Loyal Steed is a miniboss in The Knight’s Castle, and the horse disguise hides a Ravager underneath. That is a rather unpleasant surprise if you expect a gentle ride.
Its kit is simple but annoying: permanent Fire Resistance, no knockback, and a hit that throws players away. This is one mount that does not want you standing next to it.
Loyal Steed has a 3× health multiplier and 0.8× damage multiplier, making its job less about complicated attack patterns and more about controlling your position. Its horse look is misleading: this encounter uses a Ravager as its base mob, with a disguise on top.
The key mismatch is knockback. Loyal Steed cannot be knocked back, yet its own successful hits launch players directly away, so the normal back-and-forth of closing distance and pushing a target away is one-sided here.
Overview
| Attribute | Details |
|---|---|
| Name | Loyal Steed |
| Dungeon | The Knight’s Castle |
| Type | Miniboss |
| Base Mob | Ravager |
| Level | Dynamic |
| Health Multiplier | 3× health multiplier |
| Damage Multiplier | 0.8× damage multiplier |
| Custom Appearance | Yes, custom disguise |
| Leash Radius | 50 |
| Follow Distance | 50 |
Difficulty Scaling
The Knight’s Castle uses dynamic levels. Normal runs use level sync +5, Hard uses +0, and Mythic uses -5. The abilities described here work on all three difficulties unless noted.
Powers and Abilities
- Fire Resistance: Permanent Fire Resistance. Active on Normal, Hard, and Mythic.
- Knockback Immunity: Cannot be knocked back. Active on Normal, Hard, and Mythic.
- Attack Push: A hit launches the player directly away from the mob, with a 10-second global cooldown. Active on Normal, Hard, and Mythic.
What Its Abilities Mean in a Fight
Knockback does not buy room. The mount’s permanent knockback immunity means that trying to shove it out of reach will not work. You need to create your own distance instead of expecting the enemy to move for you.
Being hit changes the spacing. Attack Push launches you directly away and has a 10-second global cooldown. If you keep getting thrown out of reach, the fight is not randomly changing pace; this is the ability doing exactly what it is built to do.
Fire is a weak angle. Its permanent Fire Resistance applies on all three difficulty settings. The fight is simpler once you plan around displacement rather than waiting for burning damage to solve it.
How to Beat It
Start by dropping the assumption that both combatants respond to knockback in the same way. The Steed is immune to it, while you can be launched away on a successful hit. Keep track of where each push leaves you before rushing straight back into another exchange.
The push has a 10-second global cooldown, which gives you a useful rhythm to recognize even though the mount can still attack. Its permanent Fire Resistance also makes fire a poor primary tactic. This is a positioning fight, not a puzzle with a secret weakness.



