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Zolth > Elite Mobs > Bosses > Charlemagne

Charlemagne

Zolth
Last updated: October 19, 2026 5:28 pm
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13 Min Read

Charlemagne is the main boss of The Knight’s Castle, a lair whose knight has four phases and no interest in giving you room to breathe. He fights as a Vindicator with a Netherite Sword and begins with a Shield in his off hand.

His 40× health multiplier and 1.6× damage multiplier carry through the fight. At 80%, 50%, and 30% health, his abilities change, and his last phase is the one that awards his unique weapons and armor.

This fight changes its rules three times. Charlemagne starts by dragging you into webs, switches to knockback and healing support, adds fire and group-targeted arrows, then finishes with an overhead arrow storm and an invisible fireball attacker. Surviving the first phase is only the beginning.

The important thresholds are 80%, 50%, and 30% health. Pay attention to those numbers because the safe response to one phase can become a poor habit in the next: the boss that first pulls you toward him later throws you away.

Overview

Attribute Details
Name Charlemagne
Dungeon The Knight’s Castle
Type Boss
Base Mob Vindicator
Level Dynamic
Health Multiplier 40× health multiplier
Damage Multiplier 1.6× damage multiplier
Weapon Netherite Sword
Armor Shield (off hand in phases 1–2)
Custom Appearance Yes, custom disguise
Leash Radius 50
Follow Distance 50
Phases 4

Difficulty Scaling

Charlemagne’s level scales with The Knight’s Castle. Normal has level sync +5, Hard has +0, and Mythic has -5; these are the dungeon’s level-sync settings, not extra health or damage multipliers to stack onto his 40× and 1.6× values.

Every listed combat power applies on all three difficulties, so changing the difficulty does not remove the cobweb opener, healer phase, arrows, or final arrow storm. Learn the phase triggers rather than expecting an easier mode to change the attacks you must recognize.

Phases

Phase 1 — 100% to 80% health: Charlemagne opens with a Netherite Sword and Shield. His Fire Resistance, Attack Vacuum, and Attack Web make close-range hits particularly awkward: getting pulled in and caught in a cobweb is a rough way to start a boss fight.

Phase 2 — begins at 80% health: Charlemagne keeps the sword and shield, but switches to Attack Push alongside Fire Resistance. He also uses his healer-summoning scripts, bringing Azaroon Healers into the fight.

Phase 3 — begins at 50% health: He still carries the sword, but his Shield is no longer listed. Fire Resistance and Attack Push remain; Attack Fire and Attack Arrow join the kit, along with his DomeArena and DomeArenaVisual scripts.

Phase 4 — begins at 30% health: Charlemagne retains the sword, Fire Resistance, Attack Push, and Attack Fire. Arrow Rain replaces Attack Arrow, and his Hellstar and SummonHellstar scripts enter play. This is the loot-bearing phase, with royal class loot and his unique drops.

Reading the Phase Changes

From 100% to 80%: Every successful melee hit can pull you toward Charlemagne, and Attack Web can hold you in place for 3 seconds while making him faster. Getting clipped once may make it harder to escape the next swing; this part of the fight punishes standing close just because you were close a moment ago.

At 80%: The pull and web give way to a push with a 10-second global cooldown. That changes the movement problem from being trapped beside the boss to being thrown away from him, and this is also where his healer-summoning scripts appear.

At 50%: Fire joins his melee hits, and an arrow is fired at every eligible player within 20 blocks every 8 seconds while he has a target. This is not an attack aimed at just one unlucky teammate; everyone in range who meets the targeting conditions can get one.

At 30%: The regular arrow attack is replaced by Arrow Rain. A cloud forms overhead across roughly a 30×30 area, and the first arrows fall a second later; the storm lasts 10 seconds and returns Charlemagne to his starting position afterward. While that happens, the Hellstar brings invisibility and explosive fireballs into the encounter.

Powers and Abilities

  • Fire Resistance: Permanent Fire Resistance. Active on Normal, Hard, and Mythic.
  • Attack Vacuum: A hit pulls the player toward the mob, without a cooldown. Active on Normal, Hard, and Mythic.
  • Attack Web: A hit traps the player in a temporary cobweb for 3 seconds and gives the mob Speed III for 3 seconds. It has a 3-second cooldown and a 1-second global cooldown. 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.
  • Attack Fire: A hit sets a player on fire for 3 seconds. Active on Normal, Hard, and Mythic.
  • Attack Arrow: When it has a target, it fires an arrow every 8 seconds at each Survival or Adventure player within 20 blocks, stopping when it loses its target. Active on Normal, Hard, and Mythic.
  • Arrow Rain: When struck, it has a 15% chance to form a cloud 10 blocks overhead across roughly a 30×30-block area. Arrows start falling after 1 second; the attack lasts 10 seconds, has a 15-second global cooldown, and ends by returning the mob to its starting position. Active on Normal, Hard, and Mythic.

Summoned Reinforcements

Azaroon Healer is an Illusioner summoned during Charlemagne’s second phase. It has a 0.25× health multiplier and 0.6× damage multiplier, plus permanent Fire Resistance and Channel Healing: every 2 seconds in combat it searches for another elite within 20 blocks at 80% health or less, then stops to beam healing each second for half its own level until the target recovers above 80%, dies, or moves over 25 blocks away.

