Cleric equipment

Clerics, like most casters, will do well with any gear that improves spell points or saves. There are a number of weapons, armor and helms that offer Power or Wizardry enhancement, and can help boost spell points (note however that they do not stack).

Of course, Wisdom being the primary cleric's ability, items increasing it are always welcome: do not forget that an odd ability number provides no improvement over the even number below (e.g. 17 Wisdom gives the same benefits as 16), so do not waste equipment slots by equipping items giving you no benefit.

Always look to have a Ring or Bracers with a bonus to heal (+3 is not hard to at low-mid levels). Equip it when you are at a rest shrine to recover more Hit Points for you and your party when they rest.

As with any other class, only wear charged items when you need to use them: since equipping them is almost instantaneous, you can equip the item and use a charge in two fast clicks (allowing you to cast an offensive spell, a buff, or whatever the item is charged with). Then quickly re-equip your main gear for this slot (usually a permanent bonus) before you forget. You'll need to keep your hotbars well organized in order to manage such items effectively.

Having an item of underwater action or water breathing is always useful, though as a cleric, you may still be able to cast the spell by yourself if you can't find such an item.

Additionally, items of Feather Fall (charges/rest) or Featherfalling (permanent Feather Fall) can be useful in many dungeons, even saving the character from death. (ie: Mummified Bat trinket from CO6 static reward list.)