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?{{panel title|icon=[[image:crewIconUSA.png|120px|left|link=|]]|content=+{{panel title|icon=[[image:crewIconUSA.png|100px|left|link=|]]|content=
?No vehicle in World of Tanks can operate without a complete crew. Acting as a proxy operator between the player and his vehicle, they affect some of the more important properties of vehicles in game. Through battles, a crew will gain experience the same way vehicles will. Over time, crewmen will improve their major qualification. Once this reaches 100%, the crew may acquire new skills. +No vehicle in World of Tanks can operate without a complete virtual crew. The crew operates the vehicle under the direction of the player. The size of a complete crew varies, depending on the vehicle. In-game crews range from a minimum of 2 to a maximum of 6 crew members. Crew members fill one of five designated roles, or [[Crew#Major_Qualification|'''''Major Qualifications''''']] within a vehicle. The 5 roles are ''Commander'', ''Gunner'', ''Driver'', ''Radio Operator'', and ''Loader''.
  
?Even with the same hardware on the same tank, a difference in crew skills can have a dramatic effect on the battlefield. Crews can be bought and sold, trained and retrained for different vehicles, and be moved from one vehicle to another. Every crew member is trained for a certain vehicle and role, each with their own levels of proficiencies. The career of an individual crew member can be checked though their personnel file while in the garage. The personnel file includes their service record (the crew member's statistics and medals awarded), training, skills, and personal data. If a crew member is [[Battle_Mechanics#Crew Damage| killed]] in battle, the vehicle's performance will suffer. If all the crew members are knocked out, the vehicle will become inoperable.+Just as vehicles accumulate experience for every battle, so do crew members. Each crew member has a [[Crew#Personal_File|'''''Personal File''''']], which records his/her battle statistics, medals,[[Crew#Training_Level|Training Level]], qualifications, training levels in any [[Crew#Skills|Skills]] and/or [[Crew#Perks|Perks]] he/she has acquired. Credits or gold can also be used to immediately train a crew member up to 75% (using credits) or 100% (using gold) in their qualifications. Credits/gold cannot be used to boost the training of Skills and/or Perks.
?}}+
?{{panel content|title=Roles|content=+
?Each vehicle can vary in the number of crew members inside it and the roles that they are assigned. For example, a [[PzKpfw 38H735 (f)]] has two crew members; a Commander and a Driver, while an [[SU-14]] has six; a Commander, two Gunners, a Driver, and two Loaders. The role chosen for a crew member will remain with him for his entire history and will earn experience and become more proficient over time. There are five unique roles and they can be duplicated or excluded, depending on the tank.+
  
?<center><table><tr>+Each crew member's [[Crew#Proficiency|'''''Proficiency''''']] directly affects and improves the performance of their vehicle in battle. If a crew member is knocked out in battle, the vehicle's performance will suffer, especially in the area affected by their role (As the remaining crew members take over temporarily). A knocked out Driver, for example, would reduce the acceleration, speed, and maneuverability of your vehicle. Since the Commander provides a bonus to the rest of the crew, losing the Commander will slightly degrade the performance of all remaining crew members. Skills/Perks belonging to a knocked out crew member are also disabled.
?<td><center>[[image:CrewRoleCommander.png|link=]]</center></td>+ 
?<td><center>[[image:CrewRoleDriver.png|link=]]</center></td>+If all crew members are knocked out, the vehicle will become inoperable.
?<td><center>[[image:CrewRoleGunner.png|link=]]</center></td>+ 
?<td><center>[[image:CrewRoleLoader.png|link=]]</center></td>+__TOC__
?<td><center>[[image:CrewRoleRadioman.png|link=]]</center></td></tr>+}}
 +==Major Qualification==
 +Each crew member fills one of five named roles within the vehicle. Each role performs a specific job. These five roles are referred to in-game as the '''"Major Qualification"''' of the crew member, and include: '''Commander''', '''Gunner''', '''Driver''', '''Radio Operator''', or '''Loader'''. During battle, each crew member's health is represented graphically in the battle interface by the following icons. The icon will change to indicate a crew member has been knocked out.
 +<br>
 +<div align="left"><table cellspacing="20"><tr>
 +<td><center>[[image:CrewJobCommand.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobGun.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobDrive.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobRadio.png|60px|link=]]</center></td>
 +<td><center>[[image:CrewJobLoad.png|60px|link=]]</center></td>
 +</tr>
 <tr><td><center>'''Commander'''</center></td> <tr><td><center>'''Commander'''</center></td>
?<td><center>'''Driver'''</center></td> 
 <td><center>'''Gunner'''</center></td> <td><center>'''Gunner'''</center></td>
 +<td><center>'''Driver'''</center></td>
 +<td><center>'''Radio Operator'''</center></td>
 <td><center>'''Loader'''</center></td> <td><center>'''Loader'''</center></td>
?<td><center>'''Radioman'''</center></td></tr></table></center>+</tr></table></div>
?}}+
?{{panel content|title=Primary Specialization|content=+
?The Primary Specialization of a crew member is his job in the vehicle. The crew member's skill level effects the vehicle performance. As a crew member gains experience, their skills improve and they become more effective at their job. A [[Battle_Mechanics#Tank Statistics| vehicle's statistics]] list the maximum possible value. Note that this value includes additional items that can add to crew skill, like [[Consumables|Chocolate]]. Still, getting to 100% crew skill is the easiest method to increase overall vehicle performance. +
  
?There are five Primary Specializations, or jobs: 
  
?[[image:CrewJobCommand.png|link=]] '''Commander''' +===Proficiency===
?:These crewmen are responsible for [[Battle_Mechanics#Visibility (Radio Range and View Range)| spotting]] enemy vehicles. They affect the view range of the vehicle, with more competent commanders able to spot enemies at a greater distance. Commanders also give a bonus to the primary specializations of the rest of the crew.+For each crew member, his/her [[Crew#Training_Level|'''''Training Level''''']] in their Major Qualification, and the levels of each and every [[Crew#Skills|'''''Skill''''']] or [[Crew#Perks|'''''Perk''''']] has acquired, all combine to constitute to overall '''"Proficiency"'''.
  
?[[image:CrewJobDrive.png|link=]] '''Driver''' +The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member's Proficiency directly affects and improves the properties of certain modules installed on the vehicle, the respective handling and performance characteristics of those modules, and the vehicle's overall performance in battle. The Proficiency of the crew members also impacts the speed at which damaged modules are repaired, and how much damage fires do and whether or not fires are extinguished before it's too late. Proficiency also affects the effectiveness of the vehicle's camouflage, serving to hide the vehicle from its enemies and avoid detection.
?:These crewmen are responsible for operating the driving controls of the vehicle. They affect the movement dynamics of a vehicle, with more competent drivers able to turn more sharply, lose less speed on turns, and [[Battle_Mechanics#Movement, Acceleration, Top Speed|accelerate]] more quickly.+
  
?[[image:CrewJobLoad.png|link=]] '''Loader'''  
?:These crewmen are responsible for loading the next shell to fire. They affect how fast the next shell is loaded, with more competent loaders able to load the next shell faster, resulting in a lower reload time. 
  
?[[image:CrewJobGun.png|link=]] '''Gunner''' +[[image:CrewRoleCommander.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Commander'''
?:These tankers are responsible for [[Battle_Mechanics#Accuracy|aiming and firing]] the vehicle's gun. They affect the speed at which a gun will zero-in on its target, with more competent gunners able to zero-in at a faster speed, resulting in a lower aim time. Subsequently, they're better able to keep the gun at least partially zeroed-in while the turret is turning and to a lesser extent, while the whole tank is moving. Gunners also affect Turret Traverse (rotation) speed.+:::The Commander's principal job is to spot enemy vehicles. The Commander's degree of Proficiency directly affects their [[Battle_Mechanics#View_Range|''View Range'']]. The more Proficient the Commander the greater the distance at which an enemy can be [[Battle_Mechanics#Spotting_Range|''Spotted'']]. The Commander also gives a small bonus to all other crew members in the vehicle; 10% of the Commander's Major Qualification.
  
?[[image:CrewJobRadio.png|link=]] '''Radio Operator'''  
?:These crewmen are responsible for maintaining contact with allies, so that they appear on the player's minimap. They affect the [[Battle_Mechanics#Radio Range|radio range]] of the vehicle, with more competent radio operators able to maintain contact with allies at greater ranges. At the base skill of 50%, a Radio Operator will operate a radio at 75% of its range. 
  
?===Difference between role and specialization===+[[image:CrewRoleGunner.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Gunner'''
?A tank crew member has a specific specialization that he is trained for and becomes proficient in, a role is his job in the vehicle. Each crew member can have one specialization but can perform multiple roles. In addition, multiple crew members may be assigned to one role.+:::The Gunner's principal job is to aim and fire the vehicle's main gun. The Gunner's degree of Proficiency directly affects the [[Battle_Mechanics#Aiming|''Aiming Speed'']] at which the sights lock on to a target, the [[Battle_Mechanics#Accuracy_and_Dispersion|''Accuracy'']] of each shot, and the [[Turret#Turret_Characteristics|''Turret Traverse'']] (rotation) speed. The more Proficient the Gunner, the better the shots he/she will make.
  
?For example the [[PzKpfw 38H735 (f)]] has two crew members, a Commander who is responsible for spotting enemies, operating the radio, and loading and aiming the gun, and a Driver who operates the driving controls. 
?[[image:PzKpfw 38H735 (f) Crew Empty.jpg|center|link=]] 
  
?===Bonuses and Penalties===+[[image:CrewRoleDriver.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Driver'''
?There are two bonuses that can be applied to primary specializations: the '''Commander Bonus''' and '''Equipment Bonus''' from [[equipment]] and [[consumables]].+:::The Driver's principal job is to drive and maneuver the vehicle. The Driver's degree of Proficiency directly affects the [[Battle_Mechanics#Movement|''Movement and Manueverability'']] of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.
?;Commander Bonus: The commander of the tank gives an experience bonus to every crew member under his command, in the form of 10% of the commander's own experience, rounded to the nearest percent. This bonus will allow the crew to operate beyond 100%, and as a result, will perform better than the tank's specifications. A commander at 100% will give every crew member a 10% bonus allowing them to be 110% proficient at their job. The bonus a commander gives can be found by hovering over a crew member with you mouse in the garage.+
?;Equipment Bonus: The Improved Ventilation equipment adds 5% to each crew member's primary specializations.+
?:The premium [[consumables]] Chocolate, Coca-Cola Box, and Extra Combat Rations will give a 10% bonus for a specific battle.+
  
?A penalty to Primary Specializations can be applied as well, should a crewman operate a vehicle from his own country that he is not trained for (his tank will be in red). 
?*If a crew member is in a vehicle of the same class (but not in their own vehicle), they will take a 25% penalty to their current skill level. So for example, an 80% crew will perform at 60%, while a 100% crew will perform at 75%. 
?*If a crew member is in a vehicle of a different class, they will take a 50% penalty to their current skill level. Similarly to the above example, an 80% crew will perform at 40%, while a 100% crew will perform at 50%. 
?*Experience gain for each crew member is also reduced, with the exception of crews placed into premium tanks of the same class. 
  
?Bonuses and the final primary specialization level of a crew member stack and can be seen by mousing over the tanker's icon in the garage or barracks.+[[image:CrewRoleRadioman.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Radio Operator'''
 +:::The Radio Operator's principal job is communicating with allies. The Radio Operator's degree of Proficiency directly affects the [[Battle_Mechanics#Radio_Range|''Radio or Signal Range'']] of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player's mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.
  
?===Crew Injuries=== 
?During the course of battle, crewmen can be injured and be taken out of the battle, making their skill 0% for the rest of the battle, and their experience gains lowered by 50% for that battle. 
  
?[[image:CrewJobCommandInjured.png|link=]]'''Commander''' death removes the bonus given to all crew members and reduces view range.+[[image:CrewRoleLoader.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Loader'''
 +:::The Loader's principal job is loading the next round into the main gun. Each Loader's Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.
  
?[[image:CrewJobDriveInjured.png|link=]]'''Driver''' death reduces the top speed, traverse speed, and acceleration of the vehicle. 
  
?[[image:CrewJobLoadInjured.png|link=]]'''Loader''' death decreases reloading speed. If a shell was being loaded at the moment of loader's death, the process might start over.+===Multiple Roles===
 +Some vehicles, particularly large caliber SPGs and TDs, may require a crew of 6 members and include a second Loader. The [[M2 Medium Tank]] requires a crew of 6, two of whom are Radio Operators. The [[T1 Heavy Tank]] and the [[M6]] each carry crews of 6 with two gunners. On the plus side, if one of the two is knocked out, the tank will continue to perform that role at 50% of the crew's skill, rather than at 0%. It also allows for more skills and/or perks.
  
