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Tom Clancy's The Division Tom Clancy's The Division 2


In The Division 2, Weapon and Armor talents are special bonuses associated with specific weapons/armor, with some talents needing to meet a certain criteria in order to properly utilize them, while a few others do not need any requirements in order to use them.

There are also Named Weapons and Armor pieces which have one Perfect/Perfected talent that is more powerful than the normal talent.

Weapon Talents

​​​​​Weapon Talents

Normal

Perfect

Requirements

Accurate

15% Accuracy.

-

Allegro

10% Fire Rate.

15% Fire Rate

-

Boomerang

Critical hits have a 50% chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +40% increased damage.

Critical hits have a 75% chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +50% increased damage.

Rifle

Breadbasket

Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10 seconds. Max stack is 3.

Any weapon

Cannon

While equipped, this weapon increases throwing distance by 10%.

-

Close and Personal

Killing a target within 7 meters grants +30% weapon damage for 10 seconds.

All weapons

Distance

15% Optimal Range.

Double Duty

While holstered, reloading from empty gives you 20% of your magazine back as free ammo, this can occur once every 30 seconds.

-

Eyeless

Deal +20% weapon damage to blinded enemies.

After 4 kills, applies blind to the next enemy you hit.

Any weapon

Everlasting

While holstered and in cover, this weapon regenerates 2 ammo every 5 seconds.

-

Extra

20% magazine capacity.

50% magazine capacity.

-

Fast Hands

Critical hits add a stack of 4% reload speed bonus. Max stack is 40.

Any weapon

Finisher

Swapping from this weapon within 10 seconds of killing an enemy grants 30% critical hit chance and 30% critical hit damage for 15 seconds.

Swapping from this weapon within 10 seconds of killing an enemy grants 40% critical hit chance and 50% critical hit damage for 15 seconds.

Pistol

First blood

If scoped, your first shot fired from out of combat or after fully reloading from empty deals headshot damage to any part of the body hit.

If Scoped, your first two shots from out of combat or after fully reloading from empty deals headshot damage to any part of the body hit.

Requires a Scope with 8X magnification or higher.

Marksman Rifles

Frenzy For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 5 seconds when reloading from empty. LMGs
Future Perfect Weapon kills grant +1 skill tier for 15 seconds. Stacks up to 3 times.

Weapon kills at tier 6 grant overcharge for 15 seconds.

Overcharge cooldown: 90 seconds.

Any weapon

Greased

While Holstered, weapon swap speed is increased by 10%.

-

Ignited

Deal +20% weapon damage to burning enemies.

After 4 kills, applies burning to the next enemy you hit.

Any weapon

In Sync

Hitting an enemy grants +15% skill damage for 5 seconds.

Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5 seconds.

Damage increases are doubled while both buffs are active at the same time.

Any weapon

Jazz Hands

10% Reload Speed

20% Reload speed

-

Killer

Killing an enemy with a critical hit grants +40% critical hit damage for 10 seconds.

Any weapon

Lucky Shot

Magazine capacity is increased by 20%. Missed shots from cover have a 100% chance to return to the magazine.

Marksman Rifles

Pistols

Rifles

Measured

The top half of the magazine has 20% rate of fire and -30% weapon damage. The bottom half of the magazine has -20% rate of fire and 30% total weapon damage.

Assault Rifles

LMGs

SMGs

Naked

Whenever your armor is depleted, gain 50% Headshot damage for 5 seconds.

Marksman Rifle

Near Sighted

Receive +80% stability at the cost of -35% optimal range.

Assault Rifles

On Empty

Reloading from empty grants +30% weapon handling for 10 seconds.

Assault Rifles

Optimist

Weapon Damage is increased by 3% for every 10% of ammo missing from the magazine.

Weapon Damage is increased by 4% for every 10% of ammo missing from the magazine.

Any weapon

Optimized

15% Weapon handling.

-

Outsider

After killing an enemy, gain 100% optimal range and +100% accuracy for 10 seconds.

After killing an enemy, gain 150% optimal range and 150% accuracy for 10 seconds.

SMGs

Overflowing

Every 3 reloads from empty increases your base magazine size by 100%.

Assault Rifles

Overlap

While holstered, gain 5% weapon handling.

-

Overwhelm

Suppressing an enemy, that is not currently suppressed, grants +10% weapon damage for 12 seconds, Max stack is 4.

LMGs

Perpetuation Headshots grant +50% status effect damage and duration to the next status effect you apply.

