azraelck
Angel of Cookies!
Helmets have been a bit buggy since they added goggles to the list of things you can have shown. Check your inventory screen, and on the paperdoll thing, make sure there's a helmet showing on the head, and not nothing or goggles.
Post U11, you couldn't see the helmet unless you had /showhelmet on set pre-U11.
Cloaks have been non-viewable, though it's possible that those are on the way. A lot more work though, with animations, otherwise they'd look like crap.
Ice critters tend to be vulnerable to fire. So are (some) trolls and (some) undead. You should have an Ember weapon, though TBH it doesn't matter at this level. It could be to-hit issues, as they IIRC have a bit higher AC than most critters at this stage.
As a Cleric, try using Divine Favor to boost your to-hit. Later, Divine Power will help as well. Finally, don't get DA until you are confident you can handle it. Eventually things will reset back to their original locations, but that can take awhile if at all depending on the dungeon, and the dragon room you are stuck in for a brief while, and then get a group of enemies charging you from the exit; having a horde after you won't help matters.
There are very few class-restricted items. The main ones you'll see are weapon modules, usable only by Iron Defenders, and Rune Arms, usable only by level 2+ Artificers. I think there's a sorc/bard/wiz item out of a raid, and maybe a paladin item, but I'm not entirely certain.
Race or alignment restricted items can be used even without the race/alignment, PROVIDED you have the UMD.
You can use any weapon or armor (except rune arms), but if you don't have the proficiency in them, you'll get a penalty. Clerics have only simple weapon proficiency, so they can't use things like a Greataxe or Longsword without burning a feat. Using a weapon you are not proficient with costs you a -4 penalty to-hit.
Post U11, you couldn't see the helmet unless you had /showhelmet on set pre-U11.
Cloaks have been non-viewable, though it's possible that those are on the way. A lot more work though, with animations, otherwise they'd look like crap.
Ice critters tend to be vulnerable to fire. So are (some) trolls and (some) undead. You should have an Ember weapon, though TBH it doesn't matter at this level. It could be to-hit issues, as they IIRC have a bit higher AC than most critters at this stage.
As a Cleric, try using Divine Favor to boost your to-hit. Later, Divine Power will help as well. Finally, don't get DA until you are confident you can handle it. Eventually things will reset back to their original locations, but that can take awhile if at all depending on the dungeon, and the dragon room you are stuck in for a brief while, and then get a group of enemies charging you from the exit; having a horde after you won't help matters.
There are very few class-restricted items. The main ones you'll see are weapon modules, usable only by Iron Defenders, and Rune Arms, usable only by level 2+ Artificers. I think there's a sorc/bard/wiz item out of a raid, and maybe a paladin item, but I'm not entirely certain.
Race or alignment restricted items can be used even without the race/alignment, PROVIDED you have the UMD.
You can use any weapon or armor (except rune arms), but if you don't have the proficiency in them, you'll get a penalty. Clerics have only simple weapon proficiency, so they can't use things like a Greataxe or Longsword without burning a feat. Using a weapon you are not proficient with costs you a -4 penalty to-hit.