Age of Adepts

Chapter 207: Jungle Blood Warfare

The Knights of the Hunters are pushing extremely hard in the woodlands!

At the foot of the foe, if you let go of the restraints and run at full speed, you will never have a problem for 30 or 40 miles an hour. But in that way, the formation of nearly a thousand hunter knights will undoubtedly become loose. If you are struck again by many of the surrounding witches, the whole team will instantly fall apart and sand will be scattered.

Besides, only the seven shining knights in the team can be the only ones who, although many, fall into the eyes of the wizard, but are just a flowing food. The Lawbreaking Knights can also be united against the Evil Wizards. They can be left alone and attract many evil wolves every minute.

In order to keep the team compact, under the restraint of the Glorious Knight, many of the Hunter Knights had to slow down and walk between the jungles in an almost laid-back position.

All the creatures in the Greenland Forest have disappeared, all transformed by the wizards into terrible witches, big and small. Beyond that, some of the witchcraft traps hidden in the jungle also create a lot of trouble for the team to move forward!

Quicksand traps, gravity traps, etc. are good. Those fireball traps, acid traps, and poison cloud traps are also deadly enough for the Hound Knights.

The Horror Wizards have brought their wicked wisdom to the max!

The witchcraft trap is buried in the path of the knights, and the way it is triggered is strange.

Some of the traps are buried underground, and the stones above fly out of the ground as soon as they are touched. It's not very powerful, but roasting a Knight Hunter with a Killer into coke is no problem. Some of the traps are erected on lateral branches three or four metres from the ground, and when the drooping vines are pulled, the highly corrosive acid mass is sprinkled head to head.

There are also poisonous cloud traps that trigger conditions that are particularly bizarre, and only when it reaches a certain amount of life near it will it burst.

So when the subsequent Hound Knight manages to slow down, he always sees a scorched black corpse on the side of the road, some of his skulls are etched into the corpses of a wasp nest, and his companions are dyed with strange colors...

Dead comrades placed on the side of the road and prayed and continued on the road. But those who die of wounds or are highly poisoned cannot just abandon them.

With the drag of these injuries and illnesses, the knights are moving more slowly.

From time to time, there are roaring knights screaming from the periphery. Whenever this happens, some strange sorcery falls from the sky into the ranks. Either a low-order lava fireball, a horror cloud, or a huge swamp of acid...

Most of the witchcraft has not yet fallen, it has been blown up by the plural arrows, even if there are occasional fish that missed the net, it will be destroyed by the broken knights who came to the horse with flame blades. Though the harm they cause is not so great, it keeps all knights' minds tight and their vigilant eyes swirl from bush to tree crown and rubble pile as they pass through the woods on the colt.

It's right in the middle of the team, and it's not that safe.

Because from time to time there are covert witches pounding out of dense canopy or messy piles of gravel. If you are unprotected for a moment, you are scratched by their dark, filthy claws, and even with the physique of the Hound Knight, you will not be able to resist the biotoxins that Evil Wizards have carefully improved.

An ordinary jungle road of less than 20 miles has been hard enough for them to walk for two hours, and there have been as many as 16 non-combat attritions. Especially the seven or eight highly poisoned companions, who could only tie them to the fighting and barely move forward with the team.

When the red sun rose and the time arrived in the afternoon, new problems arose.

They are a lonely army, with the overwhelming conviction that they will not find the enemy's lair and will not turn back, which is why they rushed into the Greenland Forest without a backlash. Therefore, each member of the Order departed with only three days of rations and drinking water.

If it's just a simple adventure trip, it's equipped enough for them to search through this vast, deep forest of nearly 200 square kilometres. But now, after a series of brutal battles and bloody killings, rations may be enough, but drinking water is clearly overdrawn.

Worse still, on this journey, they discovered with anger that almost all drinkable streams and springs had been occupied by dead creatures spreading light yellow plague clouds. This also means that all surface water sources have been heavily contaminated and become difficult to drink!

Man is not a machine and cannot remain on high alert and ready for long periods of time. Though several times more physically than ordinary people, the Hound Knight has experienced five or six hours of brutal killing and hard walking, and his strength inevitably slips to the bottom of the valley.

As a last resort, Knights senior staged a camp on a high post, giving tired knights a safe place to rest. And the many lawbreaking knights form a group of 35% and form a patrol to roam the nearby mountains and forests to prevent those damned wizards from messing around.

As for the seven Knights of Glory, they gathered in a temporarily erected tent to discuss intensively a follow-up course of action.

