The gloves appear to increase dexterity and skill at opening locks as well.
The ring from casket 2 apppears to be able when outside at night: cast light twice a night, cast balls of lightining once a night, and three times a week cast shooting stars. When inside at night, or underground it can cast faerie fire twice a day.
Arcturus says there is more, but he just couldn't get a handle on what else.
PYRAMID
The wand has charges (~40),will transmute rock to mud, and do some other things that weren't identifiable. (bad rolls again)
The dust will cause up to a cubic yard of water to be absorbed per pinch. The resulting marble-sized pellet may be cast down upon the ground to instantly release the water. Sprinkling all the dust over an area will cause up to 15 cubic yards of water to be absorbed. (~ 7 uses in pouch)
The ring grants a +1 saving throw versus such magic cast at the wearer. If the wearer casts necromantic magic requiring a saving throw, the target saves at -1.
This ring will grant saving throw bonuses of +2.
The wand will summon objects from it.
There is one more ring I missed on the original list:
This ring will grant a 10% magic resistance to the wearer against any spells of level 1-6.