Well, the Dagger adds 5 poison to your attack, and stacks but has a missleading leftover tooltip
So pretty decent for low-level characters (ie, 1st-3rd), but largely worthless as you level up. Probably a net improvement overall, as it is good conversion fodder so buying it early and then selling it once its use has expired should be a viable application, whereas its previous form was relegated to
very niche situations where a glass cannon character was going up against glass-cannon enemies.
I think the wizard should just give a glyphs conversion points when you pick it up, but then again, I guess that would disqualify them from hoarder.
Nope; effects that give CP without actually converting stuff do not disqualify you from Hoarder. For instance, chaos avatar gives you 100 CP but doesn't disqualify you from hoarder.
Just did some number-crunching on APHEELSIK... results are not good. I'll reserve final judgment until I get an opportunity to playtest, but it looks like it's been reduced to largely worthless conversion fodder.
In the following math, "L" is your character level and "M" is the monster level. The HALPMEH glyph grants you 4*L hit points for 5 MP, while APHEELSIK allows you to explore a number of tiles for free. The number of tiles it allows you is 10*L/M, and each tile heals L HP, hence it heals 10*L^2/M hit points for 7 MP. Putting aside issues of tile consumption and mana regeneration for the time being, this means HALPMEH offers 0.8*L HP/MP and APHEELSIK offers 1.43*L^2/M HP/MP. If expressed as a ratio, this gives us a HALPMEH:APHEELSIK efficiency ratio of 0.56*M/L. This tells us that if the monster outlevels you by at least 78.5%, then HALPMEH actually offers more healing per MP spent. Furthermore, if it outlevels you more than 43% you're actually spending more mana to maintain the poison than you're regenerating between uses. After spreadsheeting that and considering the more subjective mana and tile use issues, I've concluded APHEELSIK is functionally worthless before level 3 and a pretty horrible use of mana before level 5. It only becomes a competitive glyph much later, around level 8.
Any monster that's actually worth expending tiles over is going to break out of poison too quickly for it to be worthwhile at lower levels. For instance, a 1st level assassin fighting a 3rd level opponent (totally normal opener in a hard-difficulty dungeon) can only explore three tiles before poison times out. It's effectively worthless; he paid 7 MP to regenerate 3 MP and 3 HP, so for a net cost of 4 MP he got 3 HP. HALPMEH offers better without tile consumption.
APHEELSIK remains good at higher levels where the monster:player level ratios are closer. A level 8 player fighting a level 10 monster gets 8 tiles worth of exploration, enough to actually pay for APHEELSIK and regenerate a reasonable amount of health. However, its performance at lower levels is positively abysmal and will virtually never be worthwhile lugging around the entire game. I... think it's been reduced to worthlessness.