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Each monster initially has four slots available for abilities. Every turn, each monster (both enemy and ally) can activate one attack or elemental ability. In combat, each Jewel Summoner can bring out one monster at a time. Jewel Summoners can also influence their monsters' growth by fusing them with specially refined items and pieces of quartz, or by increasing their stats with "Ability Points" earned in battle. Monsters earn experience in battle and subsequently level up, learn new abilities, and evolve into different creatures. A monster can only be captured within a jewel that represents the same element. The element system is similar to a game of "rock-paper-scissors" for instance, water-elemental monsters have an advantage over fire-based monsters, and fire-based monsters have an advantage over ice-based ones. There are over 100 different types of monster in the game, and each possesses traits in the forms of "elements" that dictate its strengths and weaknesses. Enemy monsters can be recruited by weakening them in battle and then capturing them within a jewel. Monsters do not have individual health bars their controlling character's health is used instead. Battles are turn-based and each monster has access to several attacks that it can execute each turn. The player can have a party of up to three characters, and each member has a maximum of three monsters that can be summoned from storage receptacles, called jewels, to fight against enemies. Dungeons also contain save points that can be used to restore the health of the party. Inside dungeons, the player's movement will activate random battles against wild monsters battles are represented in a split-screen format.


The player character's avatar moves around a static world map and can enter 3D dungeons. Jewel Summoner takes place in a third-person perspective with a top-down view.
