List of Commander Skills
Revision as of 22:08, 11 February 2021 Skill tables with internal links | Revision as of 23:31, 12 February 2021 Heavy HE and SAP Shells | |||
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| style="vertical-align:middle;" | 3 | | style="vertical-align:middle;" | 3 | |||
| style="padding: 5px; vertical-align:middle;" | More ship damage from penetrating non-AP shells, potentially with a cost. | | style="padding: 5px; vertical-align:middle;" | More ship damage from penetrating non-AP shells, potentially with a cost. | |||
? | | style="padding: 5px; vertical-align:middle;" | '''+10% HE and SAP shell damage.<br /><br /><span style="color:#A52A2A;">+15% detectability of ships with a main battery caliber of 149 mm and above.</span>''' | + | | style="padding: 5px; vertical-align:middle;" | '''+10% main battery HE and SAP shell damage.<br /><br /><span style="color:#A52A2A;">+15% detectability of ships with a main battery caliber of 149 mm and above.</span>''' | |
| style="padding: 5px; vertical-align:middle;" | This skill will be useful to small-gun cruisers, of questionable value to most. Note, that HE and SAP shells cause ship damage only when they penetrate.<br />See [[Ship:Ammo|here]]. | | style="padding: 5px; vertical-align:middle;" | This skill will be useful to small-gun cruisers, of questionable value to most. Note, that HE and SAP shells cause ship damage only when they penetrate.<br />See [[Ship:Ammo|here]]. | |||
Revision as of 23:31, 12 February 2021
Contents
- 1 Base Skills
- 2 Battleship Skills
- 2.1 Gun Feeder
- 2.2 Pyrotechnician
- 2.3 Consumables Specialist
- 2.4 Grease the Gears
- 2.5 Inertia Fuse for HE Shells
- 2.6 Consumables Enhancements
- 2.7 Super-Heavy AP Shells
- 2.8 Long-Range Secondary Battery Shells
- 2.9 Adrenaline Rush
- 2.10 Dead Eye
- 2.11 Improved Secondary Battery Aiming
- 2.12 Close Quarters Combat
- 2.13 Emergency Repair Specialist
- 2.14 Incoming Fire Alert
- 2.15 Preventive Maintenance
- 2.16 Vigilance
- 2.17 Priority Target
- 2.18 AA Gunner
- 2.19 Basics of Survivability
- 2.20 Enhanced Anti-Torpedo Protection
- 2.21 Expert AA Marksman
- 2.22 Emergency Repair Expert
- 2.23 Concealment Expert
- 2.24 Fire Prevention Expert
- 3 Cruiser Skills
- 3.1 Grease the Gears
- 3.2 Swift Fish
- 3.3 Consumables Specialist
- 3.4 Gun Feeder
- 3.5 Pyrotechnician
- 3.6 Fill the Tubes
- 3.7 Consumables Enhancements
- 3.8 Eye in the Sky
- 3.9 Heavy HE and SAP Shells
- 3.10 Enhanced Torpedo Explosive Charge
- 3.11 Adrenaline Rush
- 3.12 Heavy AP Shells
- 3.13 Top Grade Gunner
- 3.14 Outnumbered
- 3.15 Radio Location
- 3.16 Inertia Fuse for HE Shells
- 3.17 Incoming Fire Alert
- 3.18 Last Stand
- 3.19 Priority Target
- 3.20 Expert AA Marksman
- 3.21 Superintendent
- 3.22 Survivability Expert
- 3.23 Concealment Expert
- 3.24 AA Gunner
- 4 Destroyer Skills
- 4.1 Grease the Gears
- 4.2 Liquidator
- 4.3 Consumables Specialist
- 4.4 Gun Feeder
- 4.5 Pyrotechnician
- 4.6 Swift Fish
- 4.7 Consumables Enhancements
- 4.8 Extra-Heavy AP Shells
- 4.9 Main Battery and AA Specialist
- 4.10 Fill the Tubes
- 4.11 Adrenaline Rush
- 4.12 Inertia Fuse for HE Shells
- 4.13 Main Battery and AA Expert
- 4.14 Swift in Silence
- 4.15 Radio Location
- 4.16 Fearless Brawler
- 4.17 Incoming Fire Alert
- 4.18 Preventive Maintenance
- 4.19 Priority Target
- 4.20 Last Stand
- 4.21 Superintendent
- 4.22 Survivability Expert
- 4.23 Concealment Expert
- 4.24 Dazzle
- 5 Aircraft Carrier Skills
- 5.1 Last Gasp
- 5.2 Improved Engine Boost
- 5.3 Engine Techie
- 5.4 Torpedo Bomber
- 5.5 Swift Fish
- 5.6 Improved Engines
- 5.7 Sight Stabilization
- 5.8 Enhanced Armor-Piercing Ammunition
- 5.9 Demolition Expert
- 5.10 Bomber Flight Control
- 5.11 Proximity Fuze
- 5.12 Close Quarters Expert
- 5.13 Air Supremacy
- 5.14 Direction Center for Fighters
- 5.15 Repair Specialist
- 5.16 Secondary Armament Expert
- 5.17 Aircraft Armor
- 5.18 Survivability Expert
- 5.19 Enhanced Aircraft Armor
- 5.20 Hidden Menace
- 5.21 Search and Destroy
- 5.22 Patrol Group Leader
- 5.23 Interceptor
- 5.24 Enhanced Reactions
While a commander is re-training (specializing to a new tech-tree ship), his skills will not function on that ship. They will function on premium and special ships.
