Adventurer Conqueror King System II (ACKS II) is the revised and expanded edition of the 2011 OSR (Old School Renaissance) role-playing game. It is designed to take characters from their first dungeon crawl all the way to ruling empires and leading massive armies.
The game is famously "crunchy" but internally consistent, known for its robust economic engine that ensures the price of a sword, the taxes of a peasant, and the cost of a castle all make mathematical sense within the same system.
1. The Three-Book Core
Unlike the single-volume first edition, ACKS II is split into three massive volumes, totaling over 1,300 pages of content:
| Book | Focus | Key Features |
| Revised Rulebook | The Player's Guide | 21 classes, 378 spells, and 110 proficiencies. Includes core combat and adventuring mechanics. |
| Judges Journal | The DM's Toolkit | Sandbox construction, realm management, NPC generation, and "top-down" world-building systems. |
| Monstrous Manual | The Bestiary | Over 290 monsters with unique rules for taming, harvesting parts for magic, and monstrous henchmen. |
2. Key Features & Philosophy
ACKS II is built on the "Imperial Imprint" engine, which remains roughly 85% compatible with B/X D&D (Basic/Expert) but adds layers of simulation:
The "Endgame" is the Goal: While most RPGs lose steam at high levels, ACKS II shines there. It provides granular rules for building strongholds, running merchant emporiums, managing thieves' guilds, and conducting magical research (like crossbreeding monsters or becoming a lich).
Economic Realism: The game uses a "market-class" system. The size of a city determines what magic items are available and the price of goods, preventing the "infinite gold" problem common in other games.
Customization: It includes the "Building Blocks" of the game. You aren't just given classes and spells; you are given the formulas to build your own custom classes, races, and magic types from scratch.
Mass Combat: The "Domains at War" system is integrated, allowing you to resolve battles between thousands of soldiers using the same mechanical DNA as a 1st-level skirmish.
3. Major Changes from 1st Edition
If you played the original ACKS, the second edition introduces several significant updates:
Move away from OGL: Following the 2023 OGL controversy, the game was rebuilt to be independent of Wizards of the Coast's legacy language. This resulted in renamed spells (e.g., Mirror Image became Illusory Duplicates) and classes.
Simplified Domains: The math for managing kingdoms and trade routes has been streamlined to reduce "spreadsheet fatigue" while keeping the depth.
Updated Thieves: Thieves received a significant power boost to make them more viable and "epic" at higher levels.
Integrated Material: Many rules previously found in supplements (like Axioms or the Player's Companion) are now baked into the core books.
4. Current Status
As of early 2026, the physical books have been shipped to Kickstarter backers and are widely available in retail. The digital versions (PDFs) are available through platforms like DriveThruRPG.
Note on Art: The new edition features full-color art, though the publishers have noted that some of the art was generated with AI assistance, which has been a point of discussion in the community.
In Adventurer Conqueror King II (ACKS II), custom class creation is built on a "Build Point" (or Category) system. Instead of picking a pre-made class, you build one by allocating points into four primary pillars.
This system ensures that every custom class is mathematically balanced against the core classes. If you build a "Fighter" using these rules, you will get the exact XP requirements and abilities of the standard Fighter.
1. The Four Categories
You have 4 Build Points to distribute among the following categories. Each category can be ranked from 0 to 4.
| Category | What it Provides |
| Fighting | Determines your Attack Throw (hit chance) and your Damage Bonus. |
| Hit Dice | Determines your Health (d4, d6, d8) and how many HP you gain per level. |
| Divine | Grants access to Divine Magic (Cleric-style) and the ability to turn undead. |
| Arcane | Grants access to Arcane Magic (Mage-style) and magical research. |
The "Thief" & "Race" Factor
In ACKS II, Thief Skills and Racial Abilities (like being an Elf or Dwarf) act as "add-ons" or specific category allocations:
Thief Skills: Usually treated as a specific "Skill" allocation or traded for other abilities.
Races: Non-human races are built as "Racial Classes." For example, an Elf typically requires allocating points into a "Race" category that provides Infravision and resistances, leaving fewer points for Fighting or Magic.
