• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Don't forget to try Blackmoon Prophecy II!
Click the following logo to visit its game page.


Do not edit the game without first applying the David patch. This is because some monsters have over 1000 attack/magic and 100,000+ HP. Editing without the David patch will reduce monster stats to rm2k3's default maximum values. Ignore this warning if you already have applied the David patch to your rm2k3.

What is Blackmoon Prophecy?
A Final Fantasy fangame that I started long ago in 2003 that is meant to emulate the first six entries of the series (though I mostly focus on FF4 and FF5 for gameplay and mapping, and FF6 for battle aesthetics). Aside from just being a fangame, Blackmoon Prophecy is also a tribute to Final Fantasy in the sense that I'm trying to put together many of the things I loved about playing RPGs growing up into this game. It's a love letter to retro gaming and our childhoods.

What's with this whole "Plus" deal?
The Plus! update adds DynRPG support by including several patches made using it such as faster ATB bars, a play time counter on the menu, and more. Additional content in the game includes a new section to the arena, a new optional dungeon, a few reworked cutscenes, and various bug fixes.

How long is the game?
My best guess is about twenty hours, but I'm not 100% sure. My testing sessions were broken up very often so I can't measure how long it took me to beat the game personally. I'm certain that it was over 15 hours though, and since I made the game I expect the average time to be higher than that for everyone else. My best guess is 20+ hours.

Do I need the RTP to play?
Heck no!

Are there any impressive custom systems, impressive features, etc?
Long story short, no. The early Final Fantasy titles were not known to blow our minds with amazing features (FF3 and FF5 were really the only ones that did in my opinion, and only because of their job systems).

There is no steal command, "throw" items are selected by going to items and choosing the item to throw, and "jump" isn't a command, but rather several different abilities that have jumping animations.

As a result, Blackmoon Prophecy is just a retro romp that just tries to recreate what we all used to feel as we'd trudge through all of the caves and dungeons of the early Final Fantasy games.

The most advanced aspect of Blackmoon Prophecy's gameplay is a simplified version of Final Fantasy 8's weapon upgrading system. A few minigames can possibly be included as well (auction house, betting on chocobo races, etc.) but this game is kept simple to emulate the simple games it is inspired by.

How many <insert something here> are there in this game?
Permanent Playable Characters: 12 (3 being optional/secret)
Temporary Playable Characters: 2
Equippable Items: 150+
Mandatory Dungeons: 30+
Monsters: 400+
Playable Hours: 20-30 hours (presumably)
Optional Dungeons: 10+
Towns: 20+
World Maps: 3

FINAL Game Update: Version 1.22 on April 21, 2020. Blackmoon Prophecy is no longer supported by me and there will be no further bug fixes or updates.

Check out Blackmoon Prophecy Prelude now in development:

Latest Blog

Randomizer Released!

The Blackmoon Prophec Randomizer is now released and available for download. Happy random adventures!

Blackmoon Prophecy Randomizer is something I never expected to do, and is being made as a fun little side project thanks to a suggestion from Thomas Stout (Blackmoon Prophecy I & II tester). What is this? Why, it's Blackmoon Prophecy... but randomized! If you like randomizers and Blackmoon Prophecy, this might be right up your alley.

NOTE: This is not a patch/update for Blackmoon Prophecy and is a completely standalone download/game.

Let's go over what's changed!

What's Randomized:
1. All chests are randomized and can grant ANY item in the game (except for key items) or a random amount of gold between 1 and 500. Very low chance of any chest also containing a battle.
2. Arena battles and rewards are entirely random.
3. Boss battles play random battle music instead of a set boss theme.
4. Monster-in-box chests have totally random battles and have a low chance (roughly 1 in 100) of occuring upon opening ANY chest.
5. Party members who join the group are randomized between Hans, Elina, Oalston, Vera, Vicks, Nobumasa, Ami, Siegfried, Darius, Bosche, Godot, Jasmine, and Omicron. Checks will be incorporated to make sure that the same character does not try to join the party twice (which would just result in nobody joining since they'd already be in the party).
6. Random encounters on the world maps are completely randomized.
7. Shadow will show up in a random chocobo forest late in the game.
8. Shops will be completely randomized when you enter the town or area that they are in. Don't like what the shops have? Go back to the world map and then back into town to generate new shop inventories.
9. Some non-major NPCs tied to side quests and such will not appear where they are supposed to be. This is randomized upon starting a new game.

