Apollo
Sun, light and archery
Always on
The Far Shot · Projectiles deal more damage the farther they fly, after the first 8 blocks.
Clear Sight · You cannot be given Blindness, Darkness or Nausea.
Foresight · From Guardian, the first hit you take after a calm spell is reduced.
Daylight blessings · Speed by day from Disciple; later Haste, Regeneration, Strength and outdoor Fire Resistance.
Abilities · unlock and upgrade with God Points

Sunlance
PrimaryFire a straight, gravity-free arrow of light from your bow; it pierces enemies and shields.
Base 5 hearts, Piercing 1Max 14 hearts, Piercing 6

Solar Flare
SecondaryBurst of light around you damages, blinds and pushes back nearby enemies.
Base 2 hearts, 2.5-block radius, Blindness 1sMax 6 hearts, 5-block radius, Blindness 3s

Zenith
SpecialYour next fully drawn arrows explode on first impact, hurting enemies nearby. No block damage.
Base 2 arrows, 2-heart blasts, 6sMax 5 arrows, 6-heart blasts, 3-block radius, 12s

Captivating Lyre
AuxiliaryPlace a lyre on the ground; nearby hostile mobs walk to it and cannot attack. Hits break it.
Base 4 mobs, 6-block radius, 8sMax 10 mobs, 12-block radius, 15s

Guiding Light
UtilityFor a few seconds, your bow and crossbow arrows home in on enemies ahead.
Base 4s of homing, 12-block rangeMax 7s of homing, 24-block range
Skills under Apollo
▲▲ FASTEST
Archery▲ FASTER
Brewing
Enchanting▼ SLOWER
Mining
Defence
Good to know
- Sunlance, Zenith and Guiding Light need a bow or crossbow.
- Captivating Lyre and Guiding Light are testers-only by default until staff enable them.

Zeus
Athena
Demeter
Boreas
Hestia
Hera