Melee
Mêlée range
The image below [1] shows the sub-tiles that can be targeted at various ranges in mêlée combat.
Range is determined differently for players, hirelings and pets, and monsters.
Players
The range of players varies according to the entry for their weapon in the rangeadder column of Weapons.txt and the size of the monster being attacked: [2]
Players achieve maximum range by equipping polearms and spears with rangeadder 4, which gives them Range 5 when attacking Size 1 monsters, Range 6 when attacking Size 2 monsters and Range 7 when attacking Size 3 monsters.
Although the physical damage of Smite and Dragon Talon, Tail or Flight is based on shield and boot damage respectively, range is still based on the rangeadder of the weapon equipped.
When an Assassin or a Barbarian equips two weapons, range is based on the rangeadder of the primary weapon (the weapon equipped above the gloves in the inventory, or that first equipped). The primary weapon is displayed in the right hand of the Assassin or Barbarian. This is even true for Dragon Claw and Double Swing and Frenzy, even though these are a sequence of two attacks (as are Normal Attack and Fists of Fire, Claws of Thunder and Blades of Ice when used with two weapons). While each weapon attacks and applies its damage and modifiers individually, the range applied to both attacks is still that of the primary weapon. [3]
Rangeadder 0
Equipping these weapons won't increase your range compared to attacking bare-handed. Blade Shield also has rangeadder 0.
One-handed | Normal | Exceptional | Elite |
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Axe |
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Club |
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Dagger |
All Daggers (including Gidbinn) | ||
Hammer |
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Mace |
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Orb |
All Orbs | ||
Scepter |
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Sword |
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Throwing |
All Throwing Axes, Knives and Potions | ||
Wand |
All Wands |
Two-handed | Normal | Exceptional | Elite |
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Missile |
All Amazon Bows, Bows and Crossbows |
Rangeadder 1
One-handed | Normal | Exceptional | Elite |
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Axe |
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Club |
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Hammer |
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Katar |
All Katars | ||
Mace |
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Scepter |
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Sword |
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Two-handed | Normal | Exceptional | Elite |
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Axe |
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Hammer |
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Polearm |
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Staff |
All Staves | ||
Sword |
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Rangeadder 2
One-handed | Normal | Exceptional | Elite |
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Axe |
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Javelin |
All Amazon Javelins and Javelins | ||
Mace |
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Two-handed | Normal | Exceptional | Elite |
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Axe |
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Hammer |
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Polearm |
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Staff |
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Sword |
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Rangeadder 3
Two-handed | Normal | Exceptional | Elite |
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Axe |
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Polearm |
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Spear |
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Rangeadder 4
Two-handed | Normal | Exceptional | Elite |
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Polearm |
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Spear |
All Amazon Spears | ||
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Hirelings and pets
The range of all hirelings and pets varies according to their entry in the MeleeRng column of MonStats2.txt and the size of the monster being attacked: [4]
MeleeRng | ||
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0 | 1 | 2 |
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Note that equipping weapons has no effect on the mêlée range of hirelings and pets that can do so e.g. the range of a Desert Mercenary or Valkyrie equipping a War Pike (rangeadder 4) will still be based on MeleeRng 2 and 0 respectively.
Monsters
The mêlée range of monsters varies according to their own entries in the MeleeRng and SizeX/Y columns of MonStats2.txt: [5]
Players, hirelings and pets are all Size 2. Regardless of Size, the target is always the central occupied sub-tile. [6]
When a monster is blinded by Hit Blinds Target, Dim Vision or Cloak of Shadows, its awareness range is reduced to its mêlée range; thus it's relevant even if they are ranged or casters with no mêlée attack.
Size 1
The only Size 1 monster that has a mêlée attack or that can be blinded is a Flying Scimitar which has MeleeRng 2, giving it Range 3 (2 + 1).
Size 2
Range | |||||||
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2 | 3 | 4 | 5 | 6 | |||
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Size 3
Range | |||||||
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3 | 4 | 5 | 6 | 7 | |||
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The Tentacle Beasts (River Stalkers, Water and Stygian Watchers) of Act III have MeleeRng 6, giving them Range 9.