[Glossary](/glossary.md)/[Crew](/glossary/category/crew.md)

# Crew skill

An ability trained past 100 percent proficiency, which either improves gradually as it is learned or activates all at once when complete.

Also known as skills, crew skills, perk, snap shot, safe stowage, adrenaline rush, situational awareness, off-road driving, smooth ride.

Once a [crew member](/glossary/crew-role.md) reaches full training in their role, further [experience](/glossary/experience.md) goes into skills. A skill applies progressively as it trains, like Repairs shortening [module](/glossary/module.md) repair time. A perk does nothing until it hits 100 percent and then works fully, like [Sixth Sense](/glossary/sixth-sense.md).

The choice of skills changes what a vehicle is. [Concealment](/glossary/camouflage.md) skills on a [scout](/glossary/light-tank.md), [gun handling](/glossary/gun-handling.md) skills on a [sniper](/glossary/tank-destroyer.md), repair speed on a heavy that expects to be [tracked](/glossary/tracks.md): the same vehicle with a differently trained crew plays differently.

Skills can be reset and retrained, at a cost, so a crew is not permanently locked into an early choice.

## Related terms

[Sixth SenseThe commander perk that lights a bulb a few seconds after the vehicle has been spotted, the single most valuable ability in the game.](/glossary/sixth-sense.md)[Brothers in ArmsA perk that raises every crew member's effectiveness, but only while the entire crew has it trained.](/glossary/brothers-in-arms.md)[Crew trainingA crew member's proficiency in their main role, as a percentage, which scales every stat that role governs.](/glossary/crew-training.md)[CamouflageA vehicle's concealment value, which shortens the distance at which it can be spotted.](/glossary/camouflage.md)

[Every World of Tanks term](/glossary.md)

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