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Ship:Commander Skills

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List of Base Skills

Icon Skill Name Skill Point Cost Description Effect Notes

Situational Awareness

Free. An indicator is displayed when your ship is detected by an enemy ship or aircraft. All commanders receive this ability at no cost.

List of Endurance Skills

Icon Skill Name Skill Point Cost Description Effect Notes

1 The detection indicator displays the number of opponents that are currently aiming at your ship or squadron. For a ship, the number of opponents aiming at the ship with main battery guns.

For a carrier squadron, the number of ships firing their AA guns at it.
This skill will not work during retraining.

1 -30% to the risk of incapacitation of modules. This skill does not apply to secondary or AA batteries.

2 Hastens the next availability of the ship's Damage Control Party. -10% to reload time of the Damage Control Party consumable.

2 Decreases the reload time of all ship and squadron consumables. -5% to reload time of all consumables. Stacks with other consumable reload time modifiers such as the High Alert skill or November Foxtrot (-5% reload time on all consumables.) signal. During retraining, a 50% penalty is applied to the effect of this skill.

3 Increases both ship and aircraft HP, including fighters, depending on the ship or aircraft carrier tier. +350 ship HP for each ship tier.

+25 aircraft HP for each ship tier.
Example: a Tier V ship would gain 1,750 (5x350) additional hit points.
Has greater value on smaller ships or more fragile planes.

3 -15% to time of repair, firefighting, and recovery from flooding. Reduction applies only to passive repairs, firefighting, and flood control.

4 Greatly increases the effectiveness of secondary guns against the manually selected target. -15% to the maximum dispersion of shells for the secondary armament of Tier I-VI ships.

-60% to the maximum dispersion of shells for the secondary armament of Tier VII-X ships.
This is not manual aim; the guns still aim automatically. It requires the player to manually select a target by holding down Ctrl and left-clicking on it.[1]
With this skill, the secondaries will not fire at all without manual target selection.

4 -10% to the risk of fire.

Ship can have a maximum of 3 fires burning at one time.
For battleships and cruisers, this skill also caps the number of fires in the superstructure of a ship at one (normally there are two fire zones there). For more information on Fire, visit the Fire page.

List of Attack Skills

Icon Skill Name Skill Point Cost Description Effect Notes

Expert Loader

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.

Air Supremacy

1 Decreases aircraft servicing time. -5% aircraft restoration time. Does not affect the cool down time of catapult aircraft consumables. (unconfirmed)

Expert Marksman

2 Increases the rate of traverse of main gun turrets. +2.5 deg/sec to the traverse speed of turrets with a gun caliber
up to 139 mm.

+0.7 deg/sec to the traverse speed of turrets with a gun caliber
above 139 mm.

Torpedo Acceleration

2 Increases the speed of torpedoes launched from both ships and aircraft while reducing torpedo range. +5 knots to torpedo speed.

-20% to torpedo range.

Torpedo Armament Expertise

3 Reduces reload time of torpedo tubes. -10% to reloading time of torpedo tubes. Stacks with Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation..

Aircraft Armor

3 Reduces continuous damage to aircraft in all AA defense zones. -10% continuous damage See the Anti-Aircraft Fire article.

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% to the armor penetration capacity of HE shells.

-50% to the base chance of fire caused by HE shells.
[2]
The mechanics for HE penetration can be found in the Armor Penetration article. Also see Armor thresholds for examples.

This skill is frequently paired with Demolition Expert.

Sight Stabilization

4 Speeds up the aiming of a carrier's aircraft. +7.5% Aiming speed for attack aircraft and torpedo bombers.

+15% Aiming speed for dive bombers.

List of Support Skills

Icon Skill Name Skill Point Cost Description Effect Notes

Direction Center for Fighters

1 More effective fighter squadrons. +1 Fighter. Applies to both carrier-launched and catapult-launched fighters.
Does not apply to Patrol FighterWhile active, a group of fighter planes circles a location spotting and engaging enemy aircraft..

Improved Engine Boost

1 Increases the engine boost time for a carrier's squadrons. +10% aircraft engine boost time. Stacks with Aircraft Engines Modification 1 : +10% engine boost time.

Smoke Screen Expert

2 Expands the smoke screen area. +20% to the radius of smoke screens. This skill will not work during retraining.

Improved Engines

2 Increases the speed of a carrier's squadrons. +2.5% Squadron speed. Stacks with Flight Control Modification 2 : +5% cruising speed.

Basic Firing Training

3 Improves the performance of smaller main guns and all secondary and AA guns. -10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns.

+10% to continuous damage from AA guns.
Stacks with November Echo Settleseven +5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses..

See the Anti-Aircraft Fire article for how AA defenses work.

Superintendent

3 Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship. Does not affect the consumables of aircraft carrier squadrons.


This skill will not work during retraining.

Advanced Firing Training

4 Extends firing range of main guns with a caliber up to and including 139mm and all secondary battery guns. Increases damage per second within the explosion radius of shells fired by large caliber (>85mm) AA guns. +20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns.

+15% damage per second within the explosion radius of shells fired from long-range AA guns.
Stacks with November Echo Settleseven +5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses..

See the Anti-Aircraft Fire article for how AA defenses work.

Massive AA Fire

4 Activation of a priority sector increases the amount of instantaneous damage only.
Time to the next sector reinforcement is decreased.
+100% Instantaneous damage.

Continuous damage boost is eliminated.
See the Anti-Aircraft Fire article for how this skill works with sector reinforcement.

List of Versatility Skills

Icon Skill Name Skill Point Cost Description Effect Notes

Incoming Fire Alert

1 Provides a warning of long-range artillery fire. Displays 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. This skill will not work during retraining.

Last Gasp

1 Restores the engine boost of the carrier's last strike squadron. Completely restores the engine boost for the last attack flight of the carrier's planes.

Adrenaline Rush

2 Increases reload speed of all armament as the ship's health decreases.

Increases a carrier squadron's speed as its health decreases.

-0.2% to reload times of all types of armament for each 1% of total health lost.

+0.2% Squadron speed for each 1% of total health lost.
This skill has no effect on anti-aircraft armament.
Destroyed aircraft do not count against a squadron's health.
This skill will not work during retraining.

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. This skill will not work during retraining.

Demolition Expert

3 Increases the chance of ship and aircraft armament starting fire. +2% chance of HE shells causing a fire on target.

+1% chance of rockets causing a fire on target.

+5% chance of HE bombs causing a fire on target.
For more information on how fire chance is calculated, visit the Fire article.

Vigilance

3 Extends ship's torpedo acquisition range. +25% to the detection range of enemy torpedoes. Provides additional time to react to incoming torpedoes. Stacks with both Torpedo Lookout System to a base value of 1.8 km. and Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.. Does not work on aircraft.

Radio Location

4 Shows the direction to the nearest enemy. Functions on ships only.


The enemy is alerted that a bearing has been taken.

This skill will not work during retraining.

Concealment Expert

4 Reduces detectability range. -10% to the detection radius of all ships and aircraft launched from them. Stacks with other detection range reduction bonuses such as Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. and camouflage.
  1. Secondary target selection 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.
  2. See the Fire chance calculation. Ship:Update 0.9.2