CryFibril- is one of the most complex and advanced components of the Nanosuit, giving the wearer unsurpassed physical performance and protection on the battlefield when compared to other artificial muscle systems. It also functions as a medium for the nanosuit modal functions such as the cloak ability.
With it, the operator could run faster, jump higher, and hit harder than any human alive, thus performing at super-human levels. the suit can absorb energy in a myriad of forms including, but not limited to radiation, static, kinetic, and even carbon released by rotting corpses, and with this power, the suit can become even stronger. The CryFibril is mentioned at the beginning as a semi-organic component to the armor, suggesting it could be alive, or simply replicates biological properties.
Electroactive Polymer (EAP) - Liquid Armor (a fast-twitch reflex co-polymer incorporating colloidal doped ceramics and a copper nanolattice in an ethylene-glycol buckyball matrix) gives the wearer unparalleled protection against radiation and physical impact. It also drastically increases motor reflexes (giving users on average a 0.08 millisecond reaction time), and features a dynamic Faraday anti-EMP mesh.
Semiautonomous Enhanced Combat Ops: Neuro-integration Delivery VI/AI (Example: SECOND) is a non-sentient information delivery Artificial Intelligence used by Crynet's Nanosuit 2 as a data storage, delivery, and transfer device that allows the suit to store its data within the brain of the user, and stream data directly into the user's brain almost instantly.
acts as a hyper-fast data tool that stores all its information in the most powerful supercomputer known to man: The human brain. By doing this it has an ultra high-capacity storage medium for a myriad of valuable data such as videos, schematics, and audio files. The VI/AI can also regulate nearly all of the suit functions. The VI/AI is powered by a parasitic blood-glucose infusion and an electrolytic microstack which takes the form of a small chip; it is essentially a biological computer. The VI/AI is immensely fast, with the ability to process data at 1.5 billion instructions per-second (GIPS). The AI is kept at a non-sentient level for the safety of the wearer and those around him/her (counting that they are not his/her enemies).
- Speech augmentation: While the Nanosuit 2 itself has a built-in speech synthesizer, Prophet was able to utilize it without using the standard saccadal text interface. SECOND is able to interpret the suit operator's "will to speak" and process it forward to the synthesizer all by itself. Furthermore, the VI/AI is able to both aid and alter the speech pattern and vocabulary of the speaker on topics he would normally know little about, effectively working as a subconscious real-time encyclopedia.
- Memory augmentation: The VI/AI equips the suit wearer with eidetic memory. This memory seems to be stored and processed by the VI/AI itself, and could also make use of the hippocampus and prefrontal cortex of the wearer's brain, where memory is normally stored.
- Heuristics: While the VI/AI takes over most decision making when dealing with theoretical and tactical problems, it goes into passive, input-only mode whenever the wearer considered problems with a significant moral or ethical component. That mode is most often used in heuristic, "self-learning" chips, though its purpose is not entirely clear.
- Integration: VI/AI's to integrate almost seamlessly into the nervous system of the suit operator. While the workload is evenly distributed between VI/AI itself and the operator's brain, there is evidence suggesting that with time (and/or use) any brain activity slowly shifts to VI/AI.
The Nanosuit is also capable of repairing itself and its user from serious damage in a matter of a few hours, as seen in the case of Prophet when he crashed into Lingshan from outer space at night. The heat generated during his reentry into the atmosphere burned him and his suit significantly, leaving to the suit to repair itself by dawn. The suit also improves and continually evolves upon data collection technology and upon receiving both physical and internal damage. Since the suit evolves every time it gets damaged and reinforces itself to that damage over time, the suit being burned away might have forced the suit to develop into a much more powerful version, being rendered invulnerable to almost all kinds of damage. The suit is known to suppress pain to the point where one cannot feel anything even when just touched, for example, a handshake.
The suit is also capable of seeping into any wound and fix it at an incredibly drastic rate, Because of these features, it is implied that the Nanosuit is not only capable of being a life support system but also capable of permanently immunizing its wearers from all toxins, venoms, and diseases of all forms, known and unknown, biological or human-made. This also implies that the suit has a regenerative healing factor unparalleled by any other type of healing factor, meaning even the Hayflick limit is bypassed because the telomeres are prevented from shortening, allowing a cell to divide indefinitely. The suit also renders aging impossible, as it can store the entire personality and body of its user should they ever part, therefore keeping the original user immortal in some way or another, allowing the user to take some other users' body for their own.
