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ACKSII - System Compatibility Guide - FINAL - r1

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ACKSII - System Compatibility Guide - FINAL - r1

Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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TM

I MPERIAL I MPRI NT
System Compatabi lity Gui de
Credits

ADVENTURER
CONQUEROR
KING SYSTEM
IMPERIAL IMPRINT
SystemCompatabilityGuide

SYSTEM COMPATABILITY GUIDE™


Adventurer Conqueror King System Imperial Imprint ©2024 Autarch ™ LLC. All proper names,
dialogue, plots, storylines, locations, and characters relating thereto are copyright 2008 – 2024 by
Autarch™ LLC. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without
the written permission of the copyright owners. Adventurer Conqueror King System™, ACKS™, ACKS
II™, Autarch™, and Imperial Imprint™ are trademarks of Autarch LLC. Auran Empire™ is a trademark
of Alexander Macris. This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.

CRED ITS
Lead Designer: Alexander Macris
System Developers: Matthew Jarmak (abstract dungeons, abstract wilderness, wilderness encounters),
Daniel Hicks (magic items), Cole Kelland (NPC appearance, magic item traits), Scott Ludwig (custom
classes), Eric Maloof (overcasting), D. McGrane (magic items), Matt Price (judge’s screen tables)
Copy Editing: Birch Boyer
Playtesting: Zachary Arnett, Jason Barker, Jon Bolding, Birch Boyer, Michael Capps, Nick Eve, Sean
Falconi, Aaron Fleischer, Newton Grant, Jake Hawkes, Chris Hazard, Erik Jacobson, William Macris, Jeremy
McKean, Mike Mudgett, Grant Sinclair, Jonathan Steinhauer, Dan Vince, James Young, and the members of
the ACKS Patreon
Cover Art: Michael Syrigos
Interior Art: Michael Syrigos
Graphic Design and Layout: Glynn Seal (MonkeyBlood Design & Publishing)
Additional Graphic Design: Todd Crapper
Kickstarter Cinematography: William Macris

iv
Welcome to ACKS II

WELCOM E TO ACKS I I
Adventurer Conqueror King System Imperial Imprint (ACKS II) that descend from BX/BECMI, including Old School Essentials
is a set of rules for fantasy role-playing games of epic sweep and (OSE), Lamentations of the Flame Princess (LOTFP), Labyrinth Lord
depth. It shares some mechanics with other Old School Renaissance (LL), and other games.
(OSR) games built on a D20 chassis, such as Old School Essentials™
and Lamentations of the Flame Princess™. What differentiates ACKS In deciding how to structure ACKS, we found neither option to
II from its brethren is the breadth and depth of its mechanics, be ideal. Race-as-class is ultimately too limiting. Surely some
enabling player characters to become army leaders, criminal elves were something other than fighter-mages? Surely some
masterminds, mercantile moguls, and all-conquering kings, with dwarves did things other than fight? But race-separate-from-
all of the power and privilege that entails. class felt too arbitrary. Surely entire species would have their own
traditions, archetypes, and professions which are distinct from
those of humankind?
CONVERTING We decided that in ACKS, the six core classes (crusader, explorer,
TO ACKS II fighter, mage, thief, and venturer) actually represented archetypes
of human adventurers. The playable demi-human races would have
FROM OTHER their own archetypes, which we called demihuman classes. We’ve
included six demihuman classes in the Revised Rulebook: The
FANTASY RPGS elven spellsword, the elven nightblade, the dwarven vaultguard, the

