Cherreads

THE ANCHOR POINT SYSTEM

 SPOILER WARNING

This chapter contains information about game mechanics revealed in Volume 3 and beyond.

Read this if:

You want to understand the power system

You need a reference guide while reading

You've reached Chapter 21 or later

Skip this if:

You prefer discovering mechanics through the story

You haven't reached the Flesh Cradle arc yet You want to avoid spoilers

[This chapter serves as a compendium of knowledge about the Anchor Point System. The information is gradually revealed within the story and is duplicated here for ease of access. As such, it may contain spoilers.]

GENERAL INFORMATION

❖ Sanctus Mortis

A death game where participants are forced to survive in deadly Mirror Worlds. Originally, survivors had access to the Cathedral—a safe zone where they could rest, craft artifacts, and prepare. After the Cathedral's destruction in Volume 3, survivors must adapt to a new power system to survive.

❖ The Mirror Worlds

Pocket dimensions of varying difficulty ranked from Tier 7 (easiest) to Tier 1 (impossible). Each Mirror World is ruled by a powerful entity or boss and contains unique challenges, environments, and power sources. Survivors must clear these worlds to progress and eventually escape the death game.

❖ The Anchor Points

Physical manifestations of a Mirror World's power, usually appearing as crystallized essence pillars or obelisks. Anchor Points allow survivors to bind themselves to a Mirror World, gaining immense power at the cost of their humanity. Each Mirror World contains a limited number of Anchor Points, creating scarcity and competition.

❖ The Binding

The process of connecting yourself to an Anchor Point. By touching the crystallized essence and accepting its power, you receive a True Name, Attributes (powers), and Flaws (curses). The Binding creates permanent physical marks on your body and begins your gradual transformation into something inhuman.

❖ The Corruption

A measure of how much humanity you've lost through binding to Anchor Points. Corruption is tracked as a percentage (0-100%). As corruption increases, physical changes accelerate, personality shifts occur, and you risk complete assimilation—becoming part of the Mirror World itself. Corruption cannot be reversed, only slowed.

❖ The Awakened

Those who have bound to at least one Anchor Point. Awakened possess supernatural powers, enhanced physical abilities, and access to their Aspect. However, they also bear visible marks of corruption and are slowly losing their humanity. The term "Awakened" refers to all bound survivors, regardless of rank.

COMMON TERMINOLOGY

❖ True Name

A mystical title granted by the Anchor Point upon first binding. True Names reflect your soul's deepest truth, your nature, and your fate. Only you can see your True Name—it appears as floating text visible to no one else. Due to The Silence Flaw, you cannot speak your True Name aloud to others.

❖ Aspect

The fuller description of your True Name that provides context and meaning. Your Aspect defines your specialization and the nature of your powers.

Example: True Name = "The Lost One" | Aspect = "The Lost Wanderer"

❖ Attribute

Passive or active abilities granted by binding to Anchor Points. Attributes are your supernatural powers—what makes you stronger than normal humans. You gain more Attributes with each binding and as you bind to higher-tier Anchor Points.

❖ Flaw

A unique curse received alongside your Attributes. Every Awakened receives multiple Flaws that balance their power. Flaws have real consequences—timers that count down to disaster, percentage meters tracking your corruption, compulsions you cannot resist, or truths you cannot escape.

❖ The Silence (Universal Flaw)

All Awakened receive this Flaw automatically. You cannot speak your True Name, Aspect, Attributes, or Flaws to anyone. Attempting to do so renders you completely mute. Others can only discover this information through observation or their own revelation.

❖ Soul Essence

Mystical spiritual energy contained within all living things. Awakened can sense, absorb, and manipulate Soul Essence. Consuming essence from defeated enemies can grant temporary abilities, permanent stat increases, and corruption.

❖ Memory Sphere

Crystallized essence containing memories of previous Awakened who bound to Anchor Points. Found in temples and ruins throughout Mirror Worlds. Touching a Memory Sphere allows you to experience the past, learn from others' mistakes, and discover hidden truths about the world.

❖ The Marks

Permanent physical changes caused by binding to Anchor Points. Marks include glowing veins, hair color transformation, eye changes, skin discoloration, and eventually bone structure shifts. Marks cannot be removed or hidden and serve as visible proof of your corruption level.

❖ Artifacts

Magical items bonded to your soul. Unlike the original essence system where artifacts were created from collected essence, bound artifacts remain functional because they're tied to your soul, not to external power sources. Artifacts synergize with Anchor Attributes for enhanced effects.

