Abnormalities

> *"Every Abnormality may not have a reason to exist, but they all have a will to persist."*
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> - Singing Machine's Flavour Text
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**Abnormalities** (환상체, *Hwansangche*) are, as their name suggests, a type of abnormal entity that can be used to generate power. Each is given a classification via letters and numbers, as well as a nickname based on their appearances and abilities.

Lobotomy Corporation possesses a variety of Abnormalities, using them for study, power generation, and the harvest of E.G.O. gear. Each is ranked on a threat scale, and the ways they can harm humans are summarized into color-based types. They are the 'Main/Recurrent Enemies' of the game, as well as one of the main features. All of the Abnormalities are different and each poses a different threat in-game.

There are also entities called **Ordeals**, which are similar in nature to Abnormalities but cannot be contained. These creatures randomly appear in-game during certain  Qliphoth Meltdown events.

## Overview

Before Lobotomy Corporation discovered Cogito and began mass-producing Abnormalities, these kinds of entities were one of the numerous types of ‘**monsters**’ (괴물, *goemul*) native to the Outskirts and Ruins: the wastelands beyond the safety of the City.

Being cognitive beings made manifest into the current reality, Abnormalities are entities representing various concepts born from the human mind. Ranging from human fears, complexes, and desires, these phantoms can be considered a different form of humanity and an existence considered as “human” as mankind itself.

Each ‘species’ of Abnormality possesses a unique physiology and appearance, ranging from inanimate objects to intelligent beings; some Abnormalities even lack a physical form entirely and exist as an intangible phenomena themselves. Given the fact that they are human fantasies made real, Abnormalities don’t abide by the conventional laws of physics nor possess functional anatomy analogous to those of normal living organisms. Because of the impossible structures of their physical existence, every Abnormality is functionally immortal, and will regenerate from any and every wound—never granted the mercy of death.

## Behavior

Among the more cognizant ones, communication is possible with intelligent Abnormalities, but interaction is often dangerous due to their volatile personalities and abilities. Most Abnormalities possess an orange-and-blue morality, with their values being centered on the concept they are obsessed with. Due to these strange strands of logic most Abnormalities follow—along with their dangerous, anomalous capabilities—this renders conventional reason and judgment irrelevant and great risk of death to those encountering them.

It is due to these factors that it makes forming a genuine relationship with an Abnormality almost impossible, with connections between these entities and their handlers only possible through a thorough understanding of that Abnormality and entertaining its fixations. Still, any bonds a human may form with an Abnormality will not stop the entity from killing the former if the human in question missteps and offends and/or feeds into the obsession of the latter. Repeatedly killing humans is not a strange occurrence for these monsters, as their psychology and mentality remain constant, as Abnormalities are abstract concepts and ideas made manifest. Thus, they will perpetuate the same behaviors over and over for the rest of their existence and will naturally forget anything that happens in the past in favor of their current behavior.

Because of this, and the fact that Abnormalities are immortal beings that can never die, there is no point in resenting or hating them. They can never be permanently destroyed, so upon breaching containment and running amok, suppressing the Abnormality and re-containing it is the only option one is left with.

### Pairs and ‘Families’

Certain Abnormalities can form sorts of pairs as well, due to embodying concepts or themes interconnected to one another; pairings like these vary from Symbiotic (such as Yin and Yang) to Hostile (such as Little Red Riding Hooded Mercenary and Big and Will be Bad Wolf) and will usually cause havoc to the facility when interacting with one another.

There also exists ‘families’ of Abnormalities, in which all embody concepts that share a common theme, grouping them together as an interconnected series.

With these ‘families’ of 3 or more Abnormalities, it is not unusual for them to attempt to merge together or summon a greater threat—such as an ALEPH-class Abnormality—which will endanger and potentially destroy the entire facility they inhabit. It is due to the disastrous consequences of housing an entire set of closely related Abnormalities that facilities usually limit the number of these pairings and groups, either by placing their containment units far apart or splitting them across different branches.

