User:BroadWish/sandbox/List of Commander Skills
Battleship Skills
| Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
|---|---|---|---|---|---|
|
Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | Main battery shell type switching time: -40% | It's complicated. See Shell-type switching time. |
|
Demolition Expert |
1 | A better chance of causing fires on enemy ships or damage to submarines. | Chances of main battery HE shells causing a fire on a target: +1% Chances of main battery HE shells causing a fire on a target: +1% Explosion radius of all munitions, except for depth charges, when attacking submarines: +15% |
|
|
Consumables Specialist |
1 | Enhance the efficiency of consumables, except for Damage Control Party and Repair Party. | Consumable preparation and cooldown time: -7.5% | Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
|
Emergency Combat Maneuver Specialist |
1 | More efficient damage control and repair parties. | Damage Control Party | |
|
Incoming Fire Alert |
1 | Provides a warning of long-range main battery 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. | Risk of modules becoming incapacitated: -30% Secondary battery survivability: +15% |
|
|
Grease the Gears |
2 | Faster turret rotation. | Main battery traverse speed: +20% | |
|
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. | Main battery HE shell armor penetration capability: +25% Main battery HE shell armor penetration capability: +25% Chances of causing a fire by HE shells without modifiers applied are 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 Demolition Expert. |
|
Brisk |
2 | Activated while the ship is undetected. | While activated: Ship's speed: +10% |
This skill allows the ship to re-position more rapidly during a battle. |
|
Vigilance |
2 | Extends the torpedo acquisition range, even while the Hydroacoustic Search consumable is active and improves torpedo protection. | Torpedo acqusition range: +10% Torpedo protection - damage reduction: +7% |
Provides additional time to react to incoming torpedoes. Stacks with both Torpedo Lookout System |
|
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 Defense and ASW Expert |
2 | Increased anti-aircraft fire effectiveness. Bigger depth charges. Decreased consumable reload while AAA is active. | Airstrike depth charge damage: +10% Depth charge damage: +10% Continous AA damage: +15% Damage from AA explosion: +15%
|
|
|
Super-Heavy AP Shells |
3 | Increase AP shell damage in exchange for vulnerability to fire and flood. | Main battery AP shell damage: +7.5% Damage taken from fire: -10% Damage taken from flood: -10% Fire extinguish time: +25% Flooding recovery time: +25% |
Does not increase shell penetration. Recall that fire and flood damage is 100% repairable. |
|
Long-Range Secondary Battery Shells |
3 | Longer range secondaries. | Secondary battery firing range: +20% | Does not affect the range of anti-aircraft fire. |
|
Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% of ship's HP lost: Main battery reload time: -0.2% Torpedo tubes reload time: -0.2% Airstrike armament reload time: -0.2% Secondary battery reload time: -0.2% Continuous AA damage: +0.2% |
|
|
Basics of Survivability |
3 | Quicker firefighting, flooding control, and module repair teams. | Module restoration time: -15% Fire extinguish time: -15% Flooding recovery time: -15% |
Has no effect on consumables. |
|
Improved Repair Party Readiness |
3 | Activated when the ship takes potential damage equal to 100% of its base HP. | For each potential damage multiple: Repair Party cooldown time: -0.8% (Once per battle) After receiving 2M HP potential damage: Number of Repair Party Repair Party total usage time: +7.5%
|
The effect increases with every multiple of base HP. |
|
Focus Fire Training |
3 | Decreased aircraft and airstrike reload time. More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. |
Damage caused with AA Priority sector activated: +1.5% AA Defense Priority reinforcement: +25%[2] Airstrike armament reload time: -15% Number of shell explosions (flaks) in AA salvos: +1 Aircraft preparation time: -15% |
A flak burst is not added to a ship with no long-range AAA. Stacks with Air Groups Modification 3. |
|
Furious |
4 | Activated if the ship is on fire or flooding. | 1st fire / flood instance: Main battery reload time: -10% 2nd etc. instances (up to 5), each −5% Main battery reload time. |
Fire is motivational. Maximum -35% main battery reload time with 4 fires and 2 floods. |
|
Manual Secondary Battery Aiming |
4 | Greatly increases the accuracy of secondary guns against a designated target (if any) over time. Guns that cannot bear on a designated target will fire with improved reload and accuracy. |
Secondary battery reload time: -10% Maximum secondary battery shell dispersion: -10% While secondary battery is active: Maximum secondary battery shell dispersion when fired at priority target: -50% Time to reach maximum efficiency: 45s
|
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.[3] When changing priority target, 80% of accumulated accuracy is preserved. When secondary battery isn't active for 15s, the accumulated accuracy will decay at a rate of 5% per second. See here for a complete description. |
