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RESTING SYSTEM
Adventurers need 1 food ration per day. There are 4 grades of food ration: Poor, Average, Good and Superb. These restore respectively up to 25%, 50%, 75% or 100% of the character's total hit points on resting. This is added after the character loses 5% of current hit points from activating rest (so resting without food leads to a loss of 5% of total hit points). The food rations are automatically deducted from the party's inventory at every rest. Characters with high Survival skill heal more even without food.
Some creatures can be turned into food after slaying them. The resulting food depends on the character's Survival skill bonus:
Less than +10: Poor
over +10: Average
over +15: Good
over +20: Superb
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DEATH
When a character goes below 0 hit points and is knocked out, the party receives a penalty of 50 XP per character level (all companions and the PC share the same number of XP). If all party members are knocked out, the game is over and you must reload from a previous save.
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ENVIRONMENTAL HAZARDS
The environment contains various hazards like rubble-strewn floors, handholds for climbing up and down or obstacles that can be jumped. If the character is successful in these challenges depends on a number of factors.
Climbing: Strength check modified by carried weight and armor penalty, can cause falling damage if the roll was too low
Jumping: Strength check modified by carried weight and armor penalty, additionally Tumble checks to not fall over; may cause falling damage when jumping over a drop
Balancing on uneven and slippery ground: moving inside is slow (Slow effect) and Reflex saves are needed to stay upright (for every round while in combat)
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LOOT
All loot in chests is random but static, meaning that the actual contents are chosen randomly when starting a new game and remain the same even if you reload.
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ELEMENTAL DAMAGE
Depending on the amount of damage received, some types of elemental damage will cause extra effects on enemies (if they are not immune to that kind of effect).
Acid: Daze effect
Cold: Slow effect
Electricity: Stun effect and small chance of death from shock
Fire: Fear effect and a few rounds of burning damage
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ARMOR
Armors give some amount of Damage Reduction (DR):
Light: none
Medium: 2/Adamantine
Heavy: 4/Adamantine
The effect is working if a small green icon shows up next to the character portrait. If it is not there, try taking off and re-equipping the armor.
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ALCHEMICAL ITEMS
The power of all grenade-like alchemical items has been improved in Ruins of the Sun God:
Acid Flask damage:
Normal - 2d6 single, 1d6 splash
Improved - 4d6 single, 2d6 splash
Greater - 6d6 single, 3d6 splash
Perfected - 10d6 single, 5d6 splash
Alchemist's Fire damage:
Normal - 2d6 single, 1d6 splash
Improved - 4d6 single, 2d6 splash
Greater - 6d6 single, 3d6 splash
Perfected - 10d6 single, 5d6 splash
Choking Powder DC:
Normal - 15
Improved - 20
Greater - 25
Perfected - 30
Holy Water damage:
Normal - 2d10 single, 1d10 splash
Improved - 4d10 single, 2d10 splash
Greater - 6d10 single, 3d10 splash
Perfected - 10d10 single, 5d10 splash
Tanglefoot Bag DC/Dur.:
Normal - 15/ 5
Improved - 20/8
Greater - 25/12
Perfected - 30/20
Thunderstone DC:
Normal - 15
Improved - 20
Greater - 25
Perfected - 30
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CRAFTING PRICES
Prices for crafting have been modified. Scolls, potions and wands all now cost SPELLLEVEL x MODIFIER gold to craft, where MODIFIER is:
Scroll: 25
Potion: 50
Wand: 500
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TIME SCALE
One game hour lasts 5 real-time minutes. This affects for example spell durations, among other things.
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SPELL RESISTANCE ON ITEMS
Spell resistance (SR) on items does not work in standard NWN2. This module includes a fix for this problem.
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SPELL CHANGES
- Cure Minor Wounds cures only 1 HP.