Due to the fact that the safeties prohibiting cell altering within the Nanosuit can be turned off, it can be safely said that the Nanosuit is now capable of shapeshifting into anything imaginable whether voluntarily or involuntarily, including humans, as seen by the end of Crysis 3 when the Nanosuit 2 sealed itself within Prophet and restored his human appearance, while retaining all of its powers, or maybe enhancing them.
Nanosuit modes
Core
Armor: Energy is diverted to tightening of the suit's outer weave, increasing density and thus enabling deflection of oncoming high-speed projectiles; blunt trauma and high-energy emissions are also absorbed. This depletes the suits' power rather than the wearers' health. It should be noted that due to the suits' increased bulk, footsteps are louder and the wearers' stealth properties are significantly reduced if operating on certain terrains, such as concrete or brick. A prominent glow will flow through the suits' fibers as it channels power-dampening energy.
Stealth: The suits' surface dynamically scans the surrounding area and modifies its skin color to match in real-time, cloaking the user in addition to trapping most vibrations (sound) produced by movement. Note that firing a shot from an unsuppressed firearm while cloaked will fully deplete the suits' energy reserve while doing so with a suppressed firearm will minimize power consumption but while still disrupting the system. As such, it is strongly advised to shoot for a targets' weak spot while cloaked and remaining hidden to reduce overall chances of detection. The suit will also temporarily deactivate the field if the User strikes an enemy, picks up an item/enemy, or performs a Stealth kill (afterward, it automatically resumes). A closer look reveals a spectrum caused by the formation of light-refracting nanocrystals, as seen in the "Second Chance" opening. Furthermore and unlike Armor, the reload animation for most firearms in Stealth are quiet.
Power: This passive mode activates only when needed and is a combination of Speed and Strength from the previous Nanosuit, although it performs better than the two. It triggers and consumes energy when performing fast actions such as a "power jump," "power sprint," or "power slide," moving an incredibly vast and cumbersome object, or crashing down on a surface or enemy with titanic force (known as an "air stomp"). If the player picks up an object, they can also hold down the 'attack' button to throw it with increased force, causing more damage. Apparently, in the Nanosuit 2, Power mode is active even when the player picks up an enemy or chooses to hold their breath when aiming a weapon, which drains energy as opposed to the first Nanosuit. In Power mode, the Nanosuit glows red in Crysis 2 and blue in Crysis 3. This can only be noticed in the Nanosuit Showroom.
Accessory
Visor: This mode replaces the tactical binoculars. It allows for efficient streaming of vast amounts of battlefield information. The wearer can pick out items of importance, such as corpses, weapons, ammo, conduits, consoles, real points and the like, and scan them for details, as well as 'tag' enemies to track them as they traverse the environment. This mode also filters out ambient noises and enhances sensory perception, so that the wearer may easily pick up on conversations occurring in the vicinity.
Nanovision: By using energy at approximately the same rate as when cloaked and standing still, this effectively works as both Thermal and Night vision. When activated, everything turns greyscale, save for heat sources, which turn the same color they would with the standard thermal image (including Ceph). It also emulates night vision by evening out the visual highs and lows to make everything a uniform brightness.
Hacking: able to hack: Minefields, Ceph and CELL Sentry Guns, containers, doors and also Ceph Automation.
Shapeshifting: With the safeties prohibiting cell altering able to be turned off. The Nanosuit is capable of taking the form of any living being imaginable. Ranging from the Ceph themselves to humans, because the nanites in his suit became free. This means that not only would a user revert to his/her former self, but he/she would also be able to disguise himself/herself to anyone or anything at will.
Non-modal functions
Defibrillator: This is a feature that can be activated to revive the user on The Nanosuit when the user enters cardiac arrest. If a user takes too much damage the Nanosuit can heal (grow into the wounds), yet it cannot restart the heart which is the defibrillator's function.
Rebreather: This is a function automatically activated by the suit when it is submerged in water (Or when oxygen is otherwise unavailable). The rebreather provides the wearer with breathable oxygen. It is capable of recycling exhaled carbon dioxide back into oxygen, and can also utilize the process of hydrolysis to break apart water molecules into hydrogen and oxygen, use the hydrogen to help power the suit and to give the oxygen to the wearer to be inhaled. This process allows the user to stay underwater indefinitely (as long as the user wants to remain underwater).
Hermetic seal: the suit can create an airtight seal.
Thrusters: The Nanosuit possesses thrusters, allowing for movement in zero-gravity environments, as well as easier movement underwater.
Specifications and Armor Components
- Coltan-Titanium Exoskeleton; all insertion points carboplatinum-reinforced.
- Gold-Cobalt Oxide Lattice: Increases fuel-cell capacity by 20%.
- Nano-circuitry: Force-grown using proprietary peptide-matrix viral templates.
