On the battlefield in the southern seas, players from Legend and Archipelago Continent fought a bloody battle.
Artillery, magic cannons, heavy crossbow bolts, magic, arrows, gunners, warriors, magic scrolls—everything a fantasy world could possess blossomed across these waters.
Relying on their level advantage, the low cost of their warships, and the enemy's inherent lack of unity, Huaxia players beat them back again and again, forcibly tearing their alliance apart.
Guilds made up of Old Japanese, Old Indians, Old Koreans, and players from many other nations suffered brutal losses. Not only were their casualties devastating, but their average levels also dropped by around two levels.
Because Huaxia players' warships ignored everyone else and focused all their firepower on players from those nations, they had no intention of seizing their warships. They forcibly took out the Old Japanese and Old Indians' Epic Warships through one-for-two trades.
Under normal circumstances, if the warships of other island nations had come to reinforce them, it should at least have ended in a two-for-two trade.
But they had far too little coordination. Four full versions of bloody warfare had left both sides with deep grudges.
Especially after the Old Japanese and Old Indians obtained Epic Warships, they immediately pulled ahead of players from other nations. Now, when other guilds saw Huaxia players besieging the two nations' flagships, they had no intention of rescuing them and even cheered from afar.
Seriously.
The players from Japan, India, and Korea were so furious at the sight that they nearly spat blood.
This was clearly a continent-level National War, yet because of some grudges from internal conflicts, they were letting the enemy run wild and even betraying their allies?
Could they not have some damn foresight?
Did they not know that maritime resources were the most important?
Yet players from