ANCHOR POINT HIERARCHY

❖ The Seven Tiers

Anchor Points exist in seven tiers, matching the Mirror World tiers. Lower numbers indicate higher difficulty and greater power:

Tier 7 (Red Essence) - Dormant

Difficulty: Easiest Power Gained: +10% enhancement Corruption Risk: Very Low Marks: Minor veins on hands Attributes: 1 Minor Ability

Tier 6 (White Essence) - Awakened

Difficulty: Moderate Power Gained: +20% enhancement Corruption Risk: Low Marks: Veins to shoulders, eye tint Attributes: 1-2 Moderate Abilities

Tier 5 (Yellow Essence) - Ascended

Difficulty: Hard Power Gained: +30% enhancement Corruption Risk: Moderate Marks: Full arm veins, hair streaks (20-30%) Attributes: 2-3 Significant Abilities

Tier 4 (Blue Essence) - Fallen

Difficulty: Very Hard Power Gained: +50% enhancement Corruption Risk: High Marks: Chest/back veins, major hair change (50%+), eye transformation Attributes: 3-4 Major Abilities + World-Specific Powers

Tier 3 (Purple Essence) - Corrupted

Difficulty: Extreme Power Gained: +75% enhancement Corruption Risk: Very High Marks: Face veins, complete hair transformation, inhuman eyes Attributes: 4-5 Elite Abilities + Transcendent Ability

Tier 2 (Silver Essence) - Great

Difficulty: Hell Power Gained: +100% enhancement Corruption Risk: Critical Marks: Full body transformation begins Attributes: 6+ Elite Abilities + Multiple Transcendent

Tier 1 (Gold Essence) - Unholy

Difficulty: Impossible Power Gained: +200% enhancement Corruption Risk: Absolute Marks: Complete transformation, barely human Attributes: Unlimited

❖ Soul Rank (Human Hierarchy)

Based on how many bindings you've completed and your highest tier binding:

Sleeper (No Bindings)

Unbound, fully human No powers, no corruption Vulnerable in Mirror Worlds Will die without binding in high-tier worlds

Awakened (1-2 Bindings, Tier 6-4)

Basic supernatural abilities Moderate corruption 3-6 Attributes, 3-4 Flaws Most survivors reach this rank

Ascended (3-4 Bindings, Tier 5-3)

Powerful supernatural abilities High corruption 6-10 Attributes, 4-5 Flaws Rare, requires careful management

Transcendent (5+ Bindings, Tier 3-1)

God-like supernatural abilities Critical corruption 10+ Attributes, 5+ Flaws Extremely rare, often lose themselves

❖ Corruption Rank

Based on your current corruption percentage:

Pure (0-20%)

Minor physical changes Personality intact Easy to hide marks Fully in control

Tainted (21-40%)

Noticeable physical changes Slight personality shifts Marks visible and spreading Mostly in control

Corrupted (41-60%)

Major physical changes Significant personality shifts Marks covering large areas Control becoming difficult

Fallen (61-80%)

Severe physical changes Major personality shifts Body increasingly inhuman Control uncertain

Damned (81-99%)

Extreme physical changes Barely recognizable as self Original personality fading Control nearly gone

Assimilated (100%)

Complete transformation Original person gone entirely Now part of Mirror World Enemy to former allies ASPECTS AND ABILITIES

❖ True Names and Their Meaning

True Names are granted upon first binding. They reflect:

Your soul's deepest nature Your hidden truths Your ultimate fate What you will become

Common True Name patterns:

"The [Descriptor] [Noun]" - Example: "The Lost One," "The Broken Blade" "He/She Who [Action/Quality]" - Example: "She Who Burns Twice" "[Title] of [Concept]" - Example: "Herald of Endings"

❖ Attribute Types

Physical Enhancement

Increased strength, speed, durability Enhanced senses Regeneration Stamina increase Example: +50% to all physical stats

Essence Manipulation

Drain enemy essence Absorb abilities Detect essence sources Regenerate own essence Example: Devourer (consume enemies for power)

Sensory Abilities

See through deception Detect hidden things Sense danger Track targets Example: Truth-Seer (see all lies and illusions)

Adaptive Powers

Auto-adapt to threats Develop resistances Transform body parts Survive impossible conditions Example: Adaptive Flesh (immune to poisons, diseases)

