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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
  • 1404997
  • 250
  • 5840


Exciting, but ultimately pointless.
Awesome! I can help you fill it in. The Crystal War was also one year before the first game. ;)
One year, I thought I saw the intro of FFBP saying it was fifty years before the first game's events. Must be seeing things.
Yup, otherwise Lord Adder would've been an old fart. He was appointed leader immediately after King Branch passed away.

Glad I could help, I hope it fixes the problem for you. As for Protect and stuff, I really, really hope you don't mind but I took a quick peek in the database of the demo just to see how you had the Protect state set up. It looks like you have it set up to double defense? What you could try instead is having it change the SP Parameter "PDR". PDR is just a percent value of physical damage taken, setting it to say PDR * .5 will make you take half physical damage while the state is on. MDR is the same stat for magical damage. It might be easier for you to control the effect that way. Again, sorry if I overstepped or anything by looking.

Making multiple hit skills is no problem, I'd be happy to show you how to set those up when you get to them. ^^

Sounds good and thanks for taking a peek at the states! Don't worry about overstepping anything, I appreciate all help that people give me! I'll take a look at the states when I get home from work and make the changes required to have them function better.
PDR only affects abilities marked as "Physical Attack" and won't take "Certain Hit" abilities into consideration. It's better to make an element for physical attacks and set up a 50% resistance to it.
Exciting, but ultimately pointless.
Man, VX Ace has so many more things to consider than 2003 did.
Yeah, doing it the way WCouillard said works better if you plan to have Certain Hit physical attacks. It's more of an issue with a Shell state, because if you have Reflect in your game, using Certain Hit would bypass both Shell AND Reflect, so it's definitely better to set up shell as resistances like he said if you're not using any scripts for Reflect. I used a standalone script to enable certain spells to pierce Reflect so I could keep them all as Magical Damage (besides Cures). I just use PDR/MDR because I like where it applies in the damage calculation more. Sorry if I steered you a bit wrong, sometimes I forget why I did stuff a certain way in my own game. ;;

btw love your game too Wcouillard!
Exciting, but ultimately pointless.
At the moment, there is no reflect spell and I haven't given the condition too much thought. I'm sure it'll have to show up at some point though!
Reflection is a hugely broken pain in the ass in VX Ace, but there's a bunch of scripts around to add various fixes to it to function how you want.
this looks awesome can't wait for the full release
How do I get that chest in Great Lindblum Reef the one with the blue thing in the way?
Exciting, but ultimately pointless.
I'm not home at the moment, so I can't say for certain. Are you able to post a screenshot?
Exciting, but ultimately pointless.
Hm... I can't make that picture out at all, but I'll take a look at it when I get home to see if I accidentally made it inaccessible.
This is why screenshot scripts should be in every game: allows to avoid so awful photos to take their place.
Exciting, but ultimately pointless.
Did you push that piece of coral in front of the chest, or was it already there?

Also, I'd suggest smacking the print screen key next time you need to take a screenshot. Much easier for you to do and easier for me to look at.
Yes but there seems no way to got to it because I cant pull it or push it any where else also I cant walk under it because it is not wide enough.
Exciting, but ultimately pointless.
I checked it out last night. Turns out I wasn't fully paying attention and thought that there was a way to push the coral up. The chest contains an elixir, so it's nothing missable.
I just made an account on tumbler and started following you.
I'm currently playing Tales of Graces ƒ and there is this really cool card game called "Magic Carta". Basically the Magic Carta plays like this: there are cards with images of characters from previous Tales of games and each of them has a quote attached. During the game, a quote is said and the player must choose a card of a character to whom the quote corresponds. But there's a trick: there's an AI as well which makes it harder to get the correct card. The first person to score 100+ points wins. It'd be cool to see something similar here, especially since you're adding a lot of minigames in this one.

Also, here's a reference video (it starts at about 0:44):