?[[image:CrewJobGunINjured.png|link=]]'''Gunner''' death reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of gunner's death, the process might start over.+Other vehicles may require a crew complement of only 2, 3, or 4 crew members, less than the five Major Qualifications. Small light tanks with a crew of only 2 usually include a Commander and a Driver. In such cases the game mechanics calculations require a crew member to perform additional roles. For example, in an [[MS-1]], the Commander also fills the role of Gunner, Radio Operator, and Loader, while the Driver only drives. Although these crew members perform multiple roles, they still only have one Qualification, which is the first, or left-most, icon. In this example, if the Commander was knocked out in battle, the performance of all of the four roles he/she was filling would suffer.
  
?[[image:CrewJobRadioInjured.png|link=]]'''Radioman''' death reduces radio range to 50%. 
  
?Should a crew member have multiple proficiencies, then all the proficiencies associated with the crewman take a penalty. For example, a crew member who was responsible for loading and firing the gun, then both the gunner and loader injury will take effect.+==Crew Management==
 +The Barracks is where players can find all their crew members, whether the crewman is assigned to a tank in the Garage or is a resident in the Barracks itself. On the left side of the Garage view screen players will see a list of the crew members that are assigned to the vehicle that is currently selected and displayed in the Garage.
  
?A crew member from any given crew may perform multiple roles, or multiple crewmen may fulfill the same role. In the case of multiple crewmen for the same role, the effective skill between them is the average of the skills across all the tankers. For example the two loaders on a [[SU-14]], one performing at 50% and the other at 100% will average of 75% loader crew skill. Dead crew members will perform at 0% for the purpose of finding the average calculations. Having multiple members perform the same job is beneficial, because if one becomes dead during the course of battle the job will no be as effected as if one member was performing it. 
  
?The [[Consumables|Small First Aid Kit]] and [[Consumables|Large First Aid Kit]] consumables will allow an dead tanker to return to battle.+===Barracks and Garage Views===
 +The Barracks view entry tab is located in the Garage view, top center-right. Players start with sixteen bunks in their Barracks, and can increase the number of bunks by additional increments of 16 bunks at a cost of 300 [[Gold_Economy|Gold]] by scrolling down and selecting the '''Enlarge Barracks''' button. Only crew members who are not assigned to a tank in the Garage actually take up a bunk in the Barracks. Those crew members who are currently assigned to vehicles in the Garage are listed in the Barracks window, but do not occupy a bunk in the Barracks. By using the toggles and drop-down menus on the left side of the Barracks window, a player can sort the crew members by their nationality, Vehicle Competence, Major Qualification, and location (whether assigned to a tank or not).
  
?===Battles===+In the Garage view, hovering the cursor over a crew member will provide information about that crewman. A left-click on a crew member will bring up a small pop-up menu which will allow replacement of the crew member with 1) a new Recruit or 2) with another crewman of same Major Qualification already resident in a bunk in the Barracks. A right-click on a crew member will bring up a small pop-up menu, which will allow players to 1) view the selected crew member's Personal File, 2) send him to the Barracks, or 3) send the entire crew to the Barracks.
?[[image:CrewExperienceGraph.jpg|thumb|500px|Graph detailing experience requirements to achieve the next percentage point. For example, it takes 5000 experience points to go from 99% to 100% for a Primary Specialization|right|link=]]+
?The main method of raising the experience of the crew is through participation in battles, where they will gain experience points, which is used automatically to improve their skills. The crew will gain as much experience as the tank did in the battle. This is the only way to raise the experience level of secondary skills. A crew member that was injured during battle will only receive 50% of the experience he would have otherwise. Since the rate of crew injuries may not be the same across all the crew members, it is possible that one tanker will improve his skills faster than another tanker in the same crew should he be knocked out less than his colleague. +
  
?'''Rapid Training''' is an option available only for Elite Tanks, tanks that have researched all upgrades. Selecting this option will means that each crew members receive a 100% xp bonus divided by the number of crew members, so 4 crew members receiving rapid training will get a 25% bonus every battle. This bonus is applied to both primary and secondary skill gain. 
  
?[[Battle_Mechanics#Crew Experienc|Rapid Training]] can be toggled on and off at any time by a check box above the crew icons in the garage on the upper-left side of the garage interface, or by a check box in the upper-right corner of the vehicle's research tree menu. When a player turns on Rapid Training, a dialog box will appear to notify the player that it has now been enabled.+===Personal File===
 +Players can review a crew member's Personal File by right clicking on the crew member's icon in either the Barracks view or the Garage view. On the left side of the window that opens is a list of the crew member's basic information, including:
 +* The crew member's Avatar image, their Rank, and their Full Name.
 +* The name of the Vehicle he/she is currently crewing if in Garage. (''Nothing if he/she is a resident in a bunk in the Barracks.'')
 +* their Major Qualification, meaning the role and job he/she is trained for.
 +* their Training Level in their Major Qualification expressed as a percent.
 +* Modifiers to their Major Qualification Training Level.
 +* their Vehicle Competence: The name of the vehicle in which he/she has a Major Qualification.
 +* their assigned Skills and Perks, and whether each is trained to 100% or, if not, the level so far achieved.
  
?Experience needed for the next level can be calculated by by multiplying the next level by 50, 100, 200, or 400 for primary, secondary 1, secondary 2, or secondary 3 skills respectively. For example to get from 68% to 69% in a primary skill you will need 50x69 = 3450xp. 
?}} 
?{{panel content 
?|title= Secondary Specializations 
?|content= 
?'''Secondary Specializations''' are additional skills that a crew member can learn in order to improve aspects of a vehicle outside of the crew member's primary specialization. Training for these skills is available when a crewman reaches 100% in his primary specialization. A small plus icon will appear on the crewman's icon to indicate that he is now ready to start training a secondary specialization. Secondary skills can be stacked with equipment and consumables like Camouflage Net, Tool box, and Fire Extinguisher. 
  
?There are three secondary specializations available:+On the right side of the Personal File window are four additional tabs. Clicking on one of these four tabs will opens a sub-window on the right side of the Personal File screen which displays additional information about the crew member, including their:
  
?[[image:CrewSkillRepair.png|link=]] '''Repair''' +* '''Service Record''': - displays information about the crew member's service record which includes the number of battles he/she has fought and awards he/she has received over the course of their career. Battles and awards stay with him, even if the crew member is retrained and transferred to another vehicle. This tab also shows the amount of experience and estimated battles needed to upgrade any Skills or Perks to 100%.
?:This skill improves the crew member's ability to [[Battle_Mechanics#Repair|repair]] a module that has been knocked out, a higher skill level allows faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills are essential for the vehicles where returning to operational condition as quickly as possible is paramount, such as scouting tanks which rely on their tracks being in good shape.+
  
?[[image:CrewSkillCamouflage.png|link=]] '''Camouflage''' +* '''Training''': - displays information about either 1) increasing crew member's Training Level in their Major Qualification on their current vehicle or 2) retraining him for a different vehicle prior to a transfer to a different vehicle. ''See also:'' [[#Training.2FRetraining|Retraining]].
?:This skill improves the crewman's ability to hide the vehicle from enemies. A higher level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer to the player in order to detect him. The [[Battle_Mechanics#Camouflage|camouflage]] skill is always active and stacks with the camouflage bonus given for not moving the turret or chassis. Tank Destroyers already start with an inherent camouflage bonus and don't break the camouflage bonus when moving their gun. This skill is quite useful for Tank Destroyers or any other player that finds that remaining still and in one place is advantageous for them.+
  
?[[image:CrewSkillFireFighting.png|link=]] '''Firefighting''' +* '''Skills''': - displays information about the Skills and Perks that are currently available for the selected crew member to learn. When a crewman is ready to start their training on a skill/perk, a button will appear which will allow the player to commence the crew member's training. ''See also:'' [[#Skills_and_Perks|Skills and Perks]].
?:This skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation, with a higher skill level resulting in shorter times to extinguish the fire and thus prevent it from spreading to other modules. This does not affect the chances of a vehicle catching on fire in the first place. The skill bonus takes effect as soon as the vehicle catches on fire. [[Battle_Mechanics#Firefighting|Firefighting]] skills are useful for large vehicles that can stand to take some damage without being utterly destroyed.+
?''*note - vehicles with gasoline engines have a higher chance of catching on fire (as shown in the engine's statistics)''+
  
?After selecting one of those qualifications there will appear a corresponding icon with the percentage level of that specialty. Maximum level a crew member can reach on the secondary qualification is 100%. After that, the crew member can start training another specialty, and continue the process until all specializations are acquired.+* '''Personal Data''': - displays the photo/avatar, first name, and last name of the crew member. From this screen, at a cost 50 [[Gold_Economy|Gold]], players can change the names and avatar of each crew member by selecting from lists of pre-defined names and faces.
  
?Secondary Specializations work immediately and are averaged across all crew members. Crew members that do not have any training in a certain secondary specialization will add 0% to the averaging calculations. Thus, to reach 100% of a secondary specialization for a tank with a crew of 4, all 4 crew members must reach 100% on that specific specialization. However, a crew member who is currently training one specialization cannot cancel his current training in order to learn a different specialization. 
  
?If a crew member reaches 100%, unlocking the option to select a secondary specialization, and you do not choose one, that crew member will continue to gather experience for that (unselected) skill and will receive the proper percentage when a secondary skill is chosen. This is beneficial when purchasing a new tank with 100% crew but not yet knowing what secondary skills would benefit it, you can play some battles with that crew before selecting the secondary skill.+===New Recruits, Transfers, and Dismissals===
 +* '''New Recruits''' - A new crew member may be recruited at any time. New recruits are randomly generated by the game mechanics and arrive with a pre-set Major Qualification for a specific Vehicle Competence as chosen by the player.
  
?If a crew member's primary qualification percentage drops due to retraining for a different vehicle, all new experience earned will go toward the primary qualification until it reaches 100% again. However, any secondary specialization will not drop and will remain in affect.+* '''Moving an Experienced Crew Member to a Different Vehicle''' - A crew member may be moved from one vehicle to another as long as the move is to a role with the same Major Qualification he/she already has and new vehicle is of the same Nation as the one he/she is leaving. he/she will require retraining in the new vehicle as described in the following section.
?}}+
?{{Panel content+
?|title= Training and Retraining+
?|content=+
?Tank crew members can be trained outside of battle, and retrained for a different vehicles.+
  
?<h3>Training</h3>+* '''Dismissals''' - A crew member may be dismissed from service at any time. However, remember that dismissal is permanent and cannot be undone. All the dismissed crew member's accumulated experience, Training Level, and any Skills or Perks he/she has earned are also permanently lost. A crewman can be dismissed by right clicking on their icon in the Garage view and selecting dismiss. From the Barracks view, a crew member can be dismissed by clicking on the "Dismiss" button their icon.
?When acquiring a new crew you will be faced with the option to select different levels of training.+
  
?[[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy'''+===Training and Retraining in the Major Qualification===
?:At the cost of 200 [[Gold_Economy|gold]], this option trains a crew member to 100% in primary specialization, and thus automatically unlocking a secondary skill.+Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset their Training Level for their Major Qualification. These three options are:
 +<div align="left"><table cellspacing="30"><tr>
 +<td><center>[[image:CrewTrainingTankAcademy.png|75px|link=]]</center></td>
 +<td><center>[[image:CrewTrainingRegimentalSchool.png|75px|link=]]</center></td>
 +<td><center>[[image:CrewTrainingRapidCourses.png|75px|link=]]</center></td>
 +</tr>
 +<tr><td><center>'''Tank Academy'''</center></td>
 +<td><center>'''Regimental School'''</center></td>
 +<td><center>'''Rapid Courses'''</center></td>
 +</tr></table></div>
 +'''Choices for Training a New Recruit in their Major Qualification'''
 +* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in their Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.
  
?[[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School'''+* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
?:At the cost of 20,000 credits, this option trains a crew member to 75% in primary specialization.+
  
?[[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''+* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
?:This option is free, and trains a crew member to 50% in primary specialization, which is the absolute minimum that a crew member can be at.+
  
  
?When acquiring a crew member at the Barracks you will also have to specify a Nation, Vehicle Type(vehicle class), Vehicle Model and Qualification(role).+'''Choices for Re-Training a Crew Member for Move to a Different Vehicle'''
 +* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in their Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.
  
