damage

Slasher

Mobile melee fighter: alternates Slash and Battle Trance, ignores target dodge, and rewards aggressive timing.

20Strength
35Agility
20Intelligence
35Endurance

Passive

All attacks, Slash, and Battle Trance ignore dodge from any source. Talents improve Slash burst, Battle Trance duration and scaling, barrier uptime, and cooldown resets.

Active

Slash dashes 5 blocks and hits a 3x5 path for 250% physical critical damage, stamina cost 100, cooldown 8s. Battle Trance hits enemies in radius 3 every 0.2s for 2.4s, dealing 20% magic damage per hit and granting full negative-effect immunity.

Soul Sceptre

Slasher Soul Sceptre lowers Slash and Battle Trance cooldowns by 2s. Slash gains extra physical damage: 12 to players, 4 to mobs, and its critical multiplier rises by 25%. During Battle Trance, Slasher gains 60% magic resistance that can exceed the normal cap.

Talents

One branch is chosen on each tier.

30lv. / 70

Sharpest Blade

Slash critical damage is higher.

Slash critical damage increases from 250% to 325% of normal attack damage.

Crushing Stomp

Battle Trance hits harder.

Battle Trance damage rises from 20% to 25% of normal attack per hit, for 300% total over 12 hits.

40lv. / 80

Barrier

Battle Trance grants a 20% max HP barrier.

During Battle Trance, gain a damage-absorbing barrier equal to 20% of maximum health. It lasts for the full trance duration.

Impact Dash

Slash hits reduce both cooldowns.

If Slash hits at least one enemy, both Slash and Battle Trance cooldowns are reduced by 2 seconds.

50lv. / 90

Death Chain

Kills reset both cooldowns.

Killing an enemy fully resets Slash and Battle Trance cooldowns. This can happen once every 15 seconds.

Long Trance

Battle Trance lasts longer.

Battle Trance duration increases by 1.2 seconds to 3.6 seconds, raising total hits from 12 to 18. Immunity and Barrier last for the extended duration.

60lv. / 100

Second Shadow

Slash repeats after 1 second.

One second after Slash, the same area is struck again. The second strike deals 1.6x the normal Slash critical damage.

Squall

Battle Trance ramps every hit.

Each successive Battle Trance hit gains +5% damage: +5% on the first hit, +10% on the second, and so on.

Mobile melee fighter: alternates Slash and Battle Trance, ignores target dodge, and rewards aggressive timing.

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.