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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
  • 1442190
  • 250
  • 6007

Posts

Two questions:

Where can I find Redwood for Caraway (the hermit on the ocean island).

Kappa mentions wanting to go to libraries, but I brought him to every library I could remember and he didn't say anything. Does he actually have some kind of quest or was that just background lore?

Also, I found a third atma fragment right next to the endgame optional superboss. I'm crying inside that I can't go back for Atma Weapon....
author=Sinzar
If it's the part of the game that I think you're talking about LeucreRhedix, then you first need to find the crystal which was somewhere in the top left'ish area of that cave (I think). After the scene with the crystal then you should be able to continue through the mountain.


That was it! Thank you! For some reason I walked passed that area like 3 times. No idea how haha.
How do you make smaller screen - Alt / Enter does not work ! Thanks
author=Dennis
How do you make smaller screen - Alt / Enter does not work ! Thanks

press F5
Can anyone explain exactly how Same and Combo work? I thought that Same only worked when all edges were the same and there were at least two touching cards. I've had less experience with Combo, but I thought it would mean that when you convert a card, that card can then convert other cards. Neither of these assumptions have proven true. Here is an actual game to demonstrate:


The yellow numbers are the order in which the cards were placed. The opponent placed first.

For the 2nd placement (which was mine), I did not flip the top-left card which had a matching number.

For the 4th placement, I flipped the top-right card, but it did not combo to flip the top-middle card.

For the 6th placement, I did not flip the middle card despite having the same number.

For the 8th placement, flipping the middle card did not combo into flipping any other card.

But for the 9th placement (which was the opponent's), it did flip the middle-bottom card using the same rule despite not having only one side matching. Moreover, that flipped card then combo'd into flipping the two cards it bordered.

So I'm all confused. Can anyone explain to me these rules?
author=hedge1
Can anyone explain exactly how Same and Combo work? I thought that Same only worked when all edges were the same and there were at least two touching cards. I've had less experience with Combo, but I thought it would mean that when you convert a card, that card can then convert other cards. Neither of these assumptions have proven true. Here is an actual game to demonstrate:


The yellow numbers are the order in which the cards were placed. The opponent placed first.

For the 2nd placement (which was mine), I did not flip the top-left card which had a matching number.

For the 4th placement, I flipped the top-right card, but it did not combo to flip the top-middle card.

For the 6th placement, I did not flip the middle card despite having the same number.

For the 8th placement, flipping the middle card did not combo into flipping any other card.

But for the 9th placement (which was the opponent's), it did flip the middle-bottom card using the same rule despite not having only one side matching. Moreover, that flipped card then combo'd into flipping the two cards it bordered.

So I'm all confused. Can anyone explain to me these rules?

Each card house should have someone who explains this. Anyway, the placed card needs to be touching two OTHER cards for the effect to trigger. Combo will only trigger when same or plus is triggered, just taking a card doesn't start a combo. Your opponent triggered a plus with his 9th card (3+1 = 4, 2 + 2 = 4) which then in turn triggered a combo.
Kappa wants to go to
the Mysidian Archives. You remember, that one dungeon you cleared out 10 hours or so back, where you went inside the books. Check the shelves in the entry room. He'll then want to go elsewhere, but is way less vague about it. The end reward, you'll be happy to know, is arguably better than the Atma Weapon. Depending on who you give it to, at least.
Some more bugs/comments:

When meeting with the espers in the past, Carbuncle and Siren don't have Magicite crystals appear in their place when all of the espers are granting their power to Vera.

In the conversation right after gaining the 5 espers, Vera has a line that says "Well, let;s not wait around then, let's get going." Should be let's instead of let;s.

When I found Zephyr in Eternia, he was no longer in the dragoon armor outfit. After the cutscene and he rejoined, I put Zephyr on point and he was still wearing the dragoon armor.

Something I have been wondering is, should Bolt have X-Aero? All the other characters who can use X-Magic have the actual command, so it makes it really weird that Bolt has access to X-Aero tossed in with the rest of his magic.

The Whale Whisker granting X-Cure 3 seems really good, perhaps have it just grant X-Cure 2? A group heal that Hautley can access is good, even if it is just X-Cure 2. X-Cure 3 feels a bit OP.

A suggestion: A relic that halves encounter rates. Perhaps grant it at the beginning along with the moogle charm. There are times where I still want to have SOME battles but not so many. Or perhaps lower the overall encounter rate by 25%. It feels just a tad too high currently.

Is there any way to implement MP cost differences for the Esper summons? Vera, being a Kindred and also being infused with Ramuh's power, should (in my opinion anyway) be able to summon the espers at a cheaper cost than the Augerers. You could maybe have the Esper summons cost 1.5 times the normal cost for the Augerers, while keeping the normal casting cost for Vera. Just an idea.

