Rivals of Aether/Olympia

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Story

Olympia is a traveling fighter from the secluded Crystal Oasis. The settlement hosts the ancestors of both the original founders and those who were exiled from the Aetherian Forest by the creation of the Rock Wall. Hidden from the world, Olympia and her people trained diligently to master their control over crystals and gemstones.

She has a warrior spirit tempered with focus and discipline and is always eager for a good fight. While she searches for clues on her personal mission, guided by ancient knowledge, she tackles each adversary and obstacle with legendary gemstone power.

Gameplay

Playstyle
Olympia is an up close brawler with a variety of tools to close the distance between her and the opponent.
Pros Cons
  • This Rat Can Punch: Olympia's frame data and combo game is excellent, making her a huge threat when close to her opponent.
  • Where'd Your Stock Go?: Olympia has a variety of ways to mix DI and confirm kills, some of which occur extremely early.
  • Mobility Tools: Multiple dashes make Olympia extremely slippery, meaning opponents will have to make risky callouts to get openings.
  • Go To Jail: Olympia has multiple moves that can lock the opponent down into a crystal, opening up a nasty punish for Olympia. This is especially notable when she's edgeguarding.
  • T-Rex Arms: She can punch fast, but not far. Olympia's low-commitment options struggle greatly against disjoint and proper spacing.
  • Where'd My Stock Go?: Olympia's recovery is heavily dependent on her double jump and airdodge resources. Losing one or both of these might just be the death of her offstage.
  • Poor Base Mobility: Olympia's movement without her dashes is extremely slow, meaning she may be forced to rely on them too much just to get around the stage.

Unique Mechanics

Crystallization

If the opponent is hit by fully charged Emerald Focus, or is in Brilliant Diamond's crystal field when it's remotely shattered by Olympia, they will be crystallized. Once in this state, the opponent will bounce straight up with weak knockback, encased in a mass of protruding crystals. The opponent will stay in this state until:

  • they are no longer in hitstun
  • they touch any floor or wall
  • they take 30% damage while in the state

When crystallization ends, the opponent will be ejected from the crystallization state, being knocked straight upwards with hitstun and 1% damage, allowing combo extensions. Crystallization is, effectively, a second layer of hitstun applied to the opponent.

Brilliant Diamond

Olympia's Neutral Special throws a crystal which turns into a field of light.



Notable Players

Name Color Activity Notes Contact
Seggo
Roa punch col 11.png
2017 - 2023 Ranked #2 In RCS season 7 https://twitter.com/SeggoAhmet

Moveset

Jabs

Jab Combo
Attack > Attack > Attack (Hold OK)
Roa punch jab1.png
Jab 1
Roa punch jab2.png
Jab 2
Roa punch jab3.png
Jab 3 / Rapid Jab
Roa punch jab1 h.png
Jab 1
Roa punch jab2 h.png
Jab 2
Roa punch jab3 h.png
Jab 3 / Rapid Jab
Hitboxes Off
Hitboxes On

punch_jab1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia punches.

  • Average speed jab at 5 frames with a decent hitbox.
  • Since Olympia gets incredible distance off of a babydash, her babydash jab is an excellent option for combo extensions.
  • Doesn't link into ftilt reliably.


punch_jab2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia punches.

  • Very low endlag of 8 means you don't necessarily have to cancel this into jab3 or a tilt to continue your combo.
  • Has higher hitstun than jab1, meaning your best shot at an ftilt out of jab goes through this move assuming the opponent doesn't tech or DI too far away.


punch_jab3

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia punches, but with a sense of finality.

  • A reliable ender, but generally has no followups and sends the opponent too high to continue pressure.

Dash Attack

(while running) Attack
Roa punch dattack1.png
Roa punch dattack2.png
Roa punch dattack1 h.png
Roa punch dattack2 h.png
Hitboxes Off
Hitboxes On

punch_dattack1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



punch_dattack2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia does a cartwheel.

