Range

Range refers to the distance between the user and target of a skill or attack. Targeted skills require your target to be within a certain range of your character to work. If the range is not specified, then it is assumed to be spell range.




 * Adjacent, touch, and melee range
 * Both melee attacks and touch skills require you to be right next to your target


 * Earshot range
 * Earshot range has the same radius as the Danger Zone.


 * Spell range
 * Spell range is 1.2 times larger than the Danger Zone.
 * Half-ranged skills work within 60% of the Danger zone radius.
 * Staffs, Wands and projectile spells use spell range.


 * Projectile range


 * Projectile range is affected by your relative height to your target; the range is longer when you are above the target and shortened if below.
 * Shortbows and spears have the shortest range of all ranged weapons; on flat ground, the target must be within the Danger Zone.
 * Hornbows and Recurve Bows reach approximately 1.2 times the Danger Zone on flat ground; this is considered the standard ranged attack radius.
 * Flatbows and Longbows have a range of about 1.35 times the Danger Zone on flat ground.
 * Certain Ranger Bow Attacks, Paragon Skills, and Assassin Skills have half the normal range.


 * Spirit range
 * Spirit attack range is 1.35 times the radius of the Danger Zone on flat ground.


 * The range of effect of a passive spirit is roughly 2.7 times the radius of the Danger Zone, or about twice the range of other spirits.
 * Soul Reaping gathers energy from deaths within within ~2.5-3 times the radius of the Danger Zone, slightly less than passive spirit range.

Party range is slightly larger than the area shown on the compass. It applies to:
 * Party range
 * Spells that affect all party members;
 * Maintained enchantments; the enchantment will be dropped if the recipient ends up beyond this range.