Wasteland: My Items Can Be Infinitely Upgraded-Chapter 501 - 248: Ancient Zhengzhou City, Knight Squad, Fiery Sun Divine Sect (Part 2)
This is the ideal outcome.
After all, nominally speaking, Oasis was lost at the hands of the Oasis Church, especially under Bishop Zhang Hui, and the Holy City Diocese not only protected the Church’s valuable assets but also secured a stepping stone for a Tier Three Bishop promotion for the Holy See.
There’s no internal power struggle, everything follows the process.
However, if the Oasis Church suppressed the rebellion before the Knight Squad arrived and piloted the Oasis Battleship into the Divine Hall territory...
Then the Knight Squad would follow Plan B, heading to the rear exit of the Divine Hall to issue the Holy Order from the Holy City Diocese.
This is the order from the Archbishop of the Holy City Diocese, the Saint of Storms; even Bishop Zhang Hui, as Deputy Bishop, cannot defy it.
He can only obey the Holy Order, lead Oasis Town with the Knight Squad’s protection and supervision, initiate a three-year high-speed advance, a long trek nonstop toward the Holy City, then undergo transformation by the Holy City, becoming part of the Diocese, establishing a new Great Cathedral.
Facing various potential futures for Oasis Town, the Diocese has arranged different plans for it, but the only ultimate result is becoming a direct jurisdiction of the Holy City.
But now, the sudden emergence of an interception force has presented different possibilities for the fate arranged by the Diocese for Oasis.
Because those coming to intercept are incredibly powerful, capable of resisting the combat power of even three Knight Squads.
And at this moment in the ruins of Ancient Zhengzhou City, amidst fierce battles, members of the Knight Squad wear standard white power armor, all adorned with Undying Holy Armor, far superior in level to the Grand Priest.
These armors, specially crafted for the Evolvers on the Path of the Holy Spring, have exceedingly strong amplification effects, able to resonate and integrate with the Holy Spring Gene within the Temple Knights.
The matching fusion rate during deployment can reach almost one hundred percent, comparable to biologically integrated battle armor.
The amplification provided is naturally much stronger than ordinary Tier Two Universal Power Armor, with much lower side effects.
Such a powerful squad of twelve Tier Two powerhouses encounters unprecedented counter-resistance here.
Nowadays in the wasteland wilderness, Wanderers are easy prey, Hunter groups have already submitted, and the Royal City influence has long since bowed in submission...
Logically, there shouldn’t be any other forces with the courage or qualification to challenge the Holy Temple Knight Order.
But there are always exceptions.
After all, the Holy Spring Sect is not the only top-tier large force on the wasteland; outside their domain, there are many hostile first-class forces.
This time, the ones coming to intercept are indeed the old rivals of the Temple Knights, forces with long-standing fierce battles...
The most infamous, least favored organization on the wasteland...
That is, the notorious evil church group known for thousands of years:
Fiery Sun Divine Sect!
And the reason they are infamous and unpopular is because this group is generally afflicted with the Scorching Sun Curse.
Their main attack method is radiation energy from the Scorching Sun.
In other words, this group is akin to a batch of human-shaped time bombs, also capable of spreading curse viruses and attracting the energy of Scorching Sun rays.
Anyone who gets close to them risks contamination with the Scorching Sun Curse, not to mention close-quarter combat.
There have been Evolvers who fought them, and prolonged combat led to spontaneous combustion, eventually burning alive, becoming sustenance for these cultists.
Such difficult enemies require the knights of the Holy Temple Knight Order to deal with them with extreme caution.
Currently, among the Fiery Sun Divine Sect cultists coming to intercept and attack the knight squad, there are as many as twenty-five Tier Two individuals!
The leader is someone at Late Tier Two!
Mid-Tier Two includes over six individuals, far surpassing the Knight Squad’s evolutionary power.
Although the individual strength of these cultists is far inferior to that of Temple Knights of the same level, their numbers are just too overwhelming!
They can almost manage two Tier Two cultists besieging one Tier Two Temple Knight.
A Temple Knight can deal with one of them, but if two cultists cooperate, one must maneuver and wait for the right opportunity to strike, if they wish to avoid contamination with the terrifying Scorching Sun Curse.
At this level of battle, even a Level 19 evolving knight apprentice struggles to participate; engaging hastily could turn into fuel for the cultists, boosting their power.
Moreover, these forty to fifty knight apprentices must deal with the lower-level cultists among the group, that is, First Stage evolving cultists.
These individuals cannot release the Scorching Sun Curse energy like Tier Two cultists, but if they get close, there is still a risk of curse infection.
The scale of lower-level cultists is even larger, numbering well over a hundred, scattered throughout the city’s ruins.
Such a substantial force, even within the Fiery Sun Divine Sect, constitutes a significant power.
In fact, the scale of the Fiery Sun Divine Sect’s forces, under the high-pressure attacks from the Holy Spring Sect over the years and united sieges by major forces, has long lost its former glory.
As a universally condemned church, the Fiery Sun Divine Sect now rarely holds large gatherings, with followers dispersed everywhere, each developing local networks to expand the church’s power.
Thus, to link up so many individuals, at least several medium or large settlements and church headquarters on the wilderness must dispatch them.