World-Specific Powers

Unique to each Mirror World Based on that world's nature Often the most powerful abilities Come only from Tier 4+ bindings Example: Mother's Touch (control flesh corruption in Flesh Cradle)

Transcendent Abilities

Reality-bending powers Extremely powerful Granted only by Tier 3+ bindings Come with severe Flaws Example: Death Defiance (survive one fatal blow per day)

❖ Flaw Categories

Time-Based Flaws

Must perform action regularly Countdown timers with consequences Miss deadline = disaster Example: The Hunger (must consume essence every 12 hours or lose control)

Corruption Flaws

Using powers accelerates transformation Percentage meters tracking humanity Points of no return Example: The Corruption (each kill increases corruption toward 100%)

Mental/Psychological Flaws

Forced to know/see things Gradual insanity Compulsions you cannot resist Example: The Truth (see all lies and painful realities, cannot unsee)

Physical Flaws

Marks that spread Body changes that compound Dependencies on external sources Example: Crystallization (body slowly turns to crystal)

Social Flaws

Cannot interact normally Isolation from others Prevent communication Example: The Silence (cannot reveal your powers to anyone)

❖ Example - The Lost One (Sidd)

True Name: The Lost One

Aspect: The Lost Wanderer

Meaning: One who searches for truth while losing themselves in darkness

Attributes:

Devourer - Consume essence from defeated enemies. Absorb 45% of their power. Gain temporary abilities (24 hours) and permanent stat increases (0.5% per kill).

Truth-Seer - See through all deception, illusion, and falsehood. Passive, always active, cannot be disabled.

Adaptive Flesh - Body automatically adapts to survive threats. Poison immunity, disease immunity, minor regeneration, physical adaptation.

Essence Detection - Sense all nearby essence sources within 500 meters. Distinguish types, strengths, and corruptions.

Flaws:

The Silence - Cannot speak True Name, Aspect, Attributes, or Flaws to anyone.

The Hunger - Must consume essence every 12 hours. Consequences: pain (12hr) → mental degradation (24hr) → loss of control (48hr) → berserker (72hr) → complete loss of identity (96hr).

The Corruption - Each consumption accelerates transformation. Warning at 70%, critical at 90%, point of no return at 100%.

The Truth - See all truths including painful ones. Cannot look away, cannot unsee. Slowly drives you insane.

THE CORRUPTION SYSTEM

❖ How Corruption Works

Corruption measures how much humanity you've lost. It's tracked as a percentage from 0% (fully human) to 100% (fully assimilated into the Mirror World).

❖ What Increases Corruption

Binding to Anchor Points: +10-30% per binding depending on tier

Using Attributes: Small increases (0.1-1%) per use depending on power level

Consuming Essence: Varies by method (Sidd's Devourer adds 0.5-2% per kill)

Time in Mirror Worlds: Passive drain (very slow)

Killing Other Awakened: Major increase (5-10%)

Violating Moral Boundaries: Accelerates corruption

❖ Physical Changes by Corruption Level

0-20% (Pure)

Minor veins on hands/arms (thin, barely visible) Slight eye color shift Few white hairs appearing

21-40% (Tainted)

Veins spreading to shoulders/chest Eye color changed significantly 30-50% hair color transformation Visible marks when not covered

41-60% (Corrupted)

Veins covering entire torso Eyes becoming inhuman (shape/color) 50-70% hair transformation Skin texture changes Personality noticeably different

61-80% (Fallen)

Veins on face/neck Eyes completely alien Full hair transformation Skin color changes Bone structure shifting Original personality fading

81-99% (Damned)

Full body covered in marks Multiple inhuman features Voice changes Thoughts becoming alien Barely recognize yourself

100% (Assimilated)

Complete transformation You are gone Now part of the Mirror World Will attack former friends

❖ Can Corruption Be Reversed?

