The Division 2: Equipment and Weapon Talents Explained

The Division 2 Weapons And Equipment Talents

Not all weapons and gear are made the same in The Division 2. You may find remarkably similar weapons at the same level as all of the same attributes. However, upon closer inspection, you'll notice the slight differences in what talents they have attached to them. These talents provide a passive benefit to your Division agent, giving them a further edge for using that piece of equipment. These talents genuinely come into effect when you start crafting towards the endgame. Here's a list of all the talents you can have, and where you can place them.

Weapons and Gear Talents

Weapon Talents and Where They Can Go

Here's the list of numerous weapon talents you can find attached to your weapons, and what weapons they can go to. Here are the weapon options: assault rifle (AR), submachine gun (smg), light machine gun (LMG), rifle (semi-auto), MMR (bolt-action), shotgun (SG), and the sidearm (side)

  • Accurate: Increases weapon accuracy by 15 percent. (ar, smg, lmg, semi-auto, bolt-action, side)
  • Allegro: Increases a weapon's rate of fire by 10 percent. (all)
  • Breadbasket: Hitting an enemy in the body, adds a five percent bonus to headshot damage to the next headshot, for the next 10 seconds. This ability can stack up to 10 times. (ar, smg, lmg, semi-auto, bolt-action, sg)
  • Cannon: While holding this weapon, the Division agent's throwing distance is increased by 10 percent. (ar, lmg, semi-auto, bolt-action, sg, side)
  • Close & Personal: Eliminating a target within seven meters grants the agent 50 percent weapon damage for five seconds. (all)
  • Distance: Increases a weapon's optimal range by 15 percent. (ar, smg, lmg, semi-auto, bolt-action, sg)
  • Double-Duty: While the Division agent has this weapon holstered, reloading the other main weapon also reloads this one. (ar, smg, lmg, bolt-action, sg)
  • Everlasting: While the Division agent has this weapon holstered, it regenerates ammo while the Division agent is in cover. (ar, smg, lmg, semi-auto, bolt-action, sg).
  • Extra: Increases the magazine capacity by 20 percent. (ar, smg, lmg, semi-auto, bolt-action, side)
  • Eyeless: Increases the weapon damage done to blinded enemies by 20 percent. (ar, smg, lmg, semi-auto, bolt-action, sg).
  • Fast Hands: Landing a critical hit increases reload speed by three percent. This ability can stack up to 20 times. (ar, smg, semi-auto, bolt-action, sg, side)
  • First Blood: The first shot from this weapon, at a full magazine, hits with headshot damage, regardless of where the Divison agent hits their opponent. (bolt-action)
  • Greased: While having this weapon holstered, the Division agent's weapon swap speed increases by 10 percent. (lmg, semi-auto, side)
  • Ignited: Increases the weapon damage done to burning enemies by 20 percent. (ar, smg, lmg, semi-auto, bolt-action, side)
  • In Rhythm: When equipped, killing an enemy gives the Division agent a five percent chance to refresh an active skill cooldown. This ability can only happen every 60 seconds. (ar, smg, semi-auto, bolt-action, sg, side)
  • Jazz Hands: Increases weapon reload speed by 10 percent. (ar, smg, lmg, semi-auto, bolt-action, side)
  • Killer: Upon killing an enemy with a critical hit, the Division agent gains an additional 50 percent critical hit chance for five seconds. (all)
  • Lucky Shot: The Division agent has an increased magazine size. Additionally, any missed bullet shots from this weapon while hidden in cover have a chance of returning to the weapon's magazine. (semi-auto, bolt-action)
  • Measured: The top half of this weapon's magazine has a 15 percent increase in the rate of fire, and a minus 20 percent weapon damage. The second half of this weapon's magazine has a minus 25 percent rate of fire, and a 20 percent weapon damage. (ar, smg, lmg)
  • Naked: When the Division agent is without armor, headshot damage increases by 50 percent. (bolt-action, shotgun)
  • On Empty: When a Division reloads this weapon on empty, they have a 30 percent increase to their weapon handling for 10 seconds. (ar)
  • Optimist: For every two percent of ammo missing from this weapon, the Division agent increases their weapon damage by 10 percent. (ar, smg, lmg, semi-auto, sg, side)