Maybe increase the cost of the Zuu summon. It is a very VERY good summon for only 25 MP.

I've noticed the run command sometimes just WON'T work. Most noticeable in Eternia. Are these fights not actually escapable?
author=Duder
When meeting with the espers in the past, Carbuncle and Siren don't have Magicite crystals appear in their place when all of the espers are granting their power to Vera.

In the conversation right after gaining the 5 espers, Vera has a line that says "Well, let;s not wait around then, let's get going." Should be let's instead of let;s.


Any chance you can send me a save file around that point in the game? I’m still stuck.
author=Eliminator
author=Duder
When meeting with the espers in the past, Carbuncle and Siren don't have Magicite crystals appear in their place when all of the espers are granting their power to Vera.

In the conversation right after gaining the 5 espers, Vera has a line that says "Well, let;s not wait around then, let's get going." Should be let's instead of let;s.
Any chance you can send me a save file around that point in the game? I’m still stuck.


https://www.dropbox.com/s/v5lgzosvu4bxwb0/Save09.rvdata2?dl=0

That should be a save outside of Eternia.
author=Duder

The Whale Whisker granting X-Cure 3 seems really good, perhaps have it just grant X-Cure 2? A group heal that Hautley can access is good, even if it is just X-Cure 2. X-Cure 3 feels a bit OP.



If you think that's good, you haven't found the X-Mastery materia yet. I got one I believe from the solo character trials; and you can get as many as you like if you play the arena. Equip anyone who knows X-Magic with it, and they learn all (most?) X-Magic spells. X-Cure3 on anyone is pretty OP - Hautley as you tried. Or Vera. But it also grants a bunch of damaging spells, most notably X-Flare. Izulde can have some real offensive options. Not to mention what you can do if you hand it to Lysha or *redacted*...
author=Duder
author=Eliminator
author=Duder
When meeting with the espers in the past, Carbuncle and Siren don't have Magicite crystals appear in their place when all of the espers are granting their power to Vera.

In the conversation right after gaining the 5 espers, Vera has a line that says "Well, let;s not wait around then, let's get going." Should be let's instead of let;s.
Any chance you can send me a save file around that point in the game? I’m still stuck.
https://www.dropbox.com/s/v5lgzosvu4bxwb0/Save09.rvdata2?dl=0

That should be a save outside of Eternia.


You’re a lifesaver! Thank you! Although your setup is a lot different than mine. You seem to rely on Bolt’s physicals more than magic. My Hautley was in his mid 40’s.
author=Eliminator
author=Duder
author=Eliminator
author=Duder
When meeting with the espers in the past, Carbuncle and Siren don't have Magicite crystals appear in their place when all of the espers are granting their power to Vera.

In the conversation right after gaining the 5 espers, Vera has a line that says "Well, let;s not wait around then, let's get going." Should be let's instead of let;s.
Any chance you can send me a save file around that point in the game? I’m still stuck.
https://www.dropbox.com/s/v5lgzosvu4bxwb0/Save09.rvdata2?dl=0

That should be a save outside of Eternia.
You’re a lifesaver! Thank you! Although your setup is a lot different than mine. You seem to rely on Bolt’s physicals more than magic. My Hautley was in his mid 40’s.

Haha yea! He's a real beast in my game. Armor break with Trigger, haste bolt, and then let him go.
author=Duder
author=hedge1
So I'm all confused. Can anyone explain to me these rules?
Each card house should have someone who explains this. Anyway, the placed card needs to be touching two OTHER cards for the effect to trigger. Combo will only trigger when same or plus is triggered, just taking a card doesn't start a combo. Your opponent triggered a plus with his 9th card (3+1 = 4, 2 + 2 = 4) which then in turn triggered a combo.

Thanks! This clears up a lot, actually. I had actually missed in the example above that Plus was included as a rule, so I thought Same was triggering all the time. That was my bad. At the same time, the card house's explanation leaves out a lot of critical information, and isn't even accurate.

Here's what the card house says:
Same: "The same rule is really easy. If you place a card and its values match that of the adjacent cards, those cards are yours. Let's look at an example. As you can see, the adamantoise card has a four on each side. The eland has a four on its left side and the galura has a four on its upper side." If you placed the adamantise, you would win all three cards.

Plus: "The plus rule involves mathematics. Hey, don't fret! It's just basic addition! Let's look at an example. Examine the blue bloompyre card. It has a two on its right side and a four on its bottom side. The cactuar has a six on its left, and the whisper has a four on its top side. So, math time! What is two plus six? Yes, eight! And what is four plus four? Bingo, it's eight! Do you see where this is going? If both sums add up, you flip both cards!"

