Example:
Gun Feeder-50% time to switch loaded shell type.
Demolition Expert+1% chance of main and secondary HE shells causing a fire+15% to the fragmentation damage area of HE ordnance when firing at submarines.
Consumables Specialist-10% cooldown time of: Main Battery Reload Booster , Torpedo Reload Booster , Spotting Aircraft , Catapult Fighter , & Defensive AA Fire .
Emergency Repair Specialist-3% cooldown time of Damage Control Party and Repair Party .
Incoming Fire AlertReceive a warning about a salvo fired at your ship from more than 4.5 km.
Preventive Maintenance-30% chance of main armament, engines, steering becoming incapacitated.
Grease the Gears+20% main turret traverse speed.
Inertial Fuse for HE Shells+25% armor penetration of HE shells.Base fire chance reduced by half.
BriskSo long as the ship remains undetected: +10% ship speed.
Vigilance+25% detection range of enemy torpedoes+7% damage reduction of Torpedo Protection System. .
Priority TargetThe detection indicator will show the number of enemies targeting you with main battery.
AA & ASW Expert+10% damage from continuous AA and flak.+10% damage inflicted by depth charges..
Super-Heavy AP Shells+7.5% AP shell damage+25% fire and flood duration.
Long-Range Secondary Battery Shells+20% secondary battery firing range.
Adrenaline Rush-0.2% reload time of all armaments per 1% HP lost+0.2% AA continuous damage per 1% HP lost.
Basics of Survivability-15% repair, fire, and flooding duration.
Improved Repair Party Readiness–0.8% reload time of Repair Party each time your ship receives potential damage equal to 100% of the ship's base HP..
Focus Fire MarksmanIn the priority AA sector: +25% continuous damage. +1 flak burst per salvo.–10% reload time of Airstrike armament.
FuriousFor each active fire on board: –5% main battery reload time +5% to the dispersion of shells fired by enemies.
Manual Secondary Battery Aiming−10% secondary battery reload time.−10% secondary battery dispersion.When firing at a manually selected target:dispersion gradually improves from -25% to -50%.
Close Quarters Combat-10% reload time of main battery if an enemy ship is spotted within secondary range.
Emergency Repair ExpertDamage Control Party and Repair Party :+1 charge (each).+10% action time .
Concealment Expert-10% detectability range of the ship.
Fire Prevention Expert-10% risk of fire.Three fires maximum.