System Compatability
dwarven craftpriest, the nobiran wonderworker, and the zaharan
The ACKS II Revised Rulebook is written as if the reader had never ruinguard. In other sourcebooks we added a number of additional
played a role-playing game before. For the vast majority of you, demihuman classes, both for dwarves and elves, and for new races,
however, this won’t be the case. Instead, you’ll be coming to ACKS such as gnomes, halflings, bugmen, lizardmen, and more.
II having already played another fantasy game. If you are coming
to ACKS II by way of another OSR system or are a grognard still Using the ACKS II Demihuman
using your Red Box from the 1980s, then you will find much in Classes with Other Systems
ACKS II familiar. If you want to use the classes in ACKS II in your existing ACKS
campaign, just plug them in. Some of them are brand new and some
If you are arriving here by way of D&D Fifth Edition or Pathfinder, of them are updated versions of existing ACKS demihuman classes.
then this book may seem a strange and surreal tome, alien and If you have players playing characters of any of these classes, the
perhaps even old-fashioned. As an OSR product, it emulates the upgrade will be very straightforward, and we’ve made notes in each
design ethos of the golden age of role-playing games from 1974 – class of what you need to do.
1983. You might still enjoy reading it and you’ll certainly find some
material that can be adapted or pilfered for your own use. Perhaps If you want to use these classes in your BX, BECMI, OSE, LOTFP,
it might even convince you to give old-school gaming a try. That or LL campaign, it’s easy. All you need to know is that the “dwarf ”
the OSR playstyle has much to recommend it is evidenced by the class in those games is same as the “dwarven vaultguard” in ACKS,
burgeoning OSR movement itself. while the “elf ” class is the same as the “elven spellsword.” Just
convert your existing dwarves into dwarven vaultguards and your
Either way, here are a few words of explanation to address some of existing elves into elven spellswords, and then you can add in any of
the differences between ACKS and its sister games. the new classes that intrigue or delight you alongside them.

Race and Class If you want to use ACKS II classes with systems like AD&D 1E,
AD&D 2E, OSRIC, or related OSR games, we recommend that you
Perhaps the biggest difference between ACKS and all other versions treat the demihuman classes as options available exclusively to that
of D20 fantasy role-playing games is in how it handles the player’s race. So, after rolling up a character and choosing elf for its race, a
choice of his fantasy race (human, dwarf, elf, halfling, etc.). In player might choose one of the traditional classes (fighter, thief, etc.)
Advanced Dungeons & Dragons, and the games descended from it in your system’s core rules, or choose one of the classes in ACKS II,
(AD&D 2E, D&D 3E, D&D 4E, D&D 5E, as well as Pathfinder and such as elven nightblade. Ignore the “Racial Traits” listed for each
OSRIC), race is a selection made separately from class. A player class, as those will be provided by your game’s rules for that race.
chooses to be a human, dwarf, elf, or so on, and then chooses
separately to be a fighter, thief, etc. This approach is quite ubiquitous
in MMORPGs and CRPGs, too.
Armor Class
When ACKS was released in 2011, the OSR was aflame with
In Basic Dungeons & Dragons (also known as the Red Box, BX, and/ controversy over “ascending” versus “descending” armor class.
or BECMI), the various races are actually classes in themselves – all BX, BECMI, LL, and their brethren used a combat matrix with to
dwarven adventurers are members of the “dwarf ” class, all elven hit rolls against descending armor class, where 9 was the AC of an
adventurers belong to the “elf ” class, and all halflings adventurers unarmored target, 3 was the AC of a well-armored target, and 0
are of the “halfling” class. This approach, called “race-as-class,” has or less represented truly amazing AC. On the other hand, games
the virtue of simplicity and clarity. Every elf can both fight and cast like Basic Fantasy RPG (BFRP), DCC RPG, and of course nowadays
spells; every halfling is a good shot with a sling; every dwarf is a D&D 5E use an attack bonus versus an ascending armor class,
stout fighter. It remains in use in most of the various retro-clones where 10 is the AC of an unarmored target, 16 is the AC of a well-
armored target, and 20 or more represented truly excellent AC.
(Swords & Wizardry splits the difference, offering both systems!)

