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The Division 2: Equipment and Weapon Talents Explained

What kind of talents can you have on your weapons and gear?
This article is over 4 years old and may contain outdated information

Not all weapons and gear are made the same in The Division 2 due to talents. These talents do not apply to apparel gear, though. 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 end of the game. Here’s a list of all the talents you can have, and where you can place them.

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Weapon Talents

Here’s the list of numerous weapon talents you can find attached to your weapons.

  • Accurate: Increases weapon accuracy by 15 percent.
  • Allegro: Increases a weapon’s rate of fire by 10 percent. When perfect, it does 15 percent fire rate.
  • Boomerang: Critical hits have a 50 percent chance to return the bullet to the magazine. When a bullet returns to the magazine, the next shot deals 50 percent increased damage. When perfect, the critical hits have a 75 percent chance to return the bullet. This talent requires five or more offensive attributes.
  • 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. It requires five or more offensive attributes.
  • Cannon: While holding this weapon, the Division agent’s throwing distance is increased by 10 percent.
  • Close & Personal: Eliminating a target within seven meters grants the agent 50 percent weapon damage for five seconds. It requires five or more offensive attributes.
  • Distance: Increases a weapon’s optimal range by 15 percent.
  • Double-Duty: While the Division agent has this weapon holstered, reloading the other main weapon also reloads this one.
  • Eyeless: Deal 30 percent weapon damage to blinded enemies, after three kills, applies a blind debuff to the next enemy you hit.
  • Everlasting: While the Division agent has this weapon holstered, it regenerates ammo while the Division agent is in cover.
  • Extra: Increases the magazine capacity by 20 percent. At perfect, it increases magazine capacity to 50 percent.
  • Fast Hands: Landing a critical hit increases reload speed by five percent. This ability can stack up to 30 times.
  • Finisher: Swapping to another weapon from this one within 10 seconds of killing an enemy gives you a 30 percent critical hit chance, and 30 percent critical hit damage for 15 seconds. At perfect, this increases to 40 percent critical hit chance and to 50 percent critical hit damage. This talent requires 4 or less utility attributes.
  • First Blood: If scoped, the first shot from this weapon, out of combat or after fully reloading from empty, hits with headshot damage, regardless of where the Divison agent hits their opponent. At perfect, this ability applies to the first two shots. Requires a scope with eight times magnification or higher.
  • Greased: While having this weapon holstered, the Division agent’s weapon swap speed increases by 10 percent.
  • Ignited: Increases the weapon damage done to burning enemies by 30 percent and after three kills it lights your next target on fire. At perfect, this increases to 40 percent, and it only takes two kills.
  • 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.
  • Jazz Hands: Increases weapon reload speed by 10 percent. At perfect, this increases to 20 percent.
  • Killer: Upon killing an enemy with a critical hit, the Division agent gains an additional 50 percent critical hit chance for 15 seconds. This talent requires five or more offensive attributes.
  • Lucky Shot: Increases your magazine capacity by 20 percent, and any missed shots fired from cover have 100 percent chance to return to your magazine.
  • Measured: The top half of this weapon’s magazine has a 20 percent increase in the rate of fire, and a minus 15 percent weapon damage. The second half of this weapon’s magazine has a minus 20 percent rate of fire, and a 30 percent weapon damage.
  • Naked: When the Division agent is without armor, headshot damage increases by 40 percent for six seconds. At perfect, headshot damage increases to 50 percent. This talent requires an eight times magnification scope or higher.
  • Near Sighted: Receive 80 percent stability at the cost of a 35 percent optimal range decrease. This talent requires four or less utility attributes.
  • On Empty: When you reload your weapon on empty, they have a 30 percent increase to their weapon handling for 10 seconds. This talent requires 4 or more defensive attributes.
