Rechargeable items:
- enchanted pendulet (Arm:2, distance fighting +3, protection physical 5%, energy +18%, 2 hours) for paladins of level 180+
- enchanted sleep shawl (Arm:3, distance fighting +3, protection physical 7%, earth +24%, 1 hour) for paladins of level 180+
- blister ring (protection fire +6%, 1 hour) for players of level 220+
- enchanted theurgic amulet (Arm:2, magic level +3, protection physical +3%, earth +14%, 2 hours) for sorcerers and druids of level 220+
- ring of souls (protection physical +2%, life drain +10%, 2 hours) for players of level 200+
All these items need to be fully discharged for them to be rechargeable.
As for the armors, there are 20 of them in total (5 for each fighting skill multiplied by 4 elements), all for players of level 200+:
- X-heart cuirass (Arm:18, sword fighting +4, protection X +8%, Y -8%) for knights
- X-heart hauberk (Arm:18, axe fighting +4, protection X +8%, Y -8%) for knights
- X-heart platemail (Arm:18, club fighting +4, protection X +8%, Y -8%) for knights
- X-mind raiment (Arm:15, magic level +4, protection X +8%, Y -8%) for sorcerers and druids
- X-soul tabard (Arm:18, distance fighting +4, protection X +8%, Y -8%) for paladins
X and Y are the usual 4 combinations of strengths and weaknesses: +earth -fire, +fire -ice, +ice -energy, +energy -earth.
I decided against including this in the main answer as it would unnecessarily bloat it (at least in my opinion). However, I found a previously missed piece of information for Cledwyn (most likely due to not having done the quest myself) which I did include.