1
Welcome to ACKS II

What does ACKS use? Well, neither. With ACKS, we started When we designed ACKS we opted to present the game mechanic
by acknowledging that all the player really cares about is “what as throws rather than as checks for two reasons:
number do I need to roll to hit.” We wanted to find the absolutely
easiest way possible to deliver that information. It turns out the  The throw mechanic directly, rather than indirectly,
system we needed was there all along, in the form of BX/BECMI informs the player of the information he needs to know, i.e.
saving throws. In BX, if you have a Saving Throw versus Poison of “what number do I need to roll on the die.” This number can
14, that means you need to roll a 14+ or succumb to the poison! It’s be listed directly on the character sheet: “Listening 14+” “
clear just from looking at the character sheet what the player has to Death Save 11+” “Attack with sword 9+”.
roll on the d20 to succeed.
 The throw mechanic puts the emphasis on the character,
Following this logic, in ACKS, each character gets an “attack rather than the situation. A player understands that if he
throw” value – this is the number he needs to roll to be successful has “Listening 14+” in most circumstances his character
at attacking (just like a “saving throw” value is the number needed can eavesdrop on a roll of 14-20. If there is a modifier to
to roll to be successful at saving.) A normal man’s attack throw is this chance, it’s transparent to the player: “A penalty of -4
11+, meaning he needs to roll an 11+ on 1d20 to hit. to your roll due to the loud noise”. In contrast, systems
such as 5E or Pathfinder, which use a fixed bonus against a
As with all D20 fantasy games, armor makes a target harder to hit. variable difficulty, put the emphasis on the Judge’s decision
Therefore, the target’s Armor Class is added to the attack throw as to the situation. In some games, the Judge is actually
value necessary to hit it. A target with zero armor has, intuitively, encouraged to calculate what chance he wants for success,
an AC of zero (0). A target with leather armor has an AC 2, while and to then ‘customize’ the Difficulty accordingly (this is
one with plate and shield has an AC of 7. If your attack throw is explicit in D&D 4E). These sort of accounting illusions are
11+, and your target’s AC is 2, you will hit the target on a roll of 13+. unnecessary in ACKS. Where we believed a task should
System Compatability

If your attack throw is 9+, and your target’s AC is 7, you will hit the be equally challenging for characters of varying level, we
target on a roll of 16+. A throw higher than your base attack throw simply use a type of throw that doesn’t change with level
value, but less than the modified attack throw value, indicates a (such as the proficiency throw to bash open doors).
blow that struck but did not penetrate armor.
Converting from Throws to
Converting to and from Checks and Checks to Throws
ACKS II Armor Class Not everyone agrees or likes our approach in ACKS, and that’s ok. If
To convert an AC from a different system to an ACKS AC, use the you prefer to use checks, it’s easy to convert ACKS throws to checks.
following rules: For systems like 5E that use a D20 check to resolve all actions, you
can calculate the appropriate bonus for the checks from the target
 BX, BECMI, LL, LOTFP, or OSE: AC = 9 – Original AC value on the throw, as follows:
 BFRP, DCC, 3E, 4E, 5E, or PF: AC = Original AC - 10
 An ACKS attack throw converts to an attack bonus of 11
To convert an AC from ACKS II to a different system, use the – target value. An ACKS saving throw converts to a save
following rules: bonus of 21 – target value. The assumed Difficulty Class
(DC) is 20 for the roll.
 BX, BECMI, LL, LOTFP, or OSE: AC = 9 – ACKS AC
 BFRP, DCC, 3E, 4E, 5E, or PF: AC = ACKS AC + 10  An ACKS proficiency throw converts to a proficiency bonus
of 21 – target value. Again, the assumed DC is 20.
Throws vs Checks Some games in the BX/BECMI tradition also use percentile rolls
Above we mentioned attack throws and saving throws. There’s (usually for thief skills) and D6 rolls (usually for hearing noises,
a third type of throws, proficiency throws. Throws of various bashing open doors, and similar dungeoneering activities). In
types are the core mechanic of ACKS II. A “throw” in ACKS II ACKS, these are also resolved as throws. To convert them back to
is essentially the equivalent of an “attack roll” in OSE or “skill the BX/BECMI method, do the following:
check” in D&D 5E. Like an attack roll or skill check, a throw is used
whenever a character or monster is taking an action that will either  An ACKS proficiency throw converts to a thief skill
succeed or fail. To make a throw, all you do is: percentage change equal to (21 – target value) x 5%.

