Range refers to distances in Guild Wars. It can be either distance between the user of a targeted skill or auto attack and the target; or size of an area of effect: the distance between the center and the border of the area.
Targeted skills require your target to be within a certain range of your character to work. If the targeting range is not specified, then it is assumed to be projectile range for ranged attacks, melee range for melee attacks, and spell range for other skills.
Touch range, melee range, and adjacent to target 
- This is the shortest unit of distance used in the game.
- It includes the smallest possible distance between any two creatures or objects up to the farthest distance at which a touch or melee attack can be successfully performed.
- Both melee attacks and touch skills require the user to be right next to their target.
- This is the targeting distance for touch and melee skills; it is the AoE range called adjacent to target.
Adjacent, nearby, and in the area 
- "Adjacent" is an area of effect range and is approximately one character step longer than melee and touch range.
- Some skills cannot be used on nearby foes.
- Earshot is an area of effect range; it has the same radius as the Danger Zone.
- Targeted shouts use spell range instead.
Casting range 
- Casting range is a targeting range that is 1.2 times the size of the Danger Zone.
- It is the default range for most skills, including generic skills, spells, signets, echoes, and targeted shouts.
- It is also the range of all caster weapons (i.e. staffs and wands).
- Some skills used outside this range will not activate (and show a warning message instead):
- Characters attempting to use shouts outside the range will not attempt to close the distance (as they might with other skills).
- Corpse-exploitation skills will not activate unless there is an exploitable corpse within spell range.
Projectile range 
- Projectile range is a targeting range that depends on the weapon used and is affected by height: the range increases when the target is below the attacker and decreases when it is above. This allows elevated targets to attack without retaliation.
- Shortbows and spears can reach the edge of the danger zone; this is the shortest range of any ranged weapon available to players.
- Hornbows and recurve Bows reach approximately 1.2 times the radius of the Danger Zone; this is the standard ranged attack radius.
- Flatbows and longbows have a range of about 1.35 times the Danger Zone. Nearly all attack spirits also use this range.
- The range of Bone Horrors is half the range of a longbow.
- Staffs, Wands, and projectile spells use spell range instead; they are not affected by height.
- Certain creatures have weapons that have a larger-than-normal range, e.g. Siege Turtles and Urgoz.
- Half-ranged skills require being 50% closer to the target compared to similar skills; any AoE effects operate at the indicated distance.
- For skills, signets and spells, this means half of spell range, i.e. 0.6 times the radius of the danger zone.
- For ranged attack skills, this means half projectile range, which still depends on the range of the weapon used, and is still affected by height.
Spirit range 
- Spirit range commonly refers to the size of the area of effect covered by passive spirit effects.
- It is roughly 2.7 times the size of the Danger Zone, about twice the range of a longbow or flatbow on flat ground.
- Binding Ritual descriptions usually refer to this distance as "within range" or "in range".
- The target range of Attack spirits depends on their skills:
- A few monster skills such as the Siege Turtle Attack or the Kournan Siege can reach farther than any existing player skill.
- Soul Reaping gathers energy from deaths within about 2.5 times the radius of the Danger Zone, slightly less than spirit range.
Compass and party range 
These also usually refer to areas of effect instead targeting ranges, their size is slightly larger than the area shown on the compass.
- This distance is also the visual range for creatures, bundles and objects; outside this range, they fade from sight and cannot be selected.
- Party range applies to players within compass range. It is used by skills that affect the whole party without specifying a range (e.g.: Heal Party).
- Maintained enchantments will be automatically dropped if the target ends up beyond this range, even if the enchantment is added to the caster and not the target, e.g. Recall.
- Reclaim Essence and Summon Spirits affect all spirits within this distance; they are the only player skills that use this range without affecting party members.
- A few monster skills have this targeting range, such as Forest's Binding.
Skills without a range 
Untargeted skills can be activated without selecting (or auto-selecting) a target; in effect, they have no targeting range. Examples of this include most chants/shouts, all ward spells, and all flash enchantments.
- If the character is not close enough to the target to use a skill, for most skills the client will automatically move the target in range, but it will usually be closer than the actual precise range required for the skill. Manually moving in range will give better results when trying to pull enemies and avoid over-aggro.