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Latest Update: Version 1.5 (January 23, 2021)

One hundred years after the events of Blackmoon Prophecy, the world of Gaia has recovered from the conflict with Emperor Belmont, Malacore, and Zeul which saw a group of adventurers, today known as the Light Warriors, save the world from certain doom.

The rebuilt Lindblum Kingdom stands proudly as the world's fastest growing economical and military force. With the fierce backing of Esperkind behind the kingdom, it appeared that nothing would disrupt the immense prosperity that Lindblum was experiencing until Esperkind suddenly turned against Lindblum. The game follows the adventures of a young Augurer (specially trained anti-Esper monster summoner) named Zephyr Highwind who is forced to abandon his simple lifestyle of looking after Winter, a white chocobo which belonged to his deceased sister Ezra. With new friends aiding him, Zephyr seeks to put an end to the rising hostilities between Lindblum and the Espers, led by Ramuh, before the conflict engulfs the entire globe.


Blackmoon Prophecy II features twelve main characters, five optional characters, and two guest characters. Expected playtime should be in the range of 40+ hours.

Check out Blackmoon Prophecy across the internet for lots of progress updates and screenshots not shown on RMN (in order to prevent spamming the front page/everyone's notices).






Need help? Check out Firefly84's guide here.


Check out Blackmoon Prophecy Prelude now in development:

Latest Blog

Blackmoon Prophecy II Plus Now Available





Change Log:
  • Added a check in Eternia to guarantee that a specific event would run if the player backtracked and later returned.
  • Added a new interior battle background for boats and ships.
  • Added a third save point to Eternia.
  • Added claws to Lindblum City's weapon shop after Jasmine joins the party.
  • Added Diamond Isle Cave as an optional location to visit late in the game.
  • Added Gau as an optional character.
  • Added Jossley as an optional character.
  • Added lamb chops to the Hillsdale item shop.
  • Added Lukahn's Workshop as an optional location to visit late in the game.
  • Added Relaxed Mode, which can be selected at the start of the game.
  • Added Solitary Isle as an optional location to visit late in the game.
  • Adjusted positioning of monsters in various enemy formations to prevent them from looking too bunched together.
  • Changed around the spectral encounters you fight in the garden of the Mage Quarter in Lindblum City.
  • Changed colour of Zephyr's dragoon armor.
  • Changed dialogue of all augurers in the Augurer Colosseum.
  • Changed the menu graphic for Genji Glove.
  • Changed party formation of Reiner's group during scenarios to avoid potential glitches with Silas in fourth spot.
  • Changed Shiva's graphic during the sequence where Ramuh unleashes Espers in Koltz Forest.
  • Changed version of Poison spell cast by Nega in Old Lindblum Armory, as it isn't supposed to play the casting animation.
  • Edited cave battle backgrounds slightly to prevent mild repetition.
  • Fixed a bug I created in the last patch that made Zephyr visible for the entirety of the intro.
  • Fixed a chest in Dawnmarch that incorrectly referenced what it contained.
  • Fixed a pathing issue in Koltz Forest.
  • Fixed a minor tile passability issue with a cave tileset.
  • Fixed an event in Alexandria that could be activated earlier than intended.
  • Fixed colour of grass in various locations.
  • Fixed issue regarding the fireplace in Crescent Village's inn not animated during cutscene with Zephyr.
  • Fixed issue that allowed Zephyr to be removed from party lead at a time he is supposed to remain in that position.
  • Fixed issue that caused Mohadmal Tomb hummingway to crash the game when trying to start a card game with him.
  • Fixed issue with Rudra not being fully visible on screen when he is flying to Auslen. Only his tail could be seen.
  • Fixed issue with Tetra Master card shop windows being excessively narrow by reverting to default shop menus.
  • Fixed some minor issues with pathing and treasure chests in the Overgrowth.
  • Fixed some typos present during the party's initial boat ride to Lenadia.
  • Gave Cid a unique weapon called Commander's Blade with high magic and vigor stats to give players a better sense of Cid being a strong leader.
  • Realigned Jossley's sprite.
  • Removed an attack from Doom Scarab's script that did not reference an actual ability or spell.
  • Removed railings from stairs in Tzen and automated walking up/down.
  • Replaced obsolete hidden items in Zephyr's home with new ones.
  • Resized "Mark Cleared!" image.