Base Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Situational Awareness |
Free. | An alert to the commander that the ship has been spotted by the enemy. | An indicator is displayed when your ship is detected by an enemy ship or aircraft. | All commanders receive this ability at no cost. Works during re-training? |
Battleship Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Attack Skills | |||||
Gun Feeder |
1 | Accelerates shell type switching if all main battery guns are loaded. | -50% to reload time when the shell type is switched. | All guns must be fully loaded for this to have effect. | |
Pyrotechnician |
1 | A better chance of causing fires on enemy ships. | +1% chance of main and secondary HE shells causing a fire. | ||
Consumables Specialist |
1 | Better availability of consumables. | -10% cooldown time of: | ||
Grease the Gears |
2 | Faster turret rotation. | +20% main battery turrets traverse speed. | ||
Inertia Fuse for HE Shells |
2 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Pyrotechnician. | |
Consumables Enhancements |
2 | Longer lasting consumables. | +10% action time of: | ||
Super-Heavy AP Shells |
3 | Increase AP shell damage in exchange for vulnerability to fire and flood. | +5% AP shell damage +30% fire and flood duration. |
Does not increase shell penetration. Recall that fire and flood damage is 100% repairable. | |
Long-Range Secondary Battery Shells |
3 | Longer range secondaries. | +20% secondary battery firing range. | ||
Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. |
||
Dead Eye |
4 | Activated if there is no visible enemy ship within the ship's standard detectability range.[1] | When activated: -10% dispersion of main battery shells. |
This skill increases the guns' precision, not their accuracy. Aiming becomes more critical. A well-aimed salvo should cause more hits. The longer the range, the less effective this skill becomes. | |
Improved Secondary Battery Aiming |
4 | Greatly increases the accuracy of secondary guns against a designated target (if any). Guns that cannot bear on a designated target will fire with normal accuracy. |
-35% dispersion of secondary shells against a designated target. The target must be manually designated. |
This is not manual aim; the guns still aim automatically. To activate, the player must manually designate a target by holding down Ctrl and left-clicking on it.[2] | |
Close Quarters Combat |
4 | More secondary firepower and, when an enemy ship is spotted within the range of the secondary batteries, a main battery bonus is activated. | -10% reload time of secondary batteries. When activated: -10% reload time of main battery. |
||
Defense Skills | |||||
Emergency Repair Specialist |
1 | More efficient damage control and repair parties. | -3% cooldown time of Damage Control Party and Repair Party. | ||
Incoming Fire Alert |
1 | Provides a warning of long-range artillery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. | |
Preventive Maintenance |
1 | Reduces the risk of main turrets, torpedo tubes, steering gear, and engine becoming incapacitated. | -30% to the risk of incapacitation of modules. | This skill does not apply to secondary or AA batteries. | |
Vigilance |
2 | Extends ship's torpedo acquisition range. | +25% detection range of enemy torpedoes. | Provides additional time to react to incoming torpedoes. Stacks with both Torpedo Lookout System and Hydroacoustic Search . | |
Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | Used skillfully, can detect the launch of a torpedo salvo at you (the number will temporarily decrease by one). | |
AA Gunner |
2 | Increased anti-aircraft fire effectiveness. | +10% damage from continuous AA and flak. | ||
Basics of Survivability |
3 | Quicker firefighting, flooding control, and module repair teams. | -15% to time of module restoration, firefighting, and recovery from flooding. | Has no effect on consumables. | |
Enhanced Anti-Torpedo Protection |
3 | Greater resistance to damage from torpedoes. | +10 percentage points to the damage reduction of the Torpedo Protection System. | See Flooding. | |
Expert AA Marksman |
3 | When Sector Reinforcement is activated, more damage in the priority sector. | +1 flak burst per salvo. In the priority AA sector: +25% continuous damage.[3] |
A flak burst is not added to a ship with no long-range AA. | |
Emergency Repair Expert |
4 | Better damage control and repair. | Damage Control Party and Repair Party: +1 charge (each). +10% action time. |
Damage Control Party already has unlimited charges on most ships. | |
Concealment Expert |