?===Retraining===+* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
?You can retrain your crew for a different vehicle or simply boost their current level. Once a crew member has been recruited, his nationality and role will be locked in and will not be changeable when retraining. A crew member can also increase his skill in the vehicle he is currently in, as long as the vehicle selected for training is his own. Note, you can not retrain a crew member to a tank of a different nation.+
  
?When retraining, as with new crew training, you will have three levels to choose from. Retraining a crew member can be done by opening the crew member's profile and selecting the "Training" tab.+* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
  
?[[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy''' +* '''Effect on Pre-Existing Skills and Perks''' - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.
?:At the cost of 200 [[Gold_Economy|gold]], this option retrains a crew member to the same level as he was before, but for the new vehicle.+
  
?[[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School''' 
?:At the cost of 20,000 credits, this option retrains a crew member to 75%. If a crew member's primary specialization is below 75%, then his primary specialization after retraining is automatically 75%. If the crew member is above 75% in primary specialization, then after retraining it will be as follows: 
?:* If the crew member is retraining to a vehicle of the same class, then the final experience is 90% of the crew member's current experience level. 
?:* If the crew member is retraining to a vehicle of a different class, then the final experience is 80% of the crew member's current experience level. 
  
?[[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''+'''Reasons to Re-Train and Transfer Crew Members'''
?:This option is free, and retrains a crew member to 50% in primary specialization, which is the absolute minimum that a crew member can be. The final primary specialization level after retraining through rapid courses is as follows:+After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on.
?:* If the crew member is retraining to a vehicle of the same class, then the final experience is 80% of the crew member's current experience level.+
?:* If the crew member is retraining to a vehicle of a different class, then the final experience is 60% of the crew member's current experience level.+
  
?===When to Retrain===+If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in their Major Qualification purchased with gold at the time of recruitment will start with their one new [[#Skills_and_Perks|Skill or Perk]] at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.
?There are two main reasons why retraining an old crew is preferred over recruiting a fresh one:+
  
?;Retention of Secondary Specializations: Fresh crews, regardless of what primary specialization that they started with, will not have any Secondary Specializations. Since secondary specializations are not lost, it is better to retrain the old crew so that the bonuses that they provide are kept, even if it means the tankers in the crew will have a drop in primary specialization.+Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in their Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of their former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.
  
?;Continuation of the Crew Member's Career: Crew member will keep their statistics and awards regardless of what vehicle they are put in. Even though a retrained veteran might preform as well as a fresh tanker, the veteran's personal records are kept, including medals.+A crew member's [[#Ranks|rank]] and the [[Achievements|medals]] he/she has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.
?}}+
?{{Panel content+
?|title= Ranks+
?|content=+
?As your crew gains experience they will be awarded with higher ranks, with every 50% experience is a new rank. If, when retraining, a crew member loses some competence he will not be demoted in rank. There are separate ranks for each nation. A crewman's rank also depends on his role.+
  
