magic

Inquisitor

Anti-magic controller: adds magic damage from Intelligence and prevents enemies from using active abilities.

10Strength
30Agility
50Intelligence
10Endurance

Passive

Every attack adds magic damage equal to Intelligence*0.05. Talents can double the scaling, make it pure damage, and improve stamina capacity.

Active

Silence costs 1000 stamina, cooldown 120s, radius 16. It deals 10 damage to enemies and prevents enemy players from using active abilities for 3s. Talents increase radius, duration, efficiency, and add punishment damage.

Soul Sceptre

Inquisitor Soul Sceptre adds delayed execution: each hit marks the target, and after 2s the target takes 5 pure damage. If the target is a player, it also receives 2s active-ability silence.

Talents

One branch is chosen on each tier.

30lv. / 70

Silence Radius

Silence radius is larger.

Active ability radius increases from 16 to 20 blocks.

Stamina

More maximum stamina.

Increases Inquisitor stamina capacity, making Silence and mobility easier to sustain.

40lv. / 80

Efficiency

Silence is cheaper and more frequent.

Silence cost drops from 1000 to 750 stamina, and cooldown from 120s to 90s.

Quiet Step

Silence grants invisibility.

After casting Silence, Inquisitor gains invisibility for the duration of the effect.

50lv. / 90

Torment

Silence deals extra damage.

Target takes +5 damage for each second of active-ability silence: usually 15, or 30 with Long Silence.

Pure Magic

Passive damage becomes pure.

Bonus attack damage becomes pure and ignores armor/magic defense, but is applied at 75% of the passive value.

60lv. / 100

Amp

Intelligence gives more magic damage.

Passive bonus attack damage becomes Intelligence*0.10 instead of Intelligence*0.05.

Long Silence

Silence lasts longer.

Active-ability silence duration increases from 3s to 6s.

Anti-magic controller: adds magic damage from Intelligence and prevents enemies from using active abilities.

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.