Cooldown: 20 seconds.

Any weapon

Premeditated

Weapon damage is increased for every shell loaded to a maximum of +25%, if all shells are reloaded then weapon damage is increased by an additional +10%, buff lasts for 10 seconds.

4 or less utility Attributes.

Preservation

Killing an enemy repairs 10% armor over 5 seconds. Headshot kills improve the repair by an additional 10%.

Killing an enemy repairs 12% armor over 5 seconds. Headshot kills improve the repair by an additional 12%.

Any weapon

Protected Deploy

While equipped, this weapon grants 10% bonus armor while deploying a skill.

-

Pummel

3 consecutive kills refills the magazine and grants +40% weapon damage for 10 seconds.

2 consecutive kills refills the magazine and grants +40% weapon damage for 10 seconds.

Shotgun

Pumped Up Reloading grants +1% weapon damage for 10 seconds. Stacks up to 25 times. Shotgun

Ranger

Amplifies weapon damage by 2% for every 5 meters you are away from your target.

Amplifies weapon damage by 2% for every 4 meters you are away from your target.

Any weapon

Recharged

While equipped, skills deployed at full armor have +25% duration, charges and ammo.

-

Reformation

Headshots grant +30% skill repair for 15 seconds.

Headshots grant +40% skill repair for 15 seconds.

Any weapon

Rifleman

Landing headshots adds a stack of bonus +10% weapon damage for 5 seconds. Max stack is 5. Additional headshots refresh the duration.

Landing headshots adds a stack of bonus +12% weapon damage for 5 seconds. Max stack is 5. Additional headshots refresh the duration.

Rifles

Rooted

While equipped and in cover, all skill damage and healing is increased by +25% for 10 seconds, buff is lost when exiting cover, can occur once per 60 seconds.

While equipped and in cover, all skill damage and healing is increased by +30% for 15 seconds, buff is lost when exiting cover, can occur once per 60 seconds.

-

Sadist

Deal +20% weapon damage to bleeding enemies.

After 4 kills, applies bleed to the next enemy you hit.

Any weapon

Salvage

Killing a target has a 70% chance to refill the magazine.

Killing a target has a 85% chance to refill the magazine.

Pistols

Spike

Headshots grant +20% skill damage for 15 seconds.

Headshots grant +25% skill damage for 15 seconds.

Any weapon

Stable

15% Stability

-

Steady Handed

Hits grant a stack of +1% Accuracy and Stability.

At 100 stacks, consumes them to refill the magazine.

Any weapon

Stop, Drop and Roll

While equipped, rolling removes burning, bleed and poisoned status effects, this can occur once every 60 seconds.

-

Strained

Gain +10% critical hit damage for every 0.5 seconds you are firing.

Stacks up to 5 times.

Gain 10% critical hit damage for every 0.5 seconds you are firing. Stacks up to 8 times.

Any weapon

Transmission

While holstered, shock applied to the agent transfers to an enemy within 10 meters, this can occur once every 60 second.

-

Unhinged

Grants +18% weapon damage at the cost of -25% Stability and -25% Accuracy.

LMGs

Unwavering

Swapping to this weapon grants +300% weapon handling for 5 seconds. Kills refresh this buff. Swapping away disables this buff from all weapons for 5 seconds.

Swapping to this weapon grants +400% weapon handling for 5 seconds. Kills refresh this buff. Swapping away disables this buff from all weapons for 5 seconds.

SMGs

Vindictive

Killing an enemy with a status effect applied applied grants you and all allies within 15 meters 15% critical hit chance and 15% critical hit damage for 20 seconds.

Any weapon

Wascally

While holstered, you are able to resist one ensnare effect, when you do, you remain immune for 5 seconds, this can occur once every 60 seconds.

-

Zen

After being in cover for 3 seconds, gain immunity to blind and disorient effects.

-


Armor Talents

Armor Talents

Normal

Perfect

Requirements

Adrenaline Rush (Backpack) Whenever you are within 10 meters of an enemy, gain 20% bonus armor for 5 seconds. Stacks up to 3 times.

Cooldown: 5 seconds.

Berserk (Chest)

Gain 8% Weapon damage for every 20% of maximum armor depleted.

7 or more Offensive Attributes. Requires a shotgun, Assault rifle, Sub-machine gun or Light Machine gun Drawn.

