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Guild Wars-the Original and Factions
 For the uninitiated: the two Guild Wars -- the original and Factions -- each feature a plot-driven PVE quest divided up into important, action-advancing missions and smaller quests, any of which the player can tackle with other human beings in a cooperative party or with computer controlled "henchmen" who, honestly, aren't very bright. As you play through the story, you'll collect and buy new skills, weapons, and armor for your character class. You'll also notice that you hit the maximum character level of 20 pretty quickly -- before you've even completed 30-40 percent of the missions. That's because GW isn't about the leveling grind, it's about enjoyable game play and a level playing field for its PVP elements about Guild Wars Gold.
 The character classes in Factions include the entire lineup of GW and a pair of new classes: assassin and ritualist. Take a look at any PVE town or mission area and you'll notice that assassin is by far the more popular of the two: a modified warrior class, it includes skills that can be chained together to form, for want of a better term, guild wars gold combos that deal thrilling amounts of damage and leave victims with conditions like bleeding and deep wounds. Assassins carry pairs of weapons like daggers or sai, and their animations are straight out of chop-socky movies. Whereas the assassins will wade right into combat, the ritualist class is a support unit that can conjure enemy-attacking spirits and enhance other characters' attacks and defenses. Buying cheaper Guild Wars Gold is not an easy job.
 Factions are rife with new life for both play styles. For PVP freaks, it includes all of the original options -- organized guild battles, random arenas, and team arenas. The new goods include alliances: Various guilds can band together and face alliances formed of other guilds in massive, 12-versus-12 throw downs. The most powerful guilds can form allegiances and compete in matches to actually control a part of the Factions continent that's divided into a number of territories. Alliances get behind one of two factions, each of which has a silly name (Kurzick and Luxon), and the disputed territories' borders are forever morphing based on outcomes of battles.

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