?<center><table><tr>+ 
?<td>[[image:CrewRank-germany-11.png|link=]]<br/>Panzeroberschütze</td>+==Skills and Perks==
?<td>[[image:CrewRank-germany-10.png|link=]]<br/>Gefreiter</td>+'''Skills''' and '''Perks''' are additional [[Crew#Proficiency|''Proficiencies'']] that a crew member can learn beyond those of their Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] in their [[Crew#Major_Qualifications|''Major Qualification'']] reaches 100%. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name, on the crew panel when their vehicle is selected in the Garage, to indicate that he/she is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. <strike>In considering your choice, remember that there is a an important difference between a Skill and a Perk:</strike>
?<td>[[image:CrewRank-germany-9.png|link=]]<br/>Unteroffizer</td>+ 
?<td>[[image:CrewRank-germany-8.png|link=]]<br/>Unterfeldwebel</td>+* '''Skills''' become partially effective immediately upon their selection. A Skill contributes to the [[Crew#Proficiency|''Proficiency'']] of the crew member in proportion to the percentage amount of [[Crew#Training_Level|''Training Level'']] that the crewman has accumulated. A Skill trained to 45% Training Level will impart 45% of its effectiveness to the performance Proficiency of its crew member in battle mechanics calculations.
?<td>[[image:CrewRank-germany-7.png|link=]]<br/>Feldwebel</td>+ 
?<td>[[image:CrewRank-germany-6.png|link=]]<br/>Oberfeldwebel</td>+* <strike>'''Perks''' do not become partially effective at all. Instead, a Perk can only "switch on" at full 100% effectiveness, but only at such time as the [[Crew#Training_Level|''Training Level'']] for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance [[Crew#Proficiency|''Proficiency'']] of the crew member in battle mechanics calculations.<br /></strike> ''Update 1.20.1'' in April 2023 has converted all effects to take effect from 1% pro-rated at the % effectiveness, including BiA. There is now no difference between the terms Skills and Perks.<ref>[https://worldoftanks.com/en/news/general-news/update-1-20-1-wot-plus-crew-system-revision/ Update 1.20.1: WoT Plus and Crew System Revision] - Posted 20/04/2023. Accessed 9 December 2023.</ref>
?<td>[[image:CrewRank-germany-5.png|link=]]<br/>Stabsfeldwebel</td>+ 
?<td>[[image:CrewRank-germany-4.png|link=]]<br/>Leutnant</td>+After selecting a Skill or a Perk, a new icon representing it will replace the plus icon in the crew panel, and the percentage of Training Level achieved towards its completion will appear next to it. Skills are displayed as lighted icons on the crew panel. A Perk that has not yet reached a Training Level of 100% and become active is displayed as a shaded or greyed-out icon.
?<td>[[image:CrewRank-germany-3.png|link=]]<br/>Oberleutnant</td>+ 
?<td>[[image:CrewRank-germany-2.png|link=]]<br/>Hauptmann</td>+A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the [[image:New_skill_small.png|link=]] icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. See the section on [[Crew#Training_Level|''Training Level'']] for an explanation of how experience is applied to increase it. The tables below give more detail than the overview on the WoT Guide's How to use Perks and Skills page<ref name="GuidePerksAndSkills">[https://worldoftanks.com/en/content/guide/general/guide-how-use-perks-and-skills/ How to use Perks and Skills, WorldOfTanks.com, retrieved 2019-01-09]</ref>.
?<td>[[image:CrewRank-germany-1.png|link=]]<br/>Major</td>+ 
?</tr><tr>+<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div>
?<td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy</td>+<table style="width:95%; border:solid black 1px; border-collapse: collapse;">
?<td>[[image:CrewRank-ussr-10.png|link=]]<br/>Efreitor</td>+ <tr bgcolor="#E0E0E0">
?<td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant</td>+ <th style="width:180; border:solid black 1px; padding:6px; width:52px;">Icon</th>
?<td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant</td>+ <th style="width:180; border:solid black 1px; padding:6px;">Skill Name</th>
?<td>[[image:CrewRank-ussr-7.png|link=]]<br/>Starshiy Serzhant</td>+ <th style="width:60; border:solid black 1px; padding:6px;">Role</th>
?<td>[[image:CrewRank-ussr-6.png|link=]]<br/>Starshina</td>+ <th style="border:solid black 1px; padding:6px;">Description</th>
?<td>[[image:CrewRank-ussr-5.png|link=]]<br/>Mladshiy Leytenant</td>+ </tr>
?<td>[[image:CrewRank-ussr-4.png|link=]]<br/>Leytenant</td>+ <tr>
?<td>[[image:CrewRank-ussr-3.png|link=]]<br/>Starshiy Leytenant</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Repair.png|link=]]</td>
?<td>[[image:CrewRank-ussr-2.png|link=]]<br/>Captain</td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Repair</b></td>
?<td>[[image:CrewRank-ussr-1.png|link=]]<br/>Mayor</td>+ <td style="align:center; border:solid black 1px; padding:6px;">All</td>
?</tr><tr>+ <td style="align:left; border:solid black 1px; padding:6px;">The Repair Skill improves a crew member's ability to [[Battle_Mechanics#Repair|''repair'']] a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed [[Equipment|''Toolbox'']] equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%. 100% of repair skill on all crew members probably increases repair speed for about 50% (detailed information is not provided).<br><br>''Quick repairs are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair''.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:FireFighting.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Firefighting</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">All</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Firefighting Skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinguished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.<br><br>''Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumable [[Consumables#Manual_Fire_Extinguishers|'''Manual''']] or [[Consumables#Automatic_Fire_Extinguishers|'''Automatic''']] Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle''.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Camouflage.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Concealment</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">All</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Concealment Skill improves the crew member's ability to help increase the vehicle's [[Battle_Mechanics#Camouflage|''Camouflage'']] capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be [[Battle_Mechanics#Spotting_Range|''spotted'']] by the enemy, requiring enemies to be closer in order to detect your vehicle. The Concealment Skill effect is cumulative with that of any installed [[Equipment|''Camouflage Net'']] equipment. The Concealment Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Concealment Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.<br><br>''This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Concealment Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. [https://www.wotinfo.net/en/camouflage '''See the interactive Camo Rating here''']</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander tutor.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Mentor</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">For every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.<br><br>''Useful on any tank you plan to keep indefinitely.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander eagleEye.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Recon</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Recon Skill progressively increases your vehicle's [[Battle_Mechanics#View_Range|View Range]]. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed [[Equipment#Coated_Optics|''Coated Optics'']] or [[Equipment#Binocular_Telescope|''Binocular Telescope'']] equipment.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander universalist.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Jack of All Trades</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Jack of All Trades Skill enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he/she must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable [[Consumables#Large_First_Aid_Kit|''Large'']] or [[Consumables#Small_First_Aid_Kit|''Small'']] First Aid Kit is generally more effective.<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner gunsmith.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Armorer</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Armorer Skill enables the Gunner to reduce the penalty effect on [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner smoothTurret.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Snap Shot</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Snap Shot Skill enables the Gunner to reduce the penalty to [[Battle_Mechanics#Accuracy_and_Dispersion|''accuracy and shot dispersion'']] that is applied while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.<br><br>''The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the [[#Smooth Ride|Smooth Ride Skill]] affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver_virtuoso.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Clutch Braking</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Clutch Braking Skill enables the Driver to increase the [[Battle_Mechanics#Hull_Traverse_Speed|''traverse speed'']], or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment and with that of any purchased regular or premium [[Consumables#Quality_Oil|''Consumables'']] including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline. <br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Pz.Kpfw. II Luchs]], [[T-50]]). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery</td>
 + <tr id="Smooth Ride">
 + <td style="align:center; border:solid black 1px; padding:6px;"">[[image:Driver_smoothDriving.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Smooth Ride</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Smooth Ride Skill enables the Driver to reduce the penalty [[Battle_Mechanics#Accuracy_and _Dispersion|accuracy and shot dispersion]] that is applied while the vehicle is moving (forward or backward motion, the skill is not effective if the vehicle is stationary or just rotating in place). The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment.<br><br>''The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving (ie forwards or backwards motion) and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver badRoadsKing.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Off-Road Driving</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Off-Road Driving Skill enables the Driver to reduce the [[Battle_Mechanics#Terrain_Resistance|''terrain resistance'']] penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment.<br><br>''Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.''</td>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver rammingMaster.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Controlled Impact</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed [[Equipment#Spall_Liner|''Spall Liner'']] equipment.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman inventor.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Signal Boosting</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Signal Boosting Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.<br><br>''Primarily helpful for SPGs and scouts.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman finder.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Situational Awareness</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Situational Awareness Skill enables the Radio Operator to extend your vehicle's [[Battle_Mechanics#View_Range|''View Range'']]. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's Recon Skill. This Skill has a higher bonus to View Range than Recon under normal circumstances, but does nothing to counteract the penalty from a damaged observation device.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman_retransmitter.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Relaying</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Relaying Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.</td>
 + </tr>
 +</table>
 +<br>
 + 
 +<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div>
 +<table style="width:95%; cellspacing:0; border:solid black 1px; border-collapse:collapse; cellpadding:6;">
 + <tr bgcolor="#E0E0E0">
 + <th style="width:60; border: solid black 1px; padding:6px; width:52px;">Icon</th>
 + <th style="width:180; border: solid black 1px; padding:6px;">Perk Name</th>
 + <th style="width:60; border: solid black 1px; padding:6px;">Role</th>
 + <th style="border: solid black 1px; padding:6px;">Description</th>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Brotherhood.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Brothers in Arms</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">All</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Brothers in Arms (aka "BIA") Perk increases by a fixed 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any effect on other role-specific Skills or Perks, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed [[Equipment#Improved_Ventilation|''Improved Ventilation'']] equipment and with any purchased crew Skills boosting [[Consumables|''consumables'']] such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and/or Improved Combat Rations. Sisterhood of Steel was combined with Brothers in Arms in Update 9.19<ref name="Update919Notes">[https://worldoftanks.com/en/content/docs/919-update-notes/ 9.19 Update Notes, WorldOfTanks.com, 2017-05-30, retrieved 2017-06-07]</ref>.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander sixthSense.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Sixth Sense</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.<br><br>''Primarily helpful for TDs, SPGs, and passive scouts. Many players have mentioned they'd prefer the indicator to remain on for as long as the enemy detects you, but that is not how it currently works.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander expert.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Eagle Eye</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of four seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies [[Battle_Mechanics#Spotting_Range|''Spotted'']] by your crew, not for enemy contacts relayed by your team mates.<br><br>''Primarily helpful for brawlers and flankers.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner sniper.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Deadeye</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells. It does not work with HE/HESH shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner rancorous.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Designated Target</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in [[Battle_Mechanics#Arcade_View|''arcade view'']] or [[Battle_Mechanics#Sniper_View|''sniper view'']] and not in SPG [[Battle_Mechanics#Strategic View (SPG)|strategic view]]. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver tidyPerson.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Preventative Maintenance</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased [[Consumables#Automatic_Fire_Extinguishers|''Automatic Fire Extinguisher'']] premium consumable.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:radioman_lastEffort.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Call for Vengeance</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of their own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader pedant.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Safe Stowage</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Safe Stowage Perk enables a Loader to stow rounds in the storage racks in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the Perk, the effect is not cumulative. The effect of the Safe Stowage Perk is cumulative with that of increased ammo rack durability that comes with any installed [[Equipment#Wet_Ammo_Rack|''Wet Ammo Rack'']] equipment.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader desperado.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Adrenaline Rush</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed [[Equipment#Rammer|''Gun Rammer'']] equipment.</td>
 + </tr>
 + <tr>
 + <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader intuition.png|link=]]</td>
 + <td style="align:center; border:solid black 1px; padding:6px;"><b>Intuition</b></td>
 + <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
 + <td style="align:left; border:solid black 1px; padding:6px;">Allows for quicker switching between shell types in a loaded gun. To activate this skill, a gun, a double-barreled gun, or a magazine must be fully loaded. If there are multiple loaders their average skill level is taken into account<ref>Note that skill averaging for multiple loaders is described incorrectly in the [https://worldoftanks.com/en/content/guide/general/crew_training/#perks_and_skills WoT Guide]. That states only loaders with the skill are averaged, but in fact ''all'' loaders are averaged</ref>. The minimum time to change a shell type is 1 s for cyclic (standard) guns and 2.5 s for double-barreled guns and magazines.<ref>This behavior changed in [https://worldoftanks.com/en/content/docs/release_notes/update-1-13-list-of-changes/ Update 1.13], released 5/27/2021</ref></td>
 + </tr>
 +</table>
 +<br>
 +<br>
 +===Managing Skills and Perks===
 +'''Delaying Selection of a Skill or Perk'''
 +If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during [[#Training.2FRetraining|retraining]]. If a crew member's Training Level percentage for their role drops due to [[#Training.2FRetraining|retraining]], all new experience earned will be applied to restoring the Training Level in their Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.
 + 
 + 
 +'''Effect of Secondary Roles on a Skill or Perk'''
 +Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any [[Crew#Skills|Skills]] and [[Crew#Perks|Perks]] that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he/she no longer fills a secondary role then any Skill or Perk he/she had specifically for the secondary role becomes inactive.
 + 
 +For example, the [[Leichttraktor]] has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the [[Pz.Kpfw. II]] which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he/she retains their Perk as Gunner because he/she has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the [[Leichttraktor]], the Skill will be restored at its previous level.
 + 
 + 
 +'''Dropping Skills and Perks'''
 +You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:
 +* If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
 +* If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
 +* For 200 [[Gold_Economy|Gold]], it results in no loss of experience.
 +
 +Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take their role experience points into consideration. For example, if you have a crewman who just reached 100% in their Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.
 + 
 +Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the [[Crew#Training_Level|''chart below'']]), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.
 + 
 +''For example, if you have a crewman with a 50% Training Level in their first Skill/Perk, and drop their Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in their first Skill/Perk and 80% Training Level in their second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.''
 + 
 +Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.
 + 
 +If retraining a crew member from another vehicle resulted in their Training Level dropping below 100% for their role, then subsequently resetting their Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.''
 + 
 +==Training Level==
 +The Training Level for each crew member is progressively increased by gaining Experience Points or '''XP''' earned in battle. Each crew member earns the same amount of XP from each battle that their vehicle does, plus or minus any applicable [[#Bonuses_and_Penalties|''Bonuses and Penalties'']]. The XP earned in battle is applied first to the Training Level of the crew member in their Major Qualification until it reaches 100%. Next all of the XP is applied to the Training Level of the 1st Skill or Perk until it reaches 100% and then XP is applied to the 2nd Skill or Perk and so on. <br>
 + 
 + 
 +<h3>Purchasing Increased Training Level</h3>
 + 
 +<h4>Increasing XP for Skills and Perks</h4>
 +Up until 1.5.0, there were no options to purchase increases in the Training Level of crew member Skills or Perks. Such increases could only be accomplished by direct battle experience, or by spending free experience. Since 1.5.1, if the crew is 100% trained in the Major Qualification, it is possible to increase the training level by applying "Crew Books". There are three ways to acquire Crew Books:
 +* As rewards in various game events
 +* As free items from Rewards for Merit that drop with a certain probability when playing Tier V–X vehicles
 +* Level III Crew Books (good for 250.000 experience points for each crew member) cost 2.000.000 silver credits.
 + 
 +<h4>Increasing XP for Major Qualification</h4>
 +However, if your crew is not yet at 100% Major Qualification, there are 3 options for purchasing increased Training Level for any crew member. This can be accomplished at original recruitment by [[#Training_and_Retraining_in_the_Major_Qualification|''Training'']] or at any time thereafter by [[#Training_and_Retraining_in_the_Major_Qualification|''Re-Training'']] through one of the following methods:
 + 