2. How to Build a Class (Step-by-Step)
Step A: Allocate Points
Let’s say you want to build a "Spellblade" (a fighter who uses some magic). You might allocate your 4 points like this:
Fighting: 2 (Good combatant, but not as good as a pure Fighter)
Arcane: 1 (Access to low-level spells, slow progression)
Hit Dice: 1 (Standard d6 hit dice)
Divine: 0 (No holy powers)
Step B: Determine XP Cost
Every allocation has a specific XP Base.
Fighting 2 might cost 1,000 XP.
Arcane 1 might cost 500 XP.
Hit Dice 1 might cost 500 XP.
Total Base XP: 2,000 XP (This is what you need to reach Level 2).
Step C: Choose Proficiencies & Skills
You then choose which Saving Throw table the class uses (usually dictated by the highest category) and which Proficiency List they can pull from. You can further "tweak" the class by trading away powers (like "I don't want to turn undead") for custom abilities (like "I want to track like a Ranger").
3. The "Trade-Off" System
ACKS II is famous for its "granular trade-offs." You can fine-tune a class by accepting restrictions to lower its XP cost or gain new perks:
Weapon Restrictions: Limiting yourself to "Blunt Weapons only" reduces XP.
Armor Restrictions: Refusing to wear Heavy Armor can "buy" you a bonus proficiency or faster leveling.
Code of Honor: Adopting a strict Vow or Tithe can provide a small XP discount.
4. Why this matters
This system prevents "Power Creep." If you want to play a character that is a master of everything (Fighting 4, Arcane 4), the math will generate an XP requirement so high (e.g., 10,000 XP for Level 2) that you will level up much slower than your peers, keeping the game balanced.
To create a Shadow Knight in ACKS II, we want a class that feels like a heavy-armored warrior who can manipulate darkness and strike from the shadows, but without the full spellcasting of a Mage.
In ACKS II, we achieve this by splitting our 4 Build Points between Fighting, Arcane, and Hit Dice.
The Shadow Knight Template
1. Build Point Allocation
Fighting 2: Gives the class a solid "Man-at-Arms" progression. They hit better than a Thief but aren't as lethal as a pure Fighter.
Arcane 1: Grants "dabbler" magic. This provides access to limited Arcane spells (focused on shadow/illusion) and the ability to use wands/staves.
Hit Dice 1: Provides d6 Hit Dice. This makes them tougher than a Mage but requires they rely on their armor in the thick of a fight.
Points Remaining: 0
2. Core Statistics
Prime Requisite: Strength and Intelligence.
Requirements: Must have STR 9 and INT 9.
Hit Dice: 1d6 per level (up to 9th level).
Attack Throw: Starts at 11+ (progresses at the "Cleric/Thief" rate).
Saving Throws: Uses the Spellcaster table (representing their supernatural resilience).
Experience to Level 2: 2,250 XP (Calculated from the category costs).
3. Class Abilities & Trade-offs
To make it a true Shadow Knight, we apply some specific ACKS II customizations:
Armor & Weapons: Can use any weapon and any armor. However, using heavy armor (Plate) imposes a penalty on their stealth-based proficiencies.
Shadow Casting: At 1st level, the Shadow Knight can cast one 1st-level Arcane spell per day. Their spell list is restricted to "Shadow" and "Night" themed spells (e.g., Chameleon, Darkness, Sleep).
Hide in Shadows: By trading away the ability to "Read Languages," the Shadow Knight gains the Hide in Shadows skill as a Thief of their level.
Backstab: The Shadow Knight gains the Backstab ability, but only deals x2 damage (it does not increase at higher levels like a Thief's does).
Aura of Gloom: At 5th level, the Shadow Knight radiates a 10' aura that imposes a -1 penalty to morale for all enemies.
4. The "Endgame" (Level 9+)
When a Shadow Knight reaches "Name Level" (9th), they don't build a standard castle.
The Shadow Keep: They build a fortified tower or keep. They attract a body of 1d4+1 x 10 specialized troops (Shadow-dancers or dark infantry).
Nightmare Steed: At 11th level, the Shadow Knight can perform a ritual to summon a magical mount (such as a Shadow-steed or Nightmare).
