The Division 2: Gear and Weapon Talents Explained

The Division 2: Gear and Weapon Talents Explained

All weapons and equipment are not the same The Division 2 thanks to talents. These talents do not apply to clothing, however. These talents provide a passive advantage to your Division Agent, giving them an additional advantage in using this piece of equipment. These talents really take effect when you start crafting towards the end of the game. Here is a list of all the talents you can have and where you can place them.



Weapon talents

Here is the list of the many weapon talents that you can find attached to your weapons.

  • Specific: Increases weapon accuracy by 15%.
  • Allegro: Increases the rate of fire of a weapon by 10%. When perfect, it makes 15% rate of fire.
  • Boomerang: Critical hits have a 50% chance of returning the bullet to the magazine. When a bullet returns to the magazine, the next shot deals 50% more damage. When perfect, critical hits have a 75% chance to return the ball. This talent requires five or more offensive attributes.
  • Bread basket: 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.
  • Canon: While holding this weapon, the Division Agent's casting distance is increased by 10%.
  • Close and personal: Killing a target within seven yards grants the agent 50% weapon damage for five seconds. It requires five or more offensive attributes.
  • Distance: Increases the optimal range of a weapon by 15%.
  • Double mission: While the Division Agent has this weapon in his holster, reloading the other primary weapon reloads this one as well.
  • Without eyes: Deals 30% weapon damage to blinded enemies, after three kills, apply blind debuff to the next enemy you hit.
  • Eternal: While the Division Agent has this weapon in its holster, it regenerates ammo while the Division Agent is in cover.
  • Additional: Increases store capacity by 20%. Perfectly, it increases the capacity of the store to 50%.
  • Quick hands: Hitting a critical hit increases reload speed by 5%. This ability can stack up to 30 times.
  • FinisherSwitching to another weapon of this one within 10 seconds of killing an enemy gives you 30% critical strike chance and 30% critical strike damage for 15 seconds. Perfectly, this increases critical strike chance to 40% and critical strike damage to 50%. This talent requires 4 or less utility attributes.
  • First blood: If the range is limited, the first shot of this weapon, out of combat or after fully reloading empty, hits with headshots, regardless of where the division agent hits their opponent. Perfectly, this ability applies to the first two shots. Requires a telescope with a magnification of eight times or more.
  • Fat: While having this weapon in its holster, the Division Agent's weapon swap speed increases by 10%.
  • Alight: Increases weapon damage dealt to enemies on fire by 30% and after three attacks it ignites your next target on fire. Perfectly increases to 40%, and it only takes two kills.
  • In rhythm: When equipped, killing an enemy gives the Division Agent a 5% chance to refresh an active skill cooldown. This ability can only occur every 60 seconds.
  • Jazz Hands: Increases weapon reload speed by 10%. Perfectly, this increases to 20%.
  • Killer: When killing an enemy with a critical hit, the Division Agent gains an additional 50% critical strike chance for 15 seconds. This talent requires five or more offensive attributes.
  • Lucky shot: Increases the capacity of your magazine by 20% and any cover misses have a 100% chance of coming back into your magazine.
  • Measured: The top half of the magazine of this weapon has a 20% increase in rate of fire and minus 15% weapon damage. The second half of the magazine for this weapon has a minus 20% rate of fire and 30% weapon damage.
  • Not: When the Division Agent is unarmoured, headshot damage increases by 40% for six seconds. At perfect, bullet damage to the head increases to 50%. This talent requires a magnification range eight or more times.
  • Near the view: Achieve 80% stability at the cost of an optimal 35% range reduction. This talent requires four or less utility attributes.
  • On vacuum: When you reload your weapon while empty, its weapon handling increases by 30% for 10 seconds. This talent requires 4 or more defensive attributes.
  • Optimistic: For every 10% missing ammo from this weapon, your weapon damage increases by 3%. Perfectly, the damage increases to 5% for every 10% mission. This talent requires five or less offensive attributes.
  • Optimized: Your weapon's stability is increased by 15%.
  • Outsider: After killing an enemy, gain 100% optimal range and 100% accuracy for 10 seconds. Perfectly this increases to 150% for each.
  • Overwhelmed: Every three reloads from vacuum, your base store size increases by 100%.
  • Overlap: While your weapon is in its holster, gain 5% weapon handling.
  • Overwhelm: Suppressing an enemy that is not suppressed by currency deals 10% weapon damage to you for 12 seconds. You can stack them four times.
  • Premeditated: Your weapon damage increases for each shell charged, up to a maximum of 25%. If you reload all shells, weapon damage increases by an additional 10%. This buff lasts for 10 seconds. This talent requires 4 or less utility attributes.
  • Preservation: Killing an enemy repairs your armor by 10% for 5 seconds, and headshots improve repair. Perfectly, this increases to 15%. This talent requires 7 or more defensive attributes.
  • Protected deployment: When you equip this weapon, you receive 10% bonus armor when deploying a skill.
  • Protected reloading: By reloading this weapon, you gain 10% more armor.
  • Knob: When you kill three enemies in a row with body hits, your magazine fills up and you gain 40% weapon damage for 10 seconds. This talent requires 4 or more offensive attributes
  • Ranger: For every five yards distance from your target, you gain 2% weapon damage. At perfection, weapon damage increases to three percent.
  • Recharged: When equipped, any skill deployed while in full armor has 25% duration, charges, and ammo.
  • Reformation: Headshots increase skill repair and healing by 50% to 20%. This talent requires 9 or more utility attributes.
  • Fusilier: Whenever you do a headshot with this weapon, they gain 10% weapon damage for five seconds. This ability can stack up to five times. Additional headshots beyond the five increase the skill duration. When perfect, weapon damage increases to 12%. This talent needs four or less defensive attributes.
  • Rooted: With this weapon equipped and in cover, the Agent increases skill damage and healing by 25% for 10 seconds. The buff disappears when exiting the cover. This ability can be activated every 60 seconds. At perfection, skill damage and healing increases to 30% for 10 seconds.
  • Sadistic: Deals 30% more damage to bleeding enemies, and after three attacks your next hit applies bleeding to a target.
  • Rescue: Whenever the agent kills an enemy, he has a 50% chance to reload his magazine. Perfectly, this increases to 75%.
  • Point: 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% increase in weapon stability.
  • With raised hand: Each time you land a successful shot, you gain 3% 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 stacked abilities and reload your weapon's magazine. At perfection, this increases to four percent, and at maximum stacks, it increases to a 10 percent chance. This talent requires 5 or less offensive attributes.
  • Stop falling and rolling: When equipped, the agent can roll to eliminate the effects of burning, bleeding, and poisoning. This ability can occur every 60 seconds.
  • Tense: You gain 5% critical strike damage for 10% missing armor.
  • Transmission: While holed, if the agent receives a shock status effect, they can apply it to an enemy within 10 yards of them. This ability can be activated every 60 seconds.
  • Disturbs: Agent gains 20% weapon damage. However, they lose 25% of their weapon handling.
  • Unwavering: When you switch to this weapon, you gain maximum maneuverability for five seconds. This buff cools down by killing an enemy. This talent requires four or less defensive attributes.
  • Vindictive: When you kill an enemy with a status effect, all nearby party members within 15 yards gain 20% increased critical strike chance and critical hits for 20 seconds. This talent requires four or less offensive attributes.
  • Wascally: While in a holster, you can resist two enemy entrapment attempts and remain immune for five seconds. This ability can occur every 60 seconds.
  • Zen: Once equipped, you can hide behind the blanket for three seconds to gain immunity to Blinding and Disorienting effects.