## Origin

 This section contains spoilers related to the story of Lobotomy Corporation. Read ahead with caution if you want to experience the story for yourself.

“ “There is an old River that has been flowing at the very bottom of the world for many an age.””It is the source of everything, but has been forgotten by mankind.””Nobody knew of its existence, but somehow in the world there are very small gaps, or holes. It is through which the river gently finds itself a stream.””For instance, strange beings would sometimes crawl out of such a gap somewhere in the ‘Black Forest’, located in the Outskirts.”“Obviously, the amount was simply too inefficient for Lobotomy Corporation’s energy needs.” ”—Angela, Day 42

Discovered by the Seed of Light Project researchers, Abnormalities were a semi-naturally occurring phenomena found outside in the City, originating from the '**River'** (강, *Gang*), a cognitive wellspring described as the “source” of everything, including mankind, who forgot of its existence. These fantastical beings would occasionally leak into reality, becoming a rare type of monster feared to inhabit the Outskirts and the Ruins.
For example, the three bird Abnormalities (Big Bird, Punishing Bird, Judgement Bird) originated from the **Black Forest** (검은 숲, *Geomeun Sup*), a woodland within the Outskirts where the River forms a "stream", naturally breaching into reality.

The Bucket
“ "Bearing unlimited possibility to change humanity's future, confidential research began in the underground.The researchers laid down all sense of dignity, but they did not feel guilty as they had the greater good to pursue. Even the merciful Carmen condoned the project.” ”—E.G.O. Weapon Regret, Forsaken Murderer

“ “Our Singularity is not that we produce energy from Abnormalities.”“Rather, it is the ability to create Abnormalities themselves.” ”—Angela, Day 42

After their discovery and found use in energy production, Lobotomy Corporation sought to artificially create more Abnormalities to fund and fuel the Seed of Light Project.
The means of extracting Abnormalities from humans was discovered through injecting live test subjects with Cogito, a resource initially scarce, made plentiful through Carmen’s sacrifice and ascension into becoming the ‘**Bucket**’ (두레박, *Durebak*). As Carmen’s nervous system was removed from her body, and transferred to the vat below the Extraction Team Department, Cogito flowed from her remnants and provided the means of birthing new Abnormalities for the Wing.
This, consequently, made Carmen the “mother of all Abnormalities” that had ever existed within Facility X-394 and the Branch facilities proliferated across the City.

Extraction process
“ “We have to dredge them up… and inject them… with Cogito...” ”—Nathan, Binah Story 2

The Extraction Team Department houses numerous pillar-like tombstones collectively referred to as, The ‘**Well’** (우물, *umul*)**,** with the black coffins holding the bodies of countless comatose humans. These employees are kept in a half-dreaming state where they could only mutter incoherent whispers, all awaiting their turn to be injected with Cogito according to the register given to Binah. All of the humans kept in the pillars were selected by L Corp. when the script was first written, and have long since forsaken their names and pasts.

“ “When the Bucket that holds the faded ideal of hers comes in contact with the ego of another person, a certain change occurs.” ”—Binah, Binah Story 4

“ “...........Grr….grrrrrrrrrrr…..ggggggg……” ”—Nameless employee, *being injected with Cogito*

“ “Nobody should make direct eye contact with the drawn.” ”—Binah, *staring the Nameless employee in the eyes while witnessing the mind-destroying extraction of an Abnormality*

Binah describes the Cogito and its source, the disembodied nervous system of Carmen, as The Bucket—used to draw out the Abnormalities from the Wells’ ego. When Carmen’s ego within the Cogito makes contact with the Wells’ ego, one out of two outcomes will occur:

    * The human is transformed into an Abnormality, a form extracted from their subconscious, and is cursed to an immortal, nightmarish existence;
* Or, the human is left trapped inside the pillar forever, and an Ordeal is produced from the failed attempt.

The latter result usually occurs when the level of Cogito is inadequately administered, as Binah posits it to be “an adverse effect [of] doing something unspeakable to a human being”.

