Obelisk Shard

The Obelisk Shard is unlocked at Wave 6. It is used to invest your Power, temporarily, into gain more Damage multipliers, and Research Cost Discount, by conducting Enchantments; this is one of the main ways to progress through waves.

The Power needed for each new enchant starts at a base amount of 1.44k (1.44e3), and increases per successive Enchanting level (a required amount of Power, which can be reduced by Enchanting Discount; a stat which can be obtained, from Achievement completions, minor memory nodes purchased in the Mirror Trees, and a specific Research, as well as, in Eras 2 and beyond, the Spirit Engine and Great Prism).

Each Enchanting level gives you a x1.05 Damage Boost, and x1.07 Research Cost Discount, stacking multiplicatively.

After conducting an Enchantment, its bonuses will apply, all your Power will be temporarily consumed, and you will be sent back to Wave 1, after a brief trip to the Chronozone; here begins the Power Reclamation phase, which ends when you earn back the same amount of Power you used to Enchant. During that phase you gain 1% of your current Power, as reclaimed/additional Power, every 3 seconds (which can be expedited by certain Traits), which is the passive the Reclamation Rate, and every Soul collected will instantly be transformed into Power (without needing to be converted, in the Chronozone).

You can also Empower the Obelisk Shard, skipping that phase, by using an Orb of Power, to instantly regain all the Power that was used to Enchant.

You can, and should, wait before conducting and Enchantment: the reclamation phase can be long, so it is worth to gain enough Power, to conduct an Enchantment worth more Enchantment levels; ideally, conducting an Enchantment on the Obelisk Shard, only when you start to gain close to no levels or increases in Souls/Power, in each successive run.

The Spirit Engine can make you gain passively Enchanting levels, up to your Zenith.

**The formulae for how Enchanting levels modify your Damage multiplier, and Research Cost Discount multiplier:**

* There's your current Damage Aura Bonus multiplier (which functions exactly as it appears), and we'll call this multiplier variable "D"; for example, x3.08e10 Damage, at Enchanting level 495 (an Enchanting level that, for the sake of the example, we'll call variable "Z").
* There's your current Research Cost Discount Aura Bonus Multiplier (which functions exactly as it appears), which we'll call this multiplier variable "R"; for example, x3.50e14 Research Cost Discount, at Enchanting level 495.
* There's your "Enchant to Gain" Damage Aura Bonus multiplier, which, upon Enchanting, will be multiplied with your current Damage multiplier, which we'll call multiplier variable "X"; for example, x21.6, at Enchanting for +63 Enchanting levels **(an increase in Enchanting level that, for the sake of the example, we'll call variable "A").**
* And there's your "Enchant to Gain" Research Cost Discount Aura Bonus multiplier, which also, upon enchanting, will be multiplied with your current Research Cost Discount multiplier, which we'll call multiplier variable "Y"; for example, x71.0, at Enchanting for +63 Enchanting levels.

Note that you can use a radical equation to determine how much of a Damage multiplier you gain, from each Enchanting level; in the example for the current Damage Aura Bonus multiplier, and given the Enchanting level, it'd be solved by calculating for an equation like this:

* **The above example calculation, results in a solution of 1.0499..., which we'll round up to 1.05, which proves that each Enchanting level provides you with x1.05 more Damage, than the last Enchanting level. We'll call that x1.05 more Damage per Enchanting level**, **variable "B".**
* **Likewise, you can solve for the same calculation, but this time, supplementing the "D" variable, with the "R" variable.** (R=3.5e14), **which would result in a solution of 1.0699..., which we'll round up to 1.07, which proves that each Enchanting level provides you with x1.05 more Research Cost Discount, than the last Enchanting level.** **We'll call that x1.07 more Research Cost Discount per Enchanting level,** **variable "C".**

**So, in, order to find out what amount of a Damage & Research Cost Discount Aura Bonus multiplier you could Enchant to Gain for, at any given increase in Enchanting levels, you would simply have to solve for:**

* **If Damage from any given increase in Enchanting levels, then solve for: x?.?? increase in Damage =

B
A

{\displaystyle B^A}

.**
* **If Research Cost Discount from any given increase in Enchanting levels, then solve for: x?.?? increase in Research Cost Discount =

C
A

{\displaystyle C^A}

.**

**So, given our example variables, to solve for Damage, calculate for B^A (1.05^63), which results in a solution of ~x21.6234 multiplier to your current Damage Aura Bonus multiplier, for Enchanting to gain +63 Enchanting levels.**

**Likewise, to solve for Research Cost Discount, calculate for C^A (1.07^63), which results in a solution of a ~70.9868 multiplier to your current Research Cost Discount Aura Bonus multiplier, for Enchanting to gain +63 Enchanting levels.**