  • Optimist: For every 10 percent of ammo missing from this weapon, your weapon damage goes up 3 percent. At perfect, the damage increases to five percent for every 10 percent mission. This talent requires five or less offensive attributes.
  • Optimized: Your weapon stability increases by 15 percent.
  • Outsider: After killing an enemy, gain 100 percent optimal range and 100 percent accuracy for 10 seconds. At perfect, this increases to 150 percent for each.
  • Overflowing: Every three reloads from empty, your base magazine size increases by 100 percent.
  • Overlap: While your weapon is holstered, gain 5 percent weapon handling.
  • Overwhelm: Suppressing an enemy that is not currency suppressed gives you 10 percent weapon damage for 12 seconds. You can stack this four times.
  • Premediated: Your weapon damage increases for every shell loaded, to a maximum of 25 percent. If you reload all of the shells, the weapon damage increases by an additional 10 percent. This buff lasts for 10 seconds. This talent requires 4 or less utility attributes.
  • Preservation: Killing an enemy repairs your armor by 10 percent for 5 seconds, and headshot kills improve the repair. At perfect, this increases to 15 percent. This talent requires 7 or more defensive attributes.
  • Protected Deploy: When you equip this weapon, you receive 10 percent bonus armor whenever deploying a skill.
  • Protected Reload: While reloading with this weapon, you gain 10 percent bonus armor.
  • Pummel: When you kill three enemies in a row with body shots, your magazine refills and you gain 40 percent weapon damage for 10 seconds. This talent requires 4 or more offensive attributes
  • Ranger: For every five meters away you are from your target, you gain two percent weapon damage. At perfect, the weapon damage increases to three percent.
  • Recharged: When equipped, any skill deployed when you have full armor has a 25 percent duration, charges, and ammo.
  • Reformation: Headshot kills increase skill repair and healing by 50 percent for 20 percent. This talent requires 9 or more utility attributes.
  • Rifleman: Whenever you land 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. At perfect, weapon damage increases at to 12 percent. This talent needs four or less defensive attributes.
  • 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 60 seconds. At perfect, the skill damage and healing increases to 30 percent for 10 seconds.
  • Sadist: Deal an additional 30 percent weapon damage to bleeding enemies, and after three kills, your next hit applies bleeding to a target.
  • Salvage: Whenever the agent kills an enemy, they have a 50 percent chance to refill their magazine. At perfect, this increases to 75 percent.
  • Spike: Killing with a headshot grants the agent 35 percent skill damage for 20 seconds. This talent requires 5 or more utility attributes.
  • Stable: The agent receives a 15 percent increase to their weapon stability.
  • Steady Handed: Whenever you land a shot, you gain three percent weapon handling, and this ability can stack up to 10 times. At maximum stacks, each additional shot landed has a five percent chance to consume all of the stacked abilities and refills your weapon’s magazine. At perfect, this increases to four percent, and at max stacks, it increases to 10 percent chance. This talent requires 5 or less offensive attributes.
  • 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.
  • Strained: You gains five percent critical hit damage for every 10 percent of armor you have missing.
  • 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.
  • Unhinged: The agent gains 20 percent weapon damage. However, they lose 25 percent of their weapon handling.
  • Unwavering: When swapping to this weapon, you gain maximum weapon handling for five seconds. This buff refreshes upon killing an enemy. This talent requires four or less defensive attributes.
  • Vindictive: When you kill an enemy with a status effect, all nearby group members within 15 meters gain a 20 percent increase to their critical chance and critical hit damage for 20 seconds. This talent requires four or less offensive attributes.
  • Wascally: While holstered, you can resist two enemy ensnare attempts and remain immune for five seconds. This ability can happen every 60 seconds.
  • Zen: While equipped, you can hide behind cover for three seconds to gain immunity to blind and disorient effects.