Combo: "Combo only applies to games that use the same or plus rules. Basically, it simply means that you can combo a plus or same by repeating the rule on several cards. If you use plus/same on two cards and one of the cards adjacent to one that you just acquired through plus/same can be acquired using one of these rules, you'll combo it and flip it!"

No where does it state the card must have at least two adjacent, that two sides must match, and that only two sides much match/sum. As for combo, the explanation clearly states that it only repeats the plus/same rules, whereas in the example I gave above the card acquired via plus simply captured two other cards rather than re-apply the rule. So in that case the explanation is not even accurate. It also fails to mention if a combo can be combo'd.
author=Varn
author=Duder

The Whale Whisker granting X-Cure 3 seems really good, perhaps have it just grant X-Cure 2? A group heal that Hautley can access is good, even if it is just X-Cure 2. X-Cure 3 feels a bit OP.

If you think that's good, you haven't found the X-Mastery materia yet. I got one I believe from the solo character trials; and you can get as many as you like if you play the arena. Equip anyone who knows X-Magic with it, and they learn all (most?) X-Magic spells. X-Cure3 on anyone is pretty OP - Hautley as you tried. Or Vera. But it also grants a bunch of damaging spells, most notably X-Flare. Izulde can have some real offensive options. Not to mention what you can do if you hand it to Lysha or *redacted*...


Wow for real? I would for sure say maybe tone that down. Either make just one or make it not grant literally every spell...
So I'm nearing the end now, final dungeon but backtracking to do some optional stuff. Few questions about that (and a bug I found):

First, the bug. I entered Barrington in the third world map. When I left it teleported me to the first world map sans airship, so if you save inside the town you're screwed.

Secondly, where is Lysha? Where is Kappa? What else am I missing? I already have Carina and I attempted Ozma and got my ass handed to me. What else am I missing? I haven't finished the Necropolis yet (but I'm playing Duder's file and I'm not sure if he did it already). Also, whatever happened to Edric's sister?

author=Eliminator
So I'm nearing the end now, final dungeon but backtracking to do some optional stuff. Few questions about that (and a bug I found):

First, the bug. I entered Barrington in the third world map. When I left it teleported me to the first world map sans airship, so if you save inside the town you're screwed.

Secondly, where is Lysha? Where is Kappa? What else am I missing? I already have Carina and I attempted Ozma and got my ass handed to me. What else am I missing? I haven't finished the Necropolis yet (but I'm playing Duder's file and I'm not sure if he did it already). Also, whatever happened to Edric's sister?



Edric's Sister is in a new house northeast'ish of Barrington next to a big lake that appeared. She has a cutscene and a gift if you visit.

Lysha is in the MistWalker outpost and in the Fahlud castle (seems like a bug). After talking to her in both locations she will join the team.

Kappa is in the necropolis, but you may have to clear it and the boss, then leave and come back for him to appear (he wasn't there on my first clear, but was after returning later).

Also, for my own question, do you know if Kappa had a pre-quest before wanting to go to Mysidia Archives @Varn? I brought Kappa to the archives, put him in the party lead, and tried to interact with every single inch of the area but he never interacted with anything.

Another sidenote, now that ribbons are fixed I tried to fight Necron again. When getting him to about 70k life remaining he used an attack called Oblivion which dealt around 8,000 damage to my entire level 60'ish team (which had about 6500 hp each), which instantly killed everyone even with shell and protect active. Maybe I was too low level, but I'll be honest, I don't feel like grinding an extra 10-20 levels just to beat the final boss since that attack felt kind of over-tuned. Just my opinion of course.
Hmm - I don't remember about Kappa - I had a heckuva time finding him, but the quest just fell into place afterwards. I think I vaguely remember asking the Mysidian Elder first - you tried that, right? I talked to Kappa on the airship a bunch, and took him to my own library at Bacchus Garrison first ... maybe a trigger there? I dunno. It's also vaguely possible you can just take him to the Mohamdal Pyramid anyway; it's not on the map, but it's there. Get on a chocobo and ride over every square inch of that desert...
And I pretty much only beat Necron by abusing the un-patched Raven Twins. My best character was 70, and she wouldn't have survived Oblivion. So no real advice there... 70k isn't unthinkable damage to deal in a single round, so I guess be ready to burst him down? It really seems odd (from an RPG-gameplay perspective) that the last boss is considerably more difficult than the hidden superbosses...
Thanks Varn, you rock!

I had talked to the mysidian elder before, but I guess not while Kappa was in the lead. Talking to him with Kappa as leader triggered a quest update, and then I found the book underground easily. Unfortunately, next step he wants a miracle shard and I've already used them all...

Yeah I agree that it seems unusual that the end guy is so extreme. I was able to beat Ozma and everything else so far in the game, but the endboss is still crushing my team.