|
Close Quarters Combat |
4 | Increase main battery reload speed after a ship has been spotted within the ship's secondary battery firing range. | When activated: Main battery reload time: -10% |
Changes to the secondary battery firing range induced by the effect of temporary modifiers are not taken into account. |
|
Emergency Repair Expert |
4 | Better damage control and repair. | Damage Control Party Number of Damage Control Party Repair Party Number of Repair Party Repair Party |
Damage Control Party already has unlimited charges on most ships. |
|
Concealment Expert |
4 | Reduces detectability range. | Ship's detectability range: -10% | Stacks with other detection range reduction bonuses such as Concealment System Modification 1. |
|
Fire Prevention Expert |
4 | Reduces the risk of catching fire. The maximum number of fires on a ship is reduced to three. | Risk of catching fire: -10% Maximum number of fires: -1% |
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 |
|---|---|---|---|---|---|
|
Grease the Gears |
1 | Faster turret rotation to help turrets keep up with maneuvers. | Main battery traverse speed: +15% | |
|
Swift Fish |
1 | Faster torpedoes means less reaction time at the target. | Torpedo speed: +5% Aerial torpedo speed: +5% |
|
|
Consumables Specialist |
1 | Enhance the efficiency of consumables, except for Damage Control Party and Repair Party. | Consumable preparation and cooldown time: -7.5% | Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
|
Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | Main battery shell type switching time: -40% | It's complicated. See Shell-type switching time. |
|
Incoming Fire Alert |
1 | Provides a warning of long-range main battery 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 partially able to sustain speed and maneuverability with the engine or steering gears 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. |
|
Demolition Expert |
2 | A better chance of causing fires on enemy ships. | Chances of main battery HE shells causing a fire on a target: +1% Chances of main battery HE shells causing a fire on a target: +1% Explosion radius of all munitions, except for depth charges, when attacking submarines: +15% |
See Fire. |
|
Fill the Tubes |
2 | Faster torpedo rack reloads. Put more metal fish into the water. | Torpedo tube reload time: -10% | |
|
Consumables Enhancements |
2 | Longer-lasting consumables. | Hydroacoustic Search consumable action time: +10% Surveillance Radar consumable action time: +10% |
|
|
Eye in the Sky |
2 | A quick-response spotter plane. |
Spotting Aircraft consumable cooldown time: +50% |
|
|
Priority Target |
2 | The detection indicator displays the number of opponents that are currently aiming at your ship. | The detection indicator additionally show the number of opponents on the enemy team that are currently aiming at your ship with their main battery guns. | |
|
Focus Fire Training |
2 | Decreased aircraft and airstrike reload time. More AA explosions. When Sector Reinforcement is activated, stronger damage shift to the priority sector. |
Damage caused with a priority sector activated: +1.5% Priority sector reinforcement: +25%[2] Airstrike armament reload time: -15% Number of shell explosions (flaks) in AA salvos: +1 Aircraft preparation time: -15% |
A flak burst is not added to a ship with no long-range AAA. Stacks with Air Groups Modification 3. |
|
Heavy HE and SAP Shells |
3 | More ship damage from penetrating non-AP shells, potentially with a cost. |
Main battery HE shell damage: +10% |
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. |
|
Pack A Punch |
3 | Improved performance of secondary armament(s). |
Torpedo damage: +15% |
|
|
Adrenaline Rush |
3 | Increases reload speed of all armament as the ship's health decreases. | For each 1% of ship's HP lost: Main battery reload time: -0.2% Torpedo tubes reload time: -0.2% Airstrike armament reload time: -0.2% Secondary battery reload time: -0.2% Continuous AA damage: +0.2% |
|
|
Heavy AP Shells |
3 | More damage for penetrating AP shells of heavy cruisers. | Main battery AP shell damage with a main battery caliber of 7.5" (190mm) and above: +5% | Does not increase penetration. Does not function on light cruisers. |
|
Superintendent |
3 | Increases capacity of consumables. |
Number of ship consumable charges: +1 Ship consumable total usage time: +7.5% |
|
|
Survivability Expert |
3 | Increases the size of the ship's Health Pool. | HP increase for each ship tier: +450 | Example: a Tier V ship would gain 2,250 (5x450) additional HP. Has greater value on smaller ships. |
|
Top Grade Gunner |
4 | If an enemy ship is spotted within the ship's standard detectability range,[4] this skill is activated. |
Secondary battery reload time: -10% |
Thus concealment bonuses would seem to decrease the utility of this skill. |
|
Outnumbered |
4 | When there are as many or more visible hostile ships than allies within the ship's standard main battery firing range, this skill is activated.[4] | When activated: Ship speed:+8% |