  • Quick startup and decent distance traveled makes this a nice option for low% combos and techchasing.
  • Sometimes only hit1 will connect, which is generally a bad thing.

Tilts

Forward Tilt

Roa punch ftilt.png
Roa punch ftilt h.png
Hitboxes Off
Hitboxes On

punch_ftilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia swings both fists forwards.

  • Has surprisingly high knockback for a tilt, which can score early kills when DIed out.
  • Good for setting up an edgeguard out of jab if you can land it.

Up Tilt

Roa punch utilt1.png
Roa punch utilt2.png
Roa punch utilt3.png
Roa punch utilt4.png
Roa punch utilt1 h.png
Roa punch utilt2 h.png
Roa punch utilt3 h.png
Roa punch utilt4 h.png
Hitboxes Off
Hitboxes On

punch_utilt1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



punch_utilt2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia swings her leg around.

  • Always sends in the direction Olympia is facing.
  • Hits behind, which makes this a nice option out of jabs when they're DIed up and in.
  • Confirms into up special kills at high% on DI in.


punch_utilt3

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



punch_utilt4

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia's leg reaches its destination, culminating in a spike.

  • Reasonable for low% combos, but she has better options. Most likely to be seen by accident when facing the wrong way or overshooting.
  • She has better spike and edgeguarding tools for offstage scenarios.

Down Tilt

Roa punch dtilt.png
Roa punch dtilt h.png
Hitboxes Off
Hitboxes On

punch_dtilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


The punch rat kicks. This is one of her best moves.

  • Very low knockback and a devious angle of 85 makes this move very hard to escape at low%. A staple out of jab which enables stage carry loops.
  • Can confirm into up special or even up strong at kill%s, though this requires very cooperative DI.

Strong Attacks

Forward Strong

(Forward/Back +) Strong
Roa punch fstrong1.png
Roa punch fstrong2.png
Roa punch fstrong1 h.png
Roa punch fstrong2 h.png
Hitboxes Off
Hitboxes On

punch_fstrong1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia unleashes a crystal slam.

  • Incredible knockback growth makes this move a serious killer off the side.
  • Sweetspot is timing dependent, with the late hit having much less killpower.
  • Generally never used in neutral. This move is saved almost exclusively for parries, edgeguards, and crystal pop confirms.


punch_fstrong2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?

Up Strong

Up + Strong
Hitboxes Off
Hitboxes On

punch_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia gives herself a lethal high five.

  • Very fast for a ustrong at frame 16.
  • Olympia's goto parry and crystal punish when close enough to the opponent to land it.
  • Generally pretty reliable at linking into the kill hit.


punch_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • VERY powerful move that's assisted even more by hit1 boosting them upwards a bit.
  • This is the only hit that can reach platforms.

Down Strong

Down + Strong
Roa punch dstrong.png
Roa punch dstrong h.png
Hitboxes Off
Hitboxes On

punch_dstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia punches the ground, causing crystals to erupt.

  • Gets more range in both directions the longer it's charged. The crystals have different angle and knockback values from the slam hitbox.
  • Unfortunately extremely slow and has pitiful range uncharged, making this one of her least used moves.
  • The slam has great knockback and a nasty angle for when it does hit, though.

Aerials

Neutral Air

punch_nair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia kicks.

  • Solo nair1 has fairly low hitstun, but it does true combo into a few things when hit close enough, such as jab and up special.
  • Nair1 into ustrong is a notable cheese option that gets more likely to work if the opponent doesn't have double jump/airdodge.


punch_nair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia kicks again.

  • Excellent move, this hitbox alone being out for 7 frames makes it a staple in any given situation.
  • Combos into just about anything on DI in and sets her up to continue pressure on DI out using her dashes.
  • Doesn't always reliably combo out of nair1, meaning it's best to hit with only this hitbox or keep a good eye on your spacing if you want to combo from it.

Forward Air

punch_fair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia punches, but this time with malice.