No. Once marks appear, they're permanent. Once corruption increases, it never decreases. You can only:

Slow the rate of increase

Manage it carefully

Try to stay below critical thresholds

Accept that some loss is inevitable

❖ Critical Thresholds

70% Corruption: Warning threshold - major personality changes begin, harder to control urges

90% Corruption: Critical threshold - losing sense of self, may not recognize friends

100% Corruption: Point of no return - you are gone forever, become an enemy

IMPORTANT MECHANICS

❖ Multiple Bindings

You can bind to multiple Anchor Points across different Mirror Worlds to gain more power. However:

Benefits:

Powers stack (multiplicatively, not additively) More Attributes gained Become significantly stronger

Costs:

Corruption from all bindings adds up More Flaws to manage simultaneously Physical changes accelerate Harder to maintain humanity

Safe Limit: 2-3 bindings

Dangerous Territory: 4-5 bindings

Almost Certainly Lost: 6+ bindings

❖ Power Stacking Formula

Each binding multiplies your previous power:

1 Tier 4 Binding = +50% enhancement

2 Tier 4 Bindings = +75% total (not +100%)

1 Tier 4 + 1 Tier 3 = +125% total

Multiple bindings = exponentially more powerful but exponentially more corrupted

❖ Memory Spheres

Found throughout Mirror Worlds in temples and ruins. Contain memories of previous Awakened who bound to Anchor Points.

What You Learn:

Their True Names and Aspects (visible in memories)

Their struggles with Flaws

How they died or were assimilated

Mistakes to avoid

Hidden world mechanics

Purpose: Learn from those who failed before you. Every previous challenger failed—will you be different?

❖ World-Specific Powers

Each Mirror World grants unique Attributes based on its nature:

Flesh Cradle (Tier 4):

Flesh Sight, Mother's Touch, Limb Extension, Adaptive Body

Eternal Stage (Tier 5):

Performance Mastery, Role Shift, String Sight, Mask of Faces

Crimson Barrens (Tier 6):

Blood Sense, Pack Mentality, Hunter's Mark, Territory Control

Unknown Higher Tiers (Tier 3-1):

Reality manipulation, death defiance, transcendent powers

❖ Artifacts and Synergy

Your soul-bonded artifacts still function after binding. In fact, they synergize with your Anchor Attributes:

Artifact + Attribute = Enhanced Effect

Example - Mask of Hunger + Devourer Attribute:

Mask amplifies consumption ability

Devourer makes mask hungrier

Creates feedback loop

More powerful but more dangerous

❖ PvP and Anchor Competition

Limited Resources: Each Mirror World has limited Anchor Points. First to bind claims that power.

Stealing Bindings: Killing a bound individual breaks their connection. Their Anchor Point becomes available again.

Bound vs Unbound: Massive power gap. Bound individuals dominate combat.

Multiple Bindings: More bindings = more power, but also more corruption and Flaws to manage.

❖ Escaping Mirror Worlds

To escape a Mirror World:

Must defeat the world's boss/entity

All Anchor Points in that world deactivate after boss death

Can return to Sanctus Mortis

Can enter other Mirror Worlds

❖ The Ultimate Question

If you defeat all bosses and escape the death game, do you return home human?

Answer: Unknown. The marks are permanent. The corruption doesn't reverse. You'll never look fully human again. Whether you keep your powers or lose them, whether you can even return to the normal world or are too corrupted—no one knows. No one has ever succeeded.

THE CENTRAL TRAGEDY

The Anchor Point System is a perfect trap:

Need power to survive → Must bind

Binding gives power → But also corruption

Corruption threatens humanity → But you need power

More power = better survival → But closer to losing yourself

Kill boss to escape → But by then too corrupted

Stay human = Die quickly from weakness

Gain power = Die slowly as you transform

There is no perfect solution.

Everyone loses something.

The question is: What are you willing to lose to survive?

STATUS SCREEN EXAMPLE

What only you can see after binding:

[TRUE NAME: THE LOST ONE]

[ASPECT: THE LOST WANDERER]

[RANK: AWAKENED]

[ATTRIBUTES:]

- Devourer

- Truth-Seer

- Adaptive Flesh

- Essence Detection

[FLAWS:]

- The Silence

- The Hunger (Timer: 11:32:00)

- The Corruption (36%)

- The Truth

[PHYSICAL CHANGES:]

Hair: 60%

White Eyes: Fully Black

Veins: Right Arm, Chest, Neck

[CORRUPTION STATUS:] Current: 36%

Warning Threshold: 70%

Critical Threshold: 90%

Point of No Return: 100%

[HUMANITY: 64%]

[BINDINGS:] 1. Flesh Cradle Anchor (Tier 4)

FINAL NOTES

Remember:

You cannot tell anyone about your True Name or Flaws

Every use of power increases corruption

Marks are permanent and will never fade

Previous challengers all failed

The system wants you to bind—it's part of the trap

Corruption above 90% means you're likely lost forever

There may be no way to return home fully human

The Title "Am I Lost" Refers To:

Being lost in the death game

Being lost from humanity through corruption

Being lost from your original self

The question every Awakened must answer: Have I lost myself?

