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.