  • Optimized: The Division agent's weapon stability increases by 15 percent. (all)
  • Outsider: While the Division agent fires this weapon, their overall weapon fire rate decreases, but as a result their optimal range increases. (smg)
  • Perpetuation: Upon killing an enemy with a headshot, the Division agent gains five percent skill duration, ammo, and charges to their next skill used. This ability can stack up to 10 times. (ar, smg, semi-auto, bolt-action, sg, side)
  • Premediated: The Division agent's weapon damage increases for every shell loaded, to a maximum of 35 percent. If the agent reloads all of the shells, the weapon damage increases to 50 percent. This buff lasts for 10 seconds. (sg)
  • Protected Deploy: When the agent equips this weapon, they receive 10 percent bonus armor whenever they deploy a skill. (ar, smg, lmg, semi-auto, bolt-action, sg)
  • Protected Reload: While reloading with this weapon, the agent gains 10 percent bonus armor. (ar, smg, lmg, semi-auto, bolt-action, side)
  • Pummel: When an agent kills three enemies in a row with body shots, their magazine refills and they gain 50 percent weapon damage for seven seconds. (bolt-action, sg)
  • Ranger: For every five meters away you are from your target, you gain two percent weapon damage. (ar, lmg, semi-auto, bolt-action, shotgun, side)
  • Recharged: With this weapon equipped, the agent can recharge depleted skill charges whenever they kill an enemy from cover. (ar, smg, lmg, semi-auto, bolt-action, sg)
  • Reformation: Headshot kills increase skill repair and healing by 25 percent for 25 seconds. (all)
  • Rifleman: Whenever the agent lands a headshot with this weapon they gain 10 percent weapon damage for five seconds. This ability can stack up to five times. Additional headshots past the five increase the ability's duration. However, any other method of dispatching an enemy removes the buff. (semi-auto)
  • Rooted: With this weapon equipped, and in cover, the agent gains a 25 percent increase to skill damage and healing for 10 seconds. The buff goes away when exiting cover. This ability can activate every 25 seconds. (all)
  • Sadist: Deal an additional 20 percent weapon damage to bleeding enemies. (all)
  • Salvage: Whenever the agent kills an enemy, they have a 50 percent change to refill their magazine. (sg, side)
  • Spike: Killing with a headshot grants the agent 25 percent skill damage for 10 seconds. (ar, semi-auto, bolt-action, side)
  • Stable: The agent receives a 15 percent increase to their weapon stability. (all)
  • Steady Handed: Whenever the agent lands a shot they gain two percent weapon handling, and this ability can stack up to 15 times. At maximum stacks, each additional shot landed has a five percent change to consume all of the stacked abilities, and the agent refills their weapon's magazine. (all)
  • Stop, Drop, and Roll: When equipped, the agent can roll to remove burn, bleed, and poisoned status effects. This ability can happen every 60 seconds. (ar, smg, semi-auto, sg, side)
  • Strained: The agent gains 10 percent critical hit damage for every five percent of their armor they have missing. (all)
  • Transmission: While holstered, if the agent receives a shock status effect, they can apply it to an enemy within 10 meters from them. This ability can activate every 60 seconds. (ar, lmg, semi-auto, bolt-action, sg, side)
  • Unhinged: The agent gains 25 percent weapon damage. However, they lose 35 percent of their weapon handling. (lmg)
  • Unwavering: When the agent swaps to this weapon, they gain maximum weapon handling for five seconds. This buff refreshes upon killing an enemy. (smg)
  • Vindictive: When the agent kills an enemy with a status effect, all nearby group members within 15 meters gain a 20 percent increase to their critical chance for 10 seconds. (ar, smg, lmg, semi-auto, bolt-action, side)
  • Wascally: While holstered, the agent can resist two enemy ensnare attempts. (ar, smg, semi-auto, bolt-action, sg, side)
  • Zen: While equipped, the agent can hide behind cover for three seconds to remove blind and disorient status effects. (all)

Gear Talents and Where They Can Go

Here's a list of the numerous types of gear talents you can have your Division agent wear, and what gear piece they are associated to. Those gear pieces are masks, backpacks, chests, holsters, kneepads, and gloves.