Employee protocol
The process of injecting Cogito into the Wells is so viscerally damaging to the human psyche, that Binah and the employees under her command are always on the very cusps of their sanity. Due to the programming hardwired into Binah’s prosthetic body, she is unable to lose her mind and is forced to witness the mind-shattering process of extraction and the birth of Abnormalities. Thus, being the only one in the facility capable of withstanding the mental torture, every employee in the Extraction Team is conditioned to follow Binah’s every command—willing to push themselves to the brink of complete physical or mental destruction, if need be.
With the gradual dosage administered guided by Binah orders, employees responsible for injecting the Cogito into the Wells are required to have their eyes and ears covered—lest they lose their minds looking at the transforming human or listening to their pained growls. Even just a glimpse into one of the pillars is enough to mentally break an individual, with even the highest dosage of Enkephalin to amnestisize them is insufficient. An employee upon request to remember the experience will result in a total mental shutdown, even if ordered to persist on Binah’s command.

## Enkephalin

Lobotomy Corporation had the unique ability to produce "**Enkephalin**" (엔케팔린, *Enkepallin*), a substance extracted from Abnormalities by isolating them into containment units and providing stimulation through interactions such as play, conversation, or violence. The substance usually appears as a green liquid kept in  **PE-Boxes**, though can be kept in a gaseous form depending on the extraction method.

Strictly purified Enkephalin possesses a psychotherapeutic effect on those that consume or are exposed to it, thus it can be used as a recreational drug in addition to its energy production. Due to its soothing nature, Enkephalin is regularly administered towards L Corp. employees to subdue their mental stress, ranging from standard liquid doses, to even Enkephalin gas—which fills the departments throughout the facilities. The SP-E Bullets (SP-E 탄환, *SP-E Tanhwan*) made available to the manager to restore the sanity of Agents were developed through the use of Enkephalin’s therapeutic uses as well.

Because Enkephalin was highly valuable as an efficient fuel source and was advertised as an eco-friendly form of energy, L Corp’s status as a Wing was elevated far above its peers and cemented the megacorp as a major power within the City.

## E.G.O

The E.G.O Equipment given to employees are weapons and suits extracted from Abnormalities' beings, appearing in various forms. E.G.O (or Extermination of Geometrical Organ) is in itself the archetype of an Abnormality, drawn out and compressed into equipment form. It is said that the moment someone equips E.G.O, they'll instantly know how to properly wield it, regardless of fighting background. As this type of equipment is essentially independently functioning archetypes of an Abnormality, it is no mistake to say that Agents wield the same kind of power and danger that Abnormalities possess. All E.G.O Equipment produced and distributed towards L Corp’s employees are extracted by the Extraction Team under the Lobotomy Corporation Headquarters.

### E.G.O Corrosion

Due to their nature of essentially being Abnormalities stabilized into suits and weapons, those with weak minds and wills will risk having their egos consumed by E.G.O Equipment beyond their capabilities. Thus L Corp. only assigns E.G.O towards employees with appropriate levels of Fortitude, Prudence, Temperance, and/or Justice to avoid such risks.

When a human equips E.G.O they are not mentally prepared to wield, the Abnormality within the equipment will one-sidedly whisper into the mind of the user until it eventually takes over their mind. This process is known as **E.G.O Corrosion** (E.G.O 침식, *E.G.O Chimsik*), where the Abnormality’s personality gradually overrides the wearer like a ‘shell’, until the equipment in question completely overtakes them, physically transforming the wielder into a monster acting as another instance of the original Abnormality.

### E.G.O Gifts

Apart from direct extraction methods, Abnormalities can also provide trinkets or even their own body parts to employees they fancy. These presents are collectively known as **E.G.O Gifts** (E.G.O 기프트, *E.G.O Gipeuteu*), and will either permanently integrate into the employee’s anatomy or form an attachment with the Agent that makes them reluctant to cast the gift off. Though E.G.O Gifts are of a lesser degree than regular E.G.O Equipment, they are still a part of the egos of the Abnormalities they originated from, and carry the same risk of mental deterioration if too many Gifts are taken by an Agent.

