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Common Equipments

Equipments

These are equipment that exist in this world and are recognized by many. Officially means when they are known by the public , Most of them are created by Herta's Society and manufactured by The Sovereign Flame.

Your Typical Equipment . Officially Prologue

Basically the typical equipment that would have from the military , whether it be all guns like 50 BMG , M4 , M911, Tanks and the kind basically you get it , night vision goggles EMP and the kind modern things exist. , Including Sleeping bags and the kind

Your Typical Equipment Fictional Edition , Officially Arc 2

The typical fantasy equipments that have been enhanced to make them at capable of fighting against modern equipment , such as strengthened Bows , Swords , Staff and the kind that channel Mana chi etc

Psi-Shielded Tablets (Arc 1) Officially Arc 1 

Standard-issue Silentium tablets. Screens are designed to prevent cognition hazards (images or text that can harm the viewer) and are shielded against remote viewing or technopathy , they look similar to the tablets from Subnautica

MK-X "Friday" Satellite Teleporter (???) Officially Arc 1

A satellite made by The Herta's Society , it is the early prototype of what would later be known as "Teleportation Waypoint" taking inspiration from Ironman's satellite and that of Cecil's from invincible

It is capable of teleportation however it is very cumbersome to use , the teleportation itself takes a while to charge and has a very long cooldown of 1 week , the coordinate has to be inputted manually with no errors

It is only capable of teleporting 'Remnants.' , when humans are about to be teleported they will feel extremely nauseous and if they do proceed with the teleportation they will receive stage 4 cancer and die in minutes. 

MK-V "Arbalest" Modular Rifle (Arc 1) Officially Arc 1

The standard-issue longarm for Silentium tactical teams. A bullpup-design rifle with a matte black finish and multiple attachment rails. Fires standard 5.56mm rounds.

Nut can be quickly reconfigured with underslung modules: a Mana-Focused Lens (fires condensed energy bolts, effective against incorporeal beings), a Silver-Flechette Dispenser (anti-lycanthrope and vampire payload), or a Micro-Missile Rack (for armored or large targets). Reliable & Versatile

Variable Ammunition Sidearm (Arc 1) Officially Arc 1 

A heavy-caliber pistol with a digital ammo selector and a revolving cylinder magazine. Contains multiple specialized round types in a single load: Cold-Iron Core (anti-fey and demon), Blessed Salt-Tip (anti-undead and corrupted entities), Alchemical Tracer (leaves a magical residue trackable by Spectral Visors), and Standard Armor-Piercing. Agents are drilled on swapping ammo types in seconds. Standard sidearm for Silentium field agents and Task Force X.

Reality Anchors (Arc 1 beginning) Officially Arc 1 

A bulky, often harshly angular device that hums with a low, unsettling frequency. It emits a field that stabilizes local reality, reinforcing the baseline laws of physics , there is a miniaturized version in every containment cell holding a reality warping Remnant

As the same suggests they are used for 2 things , To neutralize or weaken Remnants with Reality warping powers and disrupt Remnants who control things like Mana , Chi , Chakra , Aura and the kind , effectiveness varies.

Against beings like Sukuna , Gojo and the kind it is effective at sealing their strength though effectiveness varies , it also basically disrupts all forms of mana / chi / haki / chakra control including most special equipment like Boosted gear from DxD.

Its effects are so powerful it may even affect God-Like beings' control over things such as , Cipher's control over Lies , Hades's authority over Death , Phainon Amos and the kind over Destruction , Adam's control over Envisioning , Amon's Error and the like (Basically reality warping)

They are bulky and thus difficult to carry. At the same time they consume a lot of power , such is the price to pay to ground reality.

However this is ineffective against mainly 3 things 

it does not stop those that control purely elements such as , Zeus , Hyacine and the kind over the Sky , Poseidon , Hysilens over the Sea , Escanor with the sun and the kind 

[ Some special case include , the Herrscher Authorities (For they basically bend the laws of physics in a confusing way that does not disrupt reality), Mira's Simulation of Copied Powers (She provides the energy thus by technicality it does not disrupt reality) , and others ]

Pillars and Vestiges overload them almost instantly , and powers that are adjacent or basically a Nihility type power that erases meaning such as Rimuru's Void God Azahoth , Acheron's Nihility , Jorumugandr's Devour of Worlds and the kind

They are also ineffective against technically advanced items that do not relay on (ex Mana , Chi , Chakra) to operate , as such things like Firefly's suit Iron Man's suit , advanced equipment that don't rely on a special something can still be used normally meaning those with absurd physical strength such as Kratos are unaffected

A special exception is against The Herta.