Summary Table
| Level | XP Required | Hit Dice | Attack Throw | Spell Casting (1st / 2nd / 3rd) |
| 1 | 0 | 1d6 | 11+ | 1 / — / — |
| 2 | 2,250 | 2d6 | 11+ | 2 / — / — |
| 3 | 4,500 | 3d6 | 10+ | 2 / 1 / — |
| 4 | 9,000 | 4d6 | 10+ | 2 / 2 / — |
| 5 | 18,000 | 5d6 | 9+ | 2 / 2 / 1 |
To round out the Shadow Knight, let’s look at the "Shadow Proficiencies" (customization feats) and the exact XP math. This shows you how ACKS II balances flavor with strict mathematical costs.
1. Starting Shadow Proficiencies
In ACKS II, every character starts with 1–2 proficiencies. For a Shadow Knight, these "General" and "Class" proficiencies define their supernatural edge:
Shadow-Senses: The character gains Infravision out to 60'. If they already have it (e.g., as an Elf), the range increases to 90'.
Combat Reflexes: The Shadow Knight gains a +2 bonus to Initiative. They strike first from the darkness.
Skulking: The character can move at full speed while hiding or sneaking without taking the usual penalties to their rolls.
Black Lore of Zahar: (Class Proficiency) The knight can identify necromantic items and gains a +2 bonus on saving throws against death magic and paralysis.
2. The XP Math (The "Blueprint")
ACKS II uses a "Cost per Level" formula based on the categories chosen. Here is how we get to that 2,250 XP for Level 2:
| Category Component | Value | XP Cost | Why? |
| Fighting 2 | Man-at-Arms | 1,200 XP | Provides the 11+ Attack Throw and weapon access. |
| Arcane 1 | Dabbler | 500 XP | Provides limited spellcasting (starts at 1st level). |
| Hit Dice 1 | d6 HD | 500 XP | Standard "Heroic" health. |
| Divine 0 | None | 0 XP | No holy powers. |
| Custom Tweak | Shadow Stealth | +50 XP | We traded "Read Languages" for "Hide in Shadows." |
| TOTAL BASE | — | 2,250 XP | This is the cost for Level 2. |
The Leveling Curve: In ACKS II, your XP requirement doubles every level until Level 9. So, Level 3 is 4,500 XP, Level 4 is 9,000 XP, and so on. This keeps the Shadow Knight slightly "slower" than a pure Fighter (2,000 XP) but much faster than a Mage (2,500 XP).
3. Creating the "Shadow Spells" List
Because the Shadow Knight only has Arcane 1, they don't get the full Mage spell list. Instead, you (as the Judge/DM) would give them a curated list. A typical 1st-level "Shadow Grimoire" would include:
Chameleon: Blends the knight into the background (+4 to Hide).
Darkness: Creates a 20' radius of magical shadow.
Fog Cloud: Billowing black smoke to cover an escape.
Spider Climb: Allows the knight to scale castle walls like a shadow.
4. The "Mortal Wounds" Interaction
One of the most unique parts of ACKS II is the Mortal Wounds Table. When the Shadow Knight drops to 0 HP, they aren't necessarily dead.
Because they have Hit Dice 1, they add a +1 bonus to their "Survival" roll.
If they are wearing Plate Armor, they get an additional bonus, but if they were hit by a "cleaving" blow from a heavy weapon, they take a penalty.
This makes the Shadow Knight a "tank" that is hard to keep down, even when the shadows fail them.
In ACKS II, reaching 0 HP doesn't mean instant death. Instead, it triggers a Mortal Wounds roll. This is one of the most tense moments in the game because it determines if you are dead, maimed, or just unconscious.
Let’s simulate a scenario for our Shadow Knight.
The Scenario
The Shadow Knight, Sir Valerius, has been brought to 0 HP by a heavy blow from a Hill Giant’s club.
To resolve this, we roll 1d20 and apply modifiers based on the character's Constitution, the type of damage, and how quickly medical aid (or magic) reaches them.
1. The Modifiers
Constitution: Valerius has a 14 CON (+1 bonus).
Class Level: Valerius is 3rd level (+1 bonus).
Magical Healing: A teammate casts Cure Light Wounds immediately (+1 bonus).
Nature of Injury: Crushing damage from a giant’s club (-2 penalty).
Left for Dead: The party didn't retreat; they stayed to protect his body (+0).
