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The Battle System
Under normal circumstances, each person can only use one Spirit, but with the proper Ultima-Orbs or Elemental Medallions someone can use multiple Spirits. In order to use another Spirit, you must have the proper Medallion or Medallions that match with the Element(s) of the Spirit that was just defeated and the Spirit you plan to use next. If, for example, one was using a Tahu (Fire type) who was defeated and wanted to switch to Takanuva (Light type), they would need both a Fire Medallion and a Light Medallion. Combatants may also switch between Spirits before their active Spirit is defeated, if they have the necessary Medallions. Having the same Medallions that match with the Spirit's Elements can sometimes activate a special Effect which influences combat in a specific way.
Both Spirits and attacks have Elements, and all Elements have weaknesses and resistances. If a Spirit is hit by an attack they are weak against, they will take double damage, and if a Spirit is hit by an attack it is resistant to, it will take half damage. If a Spirit has a double weakness to an attack (like a Light/Shadow type being hit by a Rahaga attack), it will take triple damage, and if it has a double resistance it will take one-third damage.
When encountering a wild Bioni-Spirit, they have a pool of HP that is half the amount of what their FE would be, and they do not have active effects.
In Perfect or Permanent Fusion, these rules can be bent by having great skill and/or willpower, but the same basic concepts apply. When someone in Perfect Fusion has their FE drained, they are left in a severely weakened state, and while it is theoretically possible to choose another Spirit and continue it is extremely rare and difficult. Someone in Permanent Fusion can only truly be defeated if they are severely weakened and dealt a super-powerful blow that shatters the Fusion Bond and the Orb.
Sometimes attacks caus status effects, such as the ones listed below:
Burn: 20 dmg per turn for the rest of the battle
Paralyze: Unable to move or attack, sometimes called "Stun"; there's also Immobilize, which only restricts movement and is often treated the same as paralysis
Freeze: Encased in a block of Ice, thus unable to move
Confuse: Become confused. You are less likely to dodge and your attacks are more likely to miss, and can sometimes hit you or your partner.
Blind: Unable to see, which affects evasion and accuracy.
Sleep: Fall asleep, unable to do anything.
Silence: Unable to attack, but can still move.
Poison: Receive a constant amount of dmg (usually 10) every turn.
Known Elemental Fuels include:
--Firepower, which powers Fire techniques
--Crushing Force, which powers Stone techniques
--Mining Spirit, which powers Earth techniques
--Cold Indifference, which powers Ice techniques
--Breath of Spirit, which powers Air techniques
--Compassionate Soul, which powers Water techniques and the unique healing techniques used on Healer-Isle
--Heart, which powers Light techniques
--Doppelganger Fuel, which powers Shadow techniques
--Mutant's Essence, which powers Rahaga techniques
--Sturdy Will, which powers Steel techniques
--Amp Power, which powers Thunder techniques
--Warrior's Honor, which powers Dragon techniques
--Primal Instinct, which powers Jungle techniques
--Supernatural Intelligence, which powers Psionic techniques