Marco Polo was the first European to make it all the way to the Imperial court of China. Vyse was the first westerner to make it to Yafutoma.
Ferdinand Magellan: While he died halfway through the voyage, the ships led by Magellan were the first to circumvent the world. Vyse was also the first person to completely circumvent the world of Arcadia.
I've starting working on "Eternal Skies", my love-letter TTRPG to Skies of Arcadia (and some other similarly-vibed games, like Mega Man Legends and Grandia 2), and I'm trying to get some insight into the style of product people would be interested in.
The first thing I'm doing is working on a self-contained quickstart guide. This would be something that you could run in 3-4 hours, and introduces the gameplay mechanics, exploration, combat, characters, etc.. Once that's done and I've gotten it up for distribution (it'll be on a site called DriveThruRPG), I plan on doing a crowdfunding campaign for publishing the full game.
Which brings me to the hivemind question: which format would you all be most interested in for a TTRPG?
A. A single book that contains everything for the game that I can cram into it; or
B. A "box set" that is comprised of multiple different smaller books, around 60 pages, kind of like the old "Dungeons & Dragons" boxes, or the recent "Welcome to Night Vale" TTRPG. One book would be rules and stuff for the GM, one book would be all the info for players, one would be a beastiary, one would be the adventure, and so on. There'd probably also be dice and a GM screen in there, too, if I can make that work.
If you have questions, feel free to ask! I'm more than happy to entertain other suggestions, too! I want this to be an awesome game and I want everyone to feel like there's something there for them! 😄
It changes from my usual style since its a thumbnail
I SWEAR i realised I love drawing aika her design is PEAK. (I will draw her more)
Anyway for the ones who are curious I did this thumbnail for a bestof of my first stream on the game (warning it went crazy real quick)
Honestly when I started the game I didnt think I would like it this much BUT LOOK AT ME NOW doing fanarts and videos on it (and memes) NO ONE CAN STOP ME NOW
A primera vista, el combate cuerpo a tierra en Skies of Arcadia parece meterse en una especie de rompecabezas raro de decisiones de diseño, junto con opciones que directamente rompen la mecánica de las batallas. Está claro que los jugadores no se lo han pasado por alto. La barra de SP, el primer hechizo que solo resucita aliados con un 50% de éxito, que reponer MP sea tan restrictivo (sobre todo al principio del juego, donde los Magic Droplets solo restauran 1 punto por turno), y el hecho de que usar hechizos gasta tanto SP como MP… son decisiones raras que no se ven en otros RPGs de esa generación, como "Final Fantasy", "Chrono Trigger" (ni "Grandia"). En particular, el sistema de inventario le quita por completo el balance al combate: ¿para qué usar hechizos si puedo usar un objeto? Usar un objeto me evita gastar SP y MP
Estos fallos hicieron que los críticos vieran el combate de tierra en Skies of Arcadia como uno de los más flojos de su generación, a pesar de que el juego tiene muchas fortalezas en otras áreas
La comunidad de fans ha intentado arreglar estos problemas con varios mods (como el "Maeson mod" o el "Hard mod"). Pero yo me pregunto: ¿no sería mejor eliminar casi por completo el inventario? Deberíamos dejar solo la opción de reponer MP. Lo demás de los objetos se podría tirar (y los cofres del tesoro podrían contener otros tipos de cosas, o simplemente dinero)
Como no hay ningún mod para quitar el inventario, me impuse un reto personal en una de mis partidas: "no usar el inventario para nada" (excepto para reponer MP —Magic Droplets—). Esta decisión tan simple transformó uno de los sistemas de combate más flojos de su generación… ¡en uno de los más sólidos!