Gear Talents

Here’s a list of the numerous types of gear talents you can have your Division agent wear.

  • Berserk: For every 20 percent of armor missing, the Division agent gains 8 percent of weapon damage. This talent needs seven or more offensive attributes, and you need to have a shotgun, assault rifle, sub-machine gun, or light machine gun drawn. (chests)
  • Blacksmith: When killing an enemy with your sidearm, you repair 50 percent of your armor, and this can happen every 15 seconds. At perfect, this increases to 60 percent every 10 seconds. This talent requires seven or more defensive attributes. (holsters)
  • Bloodlust: Swapping weapons gives you 10 percent weapon damage for five seconds, the buff is lost for five seconds when you swap a weapon while the buff is active. This talent requires seven or more offensive attributes.
  • Bloodsucker: When you deplete an enemy’s armor, you gain a stack of 25 percent bonus armor for 10 seconds. This ability can stack up to six times. You need 11 or more defensive attributes. (chests)
  • Braced: While in cover, your weapon handling increases by 25 percent. (kneepads)
  • Calculated: When you kill from cover you reduce your skill cooldowns by 10 percent. This talent needs seven or more utility attributes.
  • Centered: Landing a headshot kills gives you status effect immunity for 30 seconds. (helmets)
  • Cloaked: When your armor breaks, near enemy skills are disrupted for 10 seconds. This can happen every 30 seconds. This talent requires five or less utility attributes. (kneepads)
  • Clutch: Your critical hits restore 20 percent of your health, and repairs one percent of your armor. This talent requires four or less defensive attributes, and you need to have a light machine gun, sub-machine gun, or assault rifle drawn. (gloves)
  • Composure: While in cover, it gives you 10 percent total weapon damage. This talent requires 11 offensive attributes. (kneepads)
  • Concussion: Headshots grant 15 percent damage for two seconds, five seconds with marksman rifles. At perfect, this increases to 20 percent damage. This talent requires seven offensive attributes. (helmet)
  • Creeping Death: Whenever you receive a status effect, the closest enemy to them within 25 meters also experiences that effect. This ability can occur every five seconds. This talent requires 4 or less offensive attributes. (helmet)
  • Dialed In: While aiming, gain 15 percent weapon stability. (helmet)
  • Efficient: When using an armor kit, you have a 50 percent chance not to use one of their armor kit charges. You must have no other talents affecting your armor kits for this to go off. (backpack)
  • Entrench: Hitting a headshot from cover allows you to regain 10 percent of your armor. At perfect, this increases to 15 percent. This talent requires a rifle or marksman rifle drawn. (kneepads)
  • Fill’er Up: When you reload from an empty magazine, it reloads all of your weapons. (holsters)
  • Gunslinger: When you switch to their sidearm within 10 seconds of having killed an enemy, your sidearm regains its magazine and for the remainder of that magazine, has 30 percent weapon damage. This talent requires five or less defensive attributes. (holsters)
  • Knee Cap: You have a 30 percent chance to apply bleed to an enemy when shooting them in the legs. This talent requires four or less utility attributes. (gloves)
  • Mad Bomber: Your grenade radius increased by 50 percent. Whenever they kill an enemy with a grenade, that grenade charge returns to them. (chests)
  • Obliterate: Destroying an enemy’s armor gives you 30 percent critical hit damage for 15 seconds. This talent requires four or more offensive attributes. (gloves)
  • Opportunist: When destroying an enemy’s weak point or destroying their armor, the enemy receives 10 percent increased damage from all sources for three seconds. At perfect, this increases to 15 percent damage. This talent requires you have a shotgun or marksman rifle drawn. (gloves)
  • Patience: After you have been in cover for three seconds, your armor repairs by five percent every one second. This talent requires six or more defensive attributes. (kneepads)
  • Spark: Damaging enemies with your skill or grenades gives you a 15 weapon damage for 15 seconds. At perfect, this increases to 20 percent weapon damage. This talent requires nine or more offensive attributes. (backpack)
  • Spotter: You receive a 15 percent weapon damage bonus to pulsed enemies. At perfect, this increases to 20 percent. You must have five or more utility attributes. (masks)
  • Tech Support: Whenever you kill an enemy with active skill or explosive, you gain a 25 percent skill damage for 10 seconds. At perfect, this increases to 30 percent skill damage. This talent requires six or more utility attributes. (backpack)
  • Terminate: When you deplete an enemy’s armor you gain 35 percent skill damage for 15 seconds, and kills refresh this. At perfect, this increases to 40 percent. This talent requires five or more utility attributes. (gloves)
  • To Order: You can now cook your grenades by holding down their chosen “grenade toss” button. You gain 15 percent bonus armor while aiming grenades. (gloves)
  • Unbreakable: When your armor is depleted, you gain 70 percent of your max armor, and any armor kits used within seven seconds do not count. You can do this every 60 seconds. At perfect, this increases to 100 percent of your max armor. This talent requires 11 or more defensive attributes. No other talents can affect armor kits.
  • Unstoppable Force: When you kill an enemy, you gain one percent weapon damage for every 20,000 maximum armor. This talent requires seven or more defensive attributes. (chests)
  • Vigilance: You gain 25 percent weapon damage, this buff goes away whenever you take damage. At perfect, this increases to 30 percent weapon damage. This talent requires seven or more offensive attributes.
  • Wicked: When you apply a status effect, you gain 15 percent weapon damage for 20 seconds. At perfect, this increases to 20 percent weapon damage. This talent requires four or more offensive attributes.


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Zack Palm
Zack Palm is the Senior Writer of Gamepur and has spent over five years covering video games, and earned a Bachelor's degree in Economics from Oregon State University. He spends his free time biking, running tabletop campaigns, and listening to heavy metal. His primary game beats are Pokémon Go, Destiny 2, Final Fantasy XIV, and any newly released title, and he finds it difficult to pull away from any Star Wars game.