Specialized Bullets (Arc 1 Beginning) Officially Arc 1 

As the name suggests , specialized bullets that may have varying effects such as explosions , weak sealing or the kind , or for example Silver bullets for vampire and things that are especially effective against specific remnants and the kind

Energy Suppression Grenade (Arc 1) Officially Arc 1

As the name suggests they act similar to modern flash bangs but instead of disrupting enemy vision they disrupt enemies control over specific powers such as Mana and the kind , light weight, easy to carry and cheap to make.

Has no effects on Reality Altering Remnants. However its effects vary , lasting as long as a whole month or just a few seconds depending on the strength of specific Remnant.

Specialized Inventory Bag (Arc 1) Officially Arc 2

An innovative equipment that basically warps reality allowing one to put things in it , where time slows down in it by 500% while also reducing weight by 95%, not even Herta's Society's genius mind could completely stop time and the laws of physics due to the confusing laws of this world

Dimensional / Null hand cuffs (Arc 1) Officially Arc 1

They act as mini Reality Anchors with a limited power supply only lasting for 8 hours , they seal all forms of reality disruption once placed.

Specific Satellites (???)

Specific satellites that have orbital powers , made by Herta's Society and some were even given to The Silentium , of course , we've seen one during Kiana's Judgement chapter

Field Disruptors (Arc 1 Beginning) Officially Arc 3

The opposite of Reality Anchors , they look identical but instead of a low hum it is a violent hum , instead of stabilizing they violently destabilize a local area where it disrupts everything with the exception of Pillars and Vestiges. Even The Herta isn't save from it

It completely disrupts mana , chi and the kind along with all forms of reality altering powers with the exception of Pillars and Vestiges 

Agnia's Bear Crest (Arc 2 end) Officially Arc 3

A signature emblem , shaped like a crest with a bear face that can be seen roaring , while it is unknown how they determine which crest is real or not they seem to have their own methods that are undisclosed to anyone. 

Teleportation Waypoints (???) Officially Arc 4 End

A teleport waypoint that no one knows when existed , they were only revealed at the end of Arc 4 , there are countless major waypoints that exists in every country , only at their capital due to the high cost.

There are also personal versions reserved for important targets such as Cael Lucian , members of Task Force X or those that are rich enough , these personal versions are so expensive that nobody knows how many people have them

Personal ones act similar to the temporary waypoints in genshin where after entering a specific word or code they will be teleported to their personal place.

Karmic Contract (Arc 3) Officially Arc 4 End

A Special contract made using Lawrence's power as an echo of Qin Shi Huang , where all parties who signed said contract will feel the pain of the ones suffering from whatever choice they made.

For Example , in the assumption that party A and B made a contract to save people from world hunger , assume Party B has breached said contract , they shall feel the pain of the people who experience said hunger due to them.

However this does not work on unintentional harm and the kind , for example casualties of war and the kind.

Memory Erasure Gun (Arc 1) Officially Arc 1

As the name suggests , it is a memory erasure gun that is effective only against ordinary humans and the weaker Remnants , ensures their memories are muddled , however any recollection of the memory might awaken their memories

Special Equipment (???)

Special One of a kind equipments that can be seen which include : 

Aurelion's Nameless Rod , Gaby's katana and body suit , Nicole's Assassin outfit , Enma from One Piece , Boosted and Dividing Gear from Highschool DxD , The Magical Lamp from LOTM and the kind

Aegis Weave Fatigues (Arc 1) Officially Arc 2 

Standard-issue Silentium field uniform. Looks like sleek, dark tactical clothing with subtle hexagonal patterning. The fabric is woven with carbon-nanotube threading and micro-etched with defensive wards

 

Offers moderate protection against ballistic rounds, slashing weapons, and low-tier elemental attacks. A fireball will still hurt, but the wearer won't be instantly immolated. Lightweight and breathable, designed for extended field operations.

