s close. Never use it without fallback healing, and you might have a fair use of it, until it blows up.
A
Strong security, can sometimes stopgap huge poison damage. Good all around.
B
It’s the perfect tool to catch Scroungers, as well as a nice escape plan. But too passive to be really sought after.
A
A ridiculously useful spell for the start, dealing 10 damage free of retaliation, allows to set off exploders safely. Nothing you wouldn’t want from it.
C
Yes it’s bad. It only lasts for one hit, and can’t even guarantee a safe turn due to defense mechanics. The cooldown is the nail in the coffin.
B
Doing nothing, strangely can be really strong sometimes. Exploders setting off the charge, chasers moving to you, letting poison wear off/damage enemies. It also has a ridiculous synergy with Giant’s Wrappings.
A
Really strong 1 turn death trump. Can be used to prevent any loss of health, regardless of the source.
B
Close to a joker card to kill or incapacitate a monster, it loses steam once you reach higher levels. The ensnare shouldn’t be underestimated to clear a Reckless room safely.
S
Due to the scroll nature, having the ability to freeze 2 monsters is incredibly strong. It’s often worth keeping above a number of higher tier scrolls, although don’t hold it too long, as scrolls are best when used.
B
This is a particular scroll, since it’s best not to keep it, instead you should use it instantly because the effect is constant until triggered. The drawback is that it can be burned by having to skip around weak monsters like small slimes or exploders.
C
Strong on paper, the fact it will burn all your souls is prohibitive. If you don’t mind losing it all(or would die), then you can often blast the entire room, so it isn’t that bad.
A
Permanent upgrades are always top tier, this one is frequent enough, and gives the best stat, for a small trade. Use all of the ones you find. Drawback is that you need to use/drop the scroll you hold first.
I think you’re wrong with cursed wand. I’d rank it at A, its very good and is an early drop so you can easily swap it later for something else. You’ve put that its an RNG weapon, however that is just completely wrong. Its not RNG because you know which affect it will have next as it alternates. On top of that, its useful until the stage where monsters are surviving more than 2x your attack + 10 damage from the weapon, where also this is less than the 20 damage it heals. This is the only case the weapon is bad (as it will be impossible to 1v1 said monster), otherwise you can easily use it to breeze through the early game until you get an epic/legendary weapon. I’d suggest also keeping a damaging card as this can add to the limit you have to 1v1 a monster (if you get this item). I’d definitely rank it A, and take it almost every time I get it early enough (I don’t think I’ve lost after picking this item up).
Might have missed it but didn’t see chaotic underwear