Both Weapon Talents and Armor Talents have been reintroduced in Division 2. These work in a similar way they did before with slight changes. Here is everything you need to know about them.
The Division 2 Talents
Each weapon or armor comes with a predefined set of Talents; you have to reach a certain threshold in order to unlock them.
They can be unlocked the kind of the same way they did in Division 1 where you had to increase enough of the 3 core player stats i.e. Firearms, Stamina, and Electronics. However, in the new game the method has become somewhat complicated.
In Division 2, the name of the 3 main player stats has been changed to Offense, Defense, and Skills respectively.
These can be increased by equipping gear. Each piece of gear might give you some number of attributes and for each set you wear they stack up.
For example, if you are wearing a mask that gives you 1 Defense and 1 Offense and a vest that gives you 1 Offense and 1 Skill, your overall attributes will be 1 Defense, 2 Offense and 1 Skill.
These are represented by the symbols with a number in the inventory around your level.
Moving on, where these come in handy is, in your inventory when you click on a weapon or a gear, look on the right tab, scroll down and you will be able to see the Talents with the requirements.
The requirements are basically the amount of Defense, Offense or Skill attributes a player must acquire before he can unlock the Talent for the gun.
Also, keep in mind that, some Talents do not have any requirements at all. We have listed below, the Talents available in Division 2 Beta; however, there may be more in the real game.
Weapon Talents
Name | Effect |
Accurate | +15% Accuracy. |
Allegro | +10% Rate of Fire. |
Breadbasket | Hitting the opponent in any body part (aside from the head) gives +5% critical hit damage, placed on the first hit in the head. The effect can stack up to 10 times. |
Cannon | When a weapon is equipped, increases the range of throw by 10%. |
Cauterize | Damage done to targets on Fire for 5% of damage done. |
Close & Personal | Killing an enemy in a range of 7 meters gives +35% bonus damage for 7 seconds. |
Naked | Headshot damage is increased by 50% while your armor is depleted. |
Overlap | While holstered, your equipped weapon gains a handling bonus based on this weapon’s type. |
Wascally | While holstered, you are able to resist 2 ensnare attempts. | Distance | +15% Optimal Range. |
Double Duty | When the weapon is holstered, reloading the main weapon reloads the secondary weapon. |
Everlasting | When the weapon is holstered, staying behind cover regenerates ammunition. |
Extra | +10% Magazine Capacity. |
Eyeless | Deals +10% damage to Blinded opponents. |
Fast Hands | Critical hits give 3% Reload Speed. The effect stacks up to 20 times. |
First Blood | The first bullet fired from a full magazine deals increased damage. |
Greased | When the weapon is holstered, the character receives 10% Weapon Swap Speed. |
Hemorrhage | Killing a bleeding target increases critical hit chance by 25% for all group members for 10 seconds. |
Ignited | Deals +10% damage to Burning enemies. |
In Rhythm | When a weapon is equipped, killing an opponent lowers the renewal time of your abilities. |
Jazz Hands | +10% Reload Speed. |
Killer | Killing an enemy using a critical hit increases the chance of a critical hit by 50% for 5 seconds. |
Kill Confirmed | Headshot kills grant +10% damage, stacks up to 10 times. All non headshots reset the bonus. REQUIRES Over +140% HSD. |
Loaded for Bear (or Lock and Load) | Reloading from empty increases weapon damage by