❖ THE MASK MECHANIC (UNIQUE TO SIDD)

After consuming the Mother of Limbs' core and achieving 100% corruption, Sidd gained a unique ability: corruption control via mask manipulation.

The Demon Mask:

The Mask of Hunger—Sidd's original soul-bonded artifact—transformed during his ascension to 100% corruption. It fused completely with his skull, becoming both artifact and bone. However, it can be removed by others, creating a unique duality.

Masked Form (100% Corruption):

True Name becomes: The Found Nothing

Complete transformation active

All corruption marks at maximum

Personality becomes layered (human/monster/corruption consciousness)

Emotional responses eliminated Cold, calculating, inhuman

Access to Seven Masks and Seven Swords

Power multiplied exponentially

Essence Dominion at maximum range and effect

Unmasked Form (50% Corruption):

Reverts to partial transformation

Corruption marks fade but remain visible

Personality returns to mostly human

Emotional responses restored (dulled but present)

Retains base Attributes

Cannot access Seven Masks or Seven Swords

Power reduced but still formidable

Maintains Essence Dominion but at reduced effectiveness

Mask Application Limits:

Critical Warning: Each time the mask is reapplied, the risk of permanent transformation increases.

Safe Applications Remaining: 7 (as of end of Volume 3)

After the seventh application, the mask may not be removable. Sidd would be permanently locked at 100% corruption as The Found Nothing, unable to return to his human consciousness.

Application Counter: 0/7 used (Volume 3 ending)

❖ THE SEVEN MASKS (100% CORRUPTION ONLY)

When Sidd wears the Demon Mask and achieves 100% corruption, seven additional masks manifest around him, orbiting like satellites. Each mask represents a different aspect of corruption and grants unique powers.

The Seven Masks:

Mask of Hunger (Red Aura) - The original, fused to his face. Amplifies consumption abilities and Devourer attribute to maximum.

Mask of Truth (White Aura) - Enhances Truth-Seer to see not just lies but all hidden realities. Can reveal invisible enemies, hidden paths, and concealed truths.

Mask of Mercy (Yellow Aura) - Grants healing abilities and can stabilize dying allies. Paradoxically exists alongside Hunger.

Mask of Wrath (Blue Aura) - Amplifies all offensive abilities. Grants Essence Reversal—can turn enemy techniques against them.

Mask of Joy (Purple Aura) - Provides immunity to mental attacks and fear. Can inflict madness on enemies.

Mask of Sorrow (Silver Aura) - Drains enemy will to fight. Creates aura of despair that weakens opponents.

Mask of Nothing (Black Aura) - The most dangerous. Grants temporary essence annihilation—can erase targets from existence entirely.

Mask Mechanics:

Float in orbital pattern around Sidd

Each glows with distinct colored aura

Can be activated individually or simultaneously

Activation costs no essence but accelerates corruption if used excessively

Cannot be damaged or destroyed while manifested

Disappear when mask is removed

❖ THE SEVEN SWORDS (100% CORRUPTION ONLY)

Alongside the Seven Masks, Sidd can manifest seven swords forged from pure essence. Unlike artifacts that are summoned, these weapons are created—born from the corruption itself and Sidd's Essence Dominion ability.

Physical Characteristics (All Swords)

: Length: Six feet, slightly curved Material

: Manifested essence, solid as steel Edge

: Supernaturally sharp, cuts through light itself Handle

: Crimson-wrapped, perfect grip Guard

: Interlocking demon faces Pattern

: Corruption veins matching Sidd's skin Weight

: Perfectly balanced, feels weightless to Sidd Durability

: Cannot be broken by normal means Orbit

: Float around Sidd when not held, rotating slowly

The Seven Swords and Their Abilities:

1. HUNGER (First of Seven)

Appearance: Black blade with silver corruption veins

Ability: Cuts not just flesh but essence itself

Effect:

Wounds cannot regenerate normally; severed essence bleeds away

Can destroy soul-bonded artifacts by cutting their essence structure

Victims feel spiritual starvation as essence is consumed through wounds

Special: Each strike drains small amount of target's power into Sidd

2. TRUTH (Second of Seven)

Appearance: Silver-white blade with black veins

Ability: Reveals all lies, illusions, and hidden things

Effect: Cuts through any deception or concealment

Can pierce illusion magic, stealth abilities, and false forms

Strikes reveal enemy's true nature and weaknesses

Special: Cannot be dodged if target is lying to themselves

3. MERCY (Third of Seven)

Appearance: Pale blue blade with golden veins

Ability: Wounds inflicted can be chosen to kill or spare

Effect: Sidd controls whether strikes are lethal or non-lethal

Can cut without causing pain or permanent damage if desired

Paradoxically the most dangerous—gives Sidd complete control over life/death

Special: Can sever corruption from targets, potentially freeing converted beings

4. WRATH (Fourth of Seven)

Appearance: Deep crimson blade with black veins like cracks

Ability: Damage multiplies with each consecutive strike

Effect: First strike normal damage, second strike 2x, third strike 4x, etc. Feeds on Sidd's killing intent and rage

The angrier he becomes, the more devastating each blow

Special: Can release accumulated damage as explosive shockwave

5. JOY (Fifth of Seven)

Appearance: Bright purple blade with swirling patterns

Ability: Inflicts madness with each cut

Effect: Victims experience overwhelming euphoria followed by insanity

Wounds don't hurt—they feel pleasurable, making defense difficult

Enemies lose sense of danger and self-preservation

Special: Can induce berserker state in allies temporarily (with consent)

6. SORROW (Sixth of Seven)

Appearance: Dull grey blade that seems to absorb light

Ability: Drains will to fight with each strike

Effect: Victims lose motivation, hope, and desire to continue

Wounds ache with existential emptiness rather than pain

Can make enemies give up without killing them

Special: Area effect—nearby enemies feel overwhelming sadness

7. NOTHING (Seventh of Seven)

Appearance: Void-black blade that distorts space around it

Ability: Complete annihilation

Effect: Anything cut by Nothing ceases to exist—body, essence, soul

No regeneration possible, no resurrection, no recovery

Victims are erased from reality itself

Most dangerous weapon but costs corruption to use

Special: Can cut through space itself, creating temporary portals

At 50% Corruption (Unmasked Form):

Can manifest ONE sword at a time

Sword persists until dismissed or Sidd loses consciousness

Can switch between swords but not wield multiple simultaneously

Essence cost: Moderate (sustainable for extended combat)

Power: 100% effectiveness for single sword

No access to Seven Masks Strategic

choice: Must select which sword fits situation best

Sword Combat Techniques:

Dual-Wielding: Sidd typically wields Hunger in right hand, Truth in left hand, while other five orbit as backup weapons

Full Manifestation: All seven swords orbit simultaneously, creating impenetrable offense/defense

Sequential Strike: Using all seven swords in rapid succession for devastating combo

Sword Selection: Each situation calls for different blade—Sidd chooses based on tactical needs

Essence Cost: Creating swords costs no essence (generated from corruption itself), but maintaining all seven simultaneously requires concentration

Restriction: Swords can only be manifested in 100% corrupted form (masked). When mask is removed, all seven swords dissipate.

❖ SIDD'S PHYSICAL APPEARANCE GUIDE

50% Corruption (Unmasked - True Form):

Hair: Silver-white, flowing past shoulders, natural texture (not metallic)

Skin: Pale, almost translucent, with faded silver and red corruption veins barely visible

Face: Sharp, refined features—high cheekbones, defined jawline, aristocratic appearance

Eyes: Deep grey like storm clouds, tired but aware and human

Build: Lean, athletic, moves with natural grace

Clothing: Elaborate flowing red outer robe over dark grey form-fitting inner layers

Accessories: Small polished skull hanging from belt

Marks: Corruption veins present but faded, easily visible when looked for but not glowing

Presence: Exhausted, melancholic, but recognizably human and approachable

100% Corruption (Masked - The Found Nothing):

Hair: Pure metallic silver, flows like liquid metal, reflects light unnaturally

Skin: Chrome-silver sheen mixed with deep crimson, metallic and inhuman

Face: Bone-white demon mask completely fused to skull, large curved devil horns six inches long

Eyes: Void-black depths with silver stars swirling inside like galaxies

Build: Same as base form but movements too fluid, too perfect

Clothing: Same robes but seem to move unnaturally, reality bends slightly around fabric

Veins: Chrome-silver and crimson completely merged, covering entire body, glowing intensely