Now available on the downloads page. Enjoy!
  • Completed
  • UPRC
  • thomasstoutXXV (Live Testing)
    LaMasquerade (Composer)
  • RPG Maker VX Ace
  • RPG
  • 11/05/2013 03:32 PM
  • 11/08/2022 11:53 PM
  • 12/23/2017
  • 1446212
  • 250
  • 6033

Posts

Hey guys just trying to get an idea of how far into the game i am

I just finished the part where your lead character is saphire, with bolt, hautley and trigger in the party at the berona scientific lab, now im doing zephyers part.
UPRC
Exciting, but ultimately pointless.
7384
Oh man, so many posts to read. I've been sick for the last few days and haven't been online much. It's awesome to see that you guys have been helping each other while I've been unable to check RMN. I was literally bedridden yesterday!

I'm skmming through everything now. I'm not going to quote, just call out people who either haven't gotten answers from others or are bug reporting.

Varn - Thanks for noticing that ribbons didn't resist stop! I actually added the stop condition extremely late into the game's development, so adding that resistance to ribbons just got overlooked. Also, yes, Lukahn's Laboratory is a location that didn't make it into the game. It was set to be on a small island west of Cornelia. Someone else also commented on the key that Alduin gives you. I'll investigate, as I may have forgotten to create the follow-up to that.

jonas0324 - I can confirm that esuna and remedies do remove stop, as I have the game open when I am reading RMN for bugs. Only ribbons failed to resist it.

Eliminator - Yeah, I removed Squall from Hillsdale. I ultimately decided that he just didn't fit the game very well and gave him the boot. Also, Zephyr appears in the lead at times when he isn't because the game is his story even if he's not required to be the leader. Kind of like Final Fantasy XII (Vaan wasn't required, but we were always forced to follow him in cutscenes).

MightMonte88 - Depends on your pace from here on out! I'd say about 55%, maybe 60%.
author=UPRC
Oh man, so many posts to read. I've been sick for the last few days and haven't been online much. It's awesome to see that you guys have been helping each other while I've been unable to check RMN. I was literally bedridden yesterday!

I'm skmming through everything now. I'm not going to quote, just call out people who either haven't gotten answers from others or are bug reporting.

Varn - Thanks for noticing that ribbons didn't resist stop! I actually added the stop condition extremely late into the game's development, so adding that resistance to ribbons just got overlooked. Also, yes, Lukahn's Laboratory is a location that didn't make it into the game. It was set to be on a small island west of Cornelia. Someone else also commented on the key that Alduin gives you. I'll investigate, as I may have forgotten to create the follow-up to that.

jonas0324 - I can confirm that esuna and remedies do remove stop, as I have the game open when I am reading RMN for bugs. Only ribbons failed to resist it.

Eliminator - Yeah, I removed Squall from Hillsdale. I ultimately decided that he just didn't fit the game very well and gave him the boot. Also, Zephyr appears in the lead at times when he isn't because the game is his story even if he's not required to be the leader. Kind of like Final Fantasy XII (Vaan wasn't required, but we were always forced to follow him in cutscenes).

MightMonte88 - Depends on your pace from here on out! I'd say about 55%, maybe 60%.


Damn man sorry to hear that, i hope your feeling better. Good to know im only about half way through.
An earlier comment says the Atma sword was in the Aether caverns, which I must have missed, but now when I try to go back to the Aether Caverns some dragoons block the door (I just got the airship). I'd hate for such an iconic weapon to be permanently missable, especially since I've found some atma fragments which supposedly combine with it.

