Example:
Increase chances of incapacitating an enemy ships Module (+10%)
Chances of HE shells and Bombs Causing fire (+0.5/+1/+1.5/+2%)
Cruiser main battery range (+3/+5/+8/+10%)
Your Ship's average AA Damage per second (+3/+6/+8/+10%)
Your ship's AA guns firing range (+2/+3/+4/+5%)
Torpedo Detectability Range (+5/+8/+12/+15%)
Maximum Cruiser speed (+2/+3/+4/+5%)
Rudder-shift time (-2/-5/-8/-10%)
Sonar duration (+2/+3/+4/+5%)
Radar duration (+2/+3/+4/+5%)
Shows the direction of the closest enemy ship
Maximum movement speed (+2/+3/+4/+5%)
Incoming damage for cruisers (-2/-3.4/-4.7/-6%)
Armaments HP (+5/+10/+15/+20%)
Armaments repair time (-5/-10/-15/-20%)
Rudder-shift time (-2/-4/-5/-7%)
steering gear repair time (-2/-4/-5/-7%)
Sonar cooldown time (-13/-20/-28/-35%)
Sonar Charges (+1/+1/+2/+2)
Cruiser's main gun HE shells damage (+7.5/+10/+12.5/+15%)
Chances of HE shells causing fire (-30/-50/-70/-90%)
Cooldown time for all consumables (0/-2/-3/-5%)
Consumable charges (+1)
Special Effect: Cooldown time for all consumables -20% Active when an allied ship is within X range (1.5/2/2.75/3.5km)
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)
Armor penetration of HE shells of your Cruiser (+30%)
Chances of HE shells causing fire (-50%)
Cruiser's main gun HE shells damage (-20/-16/-13/-10%)