4 | Reduces detectability range. | -10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1 and camouflage. | |
Fire Prevention Expert |
4 | Reduces the risk of catching fire. The maximum number of fires on a ship is reduced to three. | -10% to the risk of fire. -1 maximum number of fires burning at one time. |
Caps the number of fires in the superstructure of a ship at one (normally there are two fire zones there). See the Fire article. |
Cruiser Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Attack Skills | |||||
Grease the Gears |
1 | Faster turret rotation to help turrets keep up with maneuvers. | +15% main battery turrets traverse speed. | ||
Swift Fish |
1 | Faster torpedoes means less reaction time at the target. | +5% torpedo speed. | ||
Consumables Specialist |
1 | Better availability of consumables. | -10% cooldown time of: | ||
Gun Feeder |
1 | Accelerates shell type switching if all main battery guns are loaded. | -50% to reload time when the shell type is switched. | All guns must be fully loaded for this to have effect. | |
Pyrotechnician |
2 | A better chance of causing fires on enemy ships. | +1% chance of main and secondary HE shells causing a fire. | See Fire. | |
Fill the Tubes |
2 | Faster torpedo rack reloads. Put more metal fish into the water. | -10% torpedo tubes reload time. | ||
Consumables Enhancements |
2 | Longer-lasting consumables. | +10% action time of: | ||
Eye in the Sky |
2 | A quick-response spotter plane. | Spotting Aircraft: +2 charges -50% cooldown time -50% action time. |
||
Heavy HE and SAP Shells |
3 | More ship damage from penetrating non-AP shells, potentially with a cost. | +10% main battery HE and SAP shell damage. +15% detectability of ships with a main battery caliber of 149 mm and above. |
This skill will be useful to small-gun cruisers, of questionable value to most. Note, that HE and SAP shells cause ship damage only when they penetrate. See here. | |
Enhanced Torpedo Explosive Charge |
3 | Torpedo warheads do more damage. | +15% torpedo damage. | ||
Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. |
||
Heavy AP Shells |
3 | More damage for penetrating AP shells of heavy cruisers. | +5% damage for AP shells 190mm and larger. | Does not increase penetration. Does not function on light cruisers. | |
Top Grade Gunner |
4 | If an enemy ship is spotted within the ship's standard detectability range,[1] this skill is activated. | -10% reload time of secondary batteries. When activated: -8% reload time of the main battery. |
Thus concealment bonuses would seem to decrease the utility of this skill. [Confirm] | |
Outnumbered |
4 | If there are more visible hostile ships than allies within the ship's standard main battery firing range, this skill is activated.[1] | When activated: +8% ship speed -10% main battery dispersion. |
YOLO juice? "The skill is useful both when pushing through the flanks and capturing Key Areas." - WG | |
Radio Location |
4 | Shows the direction to the nearest enemy ship, detected or not. | In battle, an azimuth range arc appears. The enemy is alerted that a bearing has been taken. |
||
Inertia Fuse for HE Shells |
4 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Pyrotechnician. | |
Defense Skills | |||||
Incoming Fire Alert |
1 | Provides a warning of long-range artillery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. | |
Last Stand |
1 | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. | As of Update 0.10.0, all ships retain 20% propulsion and 0% steering when the modules are incapacitated. Ships with Last Stand retain 50% of each. | |
Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | ||
Expert AA Marksman |
2 | When Sector Reinforcement is activated, more damage in the priority sector. | +1 flak burst per salvo. In the priority AA sector: +25% continuous damage.[3] |
A flak burst is not added to a ship with no long-range AA. | |
Superintendent |
3 | Increases capacity of consumables. | +1 additional charge to all consumables mounted on a ship. | ||
Survivability Expert |
3 | Increases the size of the ship's Health Pool. | +350 ship HP for each ship tier. | Example: a Tier V ship would gain 1,750 (5x350) additional HP. Has greater value on smaller ships. | |
Concealment Expert |
4 | Reduces detectability range. | -10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1 and camouflage. | |
AA Gunner |
4 | Increased anti-aircraft fire effectiveness. | +20% damage from continuous AA and flak. |
Destroyer Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Attack Skills | |||||
Grease the Gears |
