Cleric equipment

Cleric gear is going to be pretty much the same regardless of the build. The melee cleric may carry a wider selection of weapons, and the caster build will be more worried about potency items. But, in general, all builds can make use of the same gear.

Armor
Clerics are able to wear Full plate armor, and there is rarely any reason not to put them in it.

Generally, plain old +5 Full plate will work well enough. Conventional wisdom says that there will there not be any need for Mithril armor since clerics rarely have enough Dexterity to fill it out. However, Clerics often have pitiful Balance skill scores, and a Cleric on his/her back isn't helping anyone. Mithril armor shortens downtime considerably. Mithril also helps with additional movement-based skills like Jump and Swim, other traditional Cleric weak points.

Axeblock, Hammerblock, Spearblock, Adamantine or Fearsome can also be a nice addition to the armor. Avoid Guard armors like Acid Guard, Fire Guard, etc. Because the damage they do to the attacker is instantaneous (therefore sometimes beating the attacks of other party members), these have been documented to bring aggro to the cleric in certain encounters.

Dragonscale armor from the Gianthold can also be an option for end-game players. Typically White for melee clerics, Black for Generalists or Nannybots, and Blue for Offensive Casters.

Shields
+5 with Adamantine or perhaps Energy Resistance. Mithril helps movement-based skills like Balance and Jump.

Again, for end-game, the Madstone Shield from the Gianthold raid is optimal.

Weapons
For the melee build and generalist builds, you'll generally carry a selection of maces and morningstars for combat. Casters and Nannybots may chose not to have more than mace, as an emergency backup weapon.

All builds can use weapons that have Devotion or Potency on them to help the effectiveness of their healing spells. Potency will also increase the damage done by offensive spells, but because of this you have to be a higher level to equip a Potency item than you do a Devotion item.

Other weapons to keep an eye out for are Spell Focus ones that increase the DC of your spells. Necromancy for things like Slay Living, Abjuration for Dismissal, or Enchantment for Command.

At higher levels, a weapon to increase your Spell Penetration number may be of use against certain mobs. Although it is rarely needed at low levels since few if any of these mobs have Spell Resistance

Equipment
Devotion Item - As mentioned above, can come in the form of a weapon. But, there are also some clothing items that carry devotion on them. The Splinterskull Acolyte Ring is a good one for low levels. Whether you get it as a clothing item or a weapon will depend on what slots you have open for gear and what the best item you come across is.

Potency Item - Another item that can be weapon or clothing. This will of most use to Offensive casters and some Generalist builds. Other builds may never have any use for one of these. It increase the effectiveness of your healing spells like a devotion item, but also your damage spells like Blade Barrier or Flame Strike.

Power or Wizardy Item - More spell points is always nice. The standard item is a Pearl of Power X. But, any Power or Wizardy item will help, or even a weapon with "of the magi" on it.

Wisdom Item - All your spell points and casting DCs are based off your wisdom so the higher you can get this the better. A standard mid-to-high level item is the Helm of the Mroranon from the Vault of Night raid.

Charisma Item - Will add to the number of turn undead uses you get per rest. Only needed for Nannybot builds and some generalist builds.

Dexterity Item - Typically just a +3 item, possibly a +4. Just enough to fill out the max dex on full plate

Constitution Item - Everyone can use more hitpoints

Fortification Item - Heavy fortification is preferred, but moderate fortification will do if you are tight on equipment slots. Especially needed on melee clerics and generalist builds, but can be useful for Casters and Nannybots also on the odd occasion they draw aggro.

Featherfall Item - Clerics fly like rocks. And land like one too.

Underwater Action Item - Clerics also swim like rocks.

Jump Skill Item - Have we mentioned rocks? This isn't a must-have item, but almost no jumping ability, a spare pair of boots or something in your packs to help out at the odd time its needed can be nice.

Balance Skill Item - Oddly enough, for a class that moves like a rock, we are mostly unbalanced rocks. Some DDO mobs love to trip, and you can't heal while you're on your back. These aren't necessary all the time, but should be worn when facing mobs that trip.

Heal Skill Item - Another item you want to have, but won't wear regularly. Typically only when standing next to party members using a shrine. Having a high heal skill will let them get the most out of each shrine and may save you from having to spend mana to finish healing them after they just rested.

Resistance Items - Clerics generally have decent saving throws. But, we have the reflexes of rocks. So a reflex save item never hurts.

False Life Item - Again, more hit points are always good.

Example Equipment
This is an example equipment list for an end-game Generalist/Melee cleric. But, it should give an idea for what stats and abilities are going into each equipment slot, and lower level equivalents of most items should be available


 * Helm - Wisdom - Helm of the Mroranon
 * Goggles - Protection and Reflex Save - Spectacular Optics
 * Bracers - Dexterity and To-Hit bonus - Steady Handed Armbands
 * Gloves - Heal, Healing Lore, Devotion - Gauntlets of Eternity
 * Boots - Featherfall of Balance, Striding - swap as necessary
 * Rings - Heavy Fortification & Chattering Ring
 * Belt - Strength and - Belt of Brute Strength
 * Cloak - Intelligence, Spell Focus - Stormreaver's Napkin
 * Necklace - Constitution - CON+5
 * Shield - +5 Towershield - Madstone Shield
 * Armor - +6 Fullplate, Wizardy V - Black Dragonplate Armor
 * Trinket - CSW 3/rest, To-Hit+1 - Battle Coin