 +* '''Rapid Courses''' - To increase the Training Level of any crew member in their [[Crew#Major_Qualification|''Major Qualification'']] from the 50% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Rapid Courses'']] option to the full 100%, the crewman must acquire an additional total amount of 95,484 XP. Rapid Courses are the default starting point for any crew member's training or retraining and fix the starting point Training Level at 50%. The 9,758 XP otherwise required to increase the Training Level from 0% to 50% are therefore free.
 + 
 +* '''Regimental School''' - To increase the Training Level of any crew member in their [[Crew#Major_Qualification|''Major Qualification'']] from the 75% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Regimental School'']] option to the full 100%, the crewman must acquire an additional total amount of 72,543 XP. Regimental School training or retraining will fix the starting point Training Level at 75%. The 22,940 XP otherwise required to increase a crew member's Training Level from 50% to 75% may be purchased at a cost of 20,000 credits. From time to time Wargaming holds specials and promotional events which include discounting the cost of Regimental School by 50% to 10,000 credits.
 + 
 +* '''Tank Academy''' - To increase the Training Level of any crew member to the full 100% in their [[Crew#Major_Qualification|''Major Qualification'']] through training or retraining by the [[#Training_and_Retraining_in_the_Major_Qualification|''Tank Academy'']] option does not require earning any additional XP. Tank Academy training or retraining will fix the starting point Training Level at 100%. The 95,484 XP otherwise required to increase a crew member's Training Level from 50% to 100% may be purchased at a cost of 200 gold. From time to time Wargaming holds specials and promotional events which include discounting the cost of Tank Academy by 50% to 100 gold.
 + 
 + 
 +<h3>Experience Required to Increase Training Level</h3>
 +It is important to recognize two facts about the amount of XP required to increase Training Level.
 + 
 +* First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is '''double''' that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:
 + 
 +:* Major Qualification from 0% to 100% requires a total of 105,030 XP.
 +:* 1st Skill or Perk from 0% to 100% requires a total of 210,060 XP.
 +:* 2nd Skill or Perk from 0% to 100% requires a total of 420,120 XP.
 +:* 3rd Skill or Perk from 0% to 100% requires a total of 840,240 XP.
 + 
 +* Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the:
 +:* Major Qualification by 1% from 68% to 69% requires 2<sup>1</sup> &times; 25 &times; 100<sup>(68/100)</sup> = 1,146 XP, but to increase it the 1% from 98% to 99% will require 2<sup>1</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 4,560 XP.
 +:* 1st Skill or Perk by 1% from 48% to 49% requires 2<sup>2</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 912 XP, but to increase it the 1% from 98% to 99% will require 2<sup>2</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 9,120 XP.
 +:* 2nd Skill or Perk by 1% from 48% to 49% requires 2<sup>3</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 1,824 XP, but to increase it the 1% from 98% to 99% will require 2<sup>3</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 18,240 XP.
 +:* 3rd Skill or Perk by 1% from 48% to 49% requires 2<sup>4</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 3,648 XP, but to increase it the 1% from 98% to 99% will require 2<sup>4</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 36,480 XP.
 + 
 + 
 +The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula: <br />
 + 
 +::'''<big><font color=#ff0000>XP for next_SkillLevel%+1</font> = 2<sup><font color=#0000ff>Y</font></sup> &times; 25 &times; 100<sup>(<font color=#ff0000>current_SkillLevel%</font>/100)</sup></big>'''
 + 
 +:::where '''"<font color=#0000ff>Y</font>"''' is equal to:
 +::::'''1''' in the case of the Training Level of the Major Qualification
 +::::'''2''' in the case of the Training Level of the 1st Skill or Perk
 +::::'''3''' in the case of the Training Level of the 2nd Skill or Perk
 +::::'''4''' in the case of the Training Level of the 3rd Skill or Perk
 +:::and so on...
 + 
 + 
 +:::::''If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at [https://docs.google.com/folder/d/0B2VEGT7EjCYONjdUSWxGTnhmVlk/edit?pli=1 '''WoT Training Level Calculator''']''.<br><br>
 + 
 +'''The following graphs illustrate the progression of Training Level as it relates to the amount of experience required'''.<br />
 + 
 + 
 +<gallery caption="Experience Point Charts" widths=550px heights=394 perrow=2>
 +file:CrewExperienceGraph.png|Graph detailing the amount of experience required to increase the Training Level of the Major Qualification and that of the first 3 Skills or Perks from 0% to 100%.
 +file:CrewExperienceGraphCumulative.png|Graph detailing cumulative amount of experience required to increase the Training Level of the Major Qualification and that of the first 2 Skills or Perks from 0% to 100%.
 +</gallery>
 + 
 +=== Bonuses and Penalties ===
 +The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.
 + 
 +At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in their Major Qualification and that in each of their acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall [[#Effective_Training_Level|''Effective Training Level (See that section below)'']] for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.
 + 
 + 
 +'''Bonuses that Impact Crew Experience and Crew Training Levels'''<br>
 +The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.
 + 
 + 
 +* '''The Premium Consumables Bonus''': If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:<br>
 +:* '''Extra Combat Rations''' are only available for Soviet vehicles.<br>
 +:* '''Case of Cola''' is only available for American vehicles.<br>
 +:* '''Chocolate''' is only available for German vehicles.<br>
 +:* '''Pudding and Tea''' is only available for British vehicles.<br>
 +:* '''Strong Coffee''' is only available for French vehicles.<br>
 +:* '''Improved Combat Rations''' are only available for Chinese vehicles.<br>
 +:* '''Onigiri''' is only available for Japanese vehicles.<br>
 +:* '''Buchty''' is only available for Czechoslovakian vehicles.<br>
 +:* '''Coffee with Cinnamon Buns''' is only available for Swedish vehicles.<br>
 +:* '''Spaghetti and Meatballs''' are only available for Italian vehicles.<br>
 +:* '''Bread with Smalec''' is only available for Polish vehicles.<br>
 + 
 + 
 +* '''The Improved Ventilation Equipment Bonus''': If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.
 + 
 + 
 +* '''Commander's Mentor Skill Bonus''': If the vehicle's Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.
 + 
 + 
 +* '''Commander's Jack of All Trades Skill Bonus''': If the vehicle's Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he/she must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.
 + 
 + 
 +* '''The Brothers in Arms Perk Bonus''': If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.
 + 
 + 
 +* '''The Large First Aid Kit Bonus''': If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he/she would otherwise earn in the battle due to their being knocked-out.
 + 
 + 
 +* '''The Small First Aid Kit Bonus''': If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide any Bonus to any crewman.
 + 
 + 
 +* '''The Daily Double Bonus''': Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.
 + 
 + 
 +* '''Extra Crew Experience Bonus''': From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.
 + 
 + 
 +* '''Accelerated Crew Training Bonus Option''': For Premium/Award Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. An icon [[image:AccelerateCrewTrainingIndiciator.png|link=]] appears in the crew panel to the left of the crew member who is receiving this experience, which is always the crew member with the least XP. This least trained crew member receives as their bonus the XP that would normally be accrued by the vehicle which is then multiplied by any Premium tank crew training bonus, Reserves, Dailies, etc. This means effectively, he/she will get twice the XP of other crew members.
 + 
 + 
 +'''Penalties that Impact Crew Experience and Crew Training Levels'''<br>
 +If a crew member is not competent to operate the tank he/she is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of their Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing their Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.
 + 
 + 
 +* '''Vehicle Competence Penalty on Effective Training Level''': A crew member must be trained to serve in a specific vehicle which is their designated "'''Vehicle Competence'''". Should a crewman operate a vehicle that he/she is not trained for, he/she may do so but will receive a Penalty to the effectiveness of their Training Level in their Major Qualification and any Skills and Perks he/she has earned and the Effective Training Level for their Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on their icon. The amount of this Penalty is variable depending upon whether their Vehicle Competence and the vehicle he/she moved to are vehicles of the same "'''Type'''" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:<br>
 +:* If a crew member is moved to a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.<br>
 +:* If a crew member is in a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 25% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, he/she would also take a 25% Penalty to their current Training Level.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 50% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.
 + 
 + 
 +* '''Vehicle Competence Penalty on Experience to Increase Training Level''': A tanker crewing a vehicle that he/she is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing their Training Level. <br>
 +:* In a new vehicle of the same Type as that in which he/she has their Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.<br>
 +:* In a vehicle of a different Type as that in which he/she has their Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.<br>
 +:* In a new non-premium vehicle of the same Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he/she normally would.<br>
 +:* In a new non-premium vehicle of a different Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he/she normally would.
 + 
 + 
 +*'''Injury or Death Penalty''': A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 10% less experience towards increasing their Training Level than he/she would have otherwise received. Using a [[Consumables|Small First Aid Kit]] or [[Consumables|Large First Aid Kit]] to heal a crew member will avoid this Penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is normal that each crew member will improve their Training Level at different rates than another tanker in the same crew should he/she be knocked out more or less often than their colleague.<br><br>Additionally, a crew member who is knocked out or killed during the course of a battle results in Penalties to the vehicle's performance characteristics. Crew members who are knocked out will perform their designated Major Qualifications at 0% Training Level in game mechancics calculations for crew related vehicle performance. If a crew member serves in multiple Major Qualifications in the vehicle, then all such roles associated with him take a Penalty if he/she is knocked-out. For example, in the event a Commander is knocked-out who is also serving as Gunner and Loader on a vehicle with a crew of 3, then the vehicle will suffer performance decrease for all 3 of their roles. Vehicle performance reductions include the following:
 +::[[image:CrewJobCommandInjured.png|40px|link=]]'''Commander''' knockout reduces the vehicle's view range.
 +::[[image:CrewJobGunINjured.png|40px|link=]]'''Gunner''' knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.
 +::[[image:CrewJobDriveInjured.png|40px|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
 +::[[image:CrewJobRadioInjured.png|40px|link=]]'''Radio Operator''' knockout reduces radio range.
 +::[[image:CrewJobLoadInjured.png|40px|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.
 + 
 +===Effective Training Level===
 +The Training Level for a crew member's Major Qualification and their Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the '''Effective Training Level'''. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.
 + 
 +:* The maximum Effective Training Level for their Major Qualification that can be achieved by a Commander is 120%. This is the sum of their 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.
 + 
 +:* The maximum Effective Training Level for their Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of their 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the bonus of 10% of the Commander's Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then their maximum Effective Training Level will be 126.5%.
 + 
 + 
 +'''Multiple Roles''' - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.
 + 
 + 
 +'''Common Skills''' - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.
 + 
 + 
 +'''Role-Specific Skills and Perks''' - The Effective Training Level of the role-specific Skills and Perks is not averaged but affect the Effective Training Level directly. In a situation where multiple crewmen on the same vehicle both hold a role-specific Skill then the only one that will apply in battle mechanics and vehicle perforance calculations will be the one with the higher Skill Training Level.
 + 
 +==Ranks==
 +As your crew increases in training level, they will be awarded with higher ranks, with every 50% in a role, skill, or perk awarding a new rank. If, when retraining, a crew member loses some competence, he/she will not be demoted in rank. There are separate ranks for each nation. A crewman's rank also depends on their role. Loaders and Radio Operators start at the lowest rank and may only advance to the third-highest rank. Drivers and Gunners start out one rank higher and may advance to the second-highest rank. Commanders start out two ranks higher and may advance to the highest rank.
 +<br />
 + 
 +<table style="float:left;margin-left:25px">
 +<tr>
 +<th style="width: 160px;">[[image:Graffiti_stickers_usa_A.png|link=USA|]]<br /> USA</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_uk.png|link=UK|]]<br /> UK</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_germany_S.png|link=Germany|]]<br />Germany</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_france_A.png|link=France|]]<br /> France</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_ussr_S.png|link=USSR|]]<br /> USSR</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_china.png|link=China|]]<br /> China</th>
 +<th style="width: 160px;">[[image:Graffiti_stickers_japan.png|link=Japan|]]<br /> Japan</th>
 + 
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-11.png|link=]]<br/>Private First Class</td> <td>[[image:CrewRank-usa-11.png|link=]]<br/>Private First Class</td>
 +<td>[[image:CrewRank-britain-11.png|link=]]<br/>Lance Corporal</td>
 +<td>[[image:CrewRank-germany-11.png|link=]]<br/>Panzeroberschütze</td>
 +<td>[[image:CrewRank-france-11.png|link=]]<br/>Cuirassier</td>
 +<td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy (Рядовой)</td>
 +<td>[[image:CrewRank-china-11.png|link=]]<br/>Private (列兵 ''Lièbīng'')</td>
 +<td>[[image:CrewRank-japan-11.png|link=]]<br/>Private (二等兵 ''Nitōhei'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-10.png|link=]]<br/>Corporal</td> <td>[[image:CrewRank-usa-10.png|link=]]<br/>Corporal</td>
 +<td>[[image:CrewRank-britain-10.png|link=]]<br/>Corporal</td>
 +<td>[[image:CrewRank-germany-10.png|link=]]<br/>Gefreiter</td>
 +<td>[[image:CrewRank-france-10.png|link=]]<br/>Brigadier</td>
 +<td>[[image:CrewRank-ussr-10.png|link=]]<br/>Yefreytor (Ефрейтор)</td>
 +<td>[[image:CrewRank-china-10.png|link=]]<br/>Private First Class (上等兵 ''Shàngděngbīng'')</td>
 +<td>[[image:CrewRank-japan-10.png|link=]]<br/>Private First Class (一等兵 ''Ittōhei'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-9.png|link=]]<br/>Sergeant</td> <td>[[image:CrewRank-usa-9.png|link=]]<br/>Sergeant</td>
 +<td>[[image:CrewRank-britain-9.png|link=]]<br/>Sergeant</td>
 +<td>[[image:CrewRank-germany-9.png|link=]]<br/>Unteroffizier</td>
 +<td>[[image:CrewRank-france-9.png|link=]]<br/>Brigadier-chef</td>
 +<td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant (Младший Cержа́нт)</td>
 +<td>[[image:CrewRank-china-9.png|link=]]<br/>Corporal (下士 ''Xiàshì'')</td>
 +<td>[[image:CrewRank-japan-9.png|link=]]<br/>Superior Private (上等兵 ''Jōtōhei'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-8.png|link=]]<br/>Staff Sergeant</td> <td>[[image:CrewRank-usa-8.png|link=]]<br/>Staff Sergeant</td>
 +<td>[[image:CrewRank-britain-8.png|link=]]<br/>Staff Sergeant</td>
 +<td>[[image:CrewRank-germany-8.png|link=]]<br/>Unterfeldwebel</td>
 +<td>[[image:CrewRank-france-8.png|link=]]<br/>Maréchal des logis</td>
 +<td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant (Cержа́нт)</td>
 +<td>[[image:CrewRank-china-8.png|link=]]<br/>Sergeant (中士 ''Zhōngshì'')</td>
 +<td>[[image:CrewRank-japan-8.png|link=]]<br/>Corporal (伍長 ''Gochō'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-7.png|link=]]<br/>Technical Sergeant</td> <td>[[image:CrewRank-usa-7.png|link=]]<br/>Technical Sergeant</td>
 +<td>[[image:CrewRank-britain-7.png|link=]]<br/>Warrant Officer Class 3</td>
 +<td>[[image:CrewRank-germany-7.png|link=]]<br/>Feldwebel</td>
 +<td>[[image:CrewRank-france-7.png|link=]]<br/>Maréchal des logis-chef</td>
 +<td>[[image:CrewRank-ussr-7.png|link=]]<br/>Starshiy Serzhant (Старший Cержа́нт)</td>
 +<td>[[image:CrewRank-china-7.png|link=]]<br/>Sergeant First Class (四级军士长 ''Sìjí jūnshìzhǎng'')</td>
 +<td>[[image:CrewRank-japan-7.png|link=]]<br/>Sergeant (軍曹 ''Gunsō'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-6.png|link=]]<br/>Master Sergeant</td> <td>[[image:CrewRank-usa-6.png|link=]]<br/>Master Sergeant</td>
 +<td>[[image:CrewRank-britain-6.png|link=]]<br/>Warrant Officer Class 2 </td>
 +<td>[[image:CrewRank-germany-6.png|link=]]<br/>Oberfeldwebel</td>
 +<td>[[image:CrewRank-france-6.png|link=]]<br/>Adjudant</td>
 +<td>[[image:CrewRank-ussr-6.png|link=]]<br/>Starshina (Cтаршина́)</td>
 +<td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer (准尉 ''Zhǔnwèi'')</td>
 +<td>[[image:CrewRank-japan-6.png|link=]]<br/>Sergeant Major (曹長 ''Sōchō'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-5.png|link=]]<br/>First Sergeant</td> <td>[[image:CrewRank-usa-5.png|link=]]<br/>First Sergeant</td>
 +<td>[[image:CrewRank-britain-5.png|link=]]<br/>Warrant Officer Class 1</td>
 +<td>[[image:CrewRank-germany-5.png|link=]]<br/>Stabsfeldwebel</td>
 +<td>[[image:CrewRank-france-5.png|link=]]<br/>Adjudant-chef</td>
 +<td>[[image:CrewRank-ussr-5.png|link=]]<br/>Mladshiy Leytenant (Младший Лейтенант)</td>
 +<td>[[image:CrewRank-china-5.png|link=]]<br/>Second Lieutenant (少尉 ''Shàowèi'')</td>
 +<td>[[image:CrewRank-japan-5.png|link=]]<br/>Warrant Officer (陸軍准尉 ''Rikugun Jun-i'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-4.png|link=]]<br/>Second Lieutenant</td> <td>[[image:CrewRank-usa-4.png|link=]]<br/>Second Lieutenant</td>
 +<td>[[image:CrewRank-britain-4.png|link=]]<br/>Second Lieutenant</td>
 +<td>[[image:CrewRank-germany-4.png|link=]]<br/>Leutnant</td>
 +<td>[[image:CrewRank-france-4.png|link=]]<br/>Sous-Lieutenant</td>
 +<td>[[image:CrewRank-ussr-4.png|link=]]<br/>Leytenant (Лейтенант)</td>
 +<td>[[image:CrewRank-china-4.png|link=]]<br/>First Lieutenant (中尉 ''Zhōngwèi'')</td>
 +<td>[[image:CrewRank-japan-4.png|link=]]<br/>Second Lieutenant (陸軍少尉 ''Rikugun Shōi'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-3.png|link=]]<br/>First Lieutenant</td> <td>[[image:CrewRank-usa-3.png|link=]]<br/>First Lieutenant</td>
 +<td>[[image:CrewRank-britain-3.png|link=]]<br/>First Lieutenant</td>
 +<td>[[image:CrewRank-germany-3.png|link=]]<br/>Oberleutnant</td>
 +<td>[[image:CrewRank-france-3.png|link=]]<br/>Lieutenant</td>
 +<td>[[image:CrewRank-ussr-3.png|link=]]<br/>Starshiy Leytenant (Старший Лейтенант)</td>
 +<td>[[image:CrewRank-china-3.png|link=]]<br/>Captain (上尉 ''Shàngwèi'')</td>
 +<td>[[image:CrewRank-japan-3.png|link=]]<br/>First Lieutenant (陸軍中尉 ''Rikugun Chūi'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-2.png|link=]]<br/>Captain</td> <td>[[image:CrewRank-usa-2.png|link=]]<br/>Captain</td>
 +<td>[[image:CrewRank-britain-2.png|link=]]<br/>Captain</td>
 +<td>[[image:CrewRank-germany-2.png|link=]]<br/>Hauptmann</td>
 +<td>[[image:CrewRank-france-2.png|link=]]<br/>Capitaine</td>
 +<td>[[image:CrewRank-ussr-2.png|link=]]<br/>Capitan (Капитан)</td>
 +<td>[[image:CrewRank-china-2.png|link=]]<br/>Senior Captain (大尉 ''Dàwèi'')</td>
 +<td>[[image:CrewRank-japan-2.png|link=]]<br/>Captain (陸軍大尉 ''Rikugun Taii'')</td>
 +</tr>
 +<tr>
 <td>[[image:CrewRank-usa-1.png|link=]]<br/>Major</td> <td>[[image:CrewRank-usa-1.png|link=]]<br/>Major</td>
?</tr></table></center>+<td>[[image:CrewRank-britain-1.png|link=]]<br/>Major</td>
?}}+<td>[[image:CrewRank-germany-1.png|link=]]<br/>Major</td>
?{{ Panel content+<td>[[image:CrewRank-france-1.png|link=]]<br/>Chef d'escadrons</td>
?|title= Crew Management+<td>[[image:CrewRank-ussr-1.png|link=]]<br/>Mayor (Майор)</td>
?|content=+<td>[[image:CrewRank-china-1.png|link=]]<br/>Major (少校 ''Shàoxiào'')</td>
?<h3>Crew Member Personal Files</h3>+<td>[[image:CrewRank-japan-1.png|link=]]<br/>Major (陸軍少佐 ''Rikugun Shōsa'')</td>
?Players can look at the Personal File for each of their crew member by right clicking on the crew member's icon in either the Barracks or the Garage.+</tr>
 +</table>
  
