The game has become a real alternate world
Chapter 1283 - 859: Forcing Retreat (Part 3)
Chapter 1283: Chapter 859: Forcing Retreat (Part 3)
Only some medium to large nations have the ability to gather an elite force of several hundred people with a Level of five or above.
But such Levels in the eyes of the Night Watchers cannot even be considered, only barely escaping the status of recruits.
The current average Level of the Night Watchers is above Level Eight, with quite a few having reached Level Ten.
Moreover, in recent years, the world’s combat strength has grown alongside everyone because the openings created by the Night Watchers birthed the concept of Adventurers.
This is an undisguised strategy, yet no one falls for it.
Given that everyone’s strength is rapidly increasing, if you don’t let your troops or subordinates become Adventurers, your combat capabilities will surely fall behind.
If you then allow your troops and warriors to become Adventurers and gain the power of the Night Watchers.
These people are inherently allies of the Night Watchers, even if those within certain classes do not acknowledge the Night Watchers as their enemy, it doesn’t matter.
Because their numbers compared to the vast number of commoners are so scarce as to be invisible.
And those commoners who hope to change themselves through such power naturally stand by the Night Watchers after becoming Adventurers.
They compare the respect and various resources received from the Night Watchers with their past lives.
This is not something that can be compared at all.
Especially considering what the Night Watchers have done over the past ten years, which purely stands on the side of the majority.
Saving civilians, even forcibly rescuing more civilians during wars.
The reputation of the Night Watchers has far surpassed that of the Holy Light Church, not to mention that the Holy Light Church is on the Night Watchers’ side.
With the combined reputation, it is entirely tied to the Night Watchers.
Yet many commoners still don’t understand the current situation, continuing to live under the governance of various nations, without thinking to fight for their rights.
The Night Watchers also haven’t rashly revealed or guided them, as this requires the right timing.
Apart from these few people, other significant figures in this small town have also been gathered.
Hope Copperbeard, Guild Agent.
A short and stout Dwarf with unkempt facial hair, he is the head of the Adventurer Guild in "Turnip Root", at approximately Level Five as a Warrior/Blacksmith.
A Bronze Dwarf, he hasn’t been with the Night Watchers for a short time, but he invests more energy into his Secondary Profession, essentially serving as logistical personnel.
He slapped the dust off the table, saying in a rough voice: "Alright, those wolf pups have left, but they left behind a heap of troublesome mess!"
Flare Long-Ear, the Militia Captain here.
The young Rabbit Race warrior who dared to glare at the Wolf Race leader earlier, his chest heaving now, a flush of combat readiness on his face.
His eyes are mixed with anger, pride, and anxiety for the future. He is the strongest non-Night Watcher warrior in town, approximately Level Four.
Alyssa Gentle-Voice, Alchemist and Elder.
An elderly female Rabbit Race member, she is the town’s Alchemist and spiritual elder, with a Level not high, likely around Level Two, but highly esteemed among her kind.
The Night Watchers are trying to find a way to have her join the Adventurer system, fast-tracking her into a Secondary Profession.
She looked at everyone worriedly, her long ears drooping.
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