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Guild Wars

Up to date as of February 01, 2010
(Redirected to Range article)

From GuildWiki

Skills and attacks all have a certain range. A character trying to attack or activate a skill must be within range of the target before the attack begins or the skill starts to activate. In most cases, issuing such a command from out of range will have the character attempt to move to within range in order to perform the action.

Range chart

The testing circles at the Isle of the Nameless
A view closer to top-down
A color-coded view of ranges on the in game compass
Action or weapon Range Image legend
Danger zone radii Testing circle radii Additional description
enchantment maintenance, party effect range1, selection     slightly greater than the compass black
soul reaping, spirit passive effect ~2.3   half compass range orange
flatbow2, longbow2, spirit attack skill ~1.35     cyan
100', recurve bow2, staff2, targeted skills, wand2 ~1.2     magenta
shortbow2, spear2 slightly larger than 1     blue
within earshot 1 9 aggro bubble/danger zone radius white
half range ~2/3 6 (1 dia.)  
in the area, location, ward, well ~1/3 3   purple
near, nearby   2   red
adjacent, melee, touch   1   yellow
adjacent to foe/target   0   green
self   0  

1 Some skills do not have a specific target but affect the entire party. Those skills will actually only affect party members in selection range.

2 Projectile weapon ranges given here assume the target is at the same height as the attacker.

In some game updates, ArenaNet has referred to compass range which is the same as selection range.

Tips

  • For a visual reference in the heat of battle, it is useful to note that the shadow cast by your character is roughly the same size as the innermost testing circle (i.e. adjacent to self).
  • The automatic path-finding mechanisms direct your character closer than the intended ranged action strictly requires to succeed. For example, a player can issue an attack command from out of range and their character will run closer and attack. However, that character will be able to back up slightly and still attack if an attack command is issued from there.
  • Height only factors into range calculations for projectiles, not including those from: spells, staves, or wands.

Disclaimer

The Guild Wars official website as well as the game manual for Guild Wars Factions contain a section on range information measured in feet. That information is inconsistent with the game (most notably that it claims touch range is much shorter than melee range and that flatbow range equals aggro range) and should be disregarded.


This article uses material from the "Range" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Aggressiveness article)

From the RuneScape Wiki, the wiki for all things RuneScape

"Aggressive" redirects here. For the attack style, see this article.
A player is attacked by two aggressive ogresses.
Flesh crawlers, as many other monsters in Stronghold of Security, are aggressive monsters.

Aggressiveness refers to the behaviours of various monsters in RuneScape when in close promixity to players. Aggressive monsters will attack players; some are aggressive based on players' combat levels and others are aggressive regardless of level. Aggressive monsters can be particularly dangerous in a multi-combat area with multiple monsters. Non-aggressive, or passive, monsters will not attack players unless they are attacked first.

Some monsters, such as Chompies & Jubblies, will not attack a player even if engaged in combat.

When aggressiveness is based on combat level, an aggressive monster will attack a player whose combat level less than or equal to twice the monster's level. If the player's level is more than twice the monster's level, it won't attack.

For example, a level 51 player enters an area with a level 28 Hobgoblin. Since the player's level is less than twice the monster's level (28 × 2 = 56, which is more than 51), the hobgoblin will attack the player. Conversely, if a level 105 player enters an area with a level 28 hobgoblin, the monster will not attack because the player's level is more than twice the monster's. In this case, the hobgoblin will ignore the player (unless, of course, the player decides to attack the monster). The player would need to be level 57 or higher to avoid being attacked by the hobgoblin.

Different monsters seem to have different levels of aggression; some, such as Jungle horrors, will seek you out from many spaces away, whereas others, such as Mountain trolls, are aggressive on a smaller radius.

Notes

  • After a player spends a certain amount of time (about 10–20 minutes) in the vicinity of aggressive monsters, the monsters will become tolerant of the player and become passive. If the player leaves the area and then returns, the monsters there are aggressive again. This includes Random events that teleport players from the area and then return them. Note that logging out is not classed as leaving the area, so if a player logs out and logs back in again the monsters will still be tolerant.
  • Some monsters that become tolerant may become aggressive again, after a period of time, even if the player constantly stays in the vicinity. For example, Flesh crawlers in the Stronghold of Security and Kurasks in the Fremennik Slayer Dungeon are this way. Other monsters do not spontaneously become aggressive again no matter how long the player remains in the vicinity.
  • Most monsters in the Wilderness are aggressive no matter what your level. A few, such as Rogues, are not aggressive.
  • Revenants are always aggressive, so long as they are within your level range (Combat level ± Wilderness level), otherwise, they ignore you. They are also aggressive from a very long range, seeking you out from even outside your screen width.
  • Some monsters in the Stronghold of Security are aggressive to any player. These include Flesh Crawlers, level 50 Giant Spiders, and level 37 and 59 scorpions.
  • Aggressive monsters with a combat level of at least 69 are also aggressive to any player, as 138 is double this, and it is impossible for player to have a combat level higher than 138.
  • Most Slayer creatures are non-aggressive, despite the player's combat level. This does not apply to all however, as Kurasks, Gargoyles, Warped terrorbirds, and Aberrant Spectres (in the Slayer Tower) are aggressive.
  • Desert Bandits south of Bebadin Camp will always be aggressive to players wearing Saradomin and Zamorak items.
  • Desert Bandits (to players not wearing Saradomin or Zamorak items) and Al Kharid Warriors are both non-aggressive until a player attacks one. All of the other warriors or bandits in the vicinity will then attack that player because both areas are multi-combat.

See also


This article uses material from the "Aggressiveness" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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