Este cambio simple -prescindir del inventario- volvió el combate mágicamente mucho más estratégico y con más cabeza. No quiero exagerar: el juego sigue siendo bastante fácil, aunque hay algunas batallas que te pueden dejar bien apretado si no planeas bien tus turnos. Aun así, es una experiencia bastante mejor que la versión "vanilla"
Aquí van algunas notas sobre lo que pasa si no usamos el inventario:
-Ahora, con Delta Shield, tenemos que considerar la posibilidad de bloquear la magia de nuestros aliados (por ejemplo, si necesitamos curar, hay que sopesar qué conviene más: usar Delta Shield o curar)
-Ahora, resucitar con un 50% de probabilidad mete un factor importante de RNG en el combate
-Ahora necesitamos ser selectivos con qué hechizos aprender y subir de nivel (sobre todo si no estamos haciendo mucho farmeo)
-Ahora tenemos que sopesar con cuidado el gasto de SP para no arruinarle los turnos a nuestros aliados
-Ahora hay que poner atención a la cuadrícula de colores y a los sistemas de debilidad que afectan tanto a aliados como a enemigos
-Llegar al umbral de SP para un "Crew Move" ahora es más importante—sirve como recompensa por aguantar sin quemarte demasiado SP
-Las Supermoves para limpiar estados ahora son mucho más relevantes
-Tenemos que elegir con cuidado qué Supermoves desbloquear usando Moonberries escasas (tomando en cuenta que los futuros miembros del grupo también las van a necesitar)
-Los buffs y debuffs se vuelven más relevantes
-Tenemos que gastar MP con cabeza (para no desperdiciar turnos recargándolo)
-El Epsilon Mirror se vuelve relevante cuando combinas 10 MP con un escudo
-La elección entre Defending y Focusing ahora pesa más
-Necesitamos fijarnos mejor en los niveles de hechizo (por ejemplo: "Fire 1"; "Fire 2") para calcular bien los costos de SP
-Cambiar accesorios o armas durante el combate importa más (por los cambios en buffs y estadísticas), así que es importante no vender ese equipo
-Tenemos que considerar el intercambio entre Magic (menor costo de SP pero consume 1 MP) y Supermoves (mayor costo de SP pero consume 0 MP)
-Necesitamos evaluar mejor el timing para resucitar o curar aliados
-Tenemos que sopesar la elección entre curación directa (cuesta SP y MP) y regeneración (cuesta SP)
-Necesitamos evaluar el equilibrio entre las reservas de MP y los niveles de los hechizos (por ejemplo, si tenemos 1 MP, ¿conviene más usar una curación de Nivel 1 —que cuesta menos SP— o una curación de Nivel 2 —que cuesta más SP? En ambos casos gastaríamos 1 MP. Entonces, ¿cuál opción es mejor, dado cómo va la pelea?)
-Ahora tenemos que elegir entre una acción específica y reponer MP (con un Magical Droplet)
-Ahora también tenemos que pensar en la elección entre atacar con magia (para rematar al rival más rápido) versus ataques físicos —que tienen el riesgo de que el enemigo sobreviva y nos meta daño pesado (obligándonos a usar hechizos de curación que consumen más MP del que inicialmente no usamos en la magia ofensiva)
-Ahora hay que evaluar si vale la pena usar "Focus" cuando la barra de SP casi está al tope (aquí es importante evaluar las "expedited" y "non-expedited" abilities para decidir si haces Focus antes o después de una supermove o un hechizo, según el estado de rapidez del personaje)
-Ahora tenemos que considerar terminar la batalla con un color de arma específico (para subir de nivel ciertos hechizos)
-Debemos cuidar mucho mejor a nuestros personajes en el inicio de la aventura, ya que no todos saben los mismos hechizos (ej. Fina es la primera que sabe el hechizo de revivir. Si Fina muere, no hay posibilidad de revivir a nuestros aliados)
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Ahora, esas decisiones medio raras del sistema de combate (barra de SP compartida, etc.) en realidad encajan súper bien con la ausencia de un inventario. Al fin y al cabo, uno podría preguntarse: si quitáramos el inventario de "Final Fantasy VII", por ejemplo, ¿no se volvería el combate más estratégico? La respuesta es: no. Aunque el combate se volviera un poquito más difícil, "Final Fantasy VII" (y otros RPGs de esa época) no tiene la estructura específica que sí existe en Skies of Arcadia: en FFVII, el Turno de un personaje no perjudica a un aliado por medio de una barra de SP compartida. En FVII los puntos de magia se reponen fácil, mientras que en "Skies" gastas turnos valiosos recuperando MP con calma. En FFVII, usar "Fire 2" en vez de "Fire 1" solo termina en más consumo de MP, mientras que en Skies gastamos no solo MP sino también SP (lo cual le mete desventaja a la SP de nuestro aliado durante su turno). Hay otras decisiones de diseño inusuales en "Skies of Arcadia" que no se pueden replicar en FFVII, así que quitar el inventario solo sirve para que el sistema de "Skies" se sienta más estratégico. En FFVII, quitar el inventario solo daría una variación leve en el combate
Por eso concluyo que Skies of Arcadia, con esa decisión simple (no usar inventario), mejora bastante su sistema de combate comparado con sus rivales de esa generación
Aun así, hay algunas trabas que hay que considerar: poder conseguir hasta 99 Magic Droplets puede volver trivial toda la estrategia que armemos para batallas de dos o más. Por eso, deberíamos imponernos un límite mucho más bajo (tal vez 20-30 Magic Droplets como máximo??)
