Researching and upgrading: tech trees, experience, blueprints, modules and the vehicle tiers.
A season-long track of rewards unlocked by earning points on a chosen set of vehicles.
Fragments collected from battles that reduce the experience needed to research a specific vehicle, or any vehicle of a nation.
An item that grants a lump of crew experience, the fastest way to bring a crew up to its next skill.
The rotating set of small objectives that reset each day, paying experience multipliers and credits.
The state of a vehicle whose modules and successors are all researched, which unlocks crew training and experience conversion.
The currency earned per battle from damage, spotting, kills, capture and defence, spent on research and crew training.
Experience that can be spent on any vehicle or module, accumulated as a small share of everything earned and convertible from elite vehicles with gold.
The screen the game returns to between battles, holding every vehicle an account owns.
One of a vehicle's five researchable components: suspension, engine, turret, gun and radio.
A recurring event that discounts one tech tree line and pays bonuses for researching it.
Long campaigns of specific in-battle objectives whose completion awards reward vehicles, crews and equipment.
Spending a vehicle's experience to unlock its modules and the vehicles that follow it in the tree.
A vehicle in its starting configuration, before any module has been researched, which is usually much weaker than its final form.
A nation's chart of researchable vehicles, where each one unlocks the vehicles above it.