Do the caverns open back up later? If not, could I maybe suggest those dragoons blocking the door be removed in the next game update?
There doesn't seem to be any clues to the colored light puzzle in Eternia.
I'm the one that said that. I'm not actually sure the Atma sword is in the Aether caverns. Somewhere around that stage of the game, though - as in "the only time I bothered using Silas".
Do note that you can find a Lionheart sword that is almost as good for Silas ; and that your other sword wielders may well prefer a sword with +Magic on it anyway.
The only truly indispensable, easily-missable item I located was the Dual-Wield materia, stolen from
Ixion's 2nd encounter
. That, a Genji Glove, and her two best weapons, and Sapphire was doing around 35,000 per attack command in the final dungeon! (And due to the way her magic scales, her ninja scrolls were competitive with Neo-Bahamut if they could hit an elemental weakness!) I never did find another copy of that materia, either ... and I was really hoping to, too, ready to dump Jasmine the instant I did.
I found a really weird bug related to Silas.

Again, I'm not sure if it was mentioned before. On very rare occasion, when you select Silas' Blade Art command and go to the menu inside of it to choose which skill to use (Climhazzard, Shatterstrike, etc) Silas will end up using a Blade Art on himself (while I'm still in the menu). I've had this happen to me a few times so far and usually nothing will happen and the battle will play on normally. However, the last time this happened, somehow every single character's battle animation got messed up and they all disappeared. Nothing happened to them (didn't die or lose HP) but their battle animations were all over the place. I'm at Moogle Village, and so far the only way the battle animations have been able to fix themselves is if that character died. So, Cid hasn't died since the incident and his battle pose is locked into him running away. I'm not sure if anyone's encountered this yet...does anyone else use Silas frequently?


Also, his second Limit, Harbinger, says it attacks all enemies, but it is single target.

Oh, and forgot to mention the Moss Worm can be encountered while riding Winter.

Also, there is a card house in Castora despite the info guys in the card houses saying there is one located in four other towns in Berona but not that one.

About the difficulty...

It's picking up finally. I think around Lenadia I noticed a steady increase in difficulty and I'm up to the point where the regular battles and bosses have become challenging enough to not use the Moogle Charm after a few fights. I'll also attribute this to the party split as I've been neglecting using Carina up till now (I chose her scenario as the first). Not having a dedicated black mage is hard,
but the game hasn't been cheap so far so that's good. I will say this though -- magic trumps physical attacks without question. I've taught all my characters some of the "2" level black magic and I pretty much spam them every battle, as they do maybe twice the damage my physical attacks do most of the time, plus they cannot be dodged whereas physicals seem to have an 80% or less chance of hitting. The only other suggestion I would make is to be able to change Cid's equipment as it's become obsolete.

BTW, the hummingway room in Moogle Village has a bed that is "below hero" and I am able to walk on it. Not an issue just a small fix.

I've been spending a LOT of time on this game. I absolutely love it!
How obtuse are the optional characters/about when can I start hunting them down? I'm farting around
Mt Gulg or whatever after fighting the boss.
author=Eliminator
I found a really weird bug related to Silas.

Again, I'm not sure if it was mentioned before. On very rare occasion, when you select Silas' Blade Art command and go to the menu inside of it to choose which skill to use (Climhazzard, Shatterstrike, etc) Silas will end up using a Blade Art on himself (while I'm still in the menu). I've had this happen to me a few times so far and usually nothing will happen and the battle will play on normally. However, the last time this happened, somehow every single character's battle animation got messed up and they all disappeared. Nothing happened to them (didn't die or lose HP) but their battle animations were all over the place. I'm at Moogle Village, and so far the only way the battle animations have been able to fix themselves is if that character died. So, Cid hasn't died since the incident and his battle pose is locked into him running away. I'm not sure if anyone's encountered this yet...does anyone else use Silas frequently?


Silas is my guilty pleasure character. He's not great until around level 50 when he gets a really good skill, but I still use him a good amount. This bug only seems to happen if

1) Silas is in the fourth slot
2) You have two characters with the summon command in the first two slots

When you open the Blade Art menu, Silas will step forward and the summon command animation plays (note the orbs that fly around him). This is also why everyone disappears.
author=Sinzar
An earlier comment says the Atma sword was in the Aether caverns, which I must have missed, but now when I try to go back to the Aether Caverns some dragoons block the door (I just got the airship). I'd hate for such an iconic weapon to be permanently missable, especially since I've found some atma fragments which supposedly combine with it.

Do the caverns open back up later? If not, could I maybe suggest those dragoons blocking the door be removed in the next game update?

