ANOMALITH gives Reona 12 Anomalization Skills, split between offensive and defensive roles, that can turn a fight around, and the full skill roster is deliberately left out of this guide because individual skill names, effects, cooldowns, and unlock conditions have not been verified. What is verified is the system itself: how the skills fit combat, how the workshop unlocks and upgrades them, and how they combine with gunplay.
At a glance
Skill count: 12 Anomalization Skills, confirmed by the official material, split between offensive and defensive uses.
System role: skills can turn a fight around, working alongside gunplay rather than replacing it.
Unlock and upgrade: at the workshop, using Dive currency and materials recovered from zones.
Full roster: individual skill names, effects, cooldowns, and unlock conditions are not verified, so the full roster is a post-launch follow-up.
Scope: demo-verified and officially confirmed content only; endings, achievement lists, and full collectible lists arrive after launch
Last verified: October 27, 2026
Quick answer
Think of the 12 skills as a second loadout layer: guns decide range and damage, skills decide the turning point of a fight.
Offensive skills press an advantage, defensive skills buy survival, and the right mix depends on the fight in front of you.
Every skill investment competes with weapon and outfit upgrades at the same workshop, so plan the whole upgrade budget together.
Do not plan a build around a named skill yet: no individual skill name or effect is verified before launch.
1. Twelve Skills, Two Roles: Offense and Defense
The official count is 12 Anomalization Skills, and the official split is offensive and defensive use. That split is the most useful pre-launch planning tool available, because it tells you what a skill is for even when its name and effect are still unknown. Offensive skills exist to change the damage side of a fight, and defensive skills exist to change the survival side, whether that means holding a position, escaping pressure, or buying time to reposition and reload.
Reona's power itself is part of the story: on her first Dive, most of her fellow Divers were killed, a strange power awakened inside her, and she became the sole survivor. The skills grow out of that power, and the official story keeps the nature of her power as one of its three open mysteries, alongside what happened to her friend Arisa and where the Anomaly Zones came from. Players should expect skill details to arrive with post-launch verification, when the full roster can be checked against the shipped game rather than guessed from previews.
2. Unlocking and Upgrading at the Workshop
Skills are unlocked and upgraded at the workshop, the same base system that handles outfits and weapons, including weapon attachments and weapon skins. The workshop runs on Dive currency and materials recovered from Anomaly Zones, so skill progress is tied directly to the Dive, Retrieve, Return loop: better recoveries fund better skills, and better skills make the next recovery run safer. Base characters drive upgrades and story progress, including research head Imari Fushimi and security head May Hibiya, so returning to base is a planning step, rather than a pause between action scenes.
Swipe horizontally to view all columns.
| Workshop element | What is confirmed |
|---|---|
Skills | 12 Anomalization Skills, unlocked and upgraded at the workshop, split between offensive and defensive uses. |
Weapons | Upgrades include attachments and weapon skins, with 70 or more attachments confirmed in total. |
Outfits | 300 or more outfits across 9 categories, affecting stats, while appearance can be changed freely without affecting stats. |
Funding | Dive currency and materials recovered from Anomaly Zones. |
Because one workshop budget funds skills, weapons, and outfits together, the pre-launch rule is to avoid locking yourself into a single track. A player who spends everything on one track before knowing the skill roster risks starving the other two, and the full roster question is exactly what post-launch verification will answer. Until then, the sound approach is a balanced workshop spend: keep gunplay viable, keep one defensive option developing, and hold some currency for the skill that proves most useful once its effect is verified.
3. How Skills Change Combat Flow and Combine With Gunplay
Official combat guidance puts weapon choice at the centre of survival: pick the right weapon for the situation. Skills sit on top of that choice, changing the flow of a fight at the moment when gunplay alone stops being enough. In the demo, the weapons tried were an SMG, a pistol, and a shotgun, and the official system adds 70 or more gun attachments that change weapon feel and tactical role, plus Artifacts recovered from zones that raise Reona's stats. Skills, attachments, and Artifacts therefore form three parallel upgrade tracks, and a strong build uses all three instead of leaning on one.
The synergy rule follows the ammo rule. Ammo is scarce and demo weapon variety is wider than ammo supply, so skills are most valuable when they solve a problem without spending rounds: holding a position you would otherwise abandon, creating room to reload or reposition, or finishing pressure that gunfire started. The demo final boss shows the same logic at full strength, demanding resource management and pattern recognition, and a skill used at the pattern opening is worth far more than a skill spent early in a fight you were already winning. After launch, this guide will be followed by a verified roster article listing each skill, and until that follow-up lands, any build advice naming a specific skill should be treated as unverified.
FAQ
How many Anomalization Skills are there?
Twelve, confirmed by the official material, split between offensive and defensive uses.
How do I unlock and upgrade skills?
At the workshop, using Dive currency and materials recovered from Anomaly Zones. The same workshop also upgrades outfits and weapons.
Do skills replace guns?
No. Skills work alongside gunplay, changing the flow of a fight at its turning point, while official guidance still puts picking the right weapon for the situation at the centre of survival.
When will the full skill list be published?
After launch, as a verified follow-up article. Individual skill names, effects, cooldowns, and unlock conditions are not verified before launch, so this guide states that gap plainly instead of filling it.

