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.
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.
Scroll the pages. Learn the heroes, enemies, and lore of the Ethernal world.
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Chapter I · The World
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.
Kael · Berserker of the Ember Path
Vex · The Shadow Dancer · Faction Unknown
Chapter IV · Enemies · Boss Tier
⚠ Boss · Fallen Radiance · Lv.72Suneater Tribunal · Faction: Fallen Radiance · AI: Controller
The Basics · Combat System
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.
Kael · Abilities & Passives
⚔ 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
🗡 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
☀ 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.
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
Every battle is a web of conditions, counters, and cascading consequences. Mastering status effects separates seasoned commanders from fallen ones.
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
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
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
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
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
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
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
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
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
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
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