- Ionic Electroactive Polymer (EAP) Liquid Armor: Fast-twitch reflex co-polymer (0.08 millisecond RT). Incorporates colloidal-doped ceramics and a copper nano-lattice in an ethylene-glycol buckyball matrix.
- Dual-intake UV/HEPA-filters: Traps particulates as small as 500 nm, kills biologicals and neutralizes a wide range of chemical agents without compromising tidal flow.
- Monocular stereopsis and range finding: Provides unsurpassed depth perception even through a single lens.
- Full-spectrum acuity from 1m to 103m (including terahertz radiation); output rendered as false-color visible light; optional acoustic and tactile modes; 60x optical zoom at visible wavelengths (100x digital interpolation).
- Six-thousand-channel remote telemetry integration ensures complete and transparent access to all ambient data streams without the need to painstakingly sort signal from noise.
- Utilizes continuous real-time derivation and analysis of all proximate tactical objectives consistent with stored parameters.
- Faraday weave shields against EMP while supporting telemetric throughout of up to 15 TB/sec.
- The suit can withstand anything short of a direct hit with battlefield nuke (in 3 out of 5 simulations, the N2 can withstand point-blank detonation of a Lockheed AAF 212 Circuit Breaker - results may vary during combat).
- The suit has also been confirmed to make use of Ceph technology, as stated by Psycho and the fact that Prophet's N2 can use other Ceph technology at will.
(Halo)
Inner skinsuit:
The inner skinsuit is made of a moisture-absorbing synthetic material linked to an environmental control computer and the occupant's neural interface. It controls the suit's temperature and actively changes how the suit fits the user.[20]
Hydrostatic gel:
On top of the inner skinsuit is a gel-filled layer, which regulates the temperature of the suit and can change its density to conform to the wearer's shape. The temperature inside the suit is controlled by the moisture-absorbing cloth suit underneath the hydrostatic layer. The hydrostatic gel layer can also be pressurized to various levels to potentially save the wearers life should the wearer be subjected to high G forces or a high velocity impact; however, overpressurizing this layer can cause nitrogen embolisms.
Liquid metal crystal piezoelectric layer:
Fitted in between the outer plates and the inner padding, is a layer of piezoelectric liquid crystal that deforms along a preferred axis when exposed to an electric charge. This layer acts as a sheath or a suit of artificial muscle; this reactive piezoelectric effect increases the mobility, speed, and all-around physical performance of the suit's user, doubling their strength and increasing the reaction time of the user by a multiple of five. The material is amorphous, which circumvents a major obstacle in its design: custom fitting millions of the polygonal pieces under the second armor layer. Knitted together at a molecular level the liquid crystal material is merely "poured" into a multilayered Sierpinski capillary system where microelectric fields can direct crystallization geometries. The only downfall is the material's production, which involves classified super-toxic precursor materials and requires a zero-gravity environment. As such this layer accounts for over eighty percent of the Mjolnir armor's cost of construction and materials.
This makes hand-to-hand combat easier, but also makes the armor difficult to adjust to; a slight motion can be translated into a potentially harmful one if not conducted correctly. For this reason, it is only possible for Spartans to use the armor, as their strengthened muscles and bones are able to withstand the increased power and speed of movement. In unaugmented human bodies, a simple flex results in the system returning a reactive backlash that breaks bones and tears muscles, causing the cascade of agony-induced muscle spasms to be further inflicted back onto the wearer, killing them in seconds.
Pressure seal:
The pressure seal is a vital component to the MJOLNIR system, it keeps the system airtight, underwater or in space. The seal is very strong but will only break under extreme pressure, such as in a high velocity impact or when the hydrostatic gel has been overpressurized.
Titanium nanocomposite bodysuit (Replace with but upgrade Crysis Nanosuit 2.0)
Sandwiched between the external armor and the internal padding is a thick black armored bodysuit. This suit has numerous functions, small but vital to the safety and survival of the wearer. The bodysuit is made of a titanium-based material, making it very strong and yet very flexible. It also serves as another layer of protection against ballistics attacks and is coated with a heat resistant material to disperse heat from plasma weapons.
Reactive circuits:
Reactive Circuits are systems installed directly linked to the Spartan neural interface. They amplify the wearer's reaction time by connecting directly to the thoughts of the wearer, making it much easier to control and allowing for the soldier to be both more efficient and have a higher survival rate in combat.
Lockdown system:
The lockdown system protects muscles and joints from traumatic, high-impact injuries by seizing the suit into a rigid posture through modifying the density of the hydrostatic gel layer.