The speed bonus also applies when there are no enemies or allies within your ship's main battery firing range. |
|
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. |
Locates submarines at all depths except maximum. |
|
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. | Main battery HE shell armor penetration capability: +25% Main battery HE shell armor penetration capability: +25% Chances of causing a fire by HE shells without modifiers applied are 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 Demolition Expert. |
|
Concealment Expert |
4 | Reduces detectability range. | Ship's detectability range: -10% | Stacks with other detection range reduction bonuses such as Concealment System Modification 1. |
|
AA Defense and ASW Expert |
4 | Increased anti-aircraft fire effectiveness. Bigger depth charges. Decreased consumable reload time while AAA is active. | Airstrike depth charge damage: +15% Depth charge damage: +15% Continous AA damage: +25% Damage from AA explosion: +25%
|
Destroyer Skills
| Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
|---|---|---|---|---|---|
|
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. | −7.5% cooldown time of all Consumables |
Specialized Repair Teams, Heavy Repair Teams, and Fast Damage Control Teams are also unaffected. |
|
Gun Feeder |
1 | Accelerates shell-type switching of main battery guns. | −40% to the ship's minimum shell-type switching time. | It's complicated. See Shell-type switching time. |
|
Incoming Fire Alert |
1 | Provides a warning of long-range main battery 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. +15% to the HP of secondary and AA guns. |
|
|
Demolition Expert |
2 | A better chance of causing fires on ships. | +1% chance of main and secondary HE shells causing a fire. +15% Explosion radius of all munitions, except for depth charges, when attacking submarines. |
The effect of this bonus might be surprising. See Fire. |
|
Swift Fish |
2 | Faster torpedoes. | +5% torpedo speed. +5% aerial torpedo speed. |
More speed means less reaction time. |
|
Consumables Enhancements |
2 | Longer action time of certain consumables. | +10% action time of: | |
|
Extra-Heavy Ammunition |
2 | More damage from armor-piercing penetrations and from ASW depth charges. | +7.5% main battery AP shell damage. +10% to damage inflicted by depth charges. |
Does not increase armor penetration. |
|
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. |
|
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 Demolition Expert. |
|
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. |
|
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. While undetected: +8% ship speed. |
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. |
Locates submarines at all depths except maximum. |
|
Fearless Brawler |
4 | When the ship is detected, the main battery reload bonus is activated. | +1 flak burst per salvo. When activated: -10% main battery reload time. |
A flak burst is not added to ships with no long-range AAA. "The skill is especially useful for artillery destroyers — French and Soviet — as well as when fighting for Key Areas." - WG |
|
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. |
|
Dazzle |
4 | When an undetected ship is spotted, reduces the accuracy of hostile fire directed at it, and kicks up the speed. | When activated, for 15 seconds: +20% dispersion of enemy shells. +8% ship speed. |
The shell dispersion effect is applied when the guns are fired. |
Aircraft Carrier Skills
| Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
|---|---|---|---|---|---|
|
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. | |
|
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 |
+1 Fighter. | Does not apply to Patrol Fighter |
|
Search and Destroy |
1 | Extends the patrol radius of Patrol Fighter or Interceptor squadrons. | +10% patrol radius. | |
|
Torpedo Bomber |
2 | Enables torpedo bombers to drop closer to the target for better accuracy. | −10% torpedo arming distance. | |
|
Swift Flying 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 |
|
Evasive Maneuvers |
2 | Improves the efficiency and availability of the Evasive Maneuver consumable used by aircraft squadrons. | -5% Evasive Maneuver cooldown time. +1 Evasive Maneuver charges. |
|
|
Secondary Armament Expert |
2 | Improves anti-surface, anti-air and anti-submarine firepower. | −10% secondary battery reload time. +10% flak and continuous AA damage. +10% depth charge damage. |
Interesting combination. |
|
Patrol Group Leader |
2 | More fighter squadrons on call. | +1 charge to Patrol Fighter or Interceptor consumable. | |
|
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. |
|
Pyrotechnician |
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. |
|
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. |
|
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. |
|
Bomber Flight Control |
4 | Faster bombers. | +5% cruising speed of bombers. | Does not affect torpedo bombers. |
|
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. |
|
Defensive Fire Expert |