It's really located inside a trap chest at Aether Cave, you might missed several chests there if you didn't get the Atma Weapon. Probably, your best bet to get the Atma Weapon is through editing your inventory at this point or start from scratch again.
Is there anyway to see where each town is located on the world map. I can toggle the mini map on and off but wondering if there's an easier way to find towns while flying around

Also where is the angel wing?
I found another bug. When you play Tetra Master against the gold armor dragoon in the augerer's mansion and win, the FF victory music doesn't stop. It continued playing in the building, the town, the world map, while riding Winter, the bridge, and even after sailing on the ship! I dared not save my data and just reset the game.

BTW, I never did get a response about the bug I found in the battle arena. In case you didn't read it:

author=Zadok83
I hate to ruin all the fun (:p) but I found a very beneficial bug in the battle arena.

I paid my 1000,fought as you normally would, and finally lost. After losing, they let me know how much BP and EP I earned. I attempted to go to the save point in the inn, but as soon as I stepped in, I got pulled into an arena battle against a GrandDragon! Of course I died and ended up in usual spot after losing an arena battle. I still ended up getting 1 BP and 1 EP for my losing efforts.

Long story short, I was able to repeat the bug with the enemy changing to other uber leveled beasts, such as CzarBehemoth and Proprietor. It also happened when I stepped inside the item shop too. The only way I was able to break the cycle was by leaving the arena altogether.


I'm gonna miss all of that free EP though!!!
UPRC
Exciting, but ultimately pointless.
7384
I addressed the arena issue. The hummingway issue will be a quick fix. You could fix it yourself in-game by playing a card game anywhere else in the meantime. I'll have it fixed in the next update. Anyway, because I have a very busy weekend coming up, I cobbled this together quickly:

Version 1.04
▪ Corrected element of Blackflight (was set to nothing, should've been gravity).
▪ Fixed a teleport error in Horseman's Rest.
▪ Fixed a teleport error in the Berona Research Facility.
▪ Fixed a teleport error in the Eldritch Cave.
▪ Fixed an error that prevented some of the Hunters Guild's marks from showing up when intended (they were showing up, but required the player to reach a certain point in the game first).
▪ Fixed an eventing issue in the Pantheon of Rebirth that could cause a sequence to repeat.
▪ Fixed elemental settings of Shiva's Ice 3 spells.
▪ Fixed events in the arena's inn and item shop that allowed the actual arena battles to continue when entering them.
▪ Hummingway in the Necropolis referenced an opponent ID that did not exist. Corrected this.
▪ Moved a mu in Vos that could trap the player in a corner without any means of escape.
▪ Removed damage from death spell. I had my own reasons for having it inflict damage, but I figure that the spell will be more well received without the ability to inflict damage.
▪ Removed some obsolete items from the pawn shop in Vilaheim.
▪ Ribbons did not resist stop. Corrected this error.
▪ Titan card was unobtainable. Added it to a deck in the Berona City card tournament.
▪ White Cape did not protect against silence. Oops.

Google Drive download updated. Mediafire download pending.
It's wonderful than Ribbon protect against stop but berserk is the most probleme here other item can resist stop like dragon shield but nothing resist berserk or I miss Something here.
Weirdly my ribbons did prevent Berserk? I think? Something sure did for me; if not the ribbons, it'd be something weird like Haste or a Speed Plus materia preventing Berserk.
It was only the Stop ailment that was ever a problem for me on the final boss - and that's the only point status ailments were a problem at all through the entire game.
I actually went through most of Reiner's scenario with 2 characters auto-beserked - it would have been 3, but multi-hitting weapons become single-hitting under berserk for whatever reason, so Silas got to use the Atma Weapon. (The same only-single-hitting property holds true for Confuse, which is helpful!)
And the Angel Wing:
Is in Alexandria, the Mysidian quarter. (Well, I think it's Alexandria that has it. I saved past what appears to be an unintentional point-of-no-return in the final dungeon, so I can't check. Whichever city had the quarter.) A Graviton-cultist NPC just gives it to you for talking to him. Hence why I expected Dark Matter to be available much earlier!
Small spelling error I noticed: In the night convo at Hillsdale, Silas asks about heading to the Aether caves next, and Zephyr responds with "According to so and so, yea," something along those lines. According is spelled incorrectly.