Seven Masks: Orbit around head in circle, each glowing different color

Seven Swords: Orbit around body in wider circle, rotating slowly

Presence: Overwhelming, godlike, terrifying, reality seems to distort near him

Voice: Three layered voices speaking simultaneously (human/monster/corruption)

❖ COMBAT POWER SCALING

Sidd at 50% Corruption (Unmasked):

Rank: Ascended (Tier 3)

Combat Level: Saint-tier equivalent

Can defeat most Tier 5 entities

Enhanced but not overwhelming presence

Strategic, tactical fighting style Relies on Essence Dominion and base Attributes

Sidd at 100% Corruption (Masked):

Rank: Beyond Classification

Combat Level: Above Saint-tier, approaching Transcendent

Can defeat Tier 4 entities

Reality-bending presence

Overwhelming, unstoppable force

Has access to Seven Masks and Seven Swords

Essence Dominion at maximum—can affect entire battlefields

Each sword adds unique tactical advantage

Combination of all powers makes him nearly invincible

Power Difference:

Approximately 10x multiplier between masked and unmasked forms

❖ PSYCHOLOGICAL STATE BY CORRUPTION LEVEL

At 50% (Unmasked):

Emotions

: Present but dulled Morality

: Intact but flexible Decision-making

: Logical with emotional considerations Self-awareness

: Fully aware of transformation Relationships

: Can maintain genuine connections Empathy

: Reduced but functional Fear

: Minimal but present Humanity

: Questionable but recognizable

At 100% (Masked)

: Emotions

: Completely eliminated Morality

: Replaced by pure calculation Decision-making

: Cost-benefit analysis only Self-awareness

: Split into three consciousnesses Relationships

: Treats allies as tactical assets Empathy

: Non-existent Fear

: Absent Humanity

: Effectively zero, only memories remain

❖ THE PARADOX EXPLAINED

At the end of Volume 3, Sidd achieved something theoretically impossible: 100% corruption while retaining consciousness.

Normal corruption progression:

0-90%: Conscious but transforming

91-99%: Barely conscious, losing self

100%: Complete assimilation, consciousness erased

Sidd's progression:

0-89%: Normal corruption path

90-99%: Pushed rapidly through voluntary corruption spike

100%: Consciousness remained due to "1% Paradox"

The 1% Paradox: The system detected an impossible state—100% corrupted yet 1% of something remained. Not humanity. Not corruption. Something else. Pure stubborn refusal to be erased.

This paradox allowed Sidd to exist at 100% corruption without losing his awareness, though his humanity was effectively eliminated. The mask removal mechanic allows him to toggle between this impossible state (100% masked) and a more stable state (50% unmasked).

True Name Evolution:

The Lost One (searching for self while losing it) → The Found Nothing (found the answer: there is nothing to lose if you refuse to have anything) 

Sidd's Unique Mechanics:

Only character with mask-based corruption toggle

Only character with access to multiple manifestable weapons

Only character who achieved 100% without complete assimilation

Only character with three-consciousness system

Only character with 7 remaining safe mask applications

Restrictions:

Seven Masks and Seven Swords only accessible at 100%

Each mask reapplication risks permanent transformation

Power comes at cost of complete emotional shutdown

Friends must physically remove mask to restore his humanity

Maximum 7 applications before permanent corruption

Strategic Implications:

Sidd can temporarily become strongest party member for critical fights

Must be carefully managed to prevent permanent transformation

Allies must be ready to remove mask after battles

Each application is counted and tracked

Final application (7th) may result in permanent masked state

Remember: The Seven Swords and Seven Masks represent the ultimate expression of Sidd's corruption—beautiful, terrible, and absolutely devastating. They are tools of last resort, weapons of desperation, and symbols of everything he's lost to survive.

When you see all seven swords and seven masks orbiting him simultaneously, you're not looking at a human with powers. You're looking at a walking apocalypse wearing human memories.

END OF UPDATED AUXILIARY VOLUME

Use this reference to understand Sidd's dual-state mechanics, his unique weapons, and the mask system that defines his character going forward into Volume 4.

Return to the main story chapters to continue.

Use this chapter as reference whenever you need to understand game mechanics, power scaling, or character progression.

The Anchor Point System is inspired by Shadow Slave's Nightmare Spell but adapted for the unique setting and themes of "Am I Lost." New mechanics may be introduced as the story progresses.

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