?On the left side of the window is a list of the crew member's basic information, including:+==References==
?* Full name, rank, and vehicle+<references />
?* Competence, or primary specialization+
?* Modifiers+
?* Secondary skills, either completed or in-progress.+
?In addition, there are buttons in the bottom-left corner to send the crew member from his vehicle to the barracks, and to dismiss the crew member from service. Dismissing a crew member from service cannot be undone.+
  
?On the right side of the menu are four tabs:+[[ru:Экипаж]]
?; Service Record: This tab includes various battle statistics, such as the number of battles fought and enemies destroyed, and awards given to the crew member over the course of his career. Battle awards given to a crew member will stay with him, even if the crew member is retrained and placed in another vehicle.+{{#gw_breadcrumbs:Tank}}
?; Training: ''See also:'' [[Crew#Currency|Increasing Competence:Currency]]+
?: This tab is where players can raise their crew member's competence or retrain them so that the crew member can operate a different vehicle.+
?; Skills: ''See also:'' [[Crew#Secondary_Specializations|Secondary Specializations]]+
?: This tab is where players can view all the secondary specializations that are currently available for the crew member to learn. When a crewman is ready to start his training on a secondary specialization, a button will appear which will allow the player to commence the crew member's training.+
?; Personal Data: Players can change the name and avatar of their crew member, where they can select from a list of pre-defined names, and a selection of face icons. Changing a crew member's personal details costs 50 [[Gold_Economy|gold]].+
? +
?===Moving Crew Member===+
?; Barracks: Here is where players can find all their crew members, whether they are in a tank or in the barracks itself. Players start with sixteen bunks in their barracks, and can increase the number of bunks for 300 [[Gold_Economy|gold]] by scrolling down and selecting the '''Enlarge Barracks''' button. Only crew members who are not in a tank use a bunk in the barracks. Those who are in tanks are listed in the Barracks window, but they don't take up a bunk. By using the toggles and drop-down menu on the left side, a player can sort his crew members by their nationality, vehicle training, primary specialization, and location (whether assigned to a tank or not). Crewmen that are not currently in a tank can be dismissed from service to free up a bunk in the barracks. Dismissing a crew member is permanent, meaning the crewman is lost forever with any awards and skills he may have acquired.+
? +
?; Garage: In the Garage, players will see icons on the left side that represent the crewmen who are operating the currently active vehicle, with the rank, last name, skills and their levels. Hovering over a crew member will provide additional information, revealing the crew member's full name, total primary skills, bonuses, and vehicle training. Players can left-click on a crew member to bring up a small pop-up menu, which will allow players to view the selected crew member's personal file, recruit a crew member who can fill the selected slot, select a crew member from the barracks who is capable of filling that slot, or send the selected crew member to the barracks. If there is no crew member in a crew slot, then clicking on the crew slot will bring up the crew recruitment menu, with the proper fields filled in for that vehicle.+
? +
?===Tanker Recruitment===+
?You can recruit additional crew members by pulling up the "Recruit Crew" menu through one of two ways:+
? +
?; Through the Barracks Menu: Players can recruit a new crew member from the barracks by selecting the '''Recruit a Tanker''' button. A menu will appear, where players can specify via drop-down menus the desired Nationality, Qualification, Vehicle Class, and Vehicle that the new crew member will have.+
?; Through the Garage Menu: Players can recruit a new crew member to fill a specific role by selecting a crew member's icon in the garage and then selecting the option to recruit a crew member or by selecting an empty crew slot. A menu will appear, with the Nationality, Qualification, Vehicle Class, and Vehicle drop-down menus already set for the specified role.+
?}}+
?__NOTOC__+
?{{Tutorial}}+

Latest revision as of 02:37, 9 December 2023

crewIconUSA.png

No vehicle in World of Tanks can operate without a complete virtual crew. The crew operates the vehicle under the direction of the player. The size of a complete crew varies, depending on the vehicle. In-game crews range from a minimum of 2 to a maximum of 6 crew members. Crew members fill one of five designated roles, or Major Qualifications within a vehicle. The 5 roles are Commander, Gunner, Driver, Radio Operator, and Loader.

Just as vehicles accumulate experience for every battle, so do crew members. Each crew member has a Personal File, which records his/her battle statistics, medals,Training Level, qualifications, training levels in any Skills and/or Perks he/she has acquired. Credits or gold can also be used to immediately train a crew member up to 75% (using credits) or 100% (using gold) in their qualifications. Credits/gold cannot be used to boost the training of Skills and/or Perks.

Each crew member's Proficiency directly affects and improves the performance of their vehicle in battle. If a crew member is knocked out in battle, the vehicle's performance will suffer, especially in the area affected by their role (As the remaining crew members take over temporarily). A knocked out Driver, for example, would reduce the acceleration, speed, and maneuverability of your vehicle. Since the Commander provides a bonus to the rest of the crew, losing the Commander will slightly degrade the performance of all remaining crew members. Skills/Perks belonging to a knocked out crew member are also disabled.

If all crew members are knocked out, the vehicle will become inoperable.

Major Qualification

Each crew member fills one of five named roles within the vehicle. Each role performs a specific job. These five roles are referred to in-game as the "Major Qualification" of the crew member, and include: Commander, Gunner, Driver, Radio Operator, or Loader. During battle, each crew member's health is represented graphically in the battle interface by the following icons. The icon will change to indicate a crew member has been knocked out.

CrewJobCommand.png
CrewJobGun.png
CrewJobDrive.png
CrewJobRadio.png
CrewJobLoad.png
Commander
Gunner
Driver
Radio Operator
Loader


Proficiency

For each crew member, his/her Training Level in their Major Qualification, and the levels of each and every Skill or Perk has acquired, all combine to constitute to overall "Proficiency".

The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member's Proficiency directly affects and improves the properties of certain modules installed on the vehicle, the respective handling and performance characteristics of those modules, and the vehicle's overall performance in battle. The Proficiency of the crew members also impacts the speed at which damaged modules are repaired, and how much damage fires do and whether or not fires are extinguished before it's too late. Proficiency also affects the effectiveness of the vehicle's camouflage, serving to hide the vehicle from its enemies and avoid detection.


CrewRoleCommander.png
   Commander
The Commander's principal job is to spot enemy vehicles. The Commander's degree of Proficiency directly affects their View Range. The more Proficient the Commander the greater the distance at which an enemy can be Spotted. The Commander also gives a small bonus to all other crew members in the vehicle; 10% of the Commander's Major Qualification.


CrewRoleGunner.png
   Gunner
The Gunner's principal job is to aim and fire the vehicle's main gun. The Gunner's degree of Proficiency directly affects the Aiming Speed at which the sights lock on to a target, the Accuracy of each shot, and the Turret Traverse (rotation) speed. The more Proficient the Gunner, the better the shots he/she will make.


CrewRoleDriver.png
   Driver
The Driver's principal job is to drive and maneuver the vehicle. The Driver's degree of Proficiency directly affects the Movement and Manueverability of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.


CrewRoleRadioman.png
   Radio Operator
The Radio Operator's principal job is communicating with allies. The Radio Operator's degree of Proficiency directly affects the Radio or Signal Range of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player's mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.


CrewRoleLoader.png
   Loader
The Loader's principal job is loading the next round into the main gun. Each Loader's Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.


Multiple Roles

Some vehicles, particularly large caliber SPGs and TDs, may require a crew of 6 members and include a second Loader. The M2 Medium Tank requires a crew of 6, two of whom are Radio Operators. The T1 Heavy Tank and the M6 each carry crews of 6 with two gunners. On the plus side, if one of the two is knocked out, the tank will continue to perform that role at 50% of the crew's skill, rather than at 0%. It also allows for more skills and/or perks.

Other vehicles may require a crew complement of only 2, 3, or 4 crew members, less than the five Major Qualifications. Small light tanks with a crew of only 2 usually include a Commander and a Driver. In such cases the game mechanics calculations require a crew member to perform additional roles. For example, in an MS-1, the Commander also fills the role of Gunner, Radio Operator, and Loader, while the Driver only drives. Although these crew members perform multiple roles, they still only have one Qualification, which is the first, or left-most, icon. In this example, if the Commander was knocked out in battle, the performance of all of the four roles he/she was filling would suffer.


Crew Management

The Barracks is where players can find all their crew members, whether the crewman is assigned to a tank in the Garage or is a resident in the Barracks itself. On the left side of the Garage view screen players will see a list of the crew members that are assigned to the vehicle that is currently selected and displayed in the Garage.


Barracks and Garage Views

The Barracks view entry tab is located in the Garage view, top center-right. Players start with sixteen bunks in their Barracks, and can increase the number of bunks by additional increments of 16 bunks at a cost of 300 Gold by scrolling down and selecting the Enlarge Barracks button. Only crew members who are not assigned to a tank in the Garage actually take up a bunk in the Barracks. Those crew members who are currently assigned to vehicles in the Garage are listed in the Barracks window, but do not occupy a bunk in the Barracks. By using the toggles and drop-down menus on the left side of the Barracks window, a player can sort the crew members by their nationality, Vehicle Competence, Major Qualification, and location (whether assigned to a tank or not).

In the Garage view, hovering the cursor over a crew member will provide information about that crewman. A left-click on a crew member will bring up a small pop-up menu which will allow replacement of the crew member with 1) a new Recruit or 2) with another crewman of same Major Qualification already resident in a bunk in the Barracks. A right-click on a crew member will bring up a small pop-up menu, which will allow players to 1) view the selected crew member's Personal File, 2) send him to the Barracks, or 3) send the entire crew to the Barracks.


Personal File

Players can review a crew member's Personal File by right clicking on the crew member's icon in either the Barracks view or the Garage view. On the left side of the window that opens is a list of the crew member's basic information, including:

  • The crew member's Avatar image, their Rank, and their Full Name.
  • The name of the Vehicle he/she is currently crewing if in Garage. (Nothing if he/she is a resident in a bunk in the Barracks.)
  • their Major Qualification, meaning the role and job he/she is trained for.
  • their Training Level in their Major Qualification expressed as a percent.
  • Modifiers to their Major Qualification Training Level.
  • their Vehicle Competence: The name of the vehicle in which he/she has a Major Qualification.
  • their assigned Skills and Perks, and whether each is trained to 100% or, if not, the level so far achieved.


On the right side of the Personal File window are four additional tabs. Clicking on one of these four tabs will opens a sub-window on the right side of the Personal File screen which displays additional information about the crew member, including their:

  • Service Record: - displays information about the crew member's service record which includes the number of battles he/she has fought and awards he/she has received over the course of their career. Battles and awards stay with him, even if the crew member is retrained and transferred to another vehicle. This tab also shows the amount of experience and estimated battles needed to upgrade any Skills or Perks to 100%.
  • Training: - displays information about either 1) increasing crew member's Training Level in their Major Qualification on their current vehicle or 2) retraining him for a different vehicle prior to a transfer to a different vehicle. See also: Retraining.
  • Skills: - displays information about the Skills and Perks that are currently available for the selected crew member to learn. When a crewman is ready to start their training on a skill/perk, a button will appear which will allow the player to commence the crew member's training. See also: Skills and Perks.
  • Personal Data: - displays the photo/avatar, first name, and last name of the crew member. From this screen, at a cost 50 Gold, players can change the names and avatar of each crew member by selecting from lists of pre-defined names and faces.