Carapace item has no icon or description.

I see the Running shoes give a percentage speed boost, is that just haste being applied? Or does it give a speed boost AND haste?

Speaking of speed boosts, you may want to consider giving a speed boost to a certain pink haired flirtatious guest character, I want to use them but just can't deal with them being THAT slow. Maybe at least a pair of sprint shoes? This only applies to the Faluhd portion, the speed wasn't as bad when he joined again later.

I also wanted to chime in on something Eliminator said earlier, which you responded to but I think you misunderstood. When entering Faluhd castle, Zephyr becomes the required "on point" character. When finished with Faluhd, you can again remove him from being point. However, as of Version 1.4, there is a specific cut scene upon leaving Mohadmal Junction (after Silas gets his gift from the sword trainer) where Reiner tells Zephyr he is free to take a break, and then an actual in game menu pops up saying something like "You can once again remove Zephyr from being on point by entering the party menu." So either Zephyr should remain locked in at lead to this point, or this in game menu pop should occur earlier.

When Orilon is dialoguing at the waterfall, you may want him to say something about existence giving up it's right to life, rather than repeating life two times in a row within the same sentence. Doesn't sound as badass as it could :-p

Oaktown Rosetta Stone shop offers Cure 2 materia for 3 stones, but instead gave me Bolt 2.

The Antlion dungeon has different battle music (Sounds like FF7 music, maybe Junon?) and no victory music. Was this intentional?

Tetra Elemental's description has "ekemental" in it. Also I nabbed one of these from the 99 Ultima chips that popped up in a pawn shop (Lindblum's I think.) Are the chips supposed to be an item that the pawn shop can carry?

When Reiner's group is discussing getting a ship, Carina says "Umm... this town hss a dock, you know." Should be has.

Bolt's Knifeplay Limit doesn't mention that it hits 3 times, you may want to update that.

Whoa, these Doom Scarabs SUCK. Maybe tone them a bit? They aren't fun to fight at ALL, just really irritating.

I was fighting Unicorn, and whenever it cast Cure 3, Bolt would jump over onto Unicorn and take the healing. Bolt had True Knight equipped, I suspect there was some weird bug involving True Knight and Cure 3. It DID make the fight easier!

Having a great time with the game :)
Hey guys i just got the airship, is there anything optional / secret i can do before i move forward with the story??
author=MightyMonte88
Hey guys i just got the airship, is there anything optional / secret i can do before i move forward with the story??

Yes. New locations open up and old locations are easy to return to. If you want to do a little exploring, here are some things I discovered. You might have more fun, trying to find them on your own. I am not much ahead of you in my own playthrough.


There are a few surprises in Berona City.
Winter can try to dig up an extremely rare piece of treasure (1%!)
You can scout out some locations you will visit - some might be locked / partially locked.
You can catch up on bounties / the arena / and whistles for augerers.
New tetra card(s) /opponents(s)
You can find new monsters on the world map - I got toasted by Grandpa Cactrot on a desert island.

I'm sure there is more but I don't think there is any urgency to explore too much before continuing the story.

author=ogswan
author=MightyMonte88
Hey guys i just got the airship, is there anything optional / secret i can do before i move forward with the story??
Yes. New locations open up and old locations are easy to return to. If you want to do a little exploring, here are some things I discovered. You might have more fun, trying to find them on your own. I am not much ahead of you in my own playthrough.


There are a few surprises in Berona City.
Winter can try to dig up an extremely rare piece of treasure (1%!)
You can scout out some locations you will visit - some might be locked / partially locked.
You can catch up on bounties / the arena / and whistles for augerers.
New tetra card(s) /opponents(s)
You can find new monsters on the world map - I got toasted by Grandpa Cactrot on a desert island.

I'm sure there is more but I don't think there is any urgency to explore too much before continuing the story.




I have a few questions if you dont mind, when it comes to winter digging stuff up im clueless, and bounties / the arena / and whistles for augerers im clueless as well, how do i start these sidequests?
Berserk doesn't work with the Genji Glove. The afflicted character only attacks once.