  • Absolutely incredible offstage. If this spike doesn't kill outright, it'll probably combo into something that does.
  • Less than ideal onstage, but can still set up a techchase.


punch_fair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • A big hitbox reaching inside Olympia makes this nice for catching DI in that's at risk of sneaking behind her combo.
  • Can combo into itself on DI in, including the spike hitbox. Triple fair is real and it can hurt you.
  • Starts killing even from onstage at high%.
  • If Olympia still has resources after hitting this, she can continue pressure with a down special dash even against DI out.

Back Air

(while airborne) Back + Attack
Hitboxes Off
Hitboxes On

punch_bair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia kicks backwards.

  • Turns Olympia around.
  • Nice combo potential on DI in, though it can be hard to get that DI without getting tricky with the reverse hit.
  • Being out for 6 frames makes this move great for controlling space and covering landings.

Up Air

(while airborne) Up + Attack
Roa punch uair1.png
Roa punch uair2.png
Roa punch uair3.png
Roa punch uair1 h.png
Roa punch uair2 h.png
Roa punch uair3 h.png
Hitboxes Off
Hitboxes On

punch_uair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia flips in the air.

  • Has lower base knockback than uair2. While this does mean they don't go as far making them more comboable, it also translates to lower hitstun.


punch_uair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • This hitbox is a staple for sharking, juggles, and even confirms into up special.
  • Angle 90 means this can be DIed left or right, but if you have momentum in the direction they DI you can continue your combo.
  • Very nice combo potential if hit while landing.


punch_uair3

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • A very funny spike.
  • The hitbox on this thing is actually pretty huge, but it's common to get hit 2 instead when aiming for it. As such, fair/dair are more reliable when going for spikes offstage.

Down Air

(while airborne) Down + Attack
Roa punch dair.png
Roa punch dair h.png
Hitboxes Off
Hitboxes On

punch_dair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia slams downwards.

  • Absolutely lethal spike, but sends straight down which makes it techable at the wall.
  • Can be used as a low% parry punish, but is actually so strong your opponent will fly away from most ideal combo scenarios.


punch_dair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • The sour sends at an angle, which might actually make it preferable to the sweetspot if the opponent is in a techable position.
  • Low base knockback makes killing early with this sour unlikely, but not impossible.

Specials

Neutral Special

Brilliant Diamond
Special (Air OK)
Roa punch nspecial.png
Roa punch nspecial h.png
Hitboxes Off
Hitboxes On

punch_nspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?
Roa punch nspecial crystal.png
Roa punch nspecial crystal break.png
Roa punch nspecial crystal h.png
Roa punch nspecial crystal break h.png
Hitboxes Off
Hitboxes On

punch_nspecial_crystal

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia throws a gem. When this gem hits an opponent, is stopped manually, or travels maximum distance a crystal field is formed.

  • Field does not form when the gem hits a wall. This includes Kragg pillar.
  • Olympia cannot use any specials while the gem is traveling. Pressing the special buttons stops the gem and makes the field regardless of directional input.
  • Decent projectile for opening people up and forcing 50/50 situations. Has no true followups but forces a response when used close enough.


punch_nspecial_crystal_break

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia breaks the crystal, crystallizing anyone inside the field.

  • Pop hitbox can also be used to break projectiles.
  • Crystallized opponents will stay in the crystal for as long as they are in hitstun. This means hitting the crystal extends its duration, but keep in mind that spiking the crystal onto the stage ends it immediately.
  • Crystallizing is better the closer the opponent is, though her dashes can make something happen when they're further away.
  • An absolute nuisance when used to edgeguard.
  • Opponents may be wary of the field and DI/tech to avoid it at all costs, or even go out of their way to avoid/break it in neutral. This all makes them predictable, empowering your punish game.

Forward Special

Zircon Straight
Forward/Back + Special (Air OK) (Hold OK)
Roa punch fspecial.png
Extends combos and quickly closes distance
Roa punch fspecial h.png
Hitboxes Off
Hitboxes On

punch_fspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia charges up a dash that's also a punch.

