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Crew skills and perks
Skills and Perks are additional Proficiencies that a crew member can learn beyond those of his Major Qualification. Skills and Perks only become available for selection after a crew members Training Level in his Major Qualification reaches 100%. At such time a small plus icon will appear beneath the crewman's name, on the crew panel when his vehicle is selected in the Garage, to indicate that he 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 "switches 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.
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 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.

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%.

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 extinquished. 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 consumbable Manual or Automatic Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle.
Camouflage.png Camouflage All The Camouflage 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 Camouflage Skill effect is cumulative with that of any installed Camouflage Net equipment. The Camouflage Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Camouflage 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 Camouflage 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 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 to shots made 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 to shots made while the vehicle is moving. 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 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.
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 4 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 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 his 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 Storage Loader The Safe Storage 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 Storage 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 The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the shell type to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again. Note, that the perk will only take effect if you yourself switch ammo types, it will not do so automatically on its own.
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