"Tell the kid today's treat is going to be grape-flavored candy. It's his favorite."
- The Dreaming Current's Entry

The Dreaming Current (T-02-71) is an animal Abnormality with the form of a shark of color similar to cobalt blue. The shark possess two wide mouths with rows of teeth, with rainbow colored tongues sticking out of them; a visible black eye, with probably the other hidden; with liquid of the same color dripping near the bottom, a syringe embedded in a side of its body surrounded by a bloody mark or wound, on its lower body have multiple holes with blood dripping of them, probably being previous injection areas; and it possess 2 legs without toes on its feet. In containment, it constantly make gurgling sounds, similar to water flowing.

Ability[edit | edit source]

Its ability triggers when its QliphothCounterIcon.png Qliphoth Counter reaches 0. The Abnormality's QliphothCounterIcon.png Qliphoth Counter will decrease by 1 when:

  • An employee panic while working with it
  • When the employee completes the work with TemperanceIcon.png Temperance Level 1.

After the counter reaches 0, The Dreaming Current will breach. It possesses 200 HPIcon.png HP. It will start by selecting a random hallways in the facility, usually 1 per department/team, to be covered by a rainbow liquid, making any employee on them MovementSpeedIcon.png slower and decreasing their SPIcon.png SP overtime, while recovering HPHealing.png HP.

At the start, The Dreaming Current will stand at the end of one the hallway, in one of the sides; preparing itself, making splashing sounds for some moments. Afterwards, it will charge at a drastic MovementSpeedIcon.png speed to the opposite side with its jaw open, leaving a trail of rainbow bubbles and dealing a great amount of RedDamageTypeIcon.png Red Damage to anything in its path. When reaching the other side of the hallway, the Abnormality will teleport to other affected hallway and continue the charge, repeating until it has passed almost all of them and stopping in the end of the last room, standing idle for a while before preparing itself to charge again to the opposite side, back again through the same hallways. The Dreaming Current goes through an order of hallways and it will stop charging just in 2 locations which are 2 selected hallways.

The only open chances to suppress the Abnormality are when it's idle or preparing to charge.

Origin[edit | edit source]

There was a child who had a severe infection, which was predicted that his life spawn would be just 2 years old. The parents of the child abandoned him, and a couple of researchers became his father and mother, adopting the child for an 'experiment' and bringing him to a laboratory.

They were able to actually prolong the child's life, becoming able to walk, but unable to read and barely talk properly. The kid had certain like for the ocean, and the researchers gave him grape flavored candies to make him 'see' the ocean, because the child's survival depended of staying in the laboratory, with the outside being dangerous for him.

The child actually managed to survive longer than 2 years, listen and obeying, enjoying the candies and loved that place as his home, but he could only run across a cramped laboratory instead enjoying a grass field under the sun. His only worries were what type of candy he would eat next.

The Abnormality itself seems to be the trauma of the child, as a representation of the addiction to candies, the dream to see the ocean by itself and also the treatment of the experiments during his life in the laboratory. Is unknown where the Abnormality was captured but is probable that was found in the same laboratory.

Details[edit | edit source]

The Dreaming Current responds to the four works in order of best to worst: Instinct.png Instinct, Repression.png Repression, Attachment.png Attachment; and Insight.png Insight.

Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.

The Dreaming Current's emotional state is divided into 3 sections: BadResult.png Bad, NormalResult.png Normal, and GoodResult.png Good. Completing 0-5 E Boxes will cause it to feel BadResult.png Distressed, completing 6-10 will cause it to feel NormalResult.png Normal, and 11-20 will make it's mood result GoodResult.png Happy. Its usual waiting time after a task is around 15 seconds. Its QliphothCounterIcon.png Qliphoth Counter is 2.

Unlockable Information/Upgrades Edit[edit | edit source]

Basic Information (Cost: EBoxIcon.png 20 PE Boxes)

Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw.png WAW), portrait, Damage Type (WhiteDamageTypeIcon.png White 3 - 6), the amount of EBoxIcon.png E-Boxes (20), emotional states and its QliphothCounterIcon.png Qliphoth Counter (2).

Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon.png 7 PE Boxes)

Unlocks the percentage level list to the respective work.

Managerial Works 1/2/3 (Cost: EBoxIcon.png 10 PE Boxes)

  • "Managerial Tips 1"
    • "When employee <name> panicked during work, the Qliphoth Counter lowered."
  • "Managerial Tips 2"
    • "When an employee with Temperance Level 1 finished their work, the Qliphoth Counter lowered."
  • "Managerial Tips 3"
    • "The pools of liquid that profused certain sections of the facility while The Dreaming Current escaped drastically inhibited the movement of employees and dealt RED damage over time. However, the employees’ SP healed over time."