4 | Much more dangerous anti-surface batteries. | Secondary batteries:
|
|
|
Enhanced Aircraft Armor |
4 | Flak vest. | −25% damage from flak. | |
|
Hidden Menace |
4 | Makes the ship more capable of operating close to the front at the cost of making the ship harder for returning planes to find. | −15% ship detectability range. −20% Damage Control Party cooldown. −50% Safe flight altitude. −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. |
|
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. +25% action time of the consumable. +50% arrival time. |
Effectiveness TBD. |
Submarine Skills
| Icon | Skill Name | Skill Point Cost | Description | Effect | Notes |
|---|---|---|---|---|---|
|
Enhanced Sonar |
1 | Reduces sonar reload time if your ship is detected by an enemy. | When activated: -10% Sonar reload time. |
|
|
Liquidator |
1 | Increased chance to cause flooding on a torpedo strike. | +30% chance (multiplicative) of causing flooding. | See Flooding. |
|
Helmsman |
1 | Reduces rudder shift time within 15 seconds of using the Hydrophone consumable. | When activated: −10% rudder shift time. |
|
|
Priority Target |
1 | 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. | |
|
Incoming Fire Alert |
1 | Provides a warning of long-range main battery 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. |
|
Improved Battery Capacity |
2 | +10% dive capacity. -20% dive capacity recharge rate on the surface. |
||
|
Torpedo Crew Training |
2 | Reduces torpedo tube reload time while your ship remains detected by an enemy. | When activated: -15% torpedo tube reload time. |
|
|
Consumables Enhancements |
2 | Longer action time of certain consumables. | Ship consumable action time +5%. Ship consumable total usage time +1.25%. |
|
|
Preventive Maintenance |
2 | Reduces the risk of main turrets, sonar, 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. |
|
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. |
|
Enhanced Impulse Generator |
3 | Increases ping velocity if less than 33% of the maximum dive capacity remains. | When activated: +15% sonar ping velocity. |
|
|
Sonarman |
3 | +25% duration of a ping effect on a sector highlighted once. -15% duration of a ping effect on a sector highlighted twice. |
||
|
Consumables Specialist |
3 | Improved consumables preperation and cooldown time. | −15% preparation and reload time of ship's consumables. | |
|
Watchful |
3 | Displays the warning "in detection range" when the undetected submarine is in the range of an activated Submarine Surveillance |
The warning "in detection range" is displayed. | Submarines are detected by Hydroacoustic Search at all depths but at maximum depth only within 2 km. Submarines are detected by Surveillance Radar only at the surface level. Submarines are detected by Submarine Surveillance at periscope and maximum depth. |
|
Superintendent |
3 | Increases capacity of consumables. | Number of ship consumable charges +1. Ship consumable total usage time +7.5%. |
|
|
Adrenaline Rush |
4 | Increases reload speed of all armament as the ship's health decreases. | For each 1% HP lost: −0.25% torpedo tubes reload time. −0.25% Sonar reload time. −0.25% Secondary battery reload time. −0.25% Main battery reload time. |
|
|
Torpedo Aiming Master |
4 | When launching acoustic homing torpedoes at a ship with a sector that was highlighted twice, torpedo damage is increased. The sector that was highlighted twice needs to remain active until the torpedoes hit the ship. | When activated: +15% torpedo damage. |
Only works with homing torpedoes. |
|
Sonarman Expert |
4 | Increases the ping effect after hydrophone use. Activated if a sector was highlighted within 30 seconds of using the Hydrophone consumable. |
When activated: +25% duration of a ping effect on a sector highlighted once. +25% duration of a ping effect on a sector highlighted twice. |
|
|
Improved Battery Efficiency |
4 | Activated if less than 50% of the maximum dive capacity remains. | When activated: +25% dive capacity recharge rate on the surface. |
|
|
Enlarged Propeller Shaft |
4 | Activated if less than 50% of the maximum dive capacity remains. | When activated: +18% speed at surface and periscope depth. |
Does not work at maximum depth. |
- ↑ Aircraft Carrier skills do not apply to hybrid ships such as Ise and Tone.
- ↑ 2.0 2.1 When activated, the continuous AA damage in the priority sector instantly gains 25% and rises to its default maximum plus 25%. Meanwhile, the weak side loses an additional 25%.
- ↑ 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.
- ↑ 4.0 4.1 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.
- ↑ This means:
- If the submarine gets the warning on the surface, it is in the range of an activated Submarine Surveillance.
- If the submarine gets the warning at periscope depth, it is in the range of an activated Surveillance Radar.
- If the submarine gets the warning at maximum depth, it is either in the range of an activated Surveillance Radar or Hydroacoustic Search (but more than 2 km away).













































