1 | Faster turret rotation to help turrets keep up with maneuvers. | +15% main battery turrets traverse speed. | ||
Liquidator |
1 | Increased chance to cause flooding on a torpedo strike. | +30% chance (multiplicative) of causing flooding. | See Flooding. | |
Consumables Specialist |
1 | Shorter cooldown time of certain consumables. | -10% cooldown time of: | ||
Gun Feeder |
1 | Accelerates shell type switching if all main battery guns are loaded. | -50% to reload time when the shell type is switched. | All guns must be fully loaded for this to have effect. | |
Pyrotechnician |
2 | A better chance of causing fires on ships. | +1% chance of main and secondary HE shells causing a fire. | ||
Swift Fish |
2 | Faster torpedoes. | +5% torpedo speed. | More speed means less reaction time. | |
Consumables Enhancements |
2 | Longer action time of certain consumables. | +10% action time of: | ||
Extra-Heavy AP Shells |
2 | More damage from armor-piercing penetrations. | +5% main battery AP shell damage. | Does not increase armor penetration. | |
Main Battery and AA Specialist |
3 | Improved firepower. | -5% main battery reload time. +10% continuous AA damage. |
||
Fill the Tubes |
3 | Put more metal fish in the water. | -10% torpedo tubes reload time. | ||
Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: -0.2% reload time of all armaments +0.2% AA continuous damage. |
||
Inertia Fuse for HE Shells |
3 | Increases the armor penetration of high explosive (HE) main and secondary shells, while decreasing their chance of setting the enemy ship on fire. | +25% armor penetration of HE shells. Base fire chance reduced by half. |
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds and Fire. This skill is frequently paired with Pyrotechnician. | |
Main Battery and AA Expert |
4 | Even more firepower. | +20% main battery range. +15% flak damage. |
||
Swift in Silence |
4 | So long as the ship remains undetected, the speed bonus is activated. | +5% main battery reload time. +8% ship speed while activated. |
The skill is especially suitable for stealthy torpedo destroyers. | |
Radio Location |
4 | Shows the direction to the nearest enemy ship, detected or not. | In battle, an azimuth range arc appears. The enemy is alerted that a bearing has been taken. |
||
Fearless Brawler |
4 | When the ship is detected, the main battery reload bonus is activated. | +1 flak burst per salvo. +5% detectability range of the ship. When activated: -10% main battery reload time. |
A flak burst is not added to ships with no long-range AA. "The skill is especially useful for artillery destroyers — French and Soviet — as well as when fighting for Key Areas." - WG | |
Defense Skills | |||||
Incoming Fire Alert |
1 | Provides a warning of long-range artillery fire. | Receive a warning of a salvo fired at your ship from a distance of more than 4.5 km. | Think of this as a "turn now!" warning. | |
Preventive Maintenance |
1 | Reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. | -30% to the risk of incapacitation of modules. | This skill does not apply to secondary or AA batteries. | |
Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator will show the number of enemies targeting you with main battery. | ||
Last Stand |
2 | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. | As of Update 0.10.0, all ships retain 20% propulsion and 0% steering when the modules are incapacitated. Ships with Last Stand retain 50% of each. | |
Superintendent |
3 | Increases capacity of consumables. | +1 charge to all consumables mounted on a ship. | ||
Survivability Expert |
3 | Increases the size of the ship's Health Pool. | +350 ship HP for each ship tier. | Example: a Tier V ship would gain 1,750 (5x350) additional HP. Has greater value on smaller ships. | |
Concealment Expert |
4 | Reduces detectability range. | -10% detectability range of the ship. | Stacks with other detection range reduction bonuses such as Concealment System Modification 1 and camouflage. | |
Dazzle |
4 | When your undetected ship is spotted, reduces the accuracy of hostile fire directed at your ship. | When activated: +20% dispersion of enemy shells fired at your ship for 15 seconds. |
Shell dispersion is applied when the guns are fired. [Synergy with the 6 second radar delay?] |
Aircraft Carrier Skills
Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
---|---|---|---|---|---|
Attack Skills | |||||
Last Gasp |
1 | Completely restores engine boost for the last attack flight of a carrier's planes. | Restores engine boost. | ||
Improved Engine Boost |
