ACKS II Revised Rulebook (2e)
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Enter a world where empires stand on the brink of war¸ and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption¸ weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes¸ wizards¸ and rogues risk everything in pursuit of glory¸ fortune¸ and power. This is a world where adventurers can become conquerors - and conquerors can become kings!
The Adventurer Conqueror King System Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. It offers everything you need to enjoy epic fantasy campaigns with a sweeping scope. Whether you want to crawl through dungeons¸ experiment with alchemy¸ crossbreed monsters¸ run a merchant emporium¸ raise an undead legion¸ or conquer an empire¸ ACKS II supports your playstyle. The ACKS II Revised Rulebook features:
- 21 character classes¸ each with 8 quick-start templates featuring pre-selected proficiencies¸ spells¸ equipment¸ and encumbrance that let you start playing in minutes!
- 110 proficiencies carefully selected to help you customize your character to your taste without risk of skill traps¸ min-max chains¸ or feat taxes.
- 378 spells carefully calibrated for long campaigns that ascend from dungeon delves to pitched battles with armies. Magic doesn't have to make a game world implausible or unbalanced anymore!
- Dungeon delving mechanics that let your adventurers interact with the subterranean environment by spelunking¸ rappelling¸ traversing¸ and more.
- Wilderness expedition rules that bring the challenges and dangers of the wild to life¸ including mechanics for wilderness survival¸ inclement weather¸ and more.
- Sea voyage and naval warfare system with mechanics for boarding¸ grappling¸ ramming¸ rowing¸ sailing¸ and siege weapons.
- Combat mechanics that play like a realistic simulation of ancient hand-to-hand battle at low levels and a cinematic emulation of the legendary exploits of demigods and heroes at high levels.
- Stronghold and domain rules that allow you to establish domains¸ rule realms¸ take vassals¸ establish a senate¸ and more.
- Hijinks and hideout rules that let high-level thieves run their own criminal guild or spy network¸ dispatching their ruffians to racketeer¸ smuggle¸ surveil¸ and steal.
- Magic research mechanics that go beyond spell design and magic item manufacture. Crossbreed monsters¸ construct golems¸ practice necromancy¸ and engage in magical experiments with unforeseeable consequences.
- Mercantile venture system that let you set up a trade routes¸ build and manage caravans and merchant fleets¸ start and run businesses¸ engage in moneylending¸ and more.
- Mass combat mechanics¸ with scalable rules for raising and organizing armies ranging from dozens to hundreds of thousands of soldiers¸ maneuvering them on the strategic theater¸ maintaining lines of supply¸ and fighting pitched battles and sieges.
- And much¸ much more!
