Attack range

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The attack range of a weapon or spell is the maximum number of squares away from a target, from which a player wielding the weapon or casting the spell may attack their target and deal damage or other effects. This is measured with Chebyshev distance, which means that the player will visually be able to fire further when attacking diagonally than cardinally, by a factor of up to 2.

Players may use a weapon's attack range to their advantage to avoid retaliation by hiding behind objects or walls - such areas are known as safespots, and this tactic is known as "safespotting", or "farcasting" when done with magic.

Melee weapons

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Almost all melee weapons have an attack range of 1, but cannot perform attacks diagonally.

Halberds are special melee weapons which have an attack range of 2. They are useful for hitting over small objects, allowing players to safely kill a monster from a short distance using melee. Not all in-game objects can be used to safespot a target, so players must be aware when fighting powerful monsters as the player will move towards the monster to attack if the object is impassable. This effect is also present when using ranged weapons and spells.

Special attacks

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  • The special attack of the dragon and crystal halberds, as well as regular attacks from the scythe of vitur, have a 3×1 range, except in contact with large monsters which take up more than 1 square.
  • The dragon 2h sword's special attack has a 3×3 range centred on the target.
  • Dinh's bulwark's special attack has an 11×11 range centred on the player.

Magic spells

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All combat offensive and curse spells have an attack range of 10 regardless of the level of the spell required to cast it and regardless of any active autocast.

Powered staves vary in their attack ranges and also have a longrange attack style that increases range by 2:

Powered Staff Normal Range Long Range
Eye of ayak 6 8
Dawnbringer 7 9
Warped sceptre 7 9
Thammaron's sceptre and Accursed sceptre 7 9
Trident of the seas and Trident of the swamp 7 9
Sanguinesti staff 7 9
Bone staff 8 10
Tumeken's shadow 8 10

Players using ice spells from the Ancient Magicks spellbook or binding spells from the standard spellbook can prevent monsters or players from moving, then run a few squares away and continue to attack. This is particularly useful in areas where there are no safespots. This tactic is known as "farcasting" and can save a great deal of hitpoints or prayer points if the monster has an attack range shorter than 10 tiles.

Ranged weapons

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Ranged weapons have the greatest variety of weapon attack ranges, varying from 3 up to 10 tiles. All ranged weapons except salamanders have a longrange attack style, which usually gives 2 tiles greater range than the accurate or rapid attack styles, up to a 10 tile limit. Therefore, weapons which have a 10 tile range on accurate and rapid (such as longbows and composite bows) will have the same attack range when on longrange.

Weapon Type Normal Range Long Range
Salamander[1] 1 N/A
Darts 3 5
Throwing knives and axes 4 6
Holy water 4 6
Phoenix crossbow 5 7
Comp ogre bow 5 7
Blowpipes 5 7
Hunter's spear 5 7
Tonalztics of ralos 6 8
Dorgeshuun crossbow 6 8
Cursed goblin bow 6 8
Venator bow 6 8
Eclipse atlatl 6 8
Mud pie 6 8
Crossbows 7 9
Shortbows 7 9
Toktz-xil-ul 7 9
Long-range crossbows[2] 8 10
Seercull 8 10
Light and heavy ballista 9 10
Chinchompas 9 10
3rd age bow 9 10
Craw's bow and Webweaver bow 9 10
Longbows 10 10
Ogre bow 10 10
Crossbow 10 10
Composite bows 10 10
Crystal bow 10 10
Dark bow 10 10
Scorching bow 10 10
Bow of faerdhinen 10 10
Twisted bow 10 10
  1. ^ Unlike melee weapons, salamander users may also attack opponents diagonally.
  2. ^ Crossbows with extended range, such as Karil's crossbow, Hunters' crossbow, Hunters' sunlight crossbow, Armadyl crossbow, and Zaryte crossbow.

Other equipment

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See also

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