## Related Entities

### Monsters

Initially, Abnormalities were discovered as a general type of **monster** (괴물, *goemul*) that could be found in either the Outskirts or the Ruins. While most Abnormalities can be considered monsters, not every monster is specifically an Abnormality (i.e., the Mermaids and Whales found in the Great Lake).

### Ordeals

**Ordeals** (시련, *siryeon*) are created as a byproduct from the extractions and Negative Enkephalin produced by the Abnormalities within the Lobotomy Corporation Headquarters.

Ordeals, like Abnormalities, are beings that can represent past traumas and any conceptual idea imaginable, embodying any possibility from the past, present, and future. Aimlessly wandering around the facility as intangible phenomena, Ordeals will resonate with the Abnormalities and manifest physical form. Thus, these threats are out of the hands of the Extraction Team and wreak havoc across the facility uncontrollably.

## Gameplay

The Abnormalities possess different aspects in-game, from information to effects. This section will explain the basics of them and most features that the Abnormalities share.

**Containment**: Abnormalities are contained in 'Containment Units', zones where they reside at the start of the day in passive states. The containment units are all the same. The Abnormalities contained are divided into the different departments available, usually housing 4 to 8 Abnormalities per Department in their units. At the start of most days, the player must choose one Abnormality to add to their facility, usually from a selection of 3.

The Containment Units display the name of the Abnormality and the  Qliphoth Counter (initially "?") at the top, their Risk Level (If unlocked) and amount of  PE-Boxes collected at the top left, and at the left side a bar that fills when work is performed, displaying the amount of PE and NE-Boxes produced. At the middle is the Abnormality, to which player can assign works by clicking on the room.

**Works and Interactions**: The main interaction with the Abnormalities are by sending Agents to their containment rooms to perform one of the four works available:  **Instinct**,  **Insight**,  **Attachment**, and  **Repression**. Depending on the work preference and other stats, the Abnormality will produce an amount of  **E-Boxes**. PE-Boxes are positive energy that will be collected at the end of the task and added to the Energy Quota, while NE-Boxes are negative energy that is discarded as a 'fail work', which will also damage the employee working with the Abnormality.

**Encyclopedia/Information Section**: Any  PE-Boxes collected at the end of the task will also be added to the respective to be used as 'points' to unlock information about that Abnormality and its equipment. The  PE-Boxes of the Abnormality are saved permanently over days and new games, as well any information unlocked. New Abnormalities don't possess any information unlocked and only their Subject Number will be displayed for their name. To access their Information Tab, the player must click on the name of the Abnormality while in the Management Phase or their portrait while in the Deployment Phase.

There are 4 sections of information, each one unlockable by spending  PE-Boxes. Depending of the Risk Level, the cost of the sections will change. The sections are:

* **Basic Information**: Unlock the basic info of the Abnormality, including Name, Portrait, Subject Number, Risk Level, PE-Boxes, Range of Mental Results, Attack Damage and Damage Type. It will change the current name of the Abnormality's containment unit and display its  Qliphoth Counter, if it has any (Otherwise, shown with an 'X').
* **Managerial Works**: Helpful notes that inform about the effects and 'rules' to handle the Abnormality. This can be information about the  Qliphoth Counter, work preferences, harmful effects, breaching abilities and others. There can be multiple Managerial Works to unlock, each one displaying different information of the Abnormality.
* **Work Preferences/Favor**: A list of 4 minor sections that unlock the overall preferences of the respective work, showing the  Success Rate for the each 5 level of that work, depending on the stat level of the employee performing that work. When selecting an employee to perform a work on an Abnormality, the overall  Success Rate of the work will be shown as: Very Low, Low, Common, High or Very High. If the Work Favor of the respective work is not yet unlocked, the  Success Rate will remain hidden and classified as 'Unknown.'
* **Escape Information**: Display the  Qliphoth Counter, its initial count or with an 'X' if not using it; and the defenses of the Abnormality if it's able to breach, escaping from their containment and needed to be re-contained by 'Suppression Work', sending employees to attack the Abnormality until its  HP drops to 0. The defenses show their vulnerability against the 4 types of damage:  Red,  White,  Black and  Pale.