 Throw 1d20.  An ACKS proficiency throw of 18+ is equivalent to a 1 in


 Apply any relevant modifiers to the number 6 chance; 14+ is equivalent to a 2 in 6 chance; 11+ is a 3 in
generated by the die. 6 chance; 7+ is a 4 in 6 chance; and 4+ is a 5 in 6 chance.
 Compare the total to the character’s target number for the
action, usually expressed as #+ (such as 12+). Conversely, you might want to import some other classes or
mechanics into ACKS II to use its mechanics. In that case:
If the total equals or exceeds the target number, the outcome
is favorable to the character. If the result is lower than the target  An attack bonus converts to an ACKS attack throw of 11
number, the outcome is unfavorable to the character. The target – attack bonus.
number required to succeed at different throws is usually based  A save bonus converts to an ACKS saving throw of
on the character’s class and level. For instance, fighters have easier 20 – save bonus.
attack throws than other characters, while thieves have easier  A proficiency bonus converts to an ACKS proficiency
proficiency throws to sneak around. throw of 20 – proficiency bonus.
 A percentile chance converts to an ACKS proficiency
throw of 21 – (% chance / 5).

2
Welcome to ACKS II

Proficiencies Mortal Wounds


Like other OSR games, ACKS characters have various special In OSR RPGs inspired by Basic D&D, characters who are reduced
abilities that derive from their race, class, and level. In addition, to 0 hit points are killed; in D&D 5E, characters who are reduced to
ACKS characters also have proficiencies, which they gain when 0 hit points are incapacitated and must begin to make death saves
they reach certain levels of experience. Proficiencies are sub- to avoid dying.
divided into two types, “General” and “Class” proficiencies.
In ACKS, characters who are reduced to 0 hit points or fewer
 General proficiencies allow characters to undertake the are incapacitated rather than killed. The character’s exact fate
professional activities of NPCs in the game world, and is left undetermined until an ally arrives to treat his wounds. At
cover things such as training animals, smithing weapons, or that point, a Mortal Wounds roll is made with 1d20 to determine
mapping terrain. They are the equivalent of Secondary Skills whether the incapacitated character lives or dies. Even if he lives,
in AD&D 1E or Non-Weapon Proficiencies in AD&D 2E. he may be scarred, dismembered, or crippled in some fashion, and
will have to take down time to recover from his brush with death.
 Class proficiencies grant characters additional abilities.
These abilities are very similar to those available to classes
or races, and allow players to customize their characters
Infravision
within the framework of their class archetype. For instance, None of the playable races in ACKS II possess the ability to see
rather than have a separate “Archer” class that has bonuses in the dark (called Infravision in older games or Darkvision in
with bows and a “Bulwark” class that has bonuses with newer games.) Instead they must rely on torches, lanterns, or
shields, ACKS simply allows fighters to take a proficiency for magic to see in the dark. However, certain classes gain the ability to
“Precise Shooting” or “Fighting Style (Weapon and Shield).” operate in the dark without a light source, owing to their Shadowy

System Compatability
Senses class power.
Some classes make use of certain proficiencies as part of their
allotment of special abilities. Where this occurs, these proficiencies If you are importing other material into ACKS II, we recommend
will be described in the class write-up, and you can treat them just you eliminate Infravision or Darkvision from any new playable
like special abilities for that class. races, and assign the Shadowy Senses ability to any new
thief-like classes.
If you’d really prefer not to use proficiencies, you can ignore
references to them. They add some customization options, but they
are not required for play. In most cases, a proficiency just gives a
Class and Spell Building
bonus or allows a character to do something he could hire an NPC ACKS offers Judges a number of mechanics for building custom
specialist to do. For instance, consider the land surveying rules (p. classes, custom spells, and custom magic types with a point-buy
XX): “A land surveyor (either an NPC hireling or an adventurer system. To aid Judges who want to customize the material in this
with the Land Surveying proficiency) can assess the land value of a book, we’ve made sure to include notes specifying how those
6-mile hex.” If you are using the proficiency system from ACKS II systems were used to construct the new classes and powers. The
some player characters might be able to survey land to determine ACKS class building and spell building rules were engineered
its value. If not, then the adventurers would just hire a specialist to be backwards compatible with the classes and spells found in
to do that, just like they might hire an alchemist, blacksmith, the original Red Box and will integrate easily into any similar
or sage in town. D20 game. Conversely, most reasonably-balanced classes can be
imported from other OSR games into ACKS II. If in doubt, you can
Cleaving and Combat always just re-build the new class using the ACKS II mechanics to
make sure it is on par with the existing classes.
ACKS II gives some classes the ability to cleave each time they slay
a target. The maximum number of cleaves is equal to the class level
(for classes using the fighter progression) or one-half class level CONVERTING TO
(for classes using the crusader or thief progression). ACKS II also
gives a damage bonus to fighters, and classes that attack as fighters, ACKS II FROM ACKS
that increases with level. The combination of these two rules allows If you’re coming to ACKS II from ACKS, there’s good news: ACKS
fighters to hit harder and attack more often. A high level ACKS II was designed to be largely backwards-compatible with the
fighter might have +5 to damage, sufficient to kill any 1HD monster original ACKS. That said, we’ve had 10 years of playtesting since
he attacks, and be able to cleave through a dozen orcs in a round. the original release, so a number of subtle improvements have been
These rules are intended to address the issue of “linear fighters, added that make the game better than ever. Implementing these in
geometric casters.” your campaign won’t be hard.