Escape Information (Cost: EBoxIcon.png 20 PE Boxes)

Information if the Abnormality can escape or not, plus its QliphothCounterIcon.png Qliphoth Counter (2). This includes its defenses when breaching:

RedDamageTypeIcon.png Red: Weak (1.5) - WhiteDamageTypeIcon.png White: Endured (0.5) - BlackDamageTypeIcon.png Black: Normal (1.0) - PaleDamageTypeIcon.png Pale: Vulnerable (2.0)

Work Level 1 Chance Level 2 Chance Level 3 Chance Level 4 Chance Level 5 Chance
"Common" "Common" "High" "Common" "Common"
"Very Low" "Very Low" "Very Low" "Very Low" "Very Low"
"Common" "Common" "Common" "Common" "Common"
"Common" "Common" "Common" "Common" "Common"

Observation Level [edit | edit source]

Level 1 (1 Section unlocked): WorkSuccessIcon.png Success Rate +3%

Level 2 (2 Sections unlocked): WorkSpeedIcon.png Speed Rate+5

Level 3 (3 Sections unlocked): WorkSpeedIcon.png Speed Rate +5

Unlocks the E.G.O. Suit and Gift 'Ecstasy'.

Level 4 (All details unlocked): WorkSuccessIcon.png Success Rate +3%

Unlocks the E.G.O. Weapon 'Ecstasy'.

E.G.O. Equipment[edit | edit source]

E.G.O. Weapon Ecstasy
Grade: Cost: Max Amount: Damage: Attack Speed: Range: Observation Level:
Risk Waw.png WAW EBoxIcon.png 60 2 WhiteDamageTypeIcon.png White
Fast Long 4
Requirements: Agent Level 3
FortitudeIcon.png Fortitude Level 2
Special Information
Details Special Ability
"The colorful pattern is vivid, similar to a child's plaything." None

E.G.O. Suit Ecstasy
Grade: Cost: Max Amount: RedDamageTypeIcon.png RED Defense: WhiteDamageTypeIcon.png WHITE Defense: BlackDamageTypeIcon.png BLACK Defense: PaleDamageTypeIcon.png PALE Defense:
Risk Waw.png WAW EBoxIcon.png 30 3 0.8
Observation Level: 3 Requirements: Agent Level 2
TemperanceIcon.png Temperance Level 2
Special Information
Details Special Ability
"The armor's sleeve has sparse needle marks on it.

The colorful pattern is fancy, quite akin to a child's costume."


E.G.O. Gift Ecstasy

Ecstasy (Mouth 2)

Effects: SPIcon.png SP +6

Drop Chance: 3%

Observation Level: 3

Story[edit | edit source]

The Dreaming Current's encyclopedia portrait

" “Just... Just keep showing him the book. Oh, and it has to be a page with pictures, since he probably can't read. When the experiment seems to drag on, try to draw his attention, like mimicking sounds. I don't need to explain every detail, right?

Yes, I know. It's unfortunate. Pitiful and sad. I do feel human emotions, thank you very much. However, he ultimately survived thanks to this place. I hope he continues to live, in any shape or form. If you're thinking the same thing, it'd be better off if you dropped that guilt right now.
Tell the kid today's treat is going to be grape-flavored candy. It's his favorite.” "

<Excerpt from an Encyclopedia>

"Contrary to popular belief, most sharks are small in size. There are only a handful of species that cause harm to humans... After all is said and done, the biggest appeal of sharks is their strong jaws and teeth. A shark's jaw can apply an intense amount of force, around 20 times that of an adult human. Besides, their vision and olfactory sense are extremely well developed, allowing them to locate their targets easily. This is why sharks could reign as the ocean's greatest predator until today."

"The parents had long deserted the child. They said the old infection would kill the child before two years passed. The researchers were the child's new parents. He learned to coo and walk. Although unable to talk properly, the child liked the ocean. Instead of visiting the ocean, the child was given candy which let him see the ocean. Many colorful nights and days passed."

"The child, who was thought to die within 2 years, managed to live for a long time. As always, he liked sweet candy, followed them, and loved the place as his home. Though the only thing the child could do was run around inside a cramped lab instead of a grass field under the sun, his steps were shaky but filled with enthusiasm. Excited about what kind of candy he would eat tomorrow."

Flavour Text[edit | edit source]

  • "The Dreaming Current’s dreams are those of running outside of the facility in total freedom."
  • "Just as everyone wished for, The Dreaming Current can live here forever."

Trivia[edit | edit source]

  • The Dreaming Current was a planned Abnormality for a long time, considering that its art concept was presented before days of Bloodbath inclusion (Both shared the same picture).
  • The Dreaming Current is the Abnormality with the highest MovementSpeedIcon.png Movement Speed.
  • Due to it being classified as Trauma, along with its story entries heavily implying the use of drugs. The story is most likely of a child that was terminally ill and kept on psychoactive drugs. It is mentioned that the child was estimated to die within' 2 years but managed to live for many years and given candies that made them believe they were at the ocean or a grass field along with colorful nights and days.

Gallery[edit | edit source]

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