Battlement Yew is a Bow from The Knight’s Castle Guard class-loot table. It can be selected from the rewards of Ser Prancelot, Arcane Knight, Brave Knight, and Cowardly Knight. The lore reads “Its string has outlasted three watch captains.”
This bow is class loot, with enchantments determined by the run’s difficulty and the reward roll. It is not the same as Charlemagne’s Dark Longbow, which has a specific set of extreme enchants and an on-hit Wither effect listed outright.
The four Guard-table enemies give this bow several potential sources. You can encounter the three regular knights without reaching the dungeon boss, while Ser Prancelot contributes the same table after his two-phase miniboss fight. None of those facts makes this particular bow a guaranteed reward.
Overview
| Attribute | Details |
|---|---|
| Name | Battlement Yew |
| Item Type | Bow |
| Dungeon | The Knight's Castle |
| Dropped By | Ser Prancelot, Arcane Knight, Brave Knight, Cowardly Knight |
| Loot Type | Class loot |
| Soulbound | No |
| Difficulty Versions | Normal, Hard, Mythic |
| Class Loot Table | The Knights Castle Guard Class Loot |
Where to Get It
| Dropped By | Chance | Difficulty | Notes |
|---|---|---|---|
| Ser Prancelot | One class-selected reward per player | Normal, Hard, Mythic | Guard class-loot table; second phase |
| Arcane Knight | One class-selected reward per player | Normal, Hard, Mythic | Guard class-loot table |
| Brave Knight | One class-selected reward per player | Normal, Hard, Mythic | Guard class-loot table |
| Cowardly Knight | One class-selected reward per player | Normal, Hard, Mythic | Guard class-loot table |
Class Loot
Battlement Yew is class loot. It has no fixed stats: its enchantments are rolled every time it drops, so no two copies are exactly alike, and harder difficulties allow higher enchantment levels. When a mob drops class loot, each player who wins the drop roll gets one item from that mob’s class loot pool, weighted toward their class.
Dropped as class loot by:
- Ser Prancelot (miniboss): 25% chance per player who dealt at least 10% of the mob’s health
- Arcane Knight, Brave Knight, Cowardly Knight (regular mobs): 5% chance per player who dealt at least 10% of the mob’s health
Possible Enchantments
The levels below are the most each enchantment can roll. Each drop receives about half of the listed levels at random, so most copies land below these maximums. The chance shows how often an enchantment appears at all.
From minibosses:
| Difficulty | Possible Enchantments |
|---|---|
| Normal | Power up to III (always) Unbreaking up to II (60%) Flame up to I (50%) Punch up to III (35%) Infinity up to I (35%) |
| Hard | Power up to III (always) Unbreaking up to IV (60%) Flame up to I (50%) Punch up to III (20%) Infinity up to I (30%) |
| Mythic | Power up to IV (always) Unbreaking up to IV (60%) Flame up to I (50%) Punch up to IV (20%) Infinity up to I (30%) |
From regular mobs:
| Difficulty | Possible Enchantments |
|---|---|
| Normal | Power up to II (always) Unbreaking up to II (50%) Flame up to I (30%) Infinity up to I (20%) |
| Hard | Power up to III (always) Unbreaking up to II (50%) Flame up to I (30%) Infinity up to I (20%) |
| Mythic | Power up to IV (always) Unbreaking up to III (55%) Flame up to I (35%) Infinity up to I (20%) |
Difficulty and Enchantment Rolls
The Knight’s Castle has Normal (level sync +5), Hard (+0), and Mythic (-5) difficulty settings. The dungeon’s elite levels are dynamic; these settings affect level sync, and class-loot enchantments can improve with harder difficulty.
Normal, Hard, and Mythic are available for this item. Harder difficulties allow higher enchantment levels on class loot, making Mythic the difficulty to farm if the aim is the strongest possible copy. That is a class-loot rule, not a guarantee of any specific enchantment on Battlement Yew.
How It Compares to Other Castle Loot
Royal Hunt is another Bow, but it comes from Charlemagne’s Royal table. Dark Longbow is Charlemagne’s 2% unique Bow with Power X, Infinity I, Unbreaking V, and Wither I on hit. Last Watch Arbalest, meanwhile, is a Crossbow in the Guard table, so the correct comparison starts with the weapon type and your preferred reward target, not with invented enchantment values.
Farming the Right Encounter
Cowardly Knight is especially relevant to a ranged-weapon farm because its tracking arrow attack fires every three seconds at players within 20 blocks, with arrows continuing to home for up to 60 seconds. Arcane Knight fires a plasma shot every four seconds while in combat and arrows every eight seconds once it has a target. You cannot assume staying at range eliminates incoming pressure.
Ser Prancelot offers a separate miniboss path to the Guard pool. His first phase uses Wither and Freeze on hit; after his 50% health transition, he can summon guards. Freeze slows and encases a player for three seconds and has a 15-second cooldown, so getting hit at the wrong moment can turn a simple exchange into a scramble.
Is It Worth It?
A practical Bow reward to evaluate after Guard encounters. Aim for Mythic when you want the strongest possible class-loot enchantment roll, but judge the particular Battlement Yew you get instead of borrowing Dark Longbow’s fixed stats.
For farming, focus on the named loot source and the class-loot table rather than treating the item’s title as a promise of fixed powers. If you already have a copy, its actual enchantment roll is what settles whether a later run was an upgrade.
Is It Worth It
Its main enchantment is Power, which can reach III on Normal, III on Hard and IV on Mythic when it drops from a miniboss. If you want this piece at its strongest, Mythic is the run to farm. Since every copy is rolled, two drops from the same difficulty can still differ, so check each one against what you are already using.
See Also
- Ser Prancelot
- Arcane Knight
- Brave Knight
- Cowardly Knight
- Royal Hunt
- Dark Longbow
- Last Watch Arbalest