If adapting ACKS II material to other OSR games, you can either Somewhat more difficult will be re-learning the names for some
ignore references to cleaves and eliminate the damage bonuses attributes, classes, monsters, spells, and magic items. The original
by level that accrue to some of the classes (notably the fury and ACKS rules were written under the Open Game License (OGL),
vaultguard); or you can add cleaves and damage bonuses to your while ACKS II is not. The transition off the OGL required a number
games fighting classes. Which choice is best depends on your rules of changes to terminology. We begin there.
set, play style, and campaign feel.

If adapting other OSR game material to ACKS II, we recommend


that any imported classes or monsters be assigned cleaves following
the ACKS II guidelines. Cleaves are a necessary part of ACKS II
gameplay that keeps fighter-types in balance with other classes.

3
Welcome to ACKS II

TRANSITION
FROM OGL
The following tables present a list of attributes, classes, monsters,
spells, and magic items that have had their names changed. In
most cases, the change is essentially terminological. In some cases,
however, the transition from the OGL required or permitted
substantive changes. For instance, the Giant Acanthaspis is different
from the OGL Ankheg, the ACKS II mage missile is different from
the OGL magic missile and the ACKS II ring of anti-magic is
different from the OGL ring of spell turning.

When an entry is marked “Not present in ACKS II”, this means


that we excluded it for reasons of space and cost. Future ACKS
II sourcebooks may later incorporate non-OGL versions of these
entries, and you should feel free to use the ACKS I version in your
home campaigns. However, when an entry is marked “Deleted from
ACKS II,” we deliberately have removed this spell, item, or creature
from the game. In these cases, we strongly recommend that you
do the same: 10 years of ACKS playtesting has found these entries
problematic, and the game is largely improved by their absence.
System Compatability

Attribute Conversion Table


OGL Attribute ACKS II Attribute
Intelligence Intellect
Wisdom Will

Class Conversion Table


OGL Class ACKS II Class
Cleric Crusader
Witch, Voudon Not present in ACKS II

Monster Conversion Table


OGL Monster ACKS II Monster OGL Monster ACKS II Monster
Ankheg Acanthaspis, Giant Medusa Gorgon or Medusa
Ape, White Gorilla, Cave Mermen Triton
Basilisk Basilisk, Petrifying Ochre Jelly Ochre Ooze
Beetle, Giant Fire Beetle, Giant Luminous Owl Bear Owlbeast
Black Pudding Black Blob Phase Tiger Deleted from ACKS II
Blink Dog Deleted from ACKS II Pterodactyl Not present in ACKS II MM
Caecilian Worm, Giant Grey Purple Worm Worm, Giant Black
Carcass Scavenger Carrion Horror Remorhaz Worm, Great Ice
Cave Kraken Not present in ACKS II MM Rhagodessa, Giant Acanthaspis, Giant
Cockatrice Deleted from ACKS II Rot Grub Murder Maggot
Dao Genie, Hafar Rust Monster Rustbeast
Demon Boar Devil Boar Shrieker Fungus, Shrieking
Desert Ghoul Ghoul, Desert Sorcerous Sphere Spell Tyrant
Dire Beastmen Not present in ACKS II MM Stegosaurus Not present in ACKS II MM
Djinni Genie, Jann Stirge Strix
Efreeti Genie, Efreet Throghrin Hobgholl
Gelatinous Cube Gelatinous Mass Titanothere Not present in ACKS II MM
Ghoul Ghoul, Grave Treant Treeherder
Gorgon Bronze Bull or Catoblepas Troll, Stone Not present in ACKS II MM
Gray Ooze Grey Goo Wraith, Deathbound Not present in ACKS II MM
Green Slime Sage Slime Yellow Mold Mustard Mold
Marid Genie, Marid
Mastodon Mammoth