Blacksmith (Holster)

Killing an Enemy with your sidearm repairs 50% of your armor, this can occur once every 15 seconds.

Killing an Enemy with your sidearm repairs 60% of your armor, this can occur once every 10 seconds.

7 or More Defensive Attributes.

Bloodlust (Holster)

Swapping weapons grants 15% weapon damage for 5 seconds, the buff is lost for 5 seconds when you swap a weapon while the buff is active.

7 or more Offensive Attributes.

Bloodsucker (Backpack)

Killing an enemy adds and refreshes a stack of +10% bonus armor for 10 seconds, Max stack is 10.

Braced (Chest)

While in cover, weapon handling is increased by +45%.

While in cover, weapon handling is increased by +50%.

Calculated (Backpack)

Kills from cover reduce skill cooldowns by 10%.

Centered (Helmet)

Headshot kills grant status effect immunity for 30 seconds.

4 or more Defensive Attributes.

Cloaked (Kneepads)

When your armor is depleted, nearby enemy skills are disrupted for 10 seconds, this can occur once every 30 seconds.

5 or less Utility Attributes.

Clutch (Backpack)

If you are below 15% armor, critical hits repair 2.5% missing armor.

Kills allow you to repair up to 100% armor for 4-10 seconds, based on your number of Weapon core attributes.

If you are below 20% armor, critical hits repair 2.5% missing armor.

Kills allow you to repair up to 100% armor for 4-10 seconds, based on your number of Weapon core attributes.

Combined Arms (Backpack) Shooting an enemy increases total skill damage by 25% for 3 seconds. Shooting an enemy increases total skill damage by 30% for 3 seconds.
Companion (Backpack) While you are within 5 meters of an ally or skill, total weapon damage is increased by 15%.

Composure (Kneepads)

While in cover, increases total weapon damage by 15%.

Concussion (Backpack)

Headshots increase total weapon damage by 10% for 1.5 seconds. 5 seconds with marksman rifles.

Headshot kills increase total weapon damage by 15% for 10 seconds.

Creeping Death (Backpack)

When you apply a status effect, it is also applied to all enemies within 8 meters of your target.

Cooldown: 15 seconds.

Dialed in(Helmet)

While aiming, Gain 15% Weapon Stability.

-

Efficient (Chest)

Using an armor kit has a 50% chance to not consume the armor kit.

Specialization armor kit bonuses are increased by 100%.

Empathic Resolve (Chest) Repairing an ally increases their total weapon and skill damage by 3-15% for 20 seconds. 1-7% it self.

Effectiveness increased by your sill tier.

Energize (Backpack) Using an armor kit grants +1 skill tier for 15 seconds, if already at skill tier 6, grants overcharge.

Cooldown: 60 seconds.

Entrench (Chest)

If you are below 30% armor, headshots from cover repair 20% of your armor.

Cooldown: 3 seconds.

Explosive Delivery (Chest) Whenever you throw a skill, 1.5 seconds after landing, it creates an explosion damaging enemies within 5 meters.

Damage scales with skill tier dealing 25-100% damage of a concussion grenade.

At most once per skill.

Fill'er Up (Holster)

Reloading from empty reloads all weapons.

Focus (Chest) Increases total weapon damage by 5% every second you are aiming while scoped 8x or higher, up to 50%. Increases total weapon damage by 6% every second you are aiming while scoped 8x or higher, up to 50%. Requires a Scope with 8x magnification or higher.
Galvanize Applying a blind, ensnare, confuse, or shock to an enemy grants 40% of your armor as bonus armor to allies within 20 meters of that enemy for 10 seconds.
Glass Cannon (Chest) All damage you deal is amplified by 25%. All damage you take is amplified by 50%.

Gunslinger (Chest)

Weapon swapping increases total weapon damage by 20% for 5 seconds. Thus buff is lost for 5 seconds if you weapon swap while it is active.

Headhunter (Chest) After killing an enemy with a headshot, your next weapon hit within 30 seconds deals an additional 125% of that killing blow's damage.

Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

Intimidate (Chest) While you have bonus armor, amplifies total weapon damage by 35% to enemies within 10 meters.

Kneecap (Gloves)

Once every 30 seconds, apply bleed to an enemy hit in the legs for 10 seconds.

4 or less Utility Attributes.

Kinetic Momentum (Chest) When in combat, each skill generates a stack while active or not on cooldown.

Stacks increase your total skill damage by 1% and total skill repair by 2%. Up to 15 stacks per skill. Lost when on cooldown.