Gear Talents

Here is a list of the many types of Equipment Talents that your Division Agent can wear.



  • Berserk: For every 20% of missing armor, the Division Agent gains 8% weapon damage. This talent needs seven or more offensive attributes, and you must have a shotgun, assault rifle, submachine gun, or light machine gun. (coffers)
  • Black-smith: When you kill an enemy with your handgun, you repair 50% of your armor, which can happen every 15 seconds. Perfectly, this increases to 60% every 10 seconds. This talent requires seven or more defensive attributes. (cases)
  • Bloodlust: Weapon swap gives you 10% 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.
  • Leech: When you deplete an enemy's armor, you gain a 25% bonus armor stack for 10 seconds. This ability can stack up to six times. You need 11 or more defensive attributes. (coffers)
  • Braced: While in cover, your weapon handling increases by 25%. (knee pads)
  • Calculated: When you kill from cover, you reduce your cooldown by 10%. This talent needs seven or more utility attributes.
  • Center: Hitting a headshot grants you immunity to status effects for 30 seconds. (helmets)
  • Mask: When your armor shatters, skills near the enemy are interrupted for 10 seconds. This can happen every 30 seconds. This talent requires five or less utility attributes. (knee pads)
  • Clutch: Your critical hits restore 20% of your health and repair 1% of your armor. This talent requires four or less defensive attributes, and you must have a light machine gun, submachine gun, or assault rifle. (gloves)
  • Calm: When in cover, it gives you 10% of total weapon damage. This talent requires 11 offensive attributes. (knee pads)
  • ConcussionHeadshots deal 15% damage for two seconds, five seconds with Sniper Rifles. On perfection, this increases to 20% damage. This talent requires seven offensive attributes. (helmet)
  • Terrifying death: Whenever you receive a status effect, the enemy closest to them within 25 yards also suffers this effect. This ability can occur every five seconds. This talent requires 4 or less offensive attributes. (helmet)
  • Compound: While aiming, gain 15% weapon stability. (helmet)
  • Effective: When using an Armor Kit, you have a 50% chance not to use any of their Armor Kit charges. You don't have to have any other talents affecting your armor kits for this to trigger. (backpack)
  • Subtract: Hitting a headshot from the cover grants you 10% of your armor recovery. Perfectly, this increases to 15%. This talent requires a sniper rifle or rifle. (knee pads)
  • Fill'er Up: When you reload from an empty magazine, it reloads all of your weapons. (cases)
  • Gunman: When you switch to their handgun within 10 seconds of killing an enemy, your handgun regains its magazine, and for the rest of that magazine, 30% weapon damage. This talent requires five or less defensive attributes. (cases)
  • Knee cap: You have a 30% chance to bleed an enemy when you shoot them in the legs. This talent requires four or less utility attributes. (gloves)
  • Crazy bomber: The radius of your grenade has increased by 50%. Whenever they kill an enemy with a grenade, that grenade charge comes back to them. (coffers)
  • Wipe off: Destroying an enemy's armor deals 30% critical strike damage to you for 15 seconds. This talent requires four or more offensive attributes. (gloves)
  • Opportunistic: When destroying an enemy's weak point or destroying their armor, the enemy receives 10% more damage from all

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