**Observation Levels**: When unlocking completely one of the sections, it will grant an **Observation Level**, up to 4 levels. Each level can grant an increase of  Success Rate/Chance or  Work Speed, depending of the Abnormality. Unlocking Observation Levels also add Entries to the Abnormality's Story, which can be access at the top left of the information tab of the Abnormality. The Story Tab cover entries about descriptions, explanation of effects, related events, interviews and other information linked to said Abnormality.

**E.G.O. Equipment**: The E.G.O. Equipment is unlocked along, but not limited to, the Observation Levels of the Abnormality. There are 3 types of E.G.O. Equipment: **Weapon**, **Suit** and **Gift**. The equipment needs  PE-Boxes as a cost to be manufactured once unlocked, which then later can be equipped by Agents during the Deployment Phase to fight off and resist more bigger threats.

Weapons change the Damage Type and value that an Agent deals, as well the Range and Firing Speed. Suits change the defenses of the Agent against the Damage Type that they receive. Multiple **Gifts** can be equipped by a single Agent, as long as they don't occupy the same slot. They can change an Agent's stats, giving a slight buff or adding extra effects in certain conditions. These aren't manufactured but given randomly (chances range from 1% to 5%) by the Abnormalities when finishing work.

 **Qliphoth Counter and Anomalous Effects**: Abnormalities are entities that possess unusual abilities that can harm or benefit employees and/or the facility. This vary from simple  Healing to breaching containment. A way to measure the triggering of a effect is via their  **Qliphoth Counter**, which, when reaching a number (usually 0), will trigger its ability. Most abilities will include the Abnormality breaching the containment unit. However, not all the Abnormalities use the  Qliphoth Counter to use their abilities. Unused  Qliphoth Counters are marked with a 'X' instead of a number.

Abilities may also be triggered by  Work Results,  PE-Boxes collected,  Stat Levels and work performed. Breaching Abnormalities need to be suppressed to be returned to their containment units. If neglected, they can cause major harm in the facility or lessen the amount LOB Points earned when ending the day.

## Tool Abnormalities

**Tool Abnormalities** are another type of Abnormality that are used. These Tools, unlike other Abnormalities, are added to the facility every fourth day of each six day cycle. The Tools don't possess work preferences but instead have a single work to use them. In most Tool's subject numbers, their type is 09 (With one being 07). Tools give positive effects, like  healing,  energy production or  Stat boost, among others, often for a cost.

They are divided into 3 types:

**Single Use Tools**: Tools that give a single and instant effect upon being worked with an Agent. These Tools have a 'Number of Uses' to unlock their information.

**Channeled Use Tools**: Tools that have a constant work use that can be cancelled when ordered again. These Tools have a 'Time of Use' to unlock their information.

**Equippable Tools**: Tools that an Agent equips upon use. When equipped, they grant their effects to the Agent. To return one of these Tools, simply click on the Tool's containment unit. Agents can only equip 1 Tool at a time. If the Agent equipped with a Tool dies, it will be returned to the containment unit. They are also returned at the end of the day.

Depending on their type, their Observation Level and the way to get information about them is different. The **main information** unlocks its name, portrait, subject number and tool type. **Logs** unlocks entries and story related information and the **Methods** unlocks information about the Abnormality, like its effects and ways to use it.

