Age of Adepts

Chapter 199 Fire Demon

In the jungle in the distance, the flames flared.

Along with the mercenaries dying Awesome and the Wrecking Knight's angry roar is clear!

The middle-aged shiny knight suddenly changed his divine colour on his face, unable to deal with the bloody Mary in front of him any longer, and stood up and rushed towards the battlefield in the distance.

As a senior member of the Knight Regiment, he had a number of hearts and minds, and the Knight Regiment in the distance had only two broken knights, facing that terrible Fire Demon with such a lineup would most likely cause heartbreaking casualties.

Analyzed on the basis of a simple order of magnitude, the breaking knights and the wizards share the same order of magnitude, each with the ultimate power to kill each other. So far away 2 breaking knights should take advantage when facing a 1st level wizard!

Unfortunately, such an idealized contrast has never really appeared.

One is an evil sorcerer from a powerful side, and the other is a melee knight from a weak side. If, after troubleshooting the stumbling blocks brought about by position suppression, a 1st level sorcerer can almost say that he has an absolute advantage in the scene when faced with the same level of broken knights!

Weak wizards may fear ghostly assassins, but when faced with these rough, fleshy knights, they clearly take advantage of professional combat. Aren't you rough and meaty? One piece of witchcraft won't touch you, then I'll use two! Two can't move, I'll use three!

As for close combat? Hey, no wizard would be stupid enough to fight a broken knight like an iron can in melee! At the unbearable speed of the Lawbreaker knight, trying to catch up with a wizard with rapid mobility in a mountainous forest of thorns and bushes is simply a dream.

Whether it's flame jumping, shadow shuttle, or elemental wind wings, the wizards have plenty of tools and less maneuverable knights to maintain a safe spacing. So only witches fly knights' kites, but rarely do knights trap witches around a place to beat them.

Of course, not all wizards have rapid mobility. So in the first half of the month, three wizards have been dying on this stranglehold. The rest, however, have powerful mobility transfer capabilities and some powerful lethal witchcraft.

With these two points, as long as you don't hit the Knight of Glory, in the strong collision between the Wizard and the Knight of the Wreck, the Wizard tends to win by more than 70%! So the Wizard's camp damaged three wizards, and the Knight's camp was wiped out by as many as 22.

So suddenly saw that horrible fire demon slaughtering the elite in the distance, the shining knight in front of him rushed into anger, guarding against the bloody mary over his head and rushing towards the battlefield.

But it's not what he thought!

The middle-aged Knight of Glory had thought that this bloody Mary would haunt herself so desperately that she would create an opportunity for the Fire Demon. But who knows that Bloody Mary doesn't care about his departure, but rather the young breaking knight whose wings jump quickly behind him.

Now the face of the middle-aged shiny knight has completely changed!

And so he fully understood why Bloody Mary was here.

If he insists on rescuing those two breaking knights, I'm afraid the breaking knight who stays here will find it hard to escape the bloody Mary massacre. But if he doesn't go to the rescue...

The flames of the distant mountain forests became more and more wild, and a reddish, near-white pillar of fire swept up, incorporating nearly 100 metres of mountain forests into the dreaded world of fire. At the same time, an egg-shaped flame junction emerged, just like the fireman's iconic flame junction!

The middle-aged shiny knight shook his angry head and sighed, turning back to the female vampire who was circling around the young breaking knight. Now that the fire demon has begun, the fate of the two lawbreaking knights who fought him can be seen.

Instead of rescuing two potentially murdered men, it's more important to keep the company behind you!

Looking at the glittering knight rushing back, Mary cursed two words and could only escape the other party's range of attack while her figure flashed. She may be capable of killing a lawbreaking knight, but in the face of a high-ranking shining knight, she can only retreat and never dare to expose herself to each other's control.

The Shining Knights are able to combine the symbolic energy of the outside world with the vital energy of the body to form a powerful knight warfare technique similar to that of exuberance. This allows their attacks to break free of the stranglehold of weapons in their hands and have a half-range effect.

Moreover, because the concentration of energy is much higher than that of elemental spells, this semi-range knight warfare technique not only possesses powerful defensive capabilities, but can also directly annihilate or counteract spells carried out by the executor. This is also the origin of the Lawbreaker's name!

And a knight of glory is undoubtedly more powerful than a knight of the law.

Their strength lies mainly in their ability to harness the power of the script to strengthen their bodies, and the path they follow is somewhat similar to that of the refinery wizard in the world of wizards. It's just that the refiner uses all kinds of toxins or extreme pain to strengthen his flesh * body in a way that depletes his body's potential, while the shining knight uses the power of the script to make himself explode more powerful flesh * in a short period of time.

