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Perks are passive benefits that, once unlocked, are always active. Most perks have upgrades which need to be unlocked in order. Perks affect item carry capacity for inventory, stash, grenades and armor kits, but also crafting materials and resource items. They also award XP bonuses, bonus crafting materials from deconstructing, in world detection boosts of containers and enemies and new Bounty difficulties. Perks and their upgrades are unlocked at the Quartermaster, in the Base of Operations, by spending SHD Tech.


List of Perks available[]

  • Extra weapon slot (this is required to be purchased immediately upon reaching The White House)
  • Restock I and II - Replenishing armor kits and grenades, respectively, in safe areas:
    • Restock 1: Armor Kits - Restocking when entering a safe space refills all Armor Kits.
    • Restock 2: Grenades - Restocking when entering a safe space refills all Grenades.
  • Field Proficiency - 50% chance of bonus item in caches for each proficiency cache gained after level 30 (Requires level 30).
  • Armor Kit I - You can now carry 1 more armor kit, for a total of 4.
  • Grenades I, II, III - Increases max grenades held by 1 per tier:
    • Grenades 1 - Carry 1 more grenade.
    • Grenades 2 - Carry 1 more grenade.
    • Grenades 3 - Carry 1 more grenade.
  • Inventory I, II, III - Increases inventory capacity by:
    • Inventory 1 - Increase by 20 slots.
    • Inventory 1 - Increase by 40 slots.
    • Inventory 1 - Increase by 60 slots (Requires Level 30).
  • Stash I, II, III - Increase stash storage capacity:
    • Stash 1 - Increase by 20 slots.
    • Stash 2 - Increase by 30 slots.
    • Stash 3 - Increase by 50 slots (Requires Level 30).
  • Accolades I, II, III, IV, V - Awards bonus XP for various actions:
    • 1 - Headshot Accolade - Headshot kills award an XP bonus.
    • 2 - Multi-kill Accolade - Killing multiple enemies at the same time awards an XP bonus.
    • 3 - Weakpoints Accolade - Kills triggered by destroying weakpoints award an XP bonus.
    • 4 - Tactical Kill Accolade - Kills triggered by destroying environmental objects [such as a gas ganister] award an XP bonus.
    • 5 - Survivor - Not dying for a long amount of time, solo or in a group, will award increasing XP bonuses.
  • Detection I, II - Donating enough resources to the Control Points activates:
    • Detection 1 - Better detection of loot containers (20m radius, 10 mins)
    • Detection 2 - Better detection of hostiles (20m radius, 10 mins)
  • Crafting Materials I, II, III - Material storage capacity is increase by various amounts:
    • Crafting Materials 1 - Increased by 200
    • Crafting Materials 2 - Increased by 400
    • Crafting Materials 3 - Increased by 700 (Requires Level 30)
  • Magazine I, II, III, IV - Awards various magazine attachments:
    • Magazine 1 - Tactical Small Pouch Magazine - fits any belt-fed weapon. (+20% Reload Speed) (Only fits the M249 B and MG5)
    • Magazine 2 - Balanced Spring 5.56 Mag - fits 5.56 assault style weapons. (+20% Stability)
    • Magazine 3 - Precision 7.62 Mag - fits 7.62 assault style weapons. (+7% Headshot Damage)
    • Magazine 4 - Field Pistol Mag - fits sidearms. (+30% Optimal Range)
  • Muzzle I, II, III, IV - Awards various muzzle attachments:
    • Muzzle 1 - Loud Vent Brake 5.56 Muzzle - fits 5.56 caliber muzzles. (+10% Optimal Range)
    • Muzzle 2 - Compensator 7.62 - fits 7.62 caliber muzzles. (+10% Stability)
    • Muzzle 3 - Small Suppressor 9mm Muzzle - fits 9mm caliber muzzle. (+10% Accuracy)
    • Muzzle 4 - Osprey 45 Suppressor - fits .45 caliber muzzles. (+5% Critical Hit Chance)
  • Optics I, II - Awards various optical attachments:
    • Optics 1 - T2 micro red dot sight - fits short and long top rails. (+10% Accuracy)
    • Optics 2 - ACOG Scope (4x) - fits long top rails. (+20% Optimal Range)
  • Grip I, II - Awards various grip attachments:
    • Grip 1 - Short Grip underbarrel attachment - fits long rails. (+5% Critical Hit Damage)
    • Grip 2 - Compact Coupled Small Laser Pointer - fits non-rail couplings. (+10% Critical Hit Chance)
  • Deconstruction I, II:
    • Deconstruction 1 - Deconstruction can yield extra crafting materials.
    • Deconstruction 2 - Chance for a rare material to be awarded when deconstructing.
  • Resources I, II, III - Resource Inventory can carry an additional 50 food, water, and components per tier.
  • Bounties I, II - Unlocks various Bounties:
    • Bounties 1 - Get access to 1 hard difficulty bounty per day (Requires unlocking Bounties in the White House, via Otis Sykes)
    • Bounties 2 - Get access to 1 challenging difficulty bounty per day (Requires Level 30).
  • Loadouts I, II, III - Four new equipment loadouts can be created in the inventory, per tier:
    • Loadouts 1 - 4 new loadouts, for a total of 8.
    • Loadouts 2 - 4 new loadouts, for a total of 12.
    • Loadouts 3 - 4 new loadouts, for a total of 16.
  • Signature Weapon Ammo - Increases amount of Signature Ammo dropped. Requires level 30.


Attachment Perks[]

The 4 attachment perks each award 1 specific weapon attachment, which can be used for weapon modification from the inventory. Each attachment provides a different bonus.

Attachments can still be used without unlocking these perks, once the attachments have been found in the world or crafted at a Crafting Station.

Note that attachments are specific the slots available on each gun. For example, there are two magazines for assault rifles and rifles, one for each rifle magazine type (5.56, and 7.62), and these can only be applied to rifles with, respectively, a 5.56 Magazine Slot (eg. FAL) and a 7.62 Magazine Slot (eg. M4).

Different weapons may also have more or fewer attachment slots. For example, the MP5 SMG has 4 attachment slots, while the P90 SMG has only 2.


Appearances[]