Ethernal Studio Ltd. · ethernal.ca

Where every tile decides the fate of worlds.

A grid tactics RPG where fire, ice, water, lightning, and shadow meet modifiable terrain, pushable puzzles, and a roster of heroes each forged from passives, actives, and awakenings. Position matters. Elements matter. Every step is a decision.

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Turn-Based Tactics Dynamic Board Sizes Elemental Strategy Hero Collection Coming to Mobile

Tactics on Every Tile

⚔️

Tile-First Combat

Movement, range, line of sight, and abilities all depend on where your units stand. Control the board — control the battle.

🌍

Living Environment

Fire melts ice. Ice freezes water. Push enemies into lava, deploy crates as cover, trigger pressure plates. The terrain is your weapon.

👾

Multi-Tile Bosses

Elite and Legendary enemies occupy 2×2 or larger footprints with phase-changing behavior, signature abilities, and raid-scale encounters.

Three Hero Classes

Build your squad from Offensive, Defensive, and Support heroes — each with passives, actives, and awakening paths that evolve over time.

Hidden Fountains

Ancient fountains surface in certain battles — cleansing status effects and restoring health to any unit who drinks. But beware: enemies can sip from them too, and the desperate will smash them to deny you the gift.

6 × 8 Standard Battles
8 × 10 Boss Arenas
Books of Tiles Gameplay

Books of Tiles — Field Journal

Scroll the pages. Learn the heroes, enemies, and lore of the Ethernal world.

✦ ✦ ✦

Chapter I · The World

Books of Tiles

In the realm of Ethernal, fate is inscribed not in stars — but in tiles. Ancient hexagons of power cover the land, each carrying elemental charge, tactical significance, and latent memory of every battle ever fought upon them.

Heroes are summoned. Enemies rise. The board is never passive.

6×8Standard Board
8×10Boss Arenas
3Hero Classes
⚔ Offensive · SSR

Kael — The Lava Warden

Kael

Kael · Berserker of the Ember Path

⚔ Offensive · SSR

Vex — The Shadow Dancer

Vex

Vex · The Shadow Dancer · Faction Unknown

Chapter IV · Enemies · Boss Tier

⚠ Boss · Fallen Radiance · Lv.72

Suneater Tribunal

Suneater Tribunal

Suneater Tribunal · Faction: Fallen Radiance · AI: Controller

The Basics · Combat System

Turn-Based Grid Tactics

Each turn, position heroes to exploit terrain, elemental affinities, and enemy patterns. Bonus tiles grant resistances and elemental infusions. Malus tiles punish careless movement.

Pushable objects — crates, barrels, ice blocks, bombs — add a puzzle layer to every encounter. Weight classes ensure that pushes feel consistent and strategic.

R/SRHero Rarity
SSRLegendary Tier
Build Paths

Kael · Abilities & Passives

The Lava Warden's Kit

⚔ Blazing Strike (Basic)

Fire physical attack. Applies 1 Burn stack on hit.

🌋 Lava Crush (CD 4)

Heavy Fire strike. On kill — spawns a Lava tile on the target's position for 2 turns, then reverts to Normal.

💥 Magma Burst (CD 6)

Magic Fire AoE in a 2×2 area. Applies 2 Burn stacks to all enemies within.

★ Pyroclasm (Ultimate · CD 8)

Massive 3×3 Fire AoE. Applies 3 Burn stacks + scatters 3 Lava tiles across the area for 2 turns.

Passives

Iron Skin — Reduces melee damage taken by 20%.

Scorching Aura (A1) — Burns adjacent enemies at the start of each player turn.

Inferno Core (A2) — Removes 1 Burn stack from himself at the end of each enemy turn.

Vex · Abilities & Passives

The Shadow Dancer's Kit

🗡 Shadow Cut (Basic)

Shadow physical attack at range 2. Applies Bleed on targets already below 50% HP.

💨 Phantom Step (CD 3)

Dashes up to 2 tiles toward a target and strikes on arrival.

🌫 Blinding Ash (CD 4)

Line magic attack in a cardinal direction. Reduces enemy DEF by 15% for 2 turns.

🌀 Vanishing Act (CD 6)

Grants herself +25% Evasion for 3 turns.

★ Shadow's End (Ultimate · CD 7)

True damage ×3.0 on a single target. Executes enemies below 18% HP. Grants +30% Evasion for 2 turns after use.

Passives

Shadow Step (A1) — On kill: gains +1s on her action timer, once per round.

Ambush (A2) — Gains +40% ATK on her first action each player turn.

Nimble (A3) — Activates a permanent agility trait at battle start.

Suneater Tribunal · Abilities

A Radiant Judge of Blinding Verdicts

☀ Judgment Ray (Basic)

Light magic in all 8 directions, range 3. 40% chance to Blind each target hit.

🌟 Radiant Sentence (CD 3)

Line Light magic attack at range 4. Deals damage and inflicts Blind on the target.

🌑 Eclipsed Edict (CD 4)

Shadow magic AoE in a 3×3 area at range 3. Deals damage and Silences all heroes caught within.

