Damon Griffin said:
It's all but useless where magic weapons are concerned, though. No what wonderful qualities a weapon might have, all Identify is ever going to tell you is that it's a +1 weapon (or +2, or +3) -- which you already knew, because ALL magic weapons are +1 (or +2 or +3) before they can have any other qualities added to them.
....
So, yeah, it's nice that Identify now works on one item per level, but you get a treasure with a bunch of magic weapons and you might as well not bother. Nine assorted weapons with completely different qualities and eight of them register simply as a +1 weapon, but the ninth is -- gasp! a +2 weapon!
And now you wait for Analyze Dweomer.
Actually, it's not nearly as bad as all that. Of 25 weapon enhancements in the DMG, only 6 of them can't commonly be discovered by means other than
Analyze Dweomer: Defending, Keen, Spell Storing, Dancing, Ghost Touch and Bane.
The energy/energy burst ones are all command word driven; Search checks may reveal the command word, or a Knowledge Arcana or History check.
Brilliant Energy is obvious. Oddly, Ghost touch isn't (even though ghost touch armor is).
The 4 aligned powers can be discovered by any 1st level cleric.
Mighty Cleaving won't ever be revealed if you don't have Cleave, and not Great Cleave--but then, if you don't have Cleave (or already have Great Cleave) it's of no use in any case. Throwing is the other hard case, since people rarely toss a non-throwing weapon. But both could be discovered without additional magic (and the possibility exists that the weapon itself will contain a hint on it).
The remaining 7 powers (Vorpal, Wounding, Disruption, Speed, Thundering, Returning and Distance) should eventually be revealed by combat.
Note also that the magical school of the secondary auras (as revealed by
Detect Magic) may also give clues, but I haven't actually gone through the effort of looking up all of the spells for this purpose.