Example:
Your ship Detectability range after firing Main battery guns inside a smoke screen (-20%)
Cruiser gun traverse speed (+0.4/+0.8/+1.2/+1.6°/s)
Incoming Splash Damage (-2/-3/-5/-7%)
Shows a warning indicator for the number of enemy ship's currently targeting your ship with their main batteries
Cruiser main battery range (+3/+5/+8/+10%)
AP Shell and Bomb penetration multiplier (+1/+2/+3/+4%)
Your Ship's average AA Damage per second (+3/+6/+8/+10%)
Your ship's AA guns firing range (+2/+3/+4/+5%)
Smoke Screen Radius (+5/+10/+13/+15%)
Your ship Detectability range after firing main battery guns inside a Smoke screen (-4/-6/-8/-10%)
Smoke generator charges (-1)
Chances of Cruiser HE shells causing fire (+1/+2/+2.5/+3%)
Maximum Cruiser speed (+2/+3/+4/+5%)
Rudder-shift time (-2/-5/-8/-10%)
Incoming damage for cruisers (-2/-3.4/-4.7/-6%)
Armaments HP (+5/+10/+15/+20%)
Armaments repair time (-5/-10/-15/-20%)
Cruiser's main gun AP shells damage (+3/+5/+8/+10%)
Cruiser's AP shells penetration multiplier (+2/+3/+5/+6%)
Incoming damage for cruisers (-2/-4/-6/-8%)
Sonar cooldown time (-13/-20/-28/-35%)
Sonar duration (+2/+3/+4/+5%)
Sonar Charges (+1/+1/+2/+2)
Cruiser main battery shell grouping (+2/+3/+4/+5%)
Main Battery dispersion (-2/-3/-4/-5%)
Damage control party cooldown time (-5/-9/-12/-15%)
Damage control party duration (+4/+6/+8/+10%)
Special Effect: Incoming damage for cruisers (-20%) Active when an allied ship is within X range (2.5/3.2/3.9/4.5)
Cruiser main battery reload time (-3/-5/-7/-10%)
Special Effect: Cruiser main battery range (+10%)
Active when an allied ship is within X range (1.5/2/2.75/3.5)