4
Welcome to ACKS II

Spell Conversion Table


OGL Spell ACKS II Spell
OGL Spell ACKS II Spell Floating Disc Not present in ACKS II RR
Adaptation Not present in ACKS II RR Fly Flight
Alter Self Adjust Self Geas Quest
Animate Dead Animate Undead Glitterdust Not present in ACKS II RR
Anti-Magic Shell Anti-Magic Sphere Globe of Invulnerability Sphere of Invulnerability
Blade Barrier Barrier of Blades Glyph of Warding Rune of Warding
Bless Holy Blessing Growth of Plants Growth, Plant
Burning Hands Fan of Flames Growth, Animal Growth, Beast
Call Dragon Deleted from ACKS II Gust of Wind Gale of Wind
Charm Animal Bewitch Beast Hallucinatory Terrain Illusory Terrain
Charm Monster Bewitch Monster Haste Deleted from ACKS II
Charm Person Beguile or Bewitch Humanoid Hold Monster Halt Monsters
Chimerical Force Chimerical Figment Hold Person Halt Humanoids
Clairaudience Clairaudiency Hold Portal Seal Portal
Clairvoyance Clairvoyancy Hypnotic Pattern Hypnotic Sigil
Cloudkill Cloud of Poison Infravision Lightless Vision
Cold Resistance Energy Protection Insect Plague Summon Insect Plague
Command Person Dominate Humanoids Interior Illusion Illusory Interior
Command Person Dominate Humanoid Invisibility, 10’ Radius Deleted from ACKS II

System Compatability
Command Plants Dominate Plants Invisible Stalker Summon Invisible Stalker
Command Word Word of Command Jump Leaping
Commune Communion Knock Removed from game
Confusion Madness of Crowds Levitate Levitation
Conjure Elemental Conjure Supreme Elemental Light Illumination
Contact Other Plane Contact Other Sphere Lightning Bolt Thunderbolt
Continual Darkness Tenebrosity, Perpetual Lower Water Level Water
Continual Light Illumination, Perpetual Magic Jar Soul Swap
Control Animals Dominate Beasts Magic Missile Mage Missile
Control Monster Dominate Monster Magic Mouth Auditory Illusion
Control Plants Dominate Plants Magic Rope Not present in ACKS II RR
Control Undead Not present in ACKS II RR Massmorph Hidden Host
Cure wounds Cure injury Mirror Image Illusory Duplicates
Darkness Tenebrosity Move Earth Earth’s Movement
Death Spell Not present in ACKS II RR Oblivion Not present in ACKS II RR
Detect Charm Discern Bewitchment Obscuring Cloud Shrouding Fog
Detect Curse Discern Curse Ogre Power Ogre Strength
Detect Evil Discern Evil Passwall Passageway
Detect Magic Discern Magic Permanent Illusion Perpetual Figment
Detect Poison Discern Poison Phantasmal Force Phantasmal Figment
Detect Secret Doors Deleted from ACKS II Phantasmal Killer Phantasmal Horror
Dimension Door Arcane Shift Polymorph Other Transform Other
Discern Gist Read Languages Polymorph Self Transform Self
Disintegrate Disintegration Prayer Holy Prayer
Enchanted Container Not present in ACKS II RR Programmed Illusion Programmatic Figment
Enervate Not present in ACKS II RR Projected Image Not present in ACKS II RR
Enslave Enslave Humanoid Protection from Evil Holy Circle
Enthrall Not present in ACKS II RR Protection from Normal Missiles Deflect Ordinary Missiles
ESP Deleted from ACKS II Protection Deflect Ordinary Weapons
Eyes of the Eagle Not present in ACKS II RR from Normal Weapons
Faerie Fire Not present in ACKS II RR Raise Dead Restore Life and Limb
Feign Death Not present in ACKS II RR Reincarnate Deleted from ACKS II
Fellowship Not present in ACKS II RR Scouring Wind Scouring Zephyr
Find Treasure Locate Treasure Shield Arcane Armor
Finger of Death Extinguish Life Silence 10’ Radius Noiselessness
Fire Resistance Energy Protection Sleep Slumber
Flamestrike Fiery Pillar Slipperiness Slickness
Flesh to Stone Petrification Snake Charm Not present in ACKS II RR