Leadership (Backpack) Performing a cover-to-cover grants 15% of your armor as bonus armor to you and all allies for 10 seconds.

This is doubled if you end within 10 meters of an enemy.

Cooldown: 10 seconds

Mad Bomber (Chest)

Grenade Radius is increased by +50%. Grenades that kill an enemy are refunded.

Grenades can now be "cooked" by holding down the fire button, making them explode earlier.

Gain +15% bonus armor while aiming grenades.

Obliterate (Chest)

Critical hits increase total weapon damage by 1% for 5 seconds. Stacks up to 25 times.

Opportunistic (Backpack)

Enemies you hit with shotguns and marksman rifles amplifies the damage they take by 10% from all sources for 5 seconds.

Requires a Shotgun or Marksman Rifle Drawn.

Overclock (Backpack) Allies within 7 meters of your deployed skills, gain +25% reload speed and reduces their active cooldowns by 0.2 seconds each seconds.
Overwatch (Chest) After staying in cover for 10 seconds, increases you and your allies' total weapon and skill damage by 12% as long as you remain in cover or in a cover-to-cover move.

Patience (Kneecaps)

After being in cover for 5 seconds, Armor repairs by 5% every 1 second.

6 or more Defensive Attributes.

Protected Reload (Chest) Grants +20% bonus armor while reloading.

Grants 0-18% of your armor as bonus armor to all other allies when they are reloading, based on your Armor core attributes.

Protector (Backpack) When your shield is damaged, you gain +5% bonus armor and all other allies gain 15% of your armor as bonus armor for 3 seconds.

Cooldown: 3 seconds.

Reassigned (Chest)

Killing an enemy adds 1 round of a random special ammo into your sidearm.

Cooldown: 15 seconds.

Safeguard (Backpack) While at full armor, increases total skill repair by 100%.
Shock and Awe (Backpack) Applying a status effect to an enemy increases total skill damage and repair by 20% for 20 seconds.
Skilled (Chest) Skill kills have a 25% chance to reset skill cooldowns.

Spark (Chest)

Damaging enemies with a skill increases total weapon damage by 15% for 15 seconds.

Spotter (Chest)

Amplifies total weapon and skill damage by 15% to pulsed enemies.

20% Weapon Damage to pulsed targets.

5 or more utility Attributes.

Tag Team (Chest) The last enemy you have damaged with a skill is marked. Dealing weapon damage to that enemy consumes the mark to reduce active cooldowns by 6 seconds.

Cooldown: 4 seconds.

Tamper Proof (Chest) Enemies that walk within 3 meters of your hive, turret, or remote pulse are shocked.

Arm time: 2 seconds.

Cooldown per skill: 10 seconds.

Tech Support (Backpack)

Skill kills increase total skill damage by 25% for 20 seconds.

Skill kills increase total skill damage by 25% for 27 seconds.

Terminate (Gloves)

Depleting an enemies armor grants +35% Skill damage for 15 seconds, kills refresh this.

Depleting an enemies armor grants +40% Skill damage for 15 seconds, kills refresh this.

5 or more Utility Attributes.

To Order (Gloves)

Grenades can now be “cooked” by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.

-

Trauma (Chest)

Applies blind to an enemy hit in the head. Cooldown: 30 seconds.

Applies bleed to an enemy hit in the chest. Cooldown: 30 seconds.

Unbreakable (Chest)

When your armor is depleted, repair 95% of your armor.

Cooldown: 60 seconds

Unstoppable Force (Backpack)

Killing an enemy increases total weapon damage by 5% for 15 seconds. Stacks up to 5 times.

Vanguard (Chest) Deploying a shield makes it invulnerable for 5 seconds and grants 45% of your armor as bonus armor to all other allies for 20 seconds.

Cooldown: 25 seconds

Versatile (Backpack) Amplifies total weapon damage for 10 seconds when swapping between your primary and secondary weapons if they are different.

35% to enemies within 15 meters for Shotguns and SMGs.

35% to enemies further than 25 meters for Rifles and Marksman Rifles.

10% to enemies between 15-25 meters for LMGs and Assault Rifles.

At most once per 5 seconds per weapon type.

Vigilance (Backpack)

Increases total weapon damage by 25%. Taking damage disables this buff for 4 seconds.

Wicked (Backpack)

Applying a status effect increases total weapon damage by 18% for 20 seconds.

Notes

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