Hellstar is a Blaze brought into the last phase. It has a 3× health multiplier and 1.2× damage multiplier, permanent Fire Resistance and Invisibility, and an Attack Fireball ability that launches explosive, fire-starting fireballs with explosion power 3 every 8 seconds at Survival or Adventure players within 20 blocks whenever it has a target.

Threat Priority

First: interrupt the healing problem. An Azaroon Healer starts looking for wounded elites at 80% health or below and can restore health every second once it starts channeling. Killing it or separating it from its target by more than 25 blocks shuts down the beam; letting it work freely means spending your attacks undoing healing.

Second: respect the final-phase overlap. Arrow Rain threatens an area for 10 seconds, while Hellstar can launch a new fireball volley every 8 seconds at eligible players within 20 blocks. Do not focus so hard on Charlemagne’s sword that you miss the cloud above or the separate attacker.

Third: track when attacks can repeat. Web has a 3-second cooldown, Push has a 10-second global cooldown, and Arrow Rain has a 15-second global cooldown. Those timings are not promises of safety, since his other abilities remain active, but they help you understand why the fight feels different from one exchange to the next.

What It Says

  • “Have at you!”
  • “Is that all you got.”
  • “You fight like a cow!”
  • “I fought raccoons tougher than you!”
  • “Is this where it all ends.”
  • “I cannot hold out much more.”
  • “Is this my punishment.”
  • “I have failed you, my knights.”

Class Loot

Dark Blood Splitter, Knight’s Striders, Ordained Armor, Fine Helmet, Damaged Leggings, Charlemagne’s Spear, Fallen Knight’s Mace, Knight’s Honor, Dark Longbow, Castle Guard Crossbow, Charlemagne’s Blade

Understanding the Unique Drops

Charlemagne’s final phase has eleven unique items, and their drop entries apply across Normal, Hard, and Mythic. Four armor pieces carry a 5% listed chance each: Knight’s Striders, Ordained Armor, Fine Helmet, and Damaged Leggings. All seven weapons in the unique list carry 2% each.

The seven weapon entries are: Dark Blood Splitter, Charlemagne’s Spear, Fallen Knight’s Mace, Knight’s Honor, Dark Longbow, Castle Guard Crossbow, and Charlemagne’s Blade. The listed percentages describe their individual entries; do not read them as a guarantee that a particular weapon will drop after a fixed number of kills.

Several items come with built-in tradeoffs or strong effects. Dark Blood Splitter carries Sharpness X but gives its wearer continuous Blindness I; Charlemagne’s Blade has Sharpness X, inflicts Wither II on hit, and grants continuous Strength III. Fallen Knight’s Mace grants continuous Strength II and applies Weakness I when it hits, while Ordained Armor can apply Resistance I to its wearer on a hit.

Class Loot

Crown’s Last Order, Usurper’s Due, Royal Hunt, Throneward Arbalest, Threefold Oath, Reaper of the Court, Coronation Weight, Bannerless Lance, Scepter of the Empty Hall, Azaroon Seal, Heirless Circlet, Royal Challenge, Chausses of the Fallen Court, Conqueror’s Spurs, Charlemagne’s Last Visor, Throneguard Plate, Oathkeeper’s Legplates, Sabatons of the Siege, Standard of the Last King

How to Beat It

Opening: Fight with the pull and cobweb in mind. Attack Vacuum triggers on a successful hit without a cooldown, and Attack Web can combine a 3-second trap with Speed III on Charlemagne; the sensible goal is to avoid the first hit rather than trying to fight your way out of a chain of them.

At 80%: Reset your positioning expectations. Charlemagne stops using the opening pull-and-web powers and instead launches players away when he hits, while the Azaroon Healers can turn damage already dealt into lost progress. Watch for the healer beam and prioritize ending that channel, whether by killing the healer or breaking its range.

At 50%: Do not treat a little distance as complete protection. While Charlemagne has a target, his arrows can reach every eligible player within 20 blocks on an 8-second cycle, and his melee hits also set players on fire for 3 seconds. The arena scripts begin at this threshold as well, so stay alert to the change in how the encounter plays.

Final 30%: Watch above Charlemagne for the telltale cloud. Arrows begin a second after it appears and keep falling during the 10-second attack; track where you are relative to the affected area rather than continuing to stand in the same spot. The Hellstar is invisible and launches explosive, fire-starting fireballs, so surviving the last phase means accounting for a second threat rather than tunneling on the boss.

Charlemagne has permanent Fire Resistance in every phase, so a fire-based plan is a poor match for this encounter. The consistent route is recognizing which ability set is currently active, cutting off support healing, and keeping enough awareness to handle arrows and fireballs alongside his sword.

See Also

  • Loyal Steed
  • Ser Prancelot
Related Articles:
  • Glossary: Arcane Knight
  • Glossary: Brave Knight
  • Glossary: Cowardly Knight
  • Glossary: Loyal Steed
  • Glossary: Ser Prancelot
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