  • Berserk: For every 10 percent of armor missing, the Division agent gains 10 percent of weapon damage. (chests)
  • Blacksmith: When killing an enemy with their sidearm, the Division agent repairs 25 percent of their armor. This ability can happen every 10 seconds. (holsters)
  • Bloodsucker: When the Division agent depletes an enemy's armor, they gain a stack of 20 percent bonus armor for 20 seconds. This ability can stack up to five times. (chests)
  • Braced: While the Division agent is in cover, their weapon handling increases by 25 percent. (kneepads)
  • Capactive: The Division agent gains 20 percent skill duration (all)
  • Centered: Landing a headshot kills grants the Division agent status effect immunity for 10 seconds. (masks)
  • Cloaked: When the Division agent's armor breaks, an enemy's skill cannot track them. (kneepads)
  • Clutch: The Division agent's critical hits restore 15 percent of their health, and repairs two percent of their armor. (gloves)
  • Compensated: The Division agent's weapon damage increases when they have low critical hit chance. (gloves)
  • Creeping Death: Whenever the Division agent receives a status effect, the closest enemy to them within 10 meters also experiences that effect. This ability can occur every 15 seconds.
  • Critical: The Division agent has an eight percent increase in their critical hit damage. (holsters)
  • Destructive: The Division agent has a 20 percent increase to their explosive damage. (all)
  • Devastating: The Division agent has a five percent increase to their weapon damage. (holsters)
  • Efficient: When using an armor kit, the Division agent has a 50 percent chance not to use one of their armor kit charges. (backpack)
  • Entrench: Hitting a headshot from cover allows the Division agent to regain five percent of their armor. (kneepads)
  • Fill'er Up: When the Division agent reloads from an empty magazine, they reload all of their weapons. (holsters)
  • Gunslinger: When the Division agent switches to their sidearm within three seconds of having killed an enemy, their sidearm regains its magazine and for the remainder of that magazine, have 20 percent weapon damage. (holsters)
  • Hard Hitting: The Division agent receives an increase to damaging elites by 15 percent. (all)
  • Hardened: The Division agent receives an increase to their armor by 10 percent. (all)
  • Insulated: The Division agent receives a 10 percent increase to hazard protection. (all)
  • Knee Cap: The Division agent has a 10 percent chance to apply bleed to their enemy when shooting them in the legs. (gloves)
  • Mad Bomber: The Division agent has their grenade radius increased by 150 percent. Whenever they kill an enemy with a grenade, that grenade charge returns to them. (chests)
  • Obliterate: Destroying an enemy's armor grants the Division agent 25 percent critical hit damage for five seconds. (gloves)
  • On The Ropes: The Division agent's weapon damage is increased by 25 percent while all skills are on cooldown or reach zero charges. (backpack)
  • Opportunist: When destroying an enemy's weak point or destroying their armor, the enemy receives 10 percent increase damage from all sources. (gloves)
  • Patience: After the Division agent has been in cover for three seconds, armor repairs by five percent every one second. (kneepads)
  • Payload: Destroying an enemy's asset grants the Division agent 50 percent explosive damage for 15 seconds. (chests)
  • Precise: The Division agent receives a 15 percent increase to headshot damage. (kneepads)
  • Restorative: The Division agent gains 10 percent of their health back on a kill.
  • Safeguard: When the Division agent kills a target, they receive a 150 percent bonus to repairing and healing for 20 seconds. (backpack)
  • Self Adjusting: The Division agent receives a 20 percent increase to armor regeneration. (all)
  • Skilled: Whenever a Division agent kills an enemy with their skill, they have a 35 percent chance to reset their skill cooldowns. (backpack)
  • Spotter: The Division agent receives a 10 percent weapon damage bonus to pulsed enemies. (masks)
  • Surge: The Division agent receives a 10 percent bonus to skill haste. (all)
  • Tech Support: Whenever the Divison agent kills an enemy with active skills, they gain a 25 percent skill damage for 10 seconds. (backpack)
  • Terminate: When the Division agent depletes an enemy's armor they gain a 35 percent skill damage for 15 seconds. (gloves)
  • To Order: Division Agents can now cook their grenades by holding down their chosen "grenade toss" button. (gloves)
  • Unbreakable: When the Division agent lose all of their armor, 25 percent of their maximum armor is repaired. When they use an armor kit in the next five seconds, it does not count as a charge. (chests)
  • Unstoppable Force: When a Division agent kills an enemy, they gain two percent weapon damage for every 10,000 maximum armor they are wearing. (chests)
  • Vital: The Division agent has 20 percent increased health. (all)

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