  • Cannot slide off platforms if Olympia is grounded.
  • Always loses to projectiles. Recovery utility depends greatly on what projectiles the opponent has to interrupt this move.
  • Ugly amount of endlag, but gets greatly reduced on hit via IASA canceling.
  • Can be very tough to DI as Olympia moves before and after the hit, making this move phenomenal for combo extensions and kill confirms.
  • Very generous ledge snap makes an uncharged dash a nice recovery option even when factoring in the endlag.
  • Can be jump canceled when Olympia is inside a crystal field. The more it's charged, the further she goes. This holds true even if she's just charging the move without dashing.
    • This jump cancel boost can be unwieldy and get Olympia into trouble, but does look very cool when it actually results in a hit.
    • As this is the ONLY way to cancel the move, it becomes a very obvious parry when charged for too long while recovering or in neutral without a field up.

Up Special

Kunzite Upper
Up + Special (Air OK)
Roa punch uspecial1.png
Roa punch uspecial2.png
Roa punch uspecial final.png
Roa punch uspecial1 h.png
Roa punch uspecial2 h.png
Roa punch uspecial final h.png
Hitboxes Off
Hitboxes On

punch_uspecial1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?




punch_uspecial2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?




punch_uspecial_final

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Olympia unleashes a flurry, culminating in a devastating kick.

  • The classic combo ender. Involved in many of Olympia's kill confirms.
  • Can be exceedingly difficult to DI when close to the top of the screen. Expect a lot of non-galaxy kills from this one.
  • Actually minus on hit at low%. Best when used to threaten a kill or guarantee and edgeguard situation.
  • High amounts of pratfall landing lag makes this move somewhat lackluster as a recovery option, though it can be edgecanceled.

Down Special

Emerald Focus / Unbreaking Palm
Down + Special (Air OK)
Hitboxes Off
Hitboxes On
Olympia charges up.


punch_dspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Pressing special again ends the charge early with a punch. Can also be cancelled with a double jump within the crystal field.

  • Mainly used in the air to bail out of the move without committing to a dash, as punching does not lock out future uses of dspecial like dashing does.


punch_dspecial_full

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Letting the charge complete results in a punch that crystallizes.

  • Generally only going to hit if you utilize the super armor or take advantage of a very long parry stun time.
  • Has the same properties as nspecial's crystallization, but landing this means you're guaranteed to be in position for a followup combo or kill confirm.



punch_dspecial_dash

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Pressing dodge while charging results in a dash.

  • An essential part of the kit, this dash gives Olympia incredible options in every facet of her gameplan.
    • Closes and extends gaps in neutral, enables excellent recovery mixups, creates unique combo opportunities, etc
  • Unlike other options out of this move, dashing disables future instances of down special until Olympia lands, is hit, or walljumps. There is also a cooldown to the move when dashing while grounded.
  • There are a couple frames of invuln at the start of the dash, though it's hard to time a dash such that you utilize this on purpose.
  • Snaps onto ledges a bit, enabling some nice recovery options if the opponent isn't ready for it.

Alternate Palettes

Default Colors

Unlockable Skins

  • Custom Color 2: Beat story mode.
  • Abyss: Reach Abyss level 10 with Oly.
  • Ranked: Reach Gold rank with Oly.
Default
Alt Blue
Alt Red
Alt Green
Alt White
Alt Dark Purple
Custom Color 1
Custom Color 2
Abyss
Ranked

Seasonal Colors

Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):

  • Valentines (Feb-Apr)/(Aug-Oct)
  • Summer (May-Jul)/(Nov-Jan)
  • Halloween (Aug-Oct)/(Feb-Apr)
  • Christmas (Nov-Jan)/(May-Jul)
Valentines
Summer
Halloween
Christmas

Premium Skins

How to Get

  • Champion: Obtainable via the developers.
  • EA: Purchase a Steam key for RoA via Humble Bundle.
Champion
Early Access Promo

Other

Use with Readek's Recolor Tool for properly recolored Oly skins.

Recolor Tool

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