In regards to Ulthok’s Amulet of Life Protection: I am using the http://www.coryj.net/CoreRule/toc.php page that Tann provided for 2.0 rules.
Amulet of Life Protection: This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.
Recharging Magical Items
Some items that carry several charges are rechargeable. Recharging isn't easy, but it is easier than creating an entirely new magical item. High-level wizards or priests may find it useful to boost up an old item.
To recharge an item, it must first be enchanted either through the use of an enchant an item spell or prayer, as noted above. Once prepared, new charges can be cast into the item. One benefit of recharging an item is that each charge requires only the spells' normal casting time (not the 2d4 hours per spell level normally required by the enchant an item spell).
However, recharging is not without risk to the item. Each time the item is enchanted to recharge, it must roll a saving throw vs. spell (using the saving throw of the caster) with a -1 penalty. If this saving throw is failed, the character has accidentally interfered with the magic of the item and it crumbles into useless dust.
Destroying Magical Items
Occasionally characters may find it desirable, useful, or vitally necessary to bring about the destruction of a magical item. Magical items are more resistant than ordinary ones, but they are hardly indestructible, as Table 29 shows.
Characters who have possession of a device and are determined to destroy it can do so at will. They need only snap the blade of a magical sword or burn a lock or whatever.
It is possible to target specific magical items held by others, but it is very difficult. (In fact, it is no easier or harder than attacking a non-magical item.) Attempting to destroy an enemy's magical item may require attack rolls, saving throws, and item saving throws.
The breaking of a magical item should result in something more dramatic than the breaking of a vase or a windowpane. As DM you are perfectly justified in describing a dramatic explosion of force, a small whirlwind, a foul stench, or whatever seems most appropriate to the moment.
For some items, particularly some staves, there are specific rules that define the effects of the item's destruction. Such cases are rare and the effects are devastating, so they are recommended only for those in the area. You might, for example, dictate that characters within 1 foot, 5 feet, or even 10 feet suffer 1d8 points of damage.
This is just an example—the actual damage can vary, at your discretion. Remember, however, that such damage should only be used for effect; it should never kill or seriously injure a character. After all, killing the character in the explosion of his own magical sword is piling injury upon insult; the loss of a prized magical treasure is bad enough!
So my thoughts are that it says nothing about it carrying multiple charges in the description, so it seems to me like it still functions fully unless it was destroyed. I’d also say that it’s a really high level magical item, and you better bet your buns that you got lucky to get it! Plus, don’t let anyone steal it then stab you in the back.