Skill

Each crew member and commander can learn skills to improve their performance. Skills can be learned when leveling up through battle experience. Skills should be chosen based on a player's style of play and vehicle features, as some skills will perform better than others for certain vehicles. With correctly chosen skills, vehicles should become easier to operate, quicker to reload, or shoot more accurately.

Crew Skills
Each crew member earns reputation after every battle and may level up and learn skills associated with their role. All crews for newly purchased or never been played vehicles start out at level 1 and can be progressed to a maximum level of 5. The exception to this is some premium vehicles that already come with level 5 crews. Crews are locked to their vehicles and will stay with them even if you sell them. Upon buying a sold vehicle back you will find that the crew members will retain the reputation, level, and skills that they had earned during your previous play history with that vehicle.

Crew members can have a maximum of two skills. Skill points are gained when a crew member reaches level 2 and level 4. When a vehicle has a gunner/loader as one member, they may learn either gunner or loader skills. They will not however, be able to choose more than two skills despite filling two roles. Some vehicles (For example artillery) may have two loaders. In such a case, the loaders will be able to double up on skills, but the effect of their skills is halved compared to a vehicle with only one loader. So having both loaders take the same skill would be equivalent to a single loader on another vehicle picking that same skill. This halving also applies to the loader's passive skill.

Speaking of passive skills, all crew members have small boosts to vehicle performance based on their crew position and level. A crew member's passive skill(s) increases automatically every time they level up.

Driver Skills
Passive skills: Traverse Speed and Terrain Resistance (Better performance off-road or on various terrain types) Skill Point Skills:
 * Smooth Ride: Accuracy while moving improved by 10% (Essentially reduces the size of the aiming circle while moving.)
 * Battering Ram: Ramming Damage increased by 50%
 * Off-Road Driving: Acceleration on off-road terrain increased by 20%
 * Spin to Win: Hull traverse speed improved by 5%
 * Field Repair: Track and wheel repair speed improved by 25%

Gunner Skills
Passive Skills: Aim Speed and Turret Traverse Speed. Skill Point Skills:
 * Do the Twist: Turret traverse speed improved by 8%
 * Quick Draw: Aim speed improved by 10%
 * Sharpshooter: Overall accuracy increased by 5% (size of the dispersion circle at both its maximum and minimum extremes becomes 5% smaller)
 * Preventative Maintenance: Cannon hit points increased by 50%
 * Accuracy: Accuracy decay rate while firing is improved by 23%
 * Sting like a Bee: ATGM control improved by 15%

Loader Skills
Passive Skill: Rate of Fire (Faster reload time. Also increases the rate of fire of auto cannons) Skill Point Skills:
 * Rapid Fire: Reload time reduced by 2.5%
 * Preparation: Ammo swap speed reduced by 50%. This bonus is higher on vehicles with clip-style autoloaders and large magazine autocannons. It activates only if the number of charges is full.
 * Explosive Shells: Module damage improve by 10%
 * Secured Ammunition: Reload speed is not reduced when ammo rack and/or breech are hit or damaged.
 * Vehicle Expertise: Repair speed increased by 10%
 * Safety: Chance of an explosion during a fire reduced by 22.6%

Commander Skills
Each commander has a set of skills organized into a 7 by 7 grid. Each time your commander reaches a level, they can learn one of the skills horizontally or vertically adjacent to any unlocked square on the grid. Once the commander is fully leveled, they will have fifteen grid squares unlocked in total.

There are four tiers of skills. The higher a tier a skill is the more effective or potent that skill is. Higher tiered skills also tend to be placed in such a way in the skill sets that you must make a choice between going through blank spaces or unlocking a certain amount of preceding skills before you can take them. The characteristics of the Tiers for the skills are as follows; In order to promote a commander to ranks higher than "Lieutenant" (level 10) you must first raise 2 commanders to the preceding rank (Experience earned whilst awaiting promotion is carried over to the new rank, when finally promoting the commander). This "chain of command" is required for every level above level 10 or "Lieutenant". The maximum rank a commander can achieve is "Colonel" (level 15). Due to the prerequisites of leveling up commanders past level 10 only a select few of your commanders will ever be able to reach maximum level.
 * Tier I: Tier I is the weakest tier of skills and have white outlines around their boxes. They are the "baseline" of all the skills at their lowest values. Despite being Tier I many of the skills are still helpful on your path to higher tiered skills, and getting something is a lot better than getting nothing in a blank space.
 * Tier II: Tier II skills are a step above Tier I in potency and have their boxes outlined in green.
 * Tier III: Tier III skills have gold outlines around their boxes and are the best skills you can get on a commander in terms of potency besides their core skill. Due to their large benefits or boosts, many Tier III skills are behind a line of preceding skills or otherwise only able to be gotten if you sacrifice some skill points on blank spaces. Take care when planning out your paths for these potent skills.
 * Tier IV: Also known as Core Skills, the defining and main skill of commanders that they start with, Tier IV skills are the most powerful skills in the game. These skills improve by a small margin every time a commander levels up and count as the first unlocked skill or square for a commander.

Some skills can be learned by many different commanders, while others are exclusive to a certain commander. The chart below lists all commander skills and their effects, as well as which commander(s) can learn them.

Legacy Commander Skills (Prior to version 0.22)
Each commander has a set of skills organized into a skill tree with 5 tiers. Each time your commander reaches a level, they can learn one of the skills from the same tier as their new level. Once the commander is fully levelled, they will have five skills in total.

Every commander starts with their tier 1 skill when you get them. At level 3 and 5, there is only one skill to choose, but at level 2 and 4, you may choose one of two potential skills.

Some skills can be learned by many different commanders, while others are exclusive to a certain commander. This chart below lists all commander skills and their effects, as well as which commander(s) can learn them. The number next to each commander name is the tier at which they can learn that skill.