Mana-Reactive Plating (Arc 1) Officially Arc 2 

Lightweight ceramic plates inserted into tactical vests or combat harnesses. They shimmer faintly when exposed to high concentrations of magical energy.

When struck by a spell or supernatural attack, the plates absorb and dissipate a portion of the energy, reducing the impact. Repeated hits cause the plates to crack and lose effectiveness over time. Standard issue for Task Force X and Guild front-line fighters. Ineffective against purely physical attacks.

Spectral Visor (Arc 1) Officially Arc 2 

A sleek, transparent heads-up display (HUD) that covers one eye, or a set of tactical goggles. Allows the wearer to see into infrared and ultraviolet spectrums, detect high concentrations of mana/chi/honkai energy as colored auras, and highlight hostile entities through basic terrain.

Can be calibrated to see through certain types of illusions or low-tier invisibility. Cannot penetrate Fooling-level concealment or high-tier obfuscation. Standard issue for Silentium field agents and Guild scouts.

Null-Skin Gloves (Arc 1) Officially Arc 1 

Thin, black gloves made from a material that dampens energy transfer. Essential for handling unknown Remnant artifacts or substances. Prevents direct skin contact with cognitive hazards, corrosive materials, or objects that might trigger an unwanted magical reaction. 

Does not protect against direct physical force or piercing damage. Standard issue for all Silentium research personnel, cleanup crews, and field agents.

Rune-Etched Combat Blade (Arc 1) Officially Arc 2

A standard-issue combat knife or short sword, manufactured by Coalition artisans and finished by Sovereign Flame engineers. The blade is forged from a high-carbon alloy and etched with microscopic runes.

 These runes do not grant magical powers , they simply make the blade unbreakable under normal combat stress and self-sharpening over time

All-Environment Cloak (Arc 1) Officially Arc 2 

A hooded cloak made from smart fabric that can shift its color and texture to match the surrounding environment. Provides basic active camouflage, not true invisibility. 

Also insulated against extreme temperatures (from Siberian taiga to volcanic vents) and is fully waterproof. 

Mana-Filter Canteen (Arc 1) Officially Arc 1 

A standard-issue canteen with a built-in filtration system. Purifies any water source, removing biological contaminants, chemical toxins, and low-level magical corruption or residue. 

Essential for operating in areas affected by Vestiges, Originium contamination, or unknown environmental hazards. Does not remove high-tier curses or conceptual corruption.

Stun Baton Mark IV (Arc 1) Officially Arc 2

An extendable baton used by law enforcement, Guild security, and Silentium internal affairs. On contact, it delivers a powerful electrical shock and a burst of mana-disrupting energy. 

Effective for subduing low-to-mid-tier Remnants or unruly adventurers without causing permanent harm. Ineffective against constructs, high-tier regeneration, or beings with significant electrical resistance. 

Auto-Stim Injector (Arc 1) Officially Arc 2 

A wrist-mounted or belt-worn device containing several small vials. Can be pre-loaded with various serums: Coagulant (stops bleeding), Pain Suppressant (allows continued combat function), Broad-Spectrum Anti-Venom, or Mana Rejuvenator (a mild stimulant for Remnants who rely on internal energy). Single-use per vial. Standard issue for Task Force X and Guild front-line members. 

Guild-Issue Wayfinder (Arc 2) Officially Arc 2 

A ruggedized tablet or wrist-compass with a holographic display. Shows the user's precise location on a global map, marks known safe zones, Teleportation Waypoints, and Guild-registered dungeons or hazard areas. Also detects local reality stability (Hume levels) and warns the user if they are entering a "thin" area where Vestiges might emerge. Standard issue for all Guild-registered parties.

Thermal Regulator Undersuit (Arc 1) Officially Arc 2

A thin, full-body suit worn under armor or clothing. Maintains a comfortable body temperature in environments ranging from extreme arctic cold to volcanic heat. 

Manages sweat and prevents hypothermia or heatstroke silently and continuously. Standard issue for all Silentium field personnel and available for purchase by Guild members. 

Sealed Environmental Suit . Mark IV "Hermes" (Arc 1) Officially Arc 2

A fully encapsulated, gas-tight protective suit designed for operations in extreme hazardous environments. The multi-layer construction combines chemical-resistant outer fabric, a micro-thin lead-polymer radiation barrier, and an inner thermal regulation mesh. 

