Samera has posted part 3 of new enhancements that will be available for Module 2!
New Enhancements
Module 2 will be introducing a number of new enhancements (purchased with action points) that will let players further customize and specialize your characters. Almost everyone will be getting some new enhancements to choose from; this is the third in a four part series of articles featuring in-depth descriptions of what these new enhancements are and how they work.
New Energy Resistance Enhancements
After extended periods of exposure to the elements, or after hours of dedicated practice, some characters have begun developing limited resistances to elemental damage. Rogues, through study of the traps they may face, can learn to blunt the effects of fire, acid, cold, sonic, and electric damage; rangers and barbarians can draw on their knowledge of wilderness lore to gain resistances to fire, cold, or acid; dwarves can get in touch with their inner rock, becoming resistant to sonic and fire damage.
These benefits will stack with other sources of energy resistance, such as items of fire resistance and the resist energy spell, and with each other if you have several of them (so a dwarven rogue/ranger/barbarian could stack four different fire damage resistances if he cared). They otherwise work just like energy resistances from items or spells.
For Barbarians:
* Barbarian Desert Lore I: 5 versus fire - level 4
* Barbarian Tundra Lore I: 5 versus cold - level 4
* Barbarian Swamp Lore I: 5 versus acid - level 4
* Barbarian Desert Lore II: 10 versus fire - level 8
* Barbarian Desert Lore II: 10 versus cold - level 8
* Barbarian Desert Lore II: 10 versus acid - level 8
Not sure who would really use these, when potions can make you immune to these effects, but I guess more options are nice.
Read the full list on The DDO Main Boards!