What's NOT Randomized:
1. Auction house is staying the same. It's already random and having to add more items would mean doing additional graphical work, which I'm not interested in doing.
2. Aurabolt rewards are staying the same.
3. Chocobo racing rewards are already semi-randomized, so they are remaining the same.
4. Equipment/spells that characters start with are not being modified. Starting levels are also remaining the same.
5. Gauntlet rewards are remaining the same since you already have to overcome RNG and beat insanely hard bosses to obtain them.

What's Changed/New:
1. Adding an option to skip the intro. No need to sit and watch the 5-6 minute intro credits + text.
2. Bosses have had their attack patterns changed, and an element of randomness has been added to their arsenal of attacks!
3. Fixing of minor grammatical errors and typos that I happen upon.
4. Hans and Vicks will be able to be added/removed permanently in the Rift Shrine at any point in the game.
5. Minor quality of life improvements.
6. Several items found in the database that were previously unobtainable have been added to the random item lists.
7. The dream sequences in the Cave of Dreams have been removed from the randomized version of the game.
8. The regular battle theme has been changed to Blackmoon Prophecy II's battle theme.
  • Completed
  • UPRC
  • RPG Tsukuru 2003
  • RPG
  • 03/08/2008 06:02 PM
  • 07/12/2022 11:14 PM
  • 04/03/2012
  • 2647944
  • 244
  • 30967


Yes, of course. Technicality correction: I wouldn't have helped the support of it.
I just noticed a few things about the Rift Shrine while peeking through the editor.

1. Apparently you can play as Hans?
2. There are two NPCs in a room named Fang and Vanille, both of which sell items that obviously have been long deleted.
Exciting, but ultimately pointless.
Hans is a New Game + thing for anyone who has the patience to get there. As for Fang and Vanille... are you mixing and matching your game files or something? They very much do sell items that exist. :p
Looking into the editor again, they are also supposed to give a Tetradic Crown and a Magistal Crest, but instead, they add a blank item. They also turn on an unnamed switch which leads to a shop that sells nothing. I have downloaded every update except the newest version. This is in the room with the Rift Crystal.

Also, another issue that's minor is that Nobumasa and Ami share the same switch for activating their augments. In other words, you don't need to get both aforementioned characters to Level 50, you can just have one of the two be Level 50, and talk to the stone and it'll activate both (as long as you have Adamantite Ore of course). Still, nothing major.
Exciting, but ultimately pointless.
Well that's peculiar, because this is what's in the uploaded version:

Someone's commented on what they sell on here before, so it has to be a local problem of some sort.
I also just turned the whole Items tab upside down (again), and I can't find any of the items that are supposed to be sold (but the database is such a clusterfuck, no offense to you, that maybe I overlooked them). Maybe I should download the most recent version..

Yup, it works! Although now I'll have to modify Zeul's stats again (I made them higher than they are by default for some extra challenge).
Exciting, but ultimately pointless.
The database being a mess is the result of the game taking ten years and the story and content changing drastically several times over during that period. :p
Sorry about not answering earlier but I have to sacrifice sleep to take care of my grandpa. Anyways, it might be a problem on my end since when I downloaded the file it did not ask me to overwrite anything, it just downloaded into the file without asking me like it usually does if I want the files to be overwritten.
Edit: Also, I have Windows 8.1, if that has to do with the problem I don't know.
When you turn on Godot's Shockwave augment it adds it to his spell list in the menu but once you get in combat it doesn't appear in either magic or x-magic. Also when I activated Nobumasa's augment it also activated Ami's as well.
Exciting, but ultimately pointless.
Sorry about not answering earlier but I have to sacrifice sleep to take care of my grandpa. Anyways, it might be a problem on my end since when I downloaded the file it did not ask me to overwrite anything, it just downloaded into the file without asking me like it usually does if I want the files to be overwritten.
Edit: Also, I have Windows 8.1, if that has to do with the problem I don't know.
I'm honestly not sure what the problem might be if you're still using the same folder. Did you make sure that your old saves are in the directory of whichever exe of the game you're running, though?