1 | Increases the engine boost time for a carrier's squadrons. | +5% aircraft engine boost duration. | Stacks with Aircraft Engines Modification 1 | |
Engine Techie |
1 | Faster Engine Cooling consumable reload time. | -20% Engine Cooling cooldown time. | ||
Torpedo Bomber |
2 | Enables torpedo bombers to drop closer to the target for better accuracy. | -10% torpedo arming distance. | ||
Swift Fish |
2 | Faster aerial torpedoes == less reaction time at the target. | +5% to torpedo speed. | ||
Improved Engines |
2 | Increases the cruising speed of a carrier's squadrons. | +2.5% Squadron speed. | Stacks with Flight Control Modification 2 | |
Sight Stabilization |
3 | Speeds up the aiming of a carrier's attack squadrons. | +7.5% Aiming speed for all type attack squadrons. | ||
Enhanced Armor-Piercing Ammunition |
3 | Increased damage from airborne armor-piercing munitions. | +3% damage from AP bombs and rockets. | Does not increase penetration. | |
Demolition Expert |
3 | Increases the chance of causing a fire on the target. | +1% for HE rockets. +5% for HE bombs. |
See Fire to explore explore how effective this is. | |
Bomber Flight Control |
4 | Faster bombers. | +5% cruising speed of bombers. | [All bombers including torpedo?] | |
Proximity Fuze |
4 | Partially negates the effect of a ship's Torpedo Protection System (TPS), increasing damage and the chance of flooding. | -10 percentage points to the target's torpedo protection. | Has no effect on ships with no TPS (destroyers). See Flooding. | |
Close Quarters Expert |
4 | Much more dangerous anti-surface batteries. | Secondary batteries:
|
||
Defense Skills | |||||
Air Supremacy |
1 | Decreases aircraft servicing time to get your planes back in the air. | -5% aircraft restoration time. | ||
Direction Center for Fighters |
1 | When the carrier's CAP Fighter consumable is activated, an additional fighter is launched. | +1 Fighter. | Does not apply to Patrol Fighter . | |
Repair Specialist |
2 | Improves the In-flight Repair consumable | +1 charge. +10% the action time of the consumable. |
||
Secondary Armament Expert |
2 | Improves both anti-surface and anti-air firepower. | -10% secondary battery reload time. +10% flak and continuous AA damage. |
Interesting combination. | |
Aircraft Armor |
3 | Reduces continuous damage to aircraft in all AA defense zones. | -10% to continuous AA damage | See the Anti-Aircraft Fire article. | |
Survivability Expert |
3 | A more survivable aircraft is a more effective aircraft. Has no effect on the carrier's health pool. |
+25 aircraft HP per ship tier. | Carrier-based aircraft HP ranges roughly 1500-2400. | |
Enhanced Aircraft Armor |
4 | Flak vest. | -25% damage from flak. | ||
Hidden Menace |
4 | Improve ship concealment at the cost of making the ship harder for returning planes to find. | -15% ship detectability range. -20% Damage Control Party cooldown. -50% speed of returning squadrons. |
Aircraft do not receive concealment benefits. Currently affects squadron climb-out speed as well as return cruise. This effect can be partially offset by Air Groups Modification 1. | |
Support Skills | |||||
Search and Destroy |
1 | Extends the patrol radius of Patrol Fighter or Interceptor squadrons. | +10% patrol radius. | ||
Patrol Group Leader |
2 | More fighter squadrons on call. | +1 charge to Patrol Fighter or Interceptor consumable. | ||
Interceptor |
3 | The Patrol Fighters consumable is replaced by Interceptor. | +10% patrol radius. Invulnerable to fighters. Cannot attack fighters. Cannot spot ships. |
Interceptors are called to defend friendlies against incoming enemy attack squadrons. (?) | |
Enhanced Reactions |
4 | With the Patrol Fighters or Interceptor consumables activated, the time it takes to start attacking enemy aircraft is reduced. | -80% time before attack. +50% arrival time. -25% action time of the consumable. |
Effectiveness TBD. |
- ↑ 1.0 1.1 1.2 The standard main battery firing range or standard detectability range are those values shown in port. They are not changed by in-battle effects such as gun bloom, spotting aircraft, smoke, or weather.
- ↑ Secondary target designation can be tricky at first. To make it more sure, with the Alternate Interface Mode set to Full (highly recommended on the Settings.Controls panel) <ctrl-left click> on the red damage bar just above the range number. A target icon will appear above the ship.
- ↑ 3.0 3.1 When activated, the continuous AA damage in the priority sector instantly gains 25% and rises to it's maximum plus 25%. The weak side loses 25%. weak side effect unconfirmed
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