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Range Spire
Range Spire (Sanctum 2)
Rank 1 Rank 2 Rank 3
Total Cost 120 280 480
Range Increase 15.0% 25.4% 38.4%
Effect Range 1.7 1.7 2.7

Overview[ | ]

  • The Range Spire is similar to the AMP Spire, in that it increases a certain quality of towers within its range. However, unlike the AMP Spire, this tower increases the range of other towers.
  • The other support towers (AMP Spire, Slow fields, etc) are also affected by it.
  • Unlocked at Rank 19 for players, that have the Road to Elysion DLC.
  • The effects of multiple Range Spires do not stack - only the highest effect is applied. (similarly to the AMP spire and the slowing effects)
  • А Range Spire cannot increase the range of another Range Spire(s).
  • Like the AMP Spire, the area of effect of the Range Spire increases when upgraded to rank 3. For ranks 1 and 2, this area is a 3x3 square around the spire. For level 3 Range Spire, the area of effect is a 5x5 square without the corner blocks (another way of stating this is "two straight blocks away, or one diagonal and one straight block away, but not two diagonal blocks away")
  • Gives 3.00% per every 100 resources overcharge. (= 0,03% per resource ~ 1% per 33 resources)
  • The Range Spire can increase the field of action of Slow Fields and the blast radius of AR-Mines, but it doesn't seem to affect Rupture mines in any way.


Notes & tactics[ | ]

  • Using a Range Spire to increase the range of the Focus can greatly increase its effectiveness, as the Focus will be able to keep firing at the target for longer, thus being able to damage enemies with its maximum potential for more time.
  • A range-boosted ACP can be used for great effect, covering big areas and not allowing even the trickiest and fastest lumes to escape the damage if a proper killzone 's been made for the improved radius.
  • While the general rule is that a bigger range means more damage and better performance, there are random scenarios, when the extra range is mostly not needed and might situationally have some side effect, although this is also dependent on what range is the player aiming at for the current setup.
    • Sometimes, you'll want focus of the tower on a certain spot, likely the killbox, so it doesn't waste time attacking enemies beyond that zone. Orbital Strike Relays are among the most notable examples of this, as they should ideally fire on enemies which are slowed, stunned, or otherwise inhibited inside the killbox, not those that are rapidly traveling through random parts of the maze. Usually not too much of a problem, since one can set the tower's targeting to "Closest", thus reducing the "risk" of too distant enemies being targeted. Of course, if the Orbital strike relay already has the desired range, it is fine to leave it outside the Range spire's radius.
    • Mind control spire(s) don't need the buff very much and often are left out of the Range spire's radius, since often player(s) want to keep the controlling effect for a certain zone, where towers are concentrated, instead of applying the effect to distant lumes that would sometimes be too far away from the damage towers. Long/mid-ranged damage towers usually don't bother much, but those with shorter radius of action might not be helped by the Mind control spire if its radius goes too big;
    • The Kairos might randomly throw its slowing orbs very far away and affect too distant zones, similarly to the scenario with the Mind control spires. This is yet another tower, that can safely be put away from the spire's radius, thus making for better probability that the orbs will be thrown around the close damage towers for a better concentrated fire vs them. Most time this is not too much of an issue, but if the players(s) rely on towers with limited range (e.g. ACP & Lightnings), throwing the orbs too far away can reduce the Kairos' utility;
    • While the Anti-air is a tower that generally benefits well from the Range spire's buff, there are random scenarios, when the buff would be technically unnecessary, especially since if the tower's target dies, the sent rockets to it 'll automatically be destroyed mid-air. Usually not too much of a problem, but in maps when the Anti-air is guaranteed to grab all incoming flying lumes, it is fine to leave one or more Anti-air towers out of the Range spire's radius. However, in Survival maps having more than one Anti-air is generally a loss of utility and buffs by Range spire appears a better option. One should be wary about the invisible barriers in the maps of Arc Islands (last area), where the sent rockets might break into the wall for too long if the range is too buffed - this might require a separate Range spire top be used for the Anti-air.
    • Another situtation is kinda predictable - at a certain moment and more easily on smaller maps, the towers might meet random obstacles and even to hit in the map's borders, which comes faster for smaller maps. While this is rarely an issue, mainly noticeable in Survival mode, one might want to be careful about balancing between range and damage improvements in order to not lose utility of the range gain and if the buffed towers with the lowest range (normally Drone or ACP) have grabbed the whole map or the maximum possible they can, this is technically a critical maximum of the Range spire's overcharge & upgrade utility.


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