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Icon_reward_Crew.png
Ship Commanders can learn a number of useful skills. They're arranged in rows of increasing cost. At least one skill must be learned in each row prior. So, before learning a skill from the 4th row, the Commander must already have learned a skill in the 1st, 2nd, and 3rd rows. Learning multiple skills in the same row is also permitted, but it will greatly increase the time it takes to reach skills on the higher rows.


Many skills are only useful to certain classes. The game leaves it up to the player to tell the difference, since skills from a different class could potentially become useful if the Commander was transferred to a different ship. However, considering the amount of time it takes to train a highly skilled Commander, it's best to specialize them in a specific class anyway. One often requested feature is for skills that are not relevant to the current ship be displayed in a different shade or color.

While the commander is retraining to a new ship, skill effect is reduced to half amount and skill with binary effect is disabled.

List of Endurance Skills

Icon Skill Name Skill Point Cost Description Effect Editor's Notes
icon_PriorityTarget_dark.png

Priority Target

1 Notification of how many enemy ships are targeting this ship. Situational Awareness indicator will show the number of opponents currently aiming at you with main battery guns.
icon_PreventativeMaintenance_dark.png

Preventative Maintenance

1 Reduces the risk of ship modules becoming incapacitated. -50% to the risk of incapacitation of modules.
icon_HighAlert_dark.png

High Alert

2 Reduces reload time of Damage Control Party. -10% to reload time of the Damage Control Party consumable.
icon_JackofAllTrades_dark.png

Jack of All Trades

2 Reduces reload time of consumables. -5% to reload time of all consumables. Stacks with other consumable reload time modifiers such as the High Alert skill or November Foxtrot signal.
icon_FirePrevention_dark.png

Fire Prevention

3 Reduces the risk of fire and number of fires that a ship can suffer simultaneously. -7% to the risk of fire.

Ship can have a maximum of 3 fires burning at once.
For more information on how fire chance is calculated, visit the Fire page.
icon_BasicsofSurvivability_dark.png

Basics of Survivability

3 Accelerates repairs to modules, firefighting, and recovery from flooding. -15% to time of repair, firefighting, and recovery from flooding. Reduction applies only to passive repairs, firefighting, and flood control.
icon_ManualFireforSecondaries_dark.png

Manual Fire Control for Secondary Armament

4 Secondary guns only open fire on targets designated by the player. The firing efficiency is significantly increased. -15% to the maximum dispersion of shells for the secondary armament of Tier I-VI ships.

-60% to the maximum dispersion of shells for the secondary armament of Tier VII-X ships.
This doesn't mean manual aim. It improves the accuracy of the secondary battery by decreasing their dispersion, but requires the player to manually select a target by holding down CTRL and left-clicking on it. With this skill, the secondaries will not fire at all without manual target selection.
icon_SurvivabilityExpert_dark.png

Survivability Expert

4 Increases a ship's HP. +400 HP for each ship tier. Example: a Tier V ship would gain 2000 additional hit points.

List of Attack Skills

Icon Skill Name Skill Point Cost Description Effect Editor's Notes
icon_ExpertLoader_dark.png

Expert Loader

1 Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. Guns must be fully loaded for this to take effect.
icon_AircraftServicingExpert_dark.png

Aircraft Servicing Expert

1 Increases servicing speed and HP for carrier-based aircraft. +5% to HP of carrier-based aircraft.

-10% to servicing time of carrier-based aircraft.
icon_ExpertMarksman_dark.png

Expert Marksman

2 Increases traverse speed of the guns. +2.5 deg/s to the traverse speed of guns with a caliber of up to 139 mm.

+0.7 deg/s to the traverse speed of guns with a caliber above 139 mm.
icon_TorpedoAcceleration_dark.png

Torpedo Acceleration

2 Increases the speed of torpedoes launched from both ships and aircraft while reducing torpedo range. +5 knots to torpedo speed.

-20% to torpedo range.
Applies to all types of torpedoes (i.e. both ship-launched and air-dropped).
icon_TorpedoArmamentExpertise_dark.png

Torpedo Armament Expertise

3 Reduces reload time of torpedo tubes and servicing time of torpedo bombers. -10% to reloading time of torpedo tubes.

-20% to servicing time of torpedo bombers.
Stacks with other torpedo and aircraft servicing reducers, such as Torpedo Tubes Modification 3, Flight Control Modification 1, or Aircraft Servicing Expert.
icon_EmergencyTakeoff_dark.png

Emergency Takeoff

3 Allows carriers to launch and recover aircraft while on fire. +100% to aircraft servicing time while aircraft carrier is on fire.
icon_InertiaFuseforHEShells_dark.png

Inertia Fuse for HE Shells

4 +25% to the armor penetration capacity of HE shells.