5
Welcome to ACKS II

OGL Spell ACKS II Spell OGL Magic Item ACKS II Magic Item
Speak with Animals Speak with Beasts Eyes of the Eagle Visor of the Eagle
Spectral Force Spectral Figment Flying Carpet Magic Carpet
Spell Storing Deleted from ACKS II Gauntlets of Ogre Power Gauntlets of Ogre Strength
Sticks to Snakes Staffs to Snakes Girdle of Giant Strength Belt of Giant Strength
Stinking Cloud Not present in ACKS II RR Helm of Alignment Change Helm of Disalignment
Summon Animals Various Call Spells Helm of Comp. Languages Helm of Comprehension
Summon Berserkers Summon Manes Helm of Telepathy Helm of Telepathy
Summon Djinni Summon Genie Helm of Teleportation Helm of Teleportation
Summon Fantastic Creature Not present in ACKS II RR Horn of Blasting Seismic Horn
Summon Hero Not present in ACKS II RR Medallion of ESP Medallion of Whispers
Summon Winged Steed Not present in ACKS II RR Mirror of Life Trapping Not present in ACKS II JJ
Teleport Teleportation Mirror of Opposition Mirror of Nemesis
Trance Deleted from ACKS II Necklace of Adaptation Necklace of Acclimatization
Transmute Rock to Mud Earth’s Mire Oil of Sharpness Oil of Sharpness
True Sight True Seeing Oil of Slipperiness Oil of Slickness
Unseen Servant Faithful Servitor Philter of Love Potion of Passion
Ventriloquism Auditory Illusion Potion of Animal Control Potion of Beast Control
Wall of Fire Wall of Flame Potion of Clairvoyance Potion of Clairvoyancy
Wall of Ice Wall of Frost Potion of Climbing Potion of Spider Climbing
System Compatability

Web Webbing Potion of Delusion Potion of Hallucination


Wizard Eye Deleted from ACKS II Potion of Diminution Potion of Shrinking
Wizard Lock Magic Lock Potion of Dragon Control Potion of Dragon Control
Potion of ESP Deleted from ACKS II
Magic Item Conversion Table Potion of Extra-Healing Potion of Recuperation
Potion of Energy
OGL Magic Item ACKS II Magic Item Potion of Fire Resistance Protection (Fire)
Amulet vs. Crystal Balls & ESP Amulet of Indiscernibility Potion of Flying Potion of Flight
Apparatus of the Crab Marvelous Dwarven Mech. Potion of Gaseous Form Potion of Gaseous Form
Bag of Devouring Bag of Oblivion Potion of Giant Control Potion of Giant Control
Bag of Holding Bottomless Bag Potion of Giant Strength Potion of Giant Strength
Boat, Folding Collapsible Boat Potion of Growth Potion of Growth
Boots of Levitation Boots of Levitating Potion of Healing Potion of Cure Light Injuries
Boots of Speed Boots of Striding Potion of Heroism Potion of Heroism
Boots of Traveling & Springing Boots of Bounding Potion of Human Control Not present in ACKS II JJ
Bowl of Com. Water Element. Basin of Conj. Water Element. Potion of Invisibility Potion of Disappearing
Bracers of Armor Bracers of Armor Potion of Invulnerability Potion of Invulnerability to Evil
Brazer of Com. Fire Element. Crucible of Conj. Fire Element. Potion of Levitation Potion of Levitation
Brooch of Shielding Brooch of Arcane Armor Potion of Longevity Potion of Youth
Broom of Flying Witch’s Broom Potion of Plant Control Not present in ACKS II JJ
Censor of Cont. Air Element. Thurible of Conj. Air Element. Potion of Poison Potion of Poison
Chime of Opening Chime of Unlocking Potion of Polymorph Potion of Transform Self
Cloak of Protection Cloak of Protection Potion of Speed Potion of Swift Sword
Crystal Ball Crystal Ball Potion of Super-Heroism Potion of Supreme Valor
Crystal Ball with Clairaudience Crystal Ball, Clairaudient Potion of Sweet Water Not present in ACKS II JJ
Crystal Ball with ESP Crystal Ball, Telepathic Potion of Treasure Finding Potion of Locate Treasure
Cube of Force Gem of Force Potion of Undead Control Not present in ACKS II JJ
Cube of Frost Resistance Cube of Cold Immunity Potion of Water Breathing Potion of Water Breathing
Decanter of Endless Water Inexhaustible Flask Ring of Command Animal Ring of Beast Control
Displacer Cloak Deleted from ACKS II Ring of Command Human Ring of Humanoid Control
Drums of Panic Drum of Terror Ring of Command Plant Ring of Plant Control
Dust of Appearance Dust of Revelation Ring of Delusion Ring of Hallucination
Dust of Disappearance Dust of Vanishing Ring of Djinni Calling Ring of Genie Summoning
Efreeti Bottle Genie Bottle Ring of Fire Resistance Ring of Fire Protection
Elven Boots Boots of the Elven Ranger Ring of Invisibility Ring of Invisibility
Elven Cloak Cloak of the Elven Ranger Ring of Protection Ring of Protection
Eyes of Charming Visor of the Vampire Ring of Regeneration Ring of Regeneration
Eyes of Petrification Mask of the Basilisks Ring of Spell Storing Deleted from ACKS II