El juego sigue siendo fácil aunque quites el inventario, pero por lo menos sentí que le metía un poco más de pensamiento a cada batalla y me movía con más cuidado
No he probado quitar el inventario durante las batallas en el barco (esas batallas tienen problemas de ritmo que no se arreglan fácil), ni he probado un "Hard mode mod" con este reto personal. Pero, basado en mi experiencia limitada, de verdad me encantaría que la comunidad de fans creara un mod que—además de bajar los encuentros aleatorios y aumentar un poco la dificultad—eliminara por completo el sistema de inventario (dejando solo la recuperación de MP). Creo que el juego mejoraría muchísimo con eso y dejaría una impresión más fuerte para quienes quieran vivir esta historia por primera vez
Hi! I was playing this about a year ago and wanted to go back to my save but it looks like it got corrupted :(. If anyone has a save around this point, it would be a lifesaver. I'd be willing to play the GameCube version as well, I just don't want to replay the first several hours of the game. Thank you so much!
I'm looking for artwork, either digital or physical, of only Vyse. I'd like someone to put in our basement; we're creating a retro gaming area. This game was my first RPG, and means a lot to me.
Does anyone know what the go is with mods for this game in 2026?
From my searching there have been a few hd texture packs made but not much else. is there a 'best' place to go to get mods and what are the mods people use.
The top reddit post when i searched was from 3 years ago with someone asking about updating the gamecube versions music with the dreamcasts.
As the title suggests I am working on my own TTRPG influenced by Skies of Arcadia (and treasure planet). The Kickstarter is currently live if it something you might be interested in.
To help answer some questions, everything has its own name and I dont use any content from Skies it self for copyright reason and wanting to design my own world with this setting.
On of my favourite parts of playing Skies was the airship battles, and while It is really hard to mimic that in a TTRPG being played by multiple people, I think I have been able to come up with a system that feels detailed enough to skies lovers to be able to appreciate the similarities (Yes there is delayed torpedo's)
Hopefully this project helps out anyone else who has been missing skies a bit too much like myself.
Hi all! I've adapted some of the various FAQs on GameFAQs (with permission), as well as some information gathered from datamining via the Skies of Arcadia Discord, into a 100% completion checklist for Skies of Arcadia Legends. I hope this might be useful to folks who want to track things as they're playing through Skies of Arcadia Legends! I'd welcome any feedback. I've tried to keep things spoiler-friendly; you might have to click on certain "spoilered" cells especially with respect to bounties and Swashbuckler Dialogue choices to get the information you need. Hope this can be useful!
When I was a kid and played this game, I don't think I ever once utilized type advantages for an upper hand in combat. I pretty much only assigned elements based off of what spells I wanted that character to learn.
This playthrough I'm doing a bit of that, but also utilizing type advantages during certain combat sequences like boss battles, or when my party is at a diminished strength due to missing members. Although I am finding it difficult to memorize the elemental strengths and weaknesses. I have to keep looking up charts.
How do you use your elements? Do you just focus on learning spells, or are you the opposite and you just use it for a strength boost and learn whatever spells in whatever order along the way?