When you turn on Godot's Shockwave augment it adds it to his spell list in the menu but once you get in combat it doesn't appear in either magic or x-magic. Also when I activated Nobumasa's augment it also activated Ami's as well.
I just looked back and forth between the augment triggers for Ami and Nobumasa and there was nothing in Nobumasa's that can trigger anything to occur with Ami's, so I'm not sure what happened for you. However, Godot's Shockwave was incorrectly set as the wrong type of skill (normal instead of magic), so I've taken care of that and that it will be fixed in the next update.
In a different game I am currently playing, I copied the save file and then ran the exe. The game then downloaded but in to a (1) file name. I then pasted the file save into the newly created game folder and ran the game using the latest version instead of the one I had, which at the time of download was the newest. When running the newly downloaded patch my save file was there. I really should have done that to Blackmoon Prophecy to avoid this problem.
So I've been scouring that database again, and apparently, at some point, there were some plans to alter the South Shore Checkpoint in the third world, where the item vendor outside was gone, and a couple of soldiers and a Burly were inside. This Burly was to be able to make Life Shards and Mana Shards, but the checkpoint is exactly the same as it was a year ago.
Exciting, but ultimately pointless.
I don't even remember doing that, to be honest. The South Shore Checkpoint is such a largely irrelevant location anyway.
There needs to be a "Most Updated" Misao xD
By the way....did you ever find the original 1.0 version of the game?
Exciting, but ultimately pointless.
I'm pretty sure it doesn't exist at this point, haha.
So I just remembered talking about a chest in a house in Branch that was supposed to give you a Mithril glove, but didn't. Apparently, the chest event is set to REMOVE a Mithril glove from your inventory rather than add it. It's a thief chest! :O
Exciting, but ultimately pointless.
Either that or it's a passive mimic that's just content eating your equipment instead of your party members! I'll track that chest down and fix it, too. Damn, this update is going to fix a lot.


- Added a boss battle to the final Water Shrine visit that I originally forgot to add. Oops.
- Added Aether Mine to the first world map. It is a small optional cave located where the Forgotten Forest once was.
- Added items to the pots at various docks.
- Added moogle assistants to some blacksmith shops to elaborate on how crafting works.
- Added moogles throughout the world who will sell crafting materials like the one in the Moogle Village.
- Added more MogNet GPS pads to the first world map in areas where there really weren't any.
- Assigned a name to the Archareon Leader fought on the Eternal Blue to give the Archareons more of an identity.
- Assigned a name to the Archareon that Hans mentions towards the end of the game to give the Archareons more of an identity.
- Changed Malacore's battle sprite to be consistent throughout the entire game.
- Changed first world map slightly, added more rivers to Lenadia.
- Changed switch that activates Orphan's trophy so that players who already defeated him should have the trophy.
- Corrected weapon shop in Falgabard Port to sell weapons rather than armor.
- Fixed a chest in Branch that removes an item from your inventory rather than adding it.
- Fixed a few lines of incorrect information that Godot spouts upon first encountering him.
- Fixed a few typos in Visage that are spoken by Godot and NPCs.
- Fixed issue involving an NPC in Branch Castle appearing when he should not.
- Fixed issue relating to Hans' sprite going crazy and changing to dead/unconscious characters when the player would walk.
- Fixed issue that caused a crash in the Forest of Shadows as a result of a removed graphic file.
- Fixed sprite of a specific character when party visits Water Shrine for the final time.
- Fixed tile passability issue with pipes in Ivalice sewers.
- Increased priority of Dark Elf's transformation to guarantee that it happens.
- Moved Cid's laboratory east to the Great Plain to trim length of Lenadia portion of the game slightly.
- Removed a reference to moogle villages made by an NPC in Rivera.
- Removed elemental resistances from great hawks and made them weak against air and earth.
- Removed Mt. Ordeals from the third world map since rewards received from it would be obsolete by that point.
- Removed the Forgotten Forest from the first world map. Put a lake and optional dungeon in place of it.
- Removed translucency of windows explaining how Ami and Bosche each work when they join the party.
- Resolved an error with a chest in Albrook Cave to Citadel Sewers.
- Resolved an error with a chest in Mt. Ozma.
- Resolved issue that involved Cid remaining in Cornelia even after acquiring the airship.
- Reverted to original spell naming system of the old games (Fire, Fire 2, Fire 3).
Sorry to throw more at you like this, but I keep remembering stuff I had discovered before. :P

And now I see that the source of those bugged chests opening up in Mt. Ozma and Albrook Passage stems from them sharing the same chest ID#. I just remembered that the same is true with two chests in both Gulgur Volcano AND Mt. Branch, the ones in the volcano are both in the first area, and they contain 2 Potions and a Phoenix Down, and the ones in Mt. Branch both contain 2 Antidotes; one is in the "secret" path in the main area, and the other is in that otherwise empty "dungeon" area. Also, that red dragoon in front of the empty room in Mt. Branch is still a mute. :P
Exciting, but ultimately pointless.
More to tend to! This update has unintentionally become what will be the biggest one yet.