damage

Дуэлянт

Precise melee fighter: a guaranteed crit every 6 seconds and a stamina dash. Solo hunting stacks damage (cap 20, 35 with Vampire). The class has no built-in counter-attack — the Soul Sceptre grants it.

45Strength
30Agility
10Intelligence
15Endurance

Passive

Guaranteed crit every 6 seconds (+35% crit damage), every 4 seconds with the Reflex talent. Solo hunting: damage stacks, cap 20 (35 with Vampire, 90s CD, single mobs +0.2). Counter-attack — only with the Soul Sceptre.

Active

Dash costs 400 stamina, 6s cooldown, moves along the view direction. Master talent: 200 stamina and 3s cooldown. Precise: ×2 dash damage and the next player hit within 1.5s. Adrenaline: 20% splash behind the main victim.

Soul Sceptre

The Duelist Soul Sceptre ADDS a counter-attack (the class passive has none): 33% chance per hit, 90% of incoming damage reflected back at the attacker, 1.5s internal cooldown, and 55% of the reflected damage returned as health.

Talents

One branch is chosen on each tier.

30lv. / 70

Adrenaline

Dash splash behind the target.

Dash deals 20% damage to targets behind the main victim.

Reflex

Guaranteed critical more often.

Guaranteed critical interval drops from 6s to 4s.

40lv. / 80

Bleed

Criticals heal.

Critical hits heal for 5% + Strength*0.1% of damage dealt. Works well with guaranteed criticals.

Precise

Dash deals x2 to every victim.

Dash deals x2 damage to every hit victim. The next hit against a player within 1.5s also deals x2.

50lv. / 90

Thirst

Critical empowers hits for 3s.

After a critical hit, following hits for 3s gain +20% damage.

Sharp

Crit damage ×1.25.

Critical attack damage ×1.25. Exhaustion disables this.

60lv. / 100

Master

Dash is cheaper and more frequent.

Dash cost is reduced from 400 to 200 stamina, and cooldown from 6s to 3s.

Vampire

Duel passive is stronger and more frequent.

Duel passive cap 20→35. Lone mobs grant +0.2 damage. Passive CD 90s.

Precise melee fighter: a guaranteed crit every 6 seconds and a stamina dash. Solo hunting stacks damage (cap 20, 35 with Vampire). The class has no built-in counter-attack — the Soul Sceptre grants it.

Press office

Official statement

Dispersion Press Office

Statement No. 13 · 22 October 2026

This statement announces release 1.3.0 of the Dispersion mod for Minecraft Forge 1.20.1. The provisions below take effect with this release. Terrain generated earlier is not rebuilt by it.

I. Darkwood

Fog in the biome reaches working density in 12.5 seconds.

Buildings are placed in the cavern beneath the biome. The schematic floor is seated on the cavern floor. A site is rejected when the sampled floor points differ by more than 4 blocks.

II. Chest and golem

A building chest and a crystal golem form one pair. The golem stands two blocks in front of the chest. That chest is its station. An ordinary cavern chest does not appoint a golem.

The chest is filled from the End city treasure table. A Tome of Learning is added with a probability of 10 percent.

III. Defects removed

The item “Unsuspicious Spyglass” no longer halts the server tick.

The infected bear now uses the black-bear mesh. Its colouring is subdued.

IV. Limits

In a new world the level cap is 100. Direwolf probability, the day on which direwolves may begin to appear, and the Darkwood multipliers are set in the configuration.

V. Creatures

Zharun. The first and second use of the mod trader are warnings. The third summons a pair, and the pair attacks.

Hell fox. It inhabits the Nether. With three or more players nearby it attacks the nearest. With fewer, it withdraws and may bite. It does not burn. It leaves hell cinder, nether wart, blaze powder and, in some cases, magma cream.

Fallen knight. Health is 800. A blow deals 100. Reach is 3.23 blocks. The swing lasts 0.4 seconds; the cooldown begins only when the swing has ended. Damage is dealt only if the target is still within reach at that moment. An incoming blow below 10 is not counted. A blow above 80 is reduced to 80. A shield is locked for 12 seconds, or for 2 seconds while the knight is enraged. Speed is 0.64, and 2.5 times that while enraged. Detection extends 54 blocks, including where there is no line of sight.

In the second phase the knight summons restless spirits and may execute one of its own spirits within reach, recovering 50 health, if the blow against the target did not land. At 10 percent health it kneels once, for 10 seconds: for that period it is immune and summons spirits, then enters rage. If the way to the target is closed, the summons last 20 seconds and are followed by a pause of 60 seconds.

Restless spirit. Health is 2. Magic damage is not applied. Detection extends 32 blocks, including through obstruction. A blow deals 5 and ignores armour and enchantments. Reach is 1 block. The interval is 2.5 seconds. Flight speed is 2.2. It passes through blocks. Its term is 120 seconds. The knight’s death does not remove it. The curse stacks to 10 and is then replaced by Fear for 1.5 seconds.

Spawn eggs for the creatures named in this section are placed in the mod’s creative tab.

Earlier releases

1.2.2a. The defect of release 1.2.2, whereby world generation stopped, is removed. The Darkwood cavern, the infected bear and the crystal golem were introduced in that release. The fixed pair of building chest and golem is established by release 1.3.0.

1.2.1a. The direwolf was introduced (alone: 90 health and 18 damage; in a pack: 60 and 12), together with the Darkwood biome. A possessed mob is marked with class and level. A direwolf is not assigned as possessed. A list of achievements, Darkwood caverns, scythes on a reinforced handle, and enchantment scrolls made from a direwolf tooth were introduced.

1.2.1. The class menu was introduced. Possessed mobs pursue the player. Base attack reach was reduced by one block.