Total Modifier: +1 ($1 + 1 + 1 - 2 = 1$)
2. The Roll
We roll a 1d20 and get a 12.
Adding our modifier of +1, the final result is 13.
3. Consulting the Mortal Wounds Table
Looking at the ACKS II table, a 13 is a mixed result:
Result: "Severely Wounded"
The character survives but is incapacitated. They gain a Permanent Injury and must roll on the Injury Sub-table.
4. The Permanent Injury (Sub-table)
Now we roll 1d20 again to see what actually happened to Valerius.
We roll a 6.
Result: "Smashed Leg"
Effect: The character's leg is badly broken or mangled.
Permanent Penalty: Their combat movement rate is reduced by 30'. They can no longer run.
Healing: This can only be cured by a Regeneration spell or high-level Divine magic.
5. The "Aftermath"
Sir Valerius survives the giant, but he now walks with a heavy, rhythmic limp.
Roleplay Impact: The "Shadow" Knight is now less of a silent stalker and more of a grim, armored presence.
Mechanical Shift: Because his movement is slowed, he might focus more on Arcane research or Domain management earlier than planned, as he can no longer lead the charge as effectively as he once did.
Why this matters in ACKS II
Unlike other games where you just "bounce back" with a potion, ACKS II treats combat as a life-altering event.
Scars tell stories: A high-level Shadow Knight will likely have a list of injuries (a missing eye, a scarred face, a limp) that serve as a "resume" of their career.
Retirement: Sometimes a Mortal Wound is so bad (e.g., "Brain Damage" reducing Intelligence) that the character must retire and become an NPC, leading the player to take over their Henchman as the new PC.
In ACKS II, reaching 0 HP doesn't mean instant death. Instead, it triggers a Mortal Wounds roll. This is one of the most tense moments in the game because it determines if you are dead, maimed, or just unconscious.
Let’s simulate a scenario for our Shadow Knight.
The Scenario
The Shadow Knight, Sir Valerius, has been brought to 0 HP by a heavy blow from a Hill Giant’s club.
To resolve this, we roll 1d20 and apply modifiers based on the character's Constitution, the type of damage, and how quickly medical aid (or magic) reaches them.
1. The Modifiers
Constitution: Valerius has a 14 CON (+1 bonus).
Class Level: Valerius is 3rd level (+1 bonus).
Magical Healing: A teammate casts Cure Light Wounds immediately (+1 bonus).
Nature of Injury: Crushing damage from a giant’s club (-2 penalty).
Left for Dead: The party didn't retreat; they stayed to protect his body (+0).
Total Modifier: +1 ($1 + 1 + 1 - 2 = 1$)
2. The Roll
We roll a 1d20 and get a 12.
Adding our modifier of +1, the final result is 13.
3. Consulting the Mortal Wounds Table
Looking at the ACKS II table, a 13 is a mixed result:
Result: "Severely Wounded"
The character survives but is incapacitated. They gain a Permanent Injury and must roll on the Injury Sub-table.
4. The Permanent Injury (Sub-table)
Now we roll 1d20 again to see what actually happened to Valerius.
We roll a 6.
Result: "Smashed Leg"
Effect: The character's leg is badly broken or mangled.
Permanent Penalty: Their combat movement rate is reduced by 30'. They can no longer run.
Healing: This can only be cured by a Regeneration spell or high-level Divine magic.
5. The "Aftermath"
Sir Valerius survives the giant, but he now walks with a heavy, rhythmic limp.
Roleplay Impact: The "Shadow" Knight is now less of a silent stalker and more of a grim, armored presence.
Mechanical Shift: Because his movement is slowed, he might focus more on Arcane research or Domain management earlier than planned, as he can no longer lead the charge as effectively as he once did.
Why this matters in ACKS II
Unlike other games where you just "bounce back" with a potion, ACKS II treats combat as a life-altering event.
Scars tell stories: A high-level Shadow Knight will likely have a list of injuries (a missing eye, a scarred face, a limp) that serve as a "resume" of their career.
Retirement: Sometimes a Mortal Wound is so bad (e.g., "Brain Damage" reducing Intelligence) that the character must retire and become an NPC, leading the player to take over their Henchman as the new PC.
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