Warlock equipment

Armor
Warlocks are proficient with Light Armor and they can cast spells in Light Armor without having to worry about Arcane Spell Failure. Warlocks who invest in Enlightened Spirit enhancements can eventually pick up Medium Armor proficiency (and the ability to ignore ASF in medium armor).

Weapons and shields
Warlocks are proficients with simple weapons and no shields. Fortunately, Warlocks have access to Master's Touch spell to gain proficiency. Warlocks can also gain proficiency with all martial weapons by investing in Enlightened Spirit enhancements.

Spellcasting equipment
The following spell power types increase your Eldritch Blast damage :
 * Normal eldritch blast: force/untyped damage (impulse / kinetic lore / spellcraft skill)
 * Fey pact: sonic damage (resonance / sonic lore / perform skill)
 * Fiend pact: fire damage (combustion / fire lore / spellcraft skill)
 * Great Old One pact: acid damage (corrosion / acid lore / spellcraft skill)
 * Light and alignment (good, chaotic, evil, lawful) damage (radiance / radiance lore / spellcraft skill)

Most Warlock spells don't deal hit point damage. A notable exception is Evard's Black Tentacles, which deals bludgeoning damage (impulse / kinetic lore / spellcraft skill).

Many Warlocks choose to eschew Force damage in favor of using Light spell power, by using Utterdark Blast.

It's also important to find Spell Lore equipment for these types.

INT and CHA boost the Spellcraft and Perform skills, respectively.

Depending on their focus, some Warlocks increase the DC to resist their spells and spell penetration:
 * Evocation increases the DC to save versus Eldritch Blast pact damage.
 * Enchantment fuels many crowd control spells and SLAs from the Tainted Scholar enhancements and various pact spells
 * Necromancy helps Warlocks to land their insta-kill spells and SLAs from Soul Eater enhancements
 * Conjuration helps Evard's Black Tentacles, but due to its unusual save (STR check vs Conjuration) it tends to be highly-effective without boosting its DC. Spell penetration is more useful.

Defensive equipment
Warlocks do not have any special defensive needs. Try to find gear with the common defensive stats useful to all characters:
 * Saves - Resistance / Good Luck / Greater Hero / DEX
 * HP - False Life / Vitality
 * Heal Amp. - The two good/easy sources are ML20 and  ML24. Those stack with . These also stack with a Tower of Despair ring.
 * Dodge - Check your dodge cap; Medium Armor at higher levels tends to cap around 10%. Worth having, not worth stacking beyond that, obviously.
 * Damage Reduction - You can Cannith Craft Invulnerability (DR 5/magic) fairly easily at level 4.
 * PRR/MRR - Sheltering / heavier Armor / Mysterious Bracers.
 * Deathblock - Many sources, the easiest being acquiring Death Ward via the Tainted Lore core skill within Tainted Scholar enhancements. The augment (yellow) is cheap on the DDO Store.
 * Fortification - Many sources, particularly core abilities within Soul Eater enhancements. The 100% augment (blue) can be gotten from collectibles turn-ins. Note that 100% isn't enough for Epic Elite.
 * Spell Absorption - Upgraded or . Good for Beholders, Stormreaver, etc. Some players wear one at all times.

Scrolls
Warlocks tend to have exceptional UMD. Even the first-life Warlocks should carry some scrolls, particularly for healing. Most scrolls can be bought from the guild vendors in House Kundarak.

Level 1:
 * Lightning Sphere - No save long-range AoE CC, breaks on damage. Might be situationally useful. ML:1, but high UMD requirement, probably not usable until level 7-11ish.

Level 5:
 * Fire Shield - Good for running fire/ice traps.
 * Restoration - Removes 1 negative level, and all stat damage. Replace with Greater Restoration at level 11.
 * Stoneskin - Good defensive option for first-lifers, better than using a spell slot on the spell yourself. Available in wand form in the Tower of the Twelve.

Level 7:
 * Teleport
 * Raise Dead - Can be costly for first-lifers, but buy some anyway. At some point you'll be super-thankful you have them.

Level 9:
 * Heal - Your bread and butter healing from levels 9-20. Keep a stack or two handy. Also cures most status ailments!

Level 11:
 * Greater Restoration - Cures all negative levels. Also, many other status ailments.

Notable named items

 * (belt)- mid-heroic source for fire and acid equipment power/lore.
 * (cloak)- One of the highest sources of CHA and radiant lore.
 * (ring)- Adds 3d6 light damage to each hit of Eldritch Blast, Evard's Black Tentacles and everything else. Also a good source of radiant spell power and lore.
 * (orb)- One-stop shop for CHA/INT, rarer types of spellpower, and stacking spell crit. Alternate option is for heavy Sonic spellpower, a 4d6 Sonic damage addon per hit and the buildable nature of being a Minor Artifact.
 * , also (helm) - very strong source of spell power. Another viable option that can also be obtained by free players is . A good INT boost, defensive buffs, three Augment slots and it is a Minor Artifact allowing for a good deal of build flexibility with it via Filigrees.
 * (necklace)- Like the Lantern Ring, adds 4d6 sonic per hit. Also a collection of useful unusual - and thus, likely to stack - bonuses.
 * Thunder-Forged weapon - Many Warlocks use a one-handed potency/spell pen/arcane lore TF weapon. If not using the Shiradi Champion stance, Prism, select a specific spell power and lore type instead.

Fey Pact / Shiradi Champion:
 * (trinket)- Good source of sonic power/crit, useful for ETRs.
 * (belt)- a good source of Sonic power.
 * , also