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Guild Wars Factions
It seems no land in the Guild Wars universe is safe from strife. Two warring factions, the cultured Luxon and the pirate-like Kurzik, are at each other’s throats, struggling for control of the vast continent of Cantha. Alas, like the famed Great Northern Wall of Ascalon, the war has reached an impasse. It now falls upon capable heroes like yourself to choose a side, join the fight and break through the stalemate. Town by town, the fate of an entire continent rests firmly upon your shoulders.
Guild Wars Factions is the first stand-alone chapter, or “campaign”, expanding on Prophecies, the original Guild Wars game. There MMO provides much in the way of new content; a completely new PvE campaign, new gameplay modes for both PvE and PvP (competitive missions, challenge missions and alliance battles), and new skills and armor. Perhaps the best additions, however, are the two professions; the Assassin is a master of both stealth and speed, while the Ritualist makes effective use of bound spirits, weapon spells, and ashes of the dead. Some of the criticisms of Prophecies have also been addressed in Factions.
While Factions plays fine as a stand-alone game, linking it with the original game allows players to move their characters (two or more may be maintained at the same time) between the two game’s continents, Tyria and Cantha. Also, owning Factions alone prevents player access to Tyria and the original PvE campaign, although most of the PvP content from Prophecies would still be available.
