The Knights took a direct spray of the Abominations' excrement, and their bodies soon began to suffer severe discomfort.
Fortunately, the Abominations' excrement was not very toxic.
At this stage, the Necromancers and Alchemists were not yet deranged enough to enhance it.
In the game, crazed Necromancers and Alchemists had developed plague clouds for the Abominations.
Those creatures, poisonous from head to toe, were walking heralds of plague!
Although the Abominations in reality were not that outrageous, their combat strength far surpassed their counterparts in the game.
The Knights whose miraculous rear-stabbing lance attack had backfired were not only thoroughly sickened, but also suffered adverse effects such as physical weakness.
The Abominations whose intestines had been skewered by lances showed them no mercy, turning around and swinging their axes at them.
The Knights' Thorium armor was of excellent quality, high-end equipment purchased through generations of scrimping and saving.
The Logging Great Axes came down with tremendous force, but failed to break through their ancestral Thorium armor.
However, being unable to cut through the Thorium armor did not mean they could not injure the Knights.
They were knocked more than ten meters away by the Logging Great Axes and felt as though every bone in their bodies was about to shatter from the impact.
Fortunately, the Thorium armor had dual Enchanting effects that increased its hardness and absorbed impacts.
Otherwise, that axe blow could have left them severely injured or even killed them outright, just like the Heavy Infantry.
The Knights struggled to their feet and hurriedly called their warhorses over to pick them up.
The other Knights harassed the Abominations nearby.
Since piercing the enemy with a lance would get their faces splashed with disgusting filth,
the Knights providing cover did not dare attack with their lances again.
They swung