## Classification Code

Each Abnormality is given a classification code following a Letter-XX-YY format:

The first letter is the main source of inspiration for the Abnormality. Among the designations shown below are F, T, and O, which were revealed in LobotomyCorporation\_ArtBook, and M, which appears in *Limbus Company* but has not yet been explained:

* F: Fairytale
	+ Fairy Tales, folklore, forgotten stories, and urban legends.
* T: Trauma
	+ Traumatic experiences, phobias, or intense emotions.
* O: Original
	+ Originates from beyond the City or this reality, unknown cause of birth, naturally occurring phenomena, or were manufactured by humans.
	+ The catch-all categorization for any Abnormality that doesn't neatly fit into the previous classifications.
* D: Donation
	+ Abnormalities created by the Tumblbug backers that crowdfunded the *Lobotomy Corporation* kickstarter from before the official release of the game.
	+ Donor Abnormalities are given unique, rounded containment units to differentiate them from regular Abnormalities with square units on the selection menu.
	+ These types of Abnormalities are not required for 100% completion of the game and do not contribute in obtaining the True Ending of the game.
	+ Can be turned off from appearing in the Abnormality selection pool in the settings.
* M: Unknown - possibly 'Mythical'
	+ Does not appear in *Lobotomy Corporation*, but three Abnormalities with the classification M appear in *Limbus Company*: My Form Empties, Brazen Bull, and Doomsday Calendar.
	+ All three of these Abnormalities are based on things from mythology, which is where the guess that M stands for Mythical comes from.

Below are the speculated criteria for the second designations given to Abnormalities:

* 01: Humanoid—or possessing human-like characteristics:
	+ Includes Abnormalities possessing human-like bodies or appendages, even if distorted or malformed (ex. Nameless Fetus).
	+ Excludes humanoid collections of non-human objects (ex. Snow White’s Apple).
	+ Humanoid Abnormalities that can transform into an beastial/non-humanoid forms, usually upon breaching, are usually still designated under this classification (ex. The Queen of Hatred).
	+ Abnormalities if their creation is closely related to humans (ex. The Mountain of Smiling Bodies)
* 02: Animalistic:
	+ Abnormalities that resemble animals, rather than humans.
* 03: Otherworldly or religious:
	+ Abnormalities that are described or appear to be foreign and alien to the world the City takes place in.
	+ Commonly are either: religious in theming; dependent on human attention or worship; (un)able to be properly comprehended by human understanding and/or perception.
* 04: Inanimate objects:
	+ Mostly includes object-like Abnormalities that are not appended to the 01, 02, or 03 designations.
	+ Virtually no Abnormality in this category is capable of independent movement throughout the facility, remaining mostly stationary, with certain exceptions; locomotion is limited to teleportation or attaching themselves to an employee.
	+ Consequences due to (mis)management are often instantaneous or impromptu.

* 05: Machines and artifacts:
	+ Applies to Abnormalities resembling inanimate objects similar to those classified as 04, but includes mechanical entities that can act autonomously and are capable of independent mischief.
	+ Behaviors are affected by various factors and situations—especially via the manager’s choices—and cause long-term and significant consequences.
* 06: ‘Abstract’—due to the limited data pool (1.76 MHz and Nothing There), this rationale for this classification is mostly speculative:
	+ Includes Abnormalities that do not exist in physical reality and are closer to intangible phenomena (ex. 1.76 MHz)
	+ Alternatively, the Abnormality is dependent on the perception of others, desiring to obtain a proper form or identity through observing or being observed by human beings, and/or being denied personhood (ex. Nothing There).
* 07: ‘Breaching Tool’:
	+ Includes only (O-07-103), Yang; presumed to include Abnormalities that are conditionally a Tool Abnormality and are capable of breaching.
* 08: Unknown—possibly ‘Sin’:
	+ Are not present at all in Facility X-394; the 08 classification was Introduced with the Peccatulum Abnormalities in *Leviathan* and *Limbus Company*.
	+ Based on the Seven Deadly Sins that humans commit within the City.
* 09: Tool-type:
	+ Includes object-like Abnormalities that cannot breach containment and can be interacted with to benefit the facility to varying results.
* 00: Unknown
	+ Does not appear in normal gameplay, only on Standard Training Dummy Rabbit.
	+ In *Limbus Company*, there is a human who is given a classification code of 00-00-00. This has no letter classification.