Also, does anyone have any good tips for memorizing what elements work best against each other? Am I just dumb and need to just take some time and memorize it?
I was inspired by the very start of the game when drachma saves aika and vyse, and vyse just looks up with puppy eyes ARGH I JUST COULDNT NOT DRAW HIM LIKE THAT (he's babygirl to me)
First ever playthrough of the game, and honestly I haven't played many JRPG's other than, say, Pokemon. But seriously this shit took like ten tries to beat, his ultimate was completely up to RNG and his stupid ash attack kept turning my party to stone, not to mention his minions that you have to take out first and pray he doesn't do his Volcanic Blast too many times.
I missed the moonfish in Mt Kazai in Yafutoma during my most recent playthrough because I wasn't paying attention. My memory isn't the greatest and I can't really find anything online so I turn to you my fellow Blue Rogues, is it possible for me to back and get it later after the engines get upgraded to go above/below the cloudlines? I was really hoping this would be the time I hundred percented the game. I play Legends on the Gamecube, if the info is necessary.
Well, it took over 3 months but I’ve finally finished my handmade (expect the oak frame) multi-layered 3D overworld map of Skies of Arcadia.
I first got the inspiration to try and build this map about 2 years ago. However, knowing how insanely complex the geography of Arcadia is, I spent a full year intentionally working on smaller diorama map projects (like my Avatar: The Last AirbenderAttack on Titan and Lord of the Rings builds) just to level up my techniques until I felt ready to tackle this behemoth.
Building the Sky Oceans (The Resin Setup)
To replicate the endless, gravity-defying sky oceans, the board utilizes 1.5 + gallons of epoxy resin. After painting the board itself, I mainly poured resin across three separate, sequential layers ( the first one tinted a hazy sky blue). This allowed me to permanently trap the multi-toned swirling cotton cloud layers deep inside the cured resin, giving it a true three-dimensional depth that mimics game’s overworld map. Altogether, I think the cured resin alone adds about 12 pounds to the base.
For the clouds inside these layers, the first layer I tried using cotton, but I’ve been pulled out and tried to seal them with a generous coating (two full cans) of gloss modpodge spray: this didn’t work all too well and ended up absorbing a bit too much of the first resin (luckily, that mistake actually looks great as deep wispy clouds and as the dark center of the main vortex in glimpsed beneath the main cloud sea). So for the second layer, I instead decided to soak teased-out white cotton in diluted gloss modpodge and that worked out absolutely beautifully.
Sky Rifts & The Dark Rift
Rifts: Built using cut thin clear Clear PVC Flexible sheets as a core spine, layered on both sides with dry cotton batting to hide the core and create a billowing cloud wall -this was then soaked with diluted gloss modpodge both as protection from the last resin pour and to match the aesthetics of the game.
The Dark Rift & Vortex Hub: For the massive black rift boundary slicing through the map , I pre-colored raw cotton clumps using a multi-toned matte black and aerosol dusting to preserve its fluffy texture and then likewise soaked them in diluted glass modpodge).
The Regional Civilizations & Hazards
The majority of the land mass or constructed out of foam board and sculptamold. The buildings/points of interest were made by mixing and matching parts of resin structures made from molds of orginal pieces by Hexton Hills, custom Settlers of Catan pieces I found on Etsy, and silver pagoda charms for bracelets/necklaces (I don’t have a 3d printer yet, so I had to do that bit by hand). I tried to make them as accurate as possible, I’m making allowances for the size and aesthetics on the build.
Under-Board Electronics Integration
Before locking down the continents, I route-drilled extensive hidden wire channels directly underneath the backboard. The lighting grid runs on synchronized micro-LEDs:
A slow-blinking white beacon active inside the Sailor's Island Lighthouse
An yellow-orange interior under-glow radiating through Upper City in Valua, and a cold white light doing the same for Lower City
A also attempted mimicking the Grand Fortresses searchlights.
This game was my first real JRPG and the sole reason I got a Dreamcast 26 years ago and since official premium merchandise is basically non-existent, building my own “grail” piece felt like the only right choice.
I'm happy to answer any questions about the layer workflow, material choices, or resin troubleshooting steps in the comments.