This PW uses a system that we call Semi-Permadeath.
Your PC can only die a number of times equal to his original CON score. This number cannot be changed, even if you later gain or lose CON via items, spells, or other effects.
In some situations, a character may not be allowed to take a certain class as his starting class. Examples follow.
For wands and scrolls, Use Magic Device (UMD) works a bit differently from normal NWN2.
TKL uses the same basic encumbrance system as normal NWN2, but a few items on TKL actually have weight: gold coins, gems, ammunition, and thrown weapons.
1. All prestige classes (PrCs) start off as 'locked' - in other words, characters may not gain levels in them, even if they fulfill the requirements of a prestige class.
Raise Dead and Resurrection have been changed to suit our semi-permadeath system.
Raise Dead will bring a dead PC back to life. The CON loss associated with death is not negated when Raise Dead is cast.
Resurrection will also bring a dead PC back to life. There is a % chance that the PC's lost CON point will be restored, based on the following formula:
+2% per caster level of the priest casting the Resurrection
+4% per CON point over 8 of the dead PC
-5% per number of prior deaths of the dead PC
Cure _____ Wounds spells: We've given a boost to Cure spells, when cast by PCs. They will heal a certain amount of extra hit points, depending on which Cure spell you use. Note, this doesn't apply to Cure spells cast from items, like potions, scrolls, etc.
Raise Dead, Resurrection: See this thread.
We use the language system included in the DMFI tools. (You do not need to download this separately, it is included in the custom content downloaded via the autoloader) However, we have made a few changes to the system to better suit it to TKL:
Resting on The Known Lands is somewhat different than in the OC or NWN2 proper.
You can rest anywhere that the mod is set up to rest (there ARE no-rest zones). However, it is NOT considered to be "full rest." A "full-rest" zone is one where it is safe to do so.. say an Inn room, or a sacred grove. Full-rest zones will reset a character's Bleed DC (see Death and Dying), and will complete the cures applied by using an herbal kit or antitoxin (if it was successful-- see Healing Kits).
Healkits are just as they are in PnP: they don't exist :D
Honestly, no healkits. No longer will you find a magic piece of cloth that you can somehow wrap around yourself, or another person, while in combat that somehow miraculously heals you, without even granting an attack of opportunity!
Instead, there are bandages, which can be applied to people who are bleeding to death to attempt to stop the bleeding and stabilize their condition. Also, cleric cure spells have been altered to make them a bit more powerful.