The Evil Wizard's lair is situated in the southern part of this expansive 200 km deep Greenland forest, where the Hound Knights have swept away nearly half of their suspicious sites with their lives after a previously costless bloody exploration. In front of seven shiny knights, then, is a vast forest of almost 100 square kilometres.

The shiny knights who are able to sit here belong essentially to those radicals who are particularly fanatical and jealous. Otherwise, they would not be able to stand the piecemeal exploration of the past, and, in anger, went into the forest without recklessness.

According to their previous plans, ignoring the scattered wizards in the marginal areas of the forest, the army burst into the heart of the forest like a broken bamboo. The camp is then laid there, and the hands are scattered down, making it absolutely easy to find the enemy's lair.

Even if there were casualties, it would be much smaller than sending a brilliant breaking knight, a team of brilliant hunter knights, to the enemy for slaughter!

It must be said that the oppressed Evil Men of the Knights have deeply imprinted the weak and daunted image of the Practitioner into the hearts of all the Hound Knights, including the Knights' high ranks, who have never regarded the invading Evil Wizard as the great enemy of life and death.

In their view, this is a bunch of scumbags who are good at hiding and attacking. As soon as they destroy their roots as a thunderous cave, they will be like a bunch of rats blowing up their nests, all they have to do is hide in panic, and they will no longer be able to organize any large-scale resistance!

Essentially, this radical group of shiny knights is the quickest way to treat an invading evil sorcerer in such a simple and violent manner. However, they overestimated the power of the party and underestimated the means of the wizards.

If they can make it, if they can bring all the powerful together, then the simplest and most violent way is undoubtedly the best way.

Unfortunately, the absence of more than three powerful men, coupled with the division of the Knight Regiment caused by the outbreak of their own contradictions, greatly weakened the operational strength of their lone army.

So when these glorious knights came together to discuss the next step, a counterattack from the witch camp had arrived.

By the afternoon, the horrible sorcerers of the pack had completely surrounded the hills where the knights lived. Then, driven by evil wizards, large swarms of witches broke into the cordon set by the knights and carried out brutal and bloody killings.

Nodak Forest, a loose defensive line stretching two or three miles, seven shiny knights led many breaking knights, each side, tenacious to eliminate a wave of terrible witches. Above the high post, it became a temporary wounded and sick camp, and the hunter knights, who were seriously injured and had difficulty continuing to fight, were sent here awaiting medical attention.

Due to the lack of the necessary remedies, the only remedy available to the Hound Knight, who temporarily serves as an ambulance team, is to dagger rotten or stiff muscles, wash the wounds with plenty of clean water, and then wrap them up.

This approach may be useful for ordinary skin trauma, but most of the injured knights in the camp have been attacked by the teeth of witch beasts infected with the virus. Instead of being able to heal their wounds, they will deteriorate and collapse over time before the eviction of the infectious virus ravaging the knights.

It's all about the hunter knights being physically strong and strong, and if they were ordinary human fighters, I'm afraid they'd have clotted their whole bodies and rotted their flesh to death, and they'd still be able to resist the plague. But this disguise also prolongs their struggle!

The Witch Beast's attack lasted from this afternoon until the sky darkened!

For four consecutive hours, more than 10,000 witches fell at the forefront of the battle, and the fighting vitality of the Knights changed from more than 700 in the beginning to less than 400 today. With the brave horseback, armed with powerful symbols, the Hound Knights, though severely impaired, did not die much.

Four hours of continuous combat left 87 Knights of the Hunter dead, but as many as 235 knights lost their ability to fight after being attacked by the Witch Beast. Those knights who are still on the periphery are also wounded, but not to the extent that they cannot be seriously injured.

More than 10,000 witches will be killed, and half of them will be slaughtered by seven shining knights. And in the first hour of the war, whenever a sharp bully cut a bloody road out of a herd of witches for half a month, the number of witches killed and injured was rolling up.

Hour after hour of chopping and slaughtering, three to five hours apart will need to throw the fierce knight's warfare skills into the most dense area of the witch beast, so that even the shiny knight can't afford to fight with a high intensity.

From a terrible half-month slaughter every three or five minutes at the beginning of the war, it was only triggered every other minute or two afterwards. And in the end, they've become bloody and have difficulty inspiring powerful knightly warfare skills. So they can only fight the beasts, like ordinary hunter knights, one sword at a time, with great strength and a strong body.

The number of witches is not endless!

For more than the previous month, the wizards hunted almost all the beasts and monsters in the forest, transforming them into witches in large numbers. But today alone, we've lost 7788 on less than a thousand of these Knights of the Hunt!

But the result is also brilliant because... it's dark!