6
Welcome to ACKS II

OGL Magic Item ACKS II Magic Item


Ring of Spell Turning Ring of Anti-Magic
Ring of Telekinesis Ring of Telekinetic Force
Ring of Water Walking Ring of Water Walking
Ring of Weakness Ring of Feebleness
Ring of Wishes Ring of Wishes
Ring of X-Ray Vision Ring of X-Ray Vision
Rod of Cancellation Rod of Nullification
Rod of Resurrection Rod of Resurrection
Rope of Climbing Rope of Ascent
Scarab of Protection Scarab of Life
Scroll of Ward vs. Elementals Scroll of Creature Warding
Scroll of Ward vs. Lycanthropes Scroll of Creature Warding
Scroll of Ward vs. Magic Scroll of Magic Warding
Scroll of Ward vs. Undead Scroll of Creature Warding
Staff of Commanding Staff of Domination
Staff of Healing Staff of the Healer
Staff of Power Staff of the Mage
Staff of Striking Staff of Smiting
Staff of the Serpent Not present in ACKS II JJ

System Compatability
Staff of Withering Staff of Wilting
Staff of Wizardry Staff of the Archmage
Stone of Cont. Earth Element. Gem of Conj. Earth Elementals
Sword +1, Flame Tongue Sword +1, Flamebrand
Sword +1, Life Drinker Sword +1, Deathless
Sword +1, Locate Objects Sword +1, Locating
Sword +1, Luck Blade Sword of Fortune
Sword +2, Charm Person Sword +2, Beguilement
Sword +3, Frost Brand Fire-Eater Sword
Sword +3, Vorpal Vorpal Sword
Wand of Cold Wand of Frost
Wand of Detect. Secret Doors Deleted from ACKS II
Wand of Detect. Traps Deleted from ACKS II
Wand of Detecting Enemies Wand of Foe Discernment
Wand of Detecting Magic Wand of Magic Discernment
Wand of Detecting Metals Wand of Metal Location
Wand of Fear Wand of Fear
Wand of Fire Balls Wand of Fireballs
Wand of Illusion Wand of Figments
Wand of Lightning Bolts Wand of Thunderbolts
Wand of Magic Missiles Wand of Mage Missiles
Wand of Negation Wand of Item Negation
Wand of Paralyzation Wand of Paralysis
Wand of Polymorphing Wand of Transformation
Warhammer +2, Dwv. Thrower Warhammer +2, Dwvn. Hurler
See upcoming ACKS II Treasure Tome.

7
Welcome to ACKS II
System Compatability

It is an age when empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; when decaying cities
teem with chaos and corruption, where nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of
slaves; when heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power;
when adventurers can become conquerors… and conquerors can become kings!

Welcome to the new age of old school gaming

www.adventurerconquerorking.com

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