Armour of Great Health:
While it does offer an END boost while you wear it, it gives less armour and has mobility penalty too. Unless it's heavily enchanted, it's generally not worth it.
Weapon weight:
Only has an effect on the AStr required before you can wield it. If you want more attacks per turn, dual-wielding is the key. In light of this, the whip of thievery wins over a plain whip any day.
Belt of Levitation:
Combat-wise it has no function. However, because it renders you immune to active beartraps and mines, you could use that to lure enemies onto traps, so it does have a tactical use.
Haste & Slow:
No. You will move faster/slower and that results in more/less attacks over time, but it has no effect on your number of attacks per turn.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos