tank

Паладин

Group protector: shortens negative effects, blocks heavy hits with Divine Shield, and buffs allies.

40Strength
15Agility
25Intelligence
35Endurance

Passive

Negative effects last 30% less (50% with Faith), and remaining duration is cut every second. Talents can grant max-HP aura to party members.

Active

Divine Shield triggers only while blocking from the front. Active grants 4 charges (6 with talent); a charge fully absorbs a hit. Slot recharges in 60s; a second slot is a separate talent.

Soul Sceptre

Paladin Soul Sceptre improves Divine Shield: while charges remain, outgoing damage gains +10 per charge. Hits below 5 damage do not consume a shield charge, so small chip damage cannot remove the protection.

Talents

One branch is chosen on each tier.

30lv. / 70

Fortified Faith

Negative effects last 50% less.

Negative effect duration reduction rises from 30% to 50%.

Extra Protection

Shield charges: 6 instead of 4.

Divine Shield gains 6 charges instead of 4.

40lv. / 80

Magic Resonance

Shield recharges faster.

Every shield-charge absorption reduces the Paladin's own shield-slot cooldowns by four seconds.

Magic Rebound

Shield reduces ally cooldowns.

When a shield charge absorbs damage, allies within six blocks reduce active cooldowns by two seconds, but never below one second. Does not affect the Paladin.

50lv. / 90

Sacrifice

Shield heals Paladin and allies.

When a shield absorbs damage, the Paladin and allies within ten blocks heal for 4% of the Paladin's maximum health.

Punishing Light

Targets below 40% health take +15 pure damage; Paladin heals.

When the victim is below 40% health, the Paladin deals 15 additional pure damage and heals for 15 health.

60lv. / 100

Double Covenant

Two independent shield cooldown slots.

Divine Shield gains two independent 60-second cooldown slots.

Disintegration

Executes below 15% health and heals allies.

If a victim falls below 15% health, it dies instantly. The Paladin and allies within six blocks heal up to 30% of the victim's max HP.

Group protector: shortens negative effects, blocks heavy hits with Divine Shield, and buffs allies.

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.