The integrated helmet features a heads-up display (HUD) linked to external sensors, providing real-time environmental readings. A closed-loop life support system, housed in a compact backpack unit, provides up to 12 hours of breathable air, temperature control, and humidity regulation.

 Standard issue for Silentium Hazardous Materials (HazMat) teams and Guild deep-reconnaissance units operating in areas affected by toxic Vestige residue, extreme climates, or deep underwater. Its primary limitation is physical bulk and restricted mobility; it is not designed for direct combat, and the outer layer can be breached by high-caliber rounds or powerful supernatural attacks. 

Cognitohazard Protective Suit (Arc 2) Officially Arc 3

A specialized variant of the standard sealed suit, designed specifically to shield the wearer from cognition hazards and memetic threats. The suit's key component is its opaque, multi-layered helmet visor, which can be electronically "fogged" to block visual cognition hazards. 

This fogging is not a physical opacity but a controlled scrambling of the visual feed, rendering hazardous imagery into a meaningless static pattern.(similar to the things people used against SCP-096) The helmet also incorporates active noise-cancellation technology and an internal psi-shielding mesh (derived from Null-Skin Glove technology) to dampen telepathic or empathic intrusions. 

While effective against many cognition hazards, it is useless against "Info-Hazards" transmitted through pure text or data, or conceptual attacks that do not rely on the five senses. The mental strain of operating in a visually and audibly muted environment for extended periods is significant, requiring frequent rest cycles. 

Portable Clean Environment Module (Arc 2) Officially Arc 3

A collapsible, self-contained "clean room" used for establishing a safe field base in contaminated or hazardous zones. When activated, it inflates into a small, sealed chamber (approximately 3x3 meters) with its own air filtration and circulation system. 

The module's walls are embedded with miniaturized Reality Anchors (SRA-P Series), creating a stable, localized bubble of normal reality within the chamber. This allows for safe equipment repair, medical treatment, or rest without the constant drain of a personal protective suit. 

The module requires a significant power source to operate and is vulnerable to direct attack. Standard issue for long-range Task Force X deployments and Guild expeditions into high-risk areas. 

Dimensional Stabilization Harness (Arc 1) Officially Arc 2

A heavy-duty vest or harness worn over or under standard armor. It contains a series of interconnected Reality Anchor micro-filaments and energy-dampening circuits woven directly into the fabric. Unlike a full Reality Anchor, it does not emit a field to stabilize a large area. 

Instead, it provides a localized "bubble" of stable reality around the wearer's immediate person, specifically protecting their own body and mind. This offers a crucial layer of defense against localized reality warping, telekinetic attacks, and direct conceptual manipulation aimed at the individual. 

The harness consumes power rapidly—its effective duration is measured in minutes, not hours—and it does not protect against area-of-effect attacks or environmental hazards. It is a last-resort piece of gear for agents expecting to face high-tier reality warpers in close quarters. 

Environmental Shield Generator (Arc 2) Officially Arc 3

A belt-mounted device that projects a personal, form-fitting energy field around the wearer. This field acts as a transparent barrier against environmental hazards such as extreme temperatures, airborne toxins, radiation, and even the vacuum of space.

 It allows the user to operate without a bulky sealed suit, maintaining full mobility. The generator, however, is fragile and power-intensive; sustained exposure to a hazardous environment or a single direct attack will overload the field, causing it to collapse.

 It is primarily used for short-duration reconnaissance, emergency extractions, or by operatives who prioritize speed and agility over heavy protection. 

Lightstone (Arc 1) Officially Arc 1

A small, palm-sized crystal that glows with a soft, steady light when tapped. An alchemical alternative to flashlights. Powered by ambient mana, so it never requires batteries or recharging.

 Can be dimmed or brightened with a simple touch. Ubiquitous among Remnants and increasingly popular with human civilians and field operatives alike. Ineffective in mana-dead zones or areas suppressed by Reality Anchors. 

A Token of Trust (???) ???

A very special item , it is imbued with Kiana's Void & Klein's Door nobody knows what it looks like as it varies per-person , it has a special function where if the owner is near death , they shall be teleported to either Kiana or Klein's vicinity

It is a token of trust for The Family , they only give this to specific comrades that they've acknowledge , not even Loki and Violet can destroy it , it is the only one that exist in countless cycles thus Elysia has no clue of it 

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