(Dead Space Tech)
RIG: Resource Integration Gear, or RIG for short, is an integrated health management and strength augmentation system that assists users in previously impossible and dangerous environments.
RIGs monitor the lifesigns of an individual. Developed from medical monitoring systems designed for elderly patients, it has found common usage among the adult population.
All RIGs share several basic features. A spine-mounted display serves to indicate the user's general state of health as a glowing segmented bar which depletes as the user takes damage. When the user dies, it emits a "flat-line" sound similar to an EKG, which is loud enough to alert others within earshot of the RIG wearer's demise. Holographic projectors mounted on the wrists can create a two-dimensional display in front of the user, to display whatever they might need to see. The size of the display can vary depending upon the data it is accessing. It can also project a colored line to guide the user to a destination, be it a location or a service like a store or workbench. It is capable of two-way audio and visual communication. RIG users can be individually tracked if need-be, even if dead. Finally, RIGs can be used as a form of biometric lock, only allowing specific RIG users access to designated areas, though such scanners fail to take into account whether the user is living or dead. RIGs can be upgraded at a nano-circuit repair Upgrade Bench using Power Nodes. Depending on the RIG, Nodes can be used to upgrade air supply, resilience to damage, or enhance the strength of Kinesis.
RIGs vary greatly depending on the user's occupation and status. Civilian RIGs are typically little more than the spinal display and wrist projectors attached to basic clothing. Engineers and other service personnel wear similar garb, but often possess Kinesis and Stasis modules to aid in their profession, the latter with the requisite monitor mounted to the right of the spinal display. For more dangerous work, RIGs are installed in full-body suits. These suits, in addition to the RIG's basic functions, have features such as an internal oxygen supply for work in a vacuum, gravity boots, and thrusters for zero-gravity movement, and armor to protect against damage from various sources.
RIGs appear to be ubiquitous throughout society. Very few people are shown not to possess them, which suggests that most professions require some form of RIG to be used. Various RIG-equipped suits can be purchased from stores, provided the user has clearance and the proper blueprints. More advanced suits offer benefits like increased storage space, damage resistance, and "bonuses" to weapons, stasis, kinesis, or store purchases.
Features:
Health Management
The most distinctive feature of the RIG is its health management system, which actively displays the wearer's health in real time via a segmented colored bar that runs along the spine of the wearer, allowing for interface into the wearer's nervous system, and therefore the ability to detect the wearer's health status. These bars will drain and refill depending on the user's health. If a RIG wearer dies, the RIG will give off a flatline sound, identical to an alert cardiograph. The bar changes color depending on the user's overall health; aqua-blue for above 75%, green for above 50%, yellow for below 50%, and red for below 25%. It will blink when the user is near death.
It is unknown what it bases the wearer's health on, be it a rough estimate of damaged body parts or the functionality of internal organs. It is known that if the user of the RIG is harmed, the RIG automatically applies any carried health packs to the damaged area. The RIG could also potentially show signs of bacterial or viral-based illness.
Holographic Displays
Utilizing the Holotech Operating System, a RIG has the ability to project a holographic display, which is projected a few feet (about a meter) in front of the RIG wearer. The display also moves with the user if the user walks around at all while it is projected. These displays are used for various features. The main use of the display is for RIG users to communicate with one another through live video chat, or to send live audio messages to one another. The RIG also allows its user to store text logs within the RIG's built-in memory, which are displayed in widescreen projections to make them easier to read.
Navigation System
This feature projects a colored line on the environment that guides the user to objectives, Benches, and Stores. this system included a 3D map and the line guided users to objectives.
Radiation Protection and Geiger Counter
Engineering suits seem to offer protection from radiation and have a Geiger counter built in. This can be seen when Isaac must Clear Radioactive Material to access the USM Valor
Civilian Suit
This suit is basically clothing with communication modules on the wrists and it offers little protection.
Patient Suit
Like the civilian RIGs it offers little protection and is basically clothes that come equipped with communications. It seems to mostly be used to monitor the health and status of hospital patients while restricting their movement when necessary; the suit is also equipped with drug injectors, as seen via tubular attachments near the neck area of the RIG, most likely to administer medication without hampering the wearer's mobility.
Built-in Omni-Tool:
Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Higher-end Omni-tools are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech talents and powers. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram.
Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
Omni-tools are standard issue for soldiers and first-in colonists.
Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused prior to the Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop ways to enhance the tool's offensive capability.
The most common melee design is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.
More technically adept soldiers frequently modify their omni-tools to maximize stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their kinetic barriers, transforming the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a mass effect field and ignited upon impact. All prove deadly surprises for opponents who expect a disarmed Alliance warrior.