Though they all came together, they both showed equally powerful physical power!

So Mary can play a broken knight in the palm of her hand with her agile figure, but when she meets a shiny knight, she can only turn around and run. With Mary's strength now, it's hard for her to break through the personal defense of the Knight of Glory, mixing the power of the script with the energy of life.

Conversely, once close, Mary is seized by the Knight of Light for a second and could be killed on the spot.

Mary's blood-colored armor infused with blood energy can only hold up to 110 degrees of elemental attack, while a glorious knight's hybrid attack of over 150 degrees is more than enough to kill a melee witch like her. That's why Mary never dared step within ten steps of the Knight of Glory.

Looking at the cunning bloody Mary of a fox, the middle-aged knight of glory is filled with immense humiliation beyond words.

This little wizard, far behind him in strength ranks, but with the terrible agility of far supernormal men, he could do nothing about it. The Knight of Glory is powerful in attack, but he can't beat his enemies and can't help it!

The battle in the distant mountains is coming to an end with a little delay here!

As the horrible jungle fires spread, the blast of the fireball began to fade away and then became silent.

Numerous mountains, high cliffs and woodlands near the mountain forest, countless eyes silently watched the area where the fighting broke out, and at the same moment, countless sorrowful sighs rang deep in the jungle.

Grimm doesn't care about a lot of outside snooping.

There are seven or eight monsters floating in the high altitude of nearby mountain forests, and a dozen earth magic puppets traveling freely underneath the ground. It is impossible to hide Grimm's perception from the wind at any point within a ten-mile radius. It is with the ultimate control of the battlefield that Grimm is able to fully exploit the clustered operational advantage of the Magic Puppet Corps and maintain extreme oppression of the enemy on a small area of local battlefield.

Dozens of cavalier squads scattered into the forest, in addition to the necessary indigenous mercenaries, either a broken knight with two hunter knights or two broken knights travelling in teams. There may be some glorious knights mixed in with the intention of inducing the wizards to attack.

Such a combination is also the best mode of combat to develop after half a month of bloody strangulation.

There are about a dozen evil sorcerers roaming the forest, usually soldiering alone, and rarely do two sorcerers come together except for the necessary servitude and summoning creatures. This situation may also be related to mistrust between wizards and difficulties in releasing the cooperation of hands and feet.

But once the Knights have assembled into a team unrivalled by wizards, even if the wizards are unhappy, they will come together as a team. So after a couple of bloody killings, the top members of the Knights had to split the team into a team of knights and play cat mouse games with the wizards in the jungle.

Most of the time the Wizard is a cat and the Knight Squad is a rat.

Every time a witch strikes, the mercenaries in the ranks are the fastest to break. As long as the knights do not encounter those terrible demons, they fight and retreat with the strength of a mighty battle. Normally, there is no fear of life except for the wolves.

But if an attacking wizard is unlucky and encounters a shiny knight hiding in the team, the position between the cat and mouse may be directly reversed. That's how the three damaged wizards died in the hands of the Knight of Light.

So wizards sent out to intercept enemies in the forest, either run fast, can't kill, or can't see far. If you hold onto one of these, you can basically save your own little life from a faint break in some dark corner.

With its many elemental sentries and its unique flame delivery capability, Grimm is so proud to be in such a cloudy and dangerous war mud.

Other wizards have discovered the Knight Squad and need to carefully repeat the test to prevent it from falling into the hands of the Knight of Glory. Such caution, however, can easily alert the target, turning an otherwise perfect hunt into a meaningless pursuit of killing.

Knights squads echo each other in the jungle, and if a nearby companion is found being pursued, nearby Knights squads quickly come to rescue and support. Then it's time for the wizard to run away with his head in his arms!

So such probing, counter-testing, hunting, counter-testing are often also the least efficient.

With its many ears and eyes, Grimm can track two or three different cavalier squads at the same time. Hidden shiny knights in the other team, even if disguised, will eventually show signs of spider silk under full surveillance at 360 degrees without a dead end.

Grimm therefore has plenty of time to pick from the many prey targets he can swallow and set traps for ambush. Without unnecessary testing and hesitation, Grimm, who did everything in his power, had the greatest gain each time.

The prey he was targeting had no chance of escape at all, so he avoided the pursuit process. As long as the surrounding team was under control, no one stirred up the game, nor were the two breaking knights enough to resist his killing.

If Grimm's voodoo scroll does not explode at full capacity once a day, and if Grimm does not need to retain nearly half his energy to cope with possible changes, his killing speed could increase further.

But even so, the terrible title of Fire Demon has spread rapidly in the Knights' camp!