Biodata

Feature Value
Name Anomalies
Alias(es) Oddities; natural disasters; ghost realms; malevolent spirits
Affiliation Neutral
First Appearance Chapter 2

Nature and Threat

Anomalies are entities that appeared on the Xiazhou Continent roughly two to three centuries ago. They consumed much of humanity's living space; human-controlled territory had fallen to less than 20% of the continent by the time of Sun Hang's early investigation. 2

They have no fixed form. An Anomaly may be a living creature, an inanimate object, a structure, an environment, or a phenomenon, and ordinary humans are highly vulnerable to them. 2 3

Historical evidence places some Anomalies as far back as the Pre-Qin period, though they were once confined to limited regions and had relatively little contact with human society. Large-scale, frequent incursions into human territory began during the last three centuries. 89

“Only Anomalies can destroy Anomalies.” 39

Anomalization

Anomalization Virus

Anomalies can infect people and objects they contact through the Anomalization Virus. Most infected individuals ultimately become Anomalies or part of an Anomaly. 2

Antidotes have existed for approximately a century, but they are only effective within a limited treatment window. Those who miss that window may retain human will while gaining Anomaly-derived abilities, becoming Anomaly Hunters. 12

Infected and Anomaly Hunters

Anomaly Hunters are infected individuals who use Anomaly powers to eliminate threats while retaining human self-awareness. In this sense, Hunters are described as “humanoid Anomalies.” 12 39

The progression of infection is unpredictable. Ability use, secondary infection, injury, medication, sleep, diet, emotional state, and other factors may affect it; once an individual is fully Anomalized, reversal is considered impossible with current technology. 166 334

Anomalous Corpses

Anomalous Corpses are an outcome distinct from death, full Anomalization, or absorption by another Anomaly. They exist between corpse and fully Anomalized infected person: they are noninfectious, retain fragments of memory and self-awareness, and may possess Anomaly abilities. 69

Despite their reduced infectious risk, Anomalous Corpses act according to biological instinct and can attack humans if left unmanaged. 69

Emotional Anomalization

Extreme negative emotions can trigger Anomalization in humans. This phenomenon is identified as emotional anomalization, with despair, fear, denial, and other psychological states posing a potential risk. 361 372 482

Classification and Naming

Most Anomalies are identified by codenames rather than personal names. Only a small number of “Special Anomalies” possess names. 3

Classification Description Examples / Notes
Jia / Type A Rule-type Anomalies Their effects can override ordinary logic; examples include the Three Monkeys and Charm. 3 76 95
Yi Phenomenon-type Anomalies Includes phenomena rather than conventional organisms or objects. 3
Bing, Ding, Wu Biological Anomalies Respectively associated with animals, plants, and microorganisms. 3
Inanimate Anomalies Nonliving anomalous entities Includes appliance-, architecture-, giant-, and environment-type classifications. 3
Artifact Anomalies Anomalous objects usable as equipment or weapons May range from minor enhancement tools to highly dangerous items with severe side effects. 39 69
Spiritual Entity Oddities Entities associated with spirits, possession, or incorporeal traits Xue Yue was provisionally classified as a Type Xin Spiritual Entity Oddity. 460

Classification is not exact. Hybrid entities must be categorized according to the part that controls their behavior; for example, an animal controlled by fungus is treated as a fungal-type Anomaly, while fungus acting only as an appendage leaves it classified as animal-type. 3 546

Abilities and Characteristics

Meme-Based Powers

Anomalies use Memes as the medium for their abilities. Meme frequencies are believed to follow calculable patterns, and particular meme segments can grant specific traits such as extreme regeneration. 114 364

Most Anomalies leave residual meme traces when using their abilities. This allows Hunters and researchers to identify anomalous activity, although rare Ephemeral Anomalies or intelligent entities capable of erasing evidence may be difficult to detect. 364

Infection and Transformation

Anomalies can transform humans, objects, and environments through infection. Their effects range from creating Anomalous Corpses to converting entire groups of civilians into fully Anomalized beings. 2 363

Some anomalies can cause physical transformation without behaving like ordinary infectious agents. Artifact Anomalies may also emerge from objects under unusual circumstances, including forged antiques and Sun Hang's Aberrant Long Blade. 39 231

Regeneration and Adaptation

Anomalies can display extreme regenerative or adaptive traits. The Anomaly Infant's host body instantly recovers from all damage, while mannequin-like fungal entities regenerate from fragments and release spores when destroyed. 61 564

Some can divide or create new bodies from fragments of their own Meme, as demonstrated by an Anomaly that possessed a Hunter and formed a separate body based on an individual it had encountered. 592

Intelligence and Self-Awareness

Many Anomalies appear instinct-driven or emotionally chaotic, but some possess self-awareness, communicate, strategize, and think in ways comparable to humans. 149 282

This complicates the distinction between Anomalies, Infected, and humans, since Federation standards primarily rely on whether Meme infection has crossed an individualized danger threshold. 282

Artifact Anomalies and Equipment

Artifact Anomalies are anomalous objects with effects that may benefit or harm their users. A broken hunting knife could improve physical fitness but induce bloodlust and madness, while a Clepsydra reportedly could halt time briefly. 39

Anomaly Equipment is generally issued to Hunters and consists largely of Anomalies adapted for human use. A person becomes a Qualified User based on synchronization rate with the equipment rather than whether they are infected. 69

Synchronization Rate Assessment / Risk
Below 25% Not qualified to use the equipment safely or effectively. 69
Above 25% Qualified User threshold. 69
Above 40% Considered excellent. 69
25%–75% Relatively safe range. 69
Repeated maximum-power use Gradually assimilates the user’s consciousness; Qualified Users are often effectively “consumables.” 294

Some mass-produced general-purpose Anomaly Equipment uses artificially cultivated Anomaly tissue and does not require synchronization. Yan Yu'an's modified tactical armor uses this approach, including an optical-camouflage coating derived from the Type E Anomaly Hidden Fungus. 486

Breeding Grounds and Primal Anomalies

A Breeding Ground is an Anomaly-producing site described as a nursery: if it cannot be destroyed, it can release countless new Anomalies into human territory. 88

Breeding Grounds may produce low-sequence entities, including Primal Anomalies with sequence number Zero. Such entities are regarded with fear even by experienced Hunters. 89

The Eternal Night is considered a major link within the broader Anomaly ecosystem, connecting incomprehensible Primal Anomalies to undead entities formed from the dead. 119

Relationship with Humanity

Human institutions organize Investigation Bureaus, Research Institutes, Anomaly Hunters, military forces, and containment systems around the Anomaly threat. Investigators gather intelligence, while Hunters with suitable powers are deployed to eliminate invading Anomalies. 12

Anomalies are not subject to Federation law. When an Oddity commits acts violating Federation law, official policy is to eliminate it or contain it for transfer to an Anomaly Research Institution, depending on circumstances. 460

Humanity also exploits Anomaly-derived materials and phenomena for weapons, energy, armor, detection systems, and specialized equipment. The Primal Underground Palace, for example, is constructed with artificial Energy-gathering Rock Anomalies that store geothermal energy for equipment and weapons. 198