🛡 Halo of Guilt (CD 5)

Shields itself for 18% of its max HP for 2 turns and gains status immunity for 1 turn.

Resistances & Passive

55% Light RES · 35% Shadow RES · Knockback Immune

Alternating Verdict — Shifts between Light and Shadow stances, telegraphing stance changes each round.

Page 1 of 4

Seven Forces Shape the Board

Elements interact with tiles, heroes, enemies, and each other. Each one is vulnerable to two others, and mastery of the elemental layer is what separates survivors from legends.

🔥

Fire

A force of pure aggression. Fire scorches the battlefield, burning enemies and leaving its mark long after the flames die out.

Weak to Water · Shadow

💧

Water

Fluid and adaptive. Water tiles are swimmable, soothe the burned, and shift the nature of the battlefield when other elements collide with them.

Weak to Lightning · Ice

❄️

Ice

Cold and treacherous. Ice tiles are slippery underfoot, punishing reckless movement and rewarding those who plan their footing carefully.

Weak to Fire · Lightning

Lightning

Violent and unpredictable. Lightning strikes fast and hard, threatening entire sections of the board in a single crackling instant.

Weak to Earth · Ice

🪨

Earth

Steadfast and immovable. Earth raises bulwarks, reshapes the field, and grounds the storm — a foundation that turns chaos into strategy.

Weak to Ice · Fire

Light

Radiant and revealing. Light pierces darkness, exposes hidden weaknesses, and cleanses what corruption has touched — a beacon for the righteous.

Weak to Shadow · Lightning

🌑

Shadow

Elusive and corrupting. Shadow warps the rules of engagement — weakening foes, manipulating positioning, and punishing the overconfident.

Weak to Light · Water

Primary weakness deals roughly +50% damage · Secondary weakness deals roughly +30% · Matching elements resist their own kind

Status Effects

Every battle is a web of conditions, counters, and cascading consequences. Mastering status effects separates seasoned commanders from fallen ones.

🔥 Damage over Time

Burn

Scorches the target each turn, dealing damage based on their max HP. Repeated Burn applications stack the heat — the more stacks, the greater the attrition. Water can extinguish it.

Up to 5 stacks · Decays 1 per turn

🟢 Damage over Time

Poison

A creeping toxin that compounds with every stack. Each turn it consumes a percentage of the target's current HP — the more stacks, the more devastating the drain.

Up to 5 stacks · Decays 1 per turn

🩸 Damage over Time

Bleed

Hemorrhaging wounds that punish the wounded further. Stacks accumulate and burst at the end of each round, dealing significant current-HP damage before clearing entirely.

Up to 3 stacks · Clears at round end

💀 Execution Timer

Doom

A death sentence with a countdown. Once applied, the unit has 4 turns before suffering lethal damage — regardless of HP. Cleanse it, or accept fate.

4-turn countdown · Instant KO on expiry

Control

Stun

Complete incapacitation. A Stunned unit cannot move, attack, or use abilities until the effect clears. The ultimate control tool — and a devastating one in the right hands.

Full disable · Movement, attacks & abilities locked

❄️ Control

Frozen

Ice grips the target in place. Frozen units cannot move or be repositioned, and their speed is halved. Combined with slippery ice terrain, positioning becomes a game of survival.

Locks movement · 0.5× speed penalty

💧 Elemental

Wet

Soaked units become highly conductive. Lightning abilities deal dramatically increased damage to Wet targets — and can chain between them. Pair your water and lightning heroes wisely.

+30% Lightning vulnerability · ~2 turn cycles

🌑 Accuracy

Blind

Darkness clouds the eyes of even the mightiest warrior. Blinded units suffer a heavy accuracy penalty, causing many attacks and abilities to miss at the worst possible moment.

−60% accuracy · Duration ticks at turn start

🤐 Ability Lock

Silence

Sealed lips, sealed power. A Silenced unit can still move and attack, but every active ability is locked away — turning specialists into shadows of themselves.

Abilities disabled · Movement & attacks unaffected

🗿 Control

Petrified

Flesh turned to stone. A Petrified unit cannot move, attack, be dragged, or act in any way — and the curse holds until something breaks it.

Total lockout · Persists until cleansed

And many more await discovery — Taunt, Reraise, Reflect, Haste, Regeneration, Acid, Pest, Confusion and beyond...

Two Doors, One Studio

Pick the door that matches what you're after — we read every message.

Studio Inquiries

Ethernal Studio Ltd.

Press, partnerships, business proposals, hiring questions, and anything that touches the studio itself.

contact@ethernal.ca
Game Support

Books of Tiles

Bug reports, gameplay questions, account issues, feedback, and anything specific to the game.

booksoftiles@gmail.com

Enter the Realm

Your account will eventually link directly to Books of Tiles — tracking heroes, progress, and events. For now, join the waiting list.

Player Portal

Create your Ethernal account to be first when the gates open.

Account Linking · Coming Soon
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