New Recruits, Transfers, and Dismissals

  • New Recruits - A new crew member may be recruited at any time. New recruits are randomly generated by the game mechanics and arrive with a pre-set Major Qualification for a specific Vehicle Competence as chosen by the player.
  • Moving an Experienced Crew Member to a Different Vehicle - A crew member may be moved from one vehicle to another as long as the move is to a role with the same Major Qualification he/she already has and new vehicle is of the same Nation as the one he/she is leaving. he/she will require retraining in the new vehicle as described in the following section.
  • Dismissals - A crew member may be dismissed from service at any time. However, remember that dismissal is permanent and cannot be undone. All the dismissed crew member's accumulated experience, Training Level, and any Skills or Perks he/she has earned are also permanently lost. A crewman can be dismissed by right clicking on their icon in the Garage view and selecting dismiss. From the Barracks view, a crew member can be dismissed by clicking on the "Dismiss" button their icon.

Training and Retraining in the Major Qualification

Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset their Training Level for their Major Qualification. These three options are:

CrewTrainingTankAcademy.png
CrewTrainingRegimentalSchool.png
CrewTrainingRapidCourses.png
Tank Academy
Regimental School
Rapid Courses

Choices for Training a New Recruit in their Major Qualification

  • Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in their Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.
  • Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.


Choices for Re-Training a Crew Member for Move to a Different Vehicle

  • Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in their Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.
  • Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Effect on Pre-Existing Skills and Perks - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.


Reasons to Re-Train and Transfer Crew Members After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on.

If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in their Major Qualification purchased with gold at the time of recruitment will start with their one new Skill or Perk at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.

Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in their Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of their former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.

A crew member's rank and the medals he/she has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.


Skills and Perks

Skills and Perks are additional Proficiencies that a crew member can learn beyond those of their Major Qualification. Skills and Perks only become available for selection after a crew member's Training Level in their Major Qualification reaches 100%. At such time a small plus icon New_skill_small.png will appear beneath the crewman's name, on the crew panel when their vehicle is selected in the Garage, to indicate that he/she is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. In considering your choice, remember that there is a an important difference between a Skill and a Perk:

  • Skills become partially effective immediately upon their selection. A Skill contributes to the Proficiency of the crew member in proportion to the percentage amount of Training Level that the crewman has accumulated. A Skill trained to 45% Training Level will impart 45% of its effectiveness to the performance Proficiency of its crew member in battle mechanics calculations.
  • Perks do not become partially effective at all. Instead, a Perk can only "switch on" at full 100% effectiveness, but only at such time as the Training Level for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance Proficiency of the crew member in battle mechanics calculations.
    Update 1.20.1 in April 2023 has converted all effects to take effect from 1% pro-rated at the % effectiveness, including BiA. There is now no difference between the terms Skills and Perks.[1]

After selecting a Skill or a Perk, a new icon representing it will replace the plus icon in the crew panel, and the percentage of Training Level achieved towards its completion will appear next to it. Skills are displayed as lighted icons on the crew panel. A Perk that has not yet reached a Training Level of 100% and become active is displayed as a shaded or greyed-out icon.

A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the New_skill_small.png icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. See the section on Training Level for an explanation of how experience is applied to increase it. The tables below give more detail than the overview on the WoT Guide's How to use Perks and Skills page[2].

Skills

Icon Skill Name Role Description
Repair.png Repair All The Repair Skill improves a crew member's ability to repair a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed Toolbox equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%. 100% of repair skill on all crew members probably increases repair speed for about 50% (detailed information is not provided).

Quick repairs are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair.
FireFighting.png Firefighting All The Firefighting Skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinguished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.

Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumable Manual or Automatic Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle.
Camouflage.png Concealment All The Concealment Skill improves the crew member's ability to help increase the vehicle's Camouflage capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer in order to detect your vehicle. The Concealment Skill effect is cumulative with that of any installed Camouflage Net equipment. The Concealment Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Concealment Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.

This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Concealment Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. See the interactive Camo Rating here
Commander_tutor.png Mentor Commander For every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.

Useful on any tank you plan to keep indefinitely.
Commander_eagleEye.png Recon Commander The Recon Skill progressively increases your vehicle's View Range. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed Coated Optics or Binocular Telescope equipment.
Commander_universalist.png Jack of All Trades Commander The Jack of All Trades Skill enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he/she must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable Large or Small First Aid Kit is generally more effective.

Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.
Gunner_gunsmith.png Armorer Gunner The Armorer Skill enables the Gunner to reduce the penalty effect on accuracy that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed Vertical Stabilizer equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.
Gunner_smoothTurret.png Snap Shot Gunner The Snap Shot Skill enables the Gunner to reduce the penalty to accuracy and shot dispersion that is applied while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed Vertical Stabilizer equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.

The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the Smooth Ride Skill affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.
Driver_virtuoso.png Clutch Braking Driver The Clutch Braking Skill enables the Driver to increase the traverse speed, or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed Additional Grousers equipment and with that of any purchased regular or premium Consumables including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline.

Primarily helpful with fast tanks that don't already turn plenty fast (i.e. Pz.Kpfw. II Luchs, T-50). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery
Driver_smoothDriving.png Smooth Ride Driver The Smooth Ride Skill enables the Driver to reduce the penalty accuracy and shot dispersion that is applied while the vehicle is moving (forward or backward motion, the skill is not effective if the vehicle is stationary or just rotating in place). The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed Vertical Stabilizer equipment.

The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving (ie forwards or backwards motion) and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.
Driver_badRoadsKing.png Off-Road Driving Driver The Off-Road Driving Skill enables the Driver to reduce the terrain resistance penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed Additional Grousers equipment.

Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.
Driver_rammingMaster.png Controlled Impact Driver The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed Spall Liner equipment.

Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.
Radioman_inventor.png Signal Boosting Radio Operator The Signal Boosting Skill enables the Radio Operator to extend the Signal Range of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.

Primarily helpful for SPGs and scouts.
Radioman_finder.png Situational Awareness Radio Operator The Situational Awareness Skill enables the Radio Operator to extend your vehicle's View Range. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's Recon Skill. This Skill has a higher bonus to View Range than Recon under normal circumstances, but does nothing to counteract the penalty from a damaged observation device.
Radioman_retransmitter.png Relaying Radio Operator The Relaying Skill enables the Radio Operator to extend the Signal Range of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.


Perks

Icon Perk Name Role Description
Brotherhood.png Brothers in Arms All The Brothers in Arms (aka "BIA") Perk increases by a fixed 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any effect on other role-specific Skills or Perks, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed Improved Ventilation equipment and with any purchased crew Skills boosting consumables such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and/or Improved Combat Rations. Sisterhood of Steel was combined with Brothers in Arms in Update 9.19[3].
Commander_sixthSense.png Sixth Sense Commander The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.

Primarily helpful for TDs, SPGs, and passive scouts. Many players have mentioned they'd prefer the indicator to remain on for as long as the enemy detects you, but that is not how it currently works.
Commander_expert.png Eagle Eye Commander The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of four seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies Spotted by your crew, not for enemy contacts relayed by your team mates.

Primarily helpful for brawlers and flankers.
Gunner_sniper.png Deadeye Gunner The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with AP, APCR, or HEAT shells. It does not work with HE/HESH shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.

If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.
Gunner_rancorous.png Designated Target Gunner The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in arcade view or sniper view and not in SPG strategic view. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.

Primarily helpful for snipers and in some cases for scouts.
Driver_tidyPerson.png Preventative Maintenance Driver The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased Automatic Fire Extinguisher premium consumable.
radioman_lastEffort.png Call for Vengeance Radio Operator The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of their own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.

Primarily helpful for scouts.
Loader_pedant.png Safe Stowage Loader The Safe Stowage Perk enables a Loader to stow rounds in the storage racks in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the Perk, the effect is not cumulative. The effect of the Safe Stowage Perk is cumulative with that of increased ammo rack durability that comes with any installed Wet Ammo Rack equipment.
Loader_desperado.png Adrenaline Rush Loader The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed Gun Rammer equipment.
Loader_intuition.png Intuition Loader Allows for quicker switching between shell types in a loaded gun. To activate this skill, a gun, a double-barreled gun, or a magazine must be fully loaded. If there are multiple loaders their average skill level is taken into account[4]. The minimum time to change a shell type is 1 s for cyclic (standard) guns and 2.5 s for double-barreled guns and magazines.[5]



Managing Skills and Perks

Delaying Selection of a Skill or Perk If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during retraining. If a crew member's Training Level percentage for their role drops due to retraining, all new experience earned will be applied to restoring the Training Level in their Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.


Effect of Secondary Roles on a Skill or Perk Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any Skills and Perks that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he/she no longer fills a secondary role then any Skill or Perk he/she had specifically for the secondary role becomes inactive.

For example, the Leichttraktor has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the Pz.Kpfw. II which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he/she retains their Perk as Gunner because he/she has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the Leichttraktor, the Skill will be restored at its previous level.


Dropping Skills and Perks You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:

  • If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
  • If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
  • For 200 Gold, it results in no loss of experience.

Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take their role experience points into consideration. For example, if you have a crewman who just reached 100% in their Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.

Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the chart below), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.

For example, if you have a crewman with a 50% Training Level in their first Skill/Perk, and drop their Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in their first Skill/Perk and 80% Training Level in their second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.

Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.

If retraining a crew member from another vehicle resulted in their Training Level dropping below 100% for their role, then subsequently resetting their Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.

Training Level

The Training Level for each crew member is progressively increased by gaining Experience Points or XP earned in battle. Each crew member earns the same amount of XP from each battle that their vehicle does, plus or minus any applicable Bonuses and Penalties. The XP earned in battle is applied first to the Training Level of the crew member in their Major Qualification until it reaches 100%. Next all of the XP is applied to the Training Level of the 1st Skill or Perk until it reaches 100% and then XP is applied to the 2nd Skill or Perk and so on.


Purchasing Increased Training Level

Increasing XP for Skills and Perks

Up until 1.5.0, there were no options to purchase increases in the Training Level of crew member Skills or Perks. Such increases could only be accomplished by direct battle experience, or by spending free experience. Since 1.5.1, if the crew is 100% trained in the Major Qualification, it is possible to increase the training level by applying "Crew Books". There are three ways to acquire Crew Books:

  • As rewards in various game events
  • As free items from Rewards for Merit that drop with a certain probability when playing Tier V–X vehicles
  • Level III Crew Books (good for 250.000 experience points for each crew member) cost 2.000.000 silver credits.

Increasing XP for Major Qualification

However, if your crew is not yet at 100% Major Qualification, there are 3 options for purchasing increased Training Level for any crew member. This can be accomplished at original recruitment by Training or at any time thereafter by Re-Training through one of the following methods:

  • Rapid Courses - To increase the Training Level of any crew member in their Major Qualification from the 50% level originally acquired through training or retraining with the Rapid Courses option to the full 100%, the crewman must acquire an additional total amount of 95,484 XP. Rapid Courses are the default starting point for any crew member's training or retraining and fix the starting point Training Level at 50%. The 9,758 XP otherwise required to increase the Training Level from 0% to 50% are therefore free.
  • Regimental School - To increase the Training Level of any crew member in their Major Qualification from the 75% level originally acquired through training or retraining with the Regimental School option to the full 100%, the crewman must acquire an additional total amount of 72,543 XP. Regimental School training or retraining will fix the starting point Training Level at 75%. The 22,940 XP otherwise required to increase a crew member's Training Level from 50% to 75% may be purchased at a cost of 20,000 credits. From time to time Wargaming holds specials and promotional events which include discounting the cost of Regimental School by 50% to 10,000 credits.
  • Tank Academy - To increase the Training Level of any crew member to the full 100% in their Major Qualification through training or retraining by the Tank Academy option does not require earning any additional XP. Tank Academy training or retraining will fix the starting point Training Level at 100%. The 95,484 XP otherwise required to increase a crew member's Training Level from 50% to 100% may be purchased at a cost of 200 gold. From time to time Wargaming holds specials and promotional events which include discounting the cost of Tank Academy by 50% to 100 gold.


Experience Required to Increase Training Level

It is important to recognize two facts about the amount of XP required to increase Training Level.

