
In Crysis 3, players have access to the Nanosuit in both single player and multiplayer game modes. This super powerful exoskeletal armor turns the player into a living, breathing supersoldied capable of massive jumps, sustaining falls from dozens of feet in the air and so much more.
In competitive multiplayer, it's up to you to customize your Nanosuit upgrades to augment the way you play the game.
These upgrades come in three categories:
- Armor - augments the way that your character behaves in Maximum Armor mode and includes other general armor-related modules.
- Stealth - augments the way that your character behaves while cloaked, including faster transitioning to stealth mode.
- Power - these are kind of miscellaneous modules, making your character more powerful in a variety of ways. This includes the lethally awesome Air Stomp.
Nanosuit modules have three tiers to them. When you first use a module, you will only have one tier unlocked. After spending some time with it and completing objectives based on the module, you will eventually unlock the second tier and so forth. In some cases the second tier is simply an increased version of the first tier, but in many cases it actually causes the Nanosuit module to do something new in addition to the initial tier.
For example, Weapon Pro tier 1 helps you reload faster while tier 2 actually has you aim down the sights faster. This is contrary to Armor Transfer where you earn 10% energy per kill at tier 1. In tier 2, that number simply increases to 25% energy per kill when you get to tier 2.
Use the navigation above to view all of the currently known Nanosuit modules in Crysis 3!

Armor modules alter the way that your character behaves while in Maximum Armor mode. They also include modules that augment your energy consumption and gain.
Here are all of the armor modules in Crysis 3 that we know of at this time:
Auto Armor
- Automatically activate armor mode when taking damage.
- N/A
- N/A
Armor Transfer
- Kill restores 10% armour energy
- Kill restores 20% armour energy
- Kill restores 30% armour energy
Xp Bonus
- In game XP increased by 5%
- In game XP increased by 10%
- In game XP increased by 15%
Detonation Delay
- Delays the detonation of nearby enemy grenades and R.E.X. charges
- Player is less affected by flash bang grenades
- Provides an automatic defense against missile attacks
Ordnance Alert
- Enemy R.E.X. charges are highlighted
- Automatic alert when in enemy sights
- Enemy bullet trails are highlighted
Retriever
- Automatically collect Dog Tags from killed enemies
- Support Bonuses require one less Dog Tag to activate
- Support Bonuses remain active for longer

Stealth modules affect the way that your character moves as well as how aware they are of the environment, how quickly they enter in and out of Stealth Mode. This includes helping you track enemy characters through tracks on the floor and through radar sweeps.
Here are all of the known stealth modules in Crysis 3:
Phantom
- Faster transition in and out of stealth mode
- No sound when entering stealth mode
- Stealth shutdown time reduced when shooting from stealth
Scout
- Enemy directions shown on mini map when maximum radar is active
- Single radar sweep on respawn
- Health bars shown above enemies
Hunter
- Make no footstep or suit sounds when moving
- Uncloaked enemy footsteps appear highlighted on the ground
- Directional updates on footsteps and extended trail range
Surveillance
- Highlights enemies through weapon scopes
- Auto-tag enemy players for your entire team when viewing them through weapon scopes
- Enemies are unable to tag you
Hunter
- Make no footstep or suit sounds when moving
- Uncloaked enemy footsteps appear highlighted on the ground
- Directional updates on footsteps and extended trail range
Low Profile
- Provides protection from enemy Maximum Radar bonus
- No heat signature in Nanovision
- Evade enemy Alien Gunship targeting

Power modules is kind of like the category where everything that isn't stealth or armor end up getting placed. That's not a bad thing at all, they're just kind of a miscellaneous group of modules if you look at them. The idea here, however, is that these are modules that make your character more powerful in some way.
Here are all of the known power modules in Crysis 3:
Heavy Weapon Pro
- Faster movement speed with alien/mounted weapons
- Rip off and interact with sandbox/ alien tech faster
- Extra ammunition in alien/ heavy weapons
Weapon Pro
- Reloading is quicker
- ADS is quicker
- Weapon switching is quicker
Maneuverability
- Faster movement speed
- Increase ledge grab and vault speed
- No fall damage
Aim Enhance
- Recoil while using sights reduced by 10%
- Recoil while using sights reduced by 20%
- Recoil while using sights reduced by 30%
Expanded Arsenal
- Allows an additional primary weapon o be carried in place of a secondary
- Additional ammo magazine for primary and secondary weapons
- Additional grenade or explosive
Point Fire Enhance
- Hip fire spread reduced by 15%
- Hip fire spread reduced by 20%
- Hip fire spread reduced by 25%
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