-6% to chance of fire on target caused by HE shells.
icon_AirSupremacy_dark.png

Air Supremacy

4 Changes number of aircraft in squadrons. +1 fighter per squadron.

+1 bomber per squadron.
Increases the number of aircraft in each fighter and dive bomber squadron by 1. Does not affect torpedo bomber squadrons. The number of reserve aircraft is not increased.

List of Support Skills

Icon Skill Name Skill Point Cost Description Effect Editor's Notes
icon_DirectionCenterforCatapultAircraft_dark.png

Direction Center for Catapult Aircraft

1 +1 catapult aircraft.

-20% to the speed of catapult aircraft.
icon_DogfightingExpert_dark.png

Dogfighting Expert

1 Increases the attack power of fighters while in combat against higher-tier aircraft. The greater the difference between tiers, the greater the increase. 10% to combat performance of fighters for each tier of difference between them.

+10% to fighters ammunition.
The skill calculates improvement based on aircraft tier, which may not correspondent to ship tier. Skill provides no benefit if enemy fighters are equal or lower tier.
icon_SmokeScreenExpert_dark.png

Smoke Screen Expert

2 +20% to the radius of smoke screens.
icon_ExpertRearGunner_dark.png

Expert Rear Gunner

2 Increases efficiency of self-defense armament for aircraft with rear gunners. +10% to average damage per second of self-defense armament for aircraft with rear gunners. Applicable to dive bombers and torpedo bombers only.
icon_BasicFiringTraining_dark.png

Basic Firing Training

3 Improves performance of main guns with a caliber up to and including 139mm and secondary guns. -10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns.

+20% to average damage per second of AA defense.
icon_Superintendent_dark.png

Superintendent

3 Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship.
icon_AdvancedFiringTraining_dark.png

Advanced Firing Training

4 Extends firing range of main guns with a caliber up to and including 139mm and all secondary battery guns. Also increases range of all AA guns. +20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns.

+20% to AA defense firing range.
icon_ManualFireforAA_dark.png

Manual Fire Control for AA Armament

4 Significantly improves the efficiency of large-caliber AA guns firing at priority targets designated by the player. +100% to average damage per second of AA guns with a caliber exceeding 85mm against a designated target. This doesn't mean manual aim. It improves the damage per second of AA guns larger than 85 mm, but requires the player to manually select a target by holding down CTRL and left-clicking on it. With this skill, AA larger than 85 mm will not fire at all without manual target selection. AA of 85 mm or less will operate normally, and without this accuracy bonus. In practice, this means the player controls the dual-purpose guns.

List of Versatility Skills

Icon Skill Name Skill Point Cost Description Effect Editor's Notes
icon_IncomingFireAlert_dark.png

Incoming Fire Alert

1 A warning about the risk of exposure to long-range artillery fire is displayed (when shells are fired at you with a flight time longer than 6 seconds). Indicator of long-range artillery fire. Think of this as a "turn now!" warning.
icon_EvasiveManeuvers_dark.png

Evasive Maneuver

1 Reduces reload time of torpedo tubes and servicing time of torpedo bombers. -40% to detectability of strike aircraft when returning to the carrier.

+15% to HP of strike aircraft when returning to the carrier.

-30% to airspeed of strike aircraft when returning to the carrier.
icon_AdrenalineRush_dark.png

Adrenaline Rush

2 Increases reload speed of all armament as the ship's health decreases. -0.1% to reload times of all types of armament for each 1% of total health lost.
icon_LastStand_dark.png

Last Stand

2 When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). The ship remains able to move and maneuver while the engine or steering gears are incapacitated.
icon_DemolitionExpert_dark.png

Demolition Expert

3 Increases the chance of setting an enemy ship on fire. +2% to chance of fire on a target caused by a main caliber shell, secondary shell, or bomb. For more information on how fire chance is calculated, visit the Fire page.
icon_Vigilance_dark.png

Vigilance

3 Extends torpedo acquisition range. +25% to the detection range of enemy torpedoes. Provides additional time to react to incoming torpedoes.
icon_RadioPositionFinding_dark.png

Radio Position Finding

4 Shows the direction to the nearest enemy ship (that isn't an aircraft carrier). The enemy player is alerted that a bearing has been taken on their ship.
icon_ConcealmentExpert_dark.png

Concealment Expert

4 Reduces ship detectability range. -10% to the detection radius of destroyers.

-12% to the detection radius of cruisers.

-14% to the detection radius of battleships.

-16% to the detection radius of aircraft carriers.
Stacks with other detection range reduction bonuses such as Concealment System Modification 1 or camouflage.