  • First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is double that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:
  • Major Qualification from 0% to 100% requires a total of 105,030 XP.
  • 1st Skill or Perk from 0% to 100% requires a total of 210,060 XP.
  • 2nd Skill or Perk from 0% to 100% requires a total of 420,120 XP.
  • 3rd Skill or Perk from 0% to 100% requires a total of 840,240 XP.
  • Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the:
  • Major Qualification by 1% from 68% to 69% requires 21 × 25 × 100(68/100) = 1,146 XP, but to increase it the 1% from 98% to 99% will require 21 × 25 × 100(98/100) = 4,560 XP.
  • 1st Skill or Perk by 1% from 48% to 49% requires 22 × 25 × 100(48/100) = 912 XP, but to increase it the 1% from 98% to 99% will require 22 × 25 × 100(98/100) = 9,120 XP.
  • 2nd Skill or Perk by 1% from 48% to 49% requires 23 × 25 × 100(48/100) = 1,824 XP, but to increase it the 1% from 98% to 99% will require 23 × 25 × 100(98/100) = 18,240 XP.
  • 3rd Skill or Perk by 1% from 48% to 49% requires 24 × 25 × 100(48/100) = 3,648 XP, but to increase it the 1% from 98% to 99% will require 24 × 25 × 100(98/100) = 36,480 XP.


The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula:

XP for next_SkillLevel%+1 = 2Y × 25 × 100(current_SkillLevel%/100)
where "Y" is equal to:
1 in the case of the Training Level of the Major Qualification
2 in the case of the Training Level of the 1st Skill or Perk
3 in the case of the Training Level of the 2nd Skill or Perk
4 in the case of the Training Level of the 3rd Skill or Perk
and so on...


If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at WoT Training Level Calculator.

The following graphs illustrate the progression of Training Level as it relates to the amount of experience required.


Bonuses and Penalties

The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.

At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in their Major Qualification and that in each of their acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall Effective Training Level (See that section below) for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.


Bonuses that Impact Crew Experience and Crew Training Levels
The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.


  • The Premium Consumables Bonus: If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:
  • Extra Combat Rations are only available for Soviet vehicles.
  • Case of Cola is only available for American vehicles.
  • Chocolate is only available for German vehicles.
  • Pudding and Tea is only available for British vehicles.
  • Strong Coffee is only available for French vehicles.
  • Improved Combat Rations are only available for Chinese vehicles.
  • Onigiri is only available for Japanese vehicles.
  • Buchty is only available for Czechoslovakian vehicles.
  • Coffee with Cinnamon Buns is only available for Swedish vehicles.
  • Spaghetti and Meatballs are only available for Italian vehicles.
  • Bread with Smalec is only available for Polish vehicles.


  • The Improved Ventilation Equipment Bonus: If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.


  • Commander's Mentor Skill Bonus: If the vehicle's Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.


  • Commander's Jack of All Trades Skill Bonus: If the vehicle's Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he/she must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.


  • The Brothers in Arms Perk Bonus: If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.


  • The Large First Aid Kit Bonus: If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he/she would otherwise earn in the battle due to their being knocked-out.


  • The Small First Aid Kit Bonus: If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide any Bonus to any crewman.


  • The Daily Double Bonus: Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.


  • Extra Crew Experience Bonus: From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.


  • Accelerated Crew Training Bonus Option: For Premium/Award Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. An icon AccelerateCrewTrainingIndiciator.png appears in the crew panel to the left of the crew member who is receiving this experience, which is always the crew member with the least XP. This least trained crew member receives as their bonus the XP that would normally be accrued by the vehicle which is then multiplied by any Premium tank crew training bonus, Reserves, Dailies, etc. This means effectively, he/she will get twice the XP of other crew members.


Penalties that Impact Crew Experience and Crew Training Levels
If a crew member is not competent to operate the tank he/she is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of their Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing their Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.


  • Vehicle Competence Penalty on Effective Training Level: A crew member must be trained to serve in a specific vehicle which is their designated "Vehicle Competence". Should a crewman operate a vehicle that he/she is not trained for, he/she may do so but will receive a Penalty to the effectiveness of their Training Level in their Major Qualification and any Skills and Perks he/she has earned and the Effective Training Level for their Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on their icon. The amount of this Penalty is variable depending upon whether their Vehicle Competence and the vehicle he/she moved to are vehicles of the same "Type" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:
  • If a crew member is moved to a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.
  • If a crew member is in a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 25% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.
  • If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, he/she would also take a 25% Penalty to their current Training Level.
  • If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 50% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.


  • Vehicle Competence Penalty on Experience to Increase Training Level: A tanker crewing a vehicle that he/she is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing their Training Level.
  • In a new vehicle of the same Type as that in which he/she has their Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.
  • In a vehicle of a different Type as that in which he/she has their Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.
  • In a new non-premium vehicle of the same Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he/she normally would.
  • In a new non-premium vehicle of a different Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he/she normally would.


  • Injury or Death Penalty: A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 10% less experience towards increasing their Training Level than he/she would have otherwise received. Using a Small First Aid Kit or Large First Aid Kit to heal a crew member will avoid this Penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is normal that each crew member will improve their Training Level at different rates than another tanker in the same crew should he/she be knocked out more or less often than their colleague.

    Additionally, a crew member who is knocked out or killed during the course of a battle results in Penalties to the vehicle's performance characteristics. Crew members who are knocked out will perform their designated Major Qualifications at 0% Training Level in game mechancics calculations for crew related vehicle performance. If a crew member serves in multiple Major Qualifications in the vehicle, then all such roles associated with him take a Penalty if he/she is knocked-out. For example, in the event a Commander is knocked-out who is also serving as Gunner and Loader on a vehicle with a crew of 3, then the vehicle will suffer performance decrease for all 3 of their roles. Vehicle performance reductions include the following:
CrewJobCommandInjured.pngCommander knockout reduces the vehicle's view range.
CrewJobGunINjured.pngGunner knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.
CrewJobDriveInjured.pngDriver knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
CrewJobRadioInjured.pngRadio Operator knockout reduces radio range.
CrewJobLoadInjured.pngLoader knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.

Effective Training Level

The Training Level for a crew member's Major Qualification and their Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the Effective Training Level. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.

  • The maximum Effective Training Level for their Major Qualification that can be achieved by a Commander is 120%. This is the sum of their 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.
  • The maximum Effective Training Level for their Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of their 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the bonus of 10% of the Commander's Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then their maximum Effective Training Level will be 126.5%.


Multiple Roles - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.


Common Skills - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.


Role-Specific Skills and Perks - The Effective Training Level of the role-specific Skills and Perks is not averaged but affect the Effective Training Level directly. In a situation where multiple crewmen on the same vehicle both hold a role-specific Skill then the only one that will apply in battle mechanics and vehicle perforance calculations will be the one with the higher Skill Training Level.

Ranks

As your crew increases in training level, they will be awarded with higher ranks, with every 50% in a role, skill, or perk awarding a new rank. If, when retraining, a crew member loses some competence, he/she will not be demoted in rank. There are separate ranks for each nation. A crewman's rank also depends on their role. Loaders and Radio Operators start at the lowest rank and may only advance to the third-highest rank. Drivers and Gunners start out one rank higher and may advance to the second-highest rank. Commanders start out two ranks higher and may advance to the highest rank.

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USA
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UK
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Germany
Graffiti_stickers_france_A.png
France
Graffiti_stickers_ussr_S.png
USSR
Graffiti_stickers_china.png
China
Graffiti_stickers_japan.png
Japan
CrewRank-usa-11.png
Private First Class
CrewRank-britain-11.png
Lance Corporal
CrewRank-germany-11.png
Panzeroberschütze
CrewRank-france-11.png
Cuirassier
CrewRank-ussr-11.png
Ryadovoy (Рядовой)
CrewRank-china-11.png
Private (列兵 Lièbīng)
CrewRank-japan-11.png
Private (二等兵 Nitōhei)
CrewRank-usa-10.png
Corporal
CrewRank-britain-10.png
Corporal
CrewRank-germany-10.png
Gefreiter
CrewRank-france-10.png
Brigadier
CrewRank-ussr-10.png
Yefreytor (Ефрейтор)
CrewRank-china-10.png
Private First Class (上等兵 Shàngděngbīng)
CrewRank-japan-10.png
Private First Class (一等兵 Ittōhei)
CrewRank-usa-9.png
Sergeant
CrewRank-britain-9.png
Sergeant
CrewRank-germany-9.png
Unteroffizier
CrewRank-france-9.png
Brigadier-chef
CrewRank-ussr-9.png
Mladshiy Serzhant (Младший Cержа́нт)
CrewRank-china-9.png
Corporal (下士 Xiàshì)
CrewRank-japan-9.png
Superior Private (上等兵 Jōtōhei)
CrewRank-usa-8.png
Staff Sergeant
CrewRank-britain-8.png
Staff Sergeant
CrewRank-germany-8.png
Unterfeldwebel
CrewRank-france-8.png
Maréchal des logis
CrewRank-ussr-8.png
Serzhant (Cержа́нт)
CrewRank-china-8.png
Sergeant (中士 Zhōngshì)
CrewRank-japan-8.png
Corporal (伍長 Gochō)
CrewRank-usa-7.png
Technical Sergeant
CrewRank-britain-7.png
Warrant Officer Class 3
CrewRank-germany-7.png
Feldwebel
CrewRank-france-7.png
Maréchal des logis-chef
CrewRank-ussr-7.png
Starshiy Serzhant (Старший Cержа́нт)
CrewRank-china-7.png
Sergeant First Class (四级军士长 Sìjí jūnshìzhǎng)
CrewRank-japan-7.png
Sergeant (軍曹 Gunsō)
CrewRank-usa-6.png
Master Sergeant
CrewRank-britain-6.png
Warrant Officer Class 2
CrewRank-germany-6.png
Oberfeldwebel
CrewRank-france-6.png
Adjudant
CrewRank-ussr-6.png
Starshina (Cтаршина́)
CrewRank-china-6.png
Warrant Officer (准尉 Zhǔnwèi)
CrewRank-japan-6.png
Sergeant Major (曹長 Sōchō)
CrewRank-usa-5.png
First Sergeant
CrewRank-britain-5.png
Warrant Officer Class 1
CrewRank-germany-5.png
Stabsfeldwebel
CrewRank-france-5.png
Adjudant-chef
CrewRank-ussr-5.png
Mladshiy Leytenant (Младший Лейтенант)
CrewRank-china-5.png
Second Lieutenant (少尉 Shàowèi)
CrewRank-japan-5.png
Warrant Officer (陸軍准尉 Rikugun Jun-i)
CrewRank-usa-4.png
Second Lieutenant
CrewRank-britain-4.png
Second Lieutenant
CrewRank-germany-4.png
Leutnant
CrewRank-france-4.png
Sous-Lieutenant
CrewRank-ussr-4.png
Leytenant (Лейтенант)
CrewRank-china-4.png
First Lieutenant (中尉 Zhōngwèi)
CrewRank-japan-4.png
Second Lieutenant (陸軍少尉 Rikugun Shōi)
CrewRank-usa-3.png
First Lieutenant
CrewRank-britain-3.png
First Lieutenant
CrewRank-germany-3.png
Oberleutnant
CrewRank-france-3.png
Lieutenant
CrewRank-ussr-3.png
Starshiy Leytenant (Старший Лейтенант)
CrewRank-china-3.png
Captain (上尉 Shàngwèi)
CrewRank-japan-3.png
First Lieutenant (陸軍中尉 Rikugun Chūi)
CrewRank-usa-2.png
Captain
CrewRank-britain-2.png
Captain
CrewRank-germany-2.png
Hauptmann
CrewRank-france-2.png
Capitaine
CrewRank-ussr-2.png
Capitan (Капитан)
CrewRank-china-2.png
Senior Captain (大尉 Dàwèi)
CrewRank-japan-2.png
Captain (陸軍大尉 Rikugun Taii)
CrewRank-usa-1.png
Major
CrewRank-britain-1.png
Major
CrewRank-germany-1.png
Major
CrewRank-france-1.png
Chef d'escadrons
CrewRank-ussr-1.png
Mayor (Майор)
CrewRank-china-1.png
Major (少校 Shàoxiào)
CrewRank-japan-1.png
Major (陸軍少佐 Rikugun Shōsa)

References

  1. Update 1.20.1: WoT Plus and Crew System Revision - Posted 20/04/2023. Accessed 9 December 2023.
  2. How to use Perks and Skills, WorldOfTanks.com, retrieved 2019-01-09
  3. 9.19 Update Notes, WorldOfTanks.com, 2017-05-30, retrieved 2017-06-07
  4. Note that skill averaging for multiple loaders is described incorrectly in the WoT Guide. That states only loaders with the skill are averaged, but in fact all loaders are averaged
  5. This behavior changed in Update 1.13, released 5/27/2021