The third number acts as a unique code for the Abnormality, which doesn't repeat between Abnormalities; and the last letter (Only for Legacy) is for the risk level classification (Z for  ZAYIN, T for  TETH, and so on). In effect, a player knowing this, especially the third number, can get a huge jumpstart on information about the Abnormality.

* Presumably, the third designation represents the order the Abnormalities were extracted in (i.e., implying F-01-02, Scorched Girl, was the second type of Abnormality to have been extracted, for example).

**Note**: The second number in the classification type is ***only speculation***, as it has never been confirmed by Project Moon what it does mean or categorize.

## List of Released Abnormalities

A list of **unreleased abnormalities** can be found here.

* Current
* Legacy
**ABNORMALITIES**

**ABNORMALITIES (LEGACY)**

## Codex

The Codex, also known as **The Abnormality Encyclopedia**, is a mechanic that allows players to view their collection of Abnormality Details. It can be accessed on the main menu via the lower right corner (before story completion) or top right corner (after story completion). The Codex starts out with no Abnormalities within and 0% Abnormality Dissolution but will grow as the player fully researches Abnormalities.

### Abnormality Dissolution

The **Abnormality Dissolution** is the percentage of fully researched abnormalities within the codex. The percentage excludes Backer Abnormalities, Don't Touch Me, Plague Doctor, and Apocalypse Bird, leaving only 74 Abnormalities required for complete codex.

## Trivia

### Etymology

An ‘**abnormality**’ refers to an abnormal trait or occurrence; the term is usually used in a medical context.

“Abnormality” was a machine translated result of the Korean name for the entities, ‘Hwansangche’ (Hangul: 환상체; Hanja: 幻想體); a remnant of the poor translation work done by the first English translation team that scammed Project Moon during the early days of *Lobotomy Corporation*'s development. While not wholly accurate, the name stuck—being used by the non-English parts of the fandoms due to the early translations; “Abnormality” continues to see use in future works within the franchise.

Derived from ‘hwansang’ (환상, 幻想), meaning illusion or fantasy; the suffix -‘che’ (체, 體) implies the former to be a physical entity. Their names would’ve formed wordplay around “fantasy”, as exemplified with Adam’s monologue on Day 49 as seen below. If Abnormalities could have been given a more accurate localization, a title such as ‘fantasm’ or ‘fantoms’ would’ve been appropriate paronomasia.

* English version
1/2
Adam, Day 49

In early versions of the Japanese translation, as a result of the sloppy translation work, the English name, ‘Abnormality’, was directly transcribed as ‘Abunōmaritī’ (アブノーマリティー), rather than properly transcribing the Korean name ‘Hwansangche’ (환상체). This transcription is retained even in the current version of the Japanese translation of *Lobotomy Corporation*.

While the issue was alleviated with *Library of Ruina* and later installments of the franchise, with Abnormalities being referred to as ‘Gensōtai’ (幻想体, げんそうたい), the JP fandom still habitually refer Abnormalities as ‘Abunōmariti’ (アブノーマリティ).

* They are notably similar to, and inspired by, the various Special Containment Procedure objects from the SCP Foundation.
* Poor Screenwriter's Note, Hammer of Light and Price of Silence are Legacy Abnormalities that weren't brought back into the new version.
* Each of the damage types is the same color of one of the Four Horsemen of the Apocalypse.
	+ RED for the red horse of War.
	+ WHITE for the white horse of Conquest.
	+ BLACK for the black horse of Famine.
	+ PALE for the pale horse of Death.

## External Links

### Project Moon Universe

* Abnormalities - *Library Of Ruina* wiki
* Abnormalities - *Limbus Company* wiki

### Foreign language wikis

* *Abnormalities - Korean page (Namuwiki)*
* *List of Lobotomy Corporation Abnormalities - Korean page (Namuwiki)*
* *List of Project Moon Abnormalities - Korean page (Namuwiki)*