That will get everything. Morwen has Base +3 to these rolls, +1 more to Wand, Rod and Dagger (its an Implement for Necromancers) due to her Imbue Magical Implements Secret. Her Workshop is Level 3 which is the same as the SD required for am Implement, but Rings require Level 5 so she gets -2 to all of those, but the worst one is a 6 on the Adamant Ring which Borav already had some notes about so she figures it out.
If
Earnan helps the process will go faster. Otherwise Cuivne and Morrig will assist.
In any case she studies in this order: Wand, Rod, Brass Ring, Silver Ring, Dagger, Adamant Ring since those last two have someone else trying first.
Wand of Magic Detection: It casts Detect Magic, but the range is reduced to 30' from 60' and the area is spherical instead of a cone and it can partially see through walls. It works like a tuning fork and anyone can use it to detect the presence of magic but only a Mage* can determine the type of magic or gain greater insight.
*or other class with ability to use Wands as a Mage, so Elves and those with Arcane Intuition, but not Clerics for example.
Rod of Absorption: This Rod can be used by anyone to negate a spell or effect directed toward them. This can counter spells being cast, dispel spells in effect or even destroy magical items. You must have the Rod in hand to do this reactively and be able to place it in the path of the effect (requires a roll). The SP of a spell absorbed this way are stored and can be used by any spellcaster to cast spells in place of their own SP (or reagents for a Ritual). This rod can absorb up to
5SP. If there is not enough 'open space' in the Rod to store an effect there is a chance of it being destroyed. If used to destroy a permanent magic item it may also be destroyed (it absorbs one use items as if the spell contained was cast).
Brass Ring of Berserk Strength: This ring increases the wearer's Strength and Constitution by +1 but drives them into a uncontrollable rage (as the Berserker Feat) in combat. When presented with a foe (any hostile creature when combat has not yet begun. Once combat starts there is no save), a saving throw must be made to resist immediately charging into melee combat. If the wearer already has the Berserker feat this effect compounds on it increasing the bonuses but making the save harder.
Silver Ring of Water Walking: This Ring allows the wearer to walk on water (including snow, mud, oil, wet leaves, etc) as if it were dry ground. Movement of the fluid is still a problem.
Spelltheif's Dagger: Earnan already discerned the main ability of this dagger, but additional study shows that it is also attuned to dragons and thrums in their presence to alert the wielder/wearer. Furthermore with it strikes a large enemy it extends to the length if a sword in the wound, driving a deeper cut.
Adamantine Ring of Protection: Borav was correct that this is a Ring of Protection. It Improves the wearer's armor class and saving throws by 1.
Base time to identify this lot is 1 week each for the dagger, wand and rod and 3 weeks each for the rings (1 week base +2 to low level workshop). Based on rolls and previous attempts, the Wand and Dagger each only end up taking a day. The Rod takes half a week. Brass ring is a week and a half. 3 weeks each for the other Rings. 8 weeks and 2 days. With her apprentices the non-Rings can be done concurrently (taking much longer buts still well under the total time) leaving only the rings for Morwen's full attention. This means its 7 weeks 3 days.
Apprentices reduce the time by 15% to 45 days (6 weeks and 3). If Earnan assists that drops to 33 days (4 weeks and 5).
Edit: Earnan is assisting. I'm pretty sure this is the longest stretch of downtime required. So after 33 days you can get back to full adventuring.