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Most characters now have a slew of jump based attacks, where they engage enemies with their attacks more up front and personal, which is also much snappier. Rather than walking back and forth, the jumps are quick and impactful.

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Certain armour types are more vulnerable, or resistant to damage instruments, and some might even make you outright invulnerable to some sources. Not only does this create some interesting flavours for the combat encounters, but it breaks up the monopoly that armour was having over the meta game. No matter what, if you had high armour -- especially physical armour -- there was simply no means of counterplaying outside of hoping high armour of one type meant low armour of another.
Finally, you can open shops to buy and sell accordingly. The assets have been remade for better HD feeling, and to add a personal touch: shops now all have names, and a preview of the shopkeeper in the corner while the shop menu is displayed.
In a prior blog, we mentioned wanting to use multiple currencies based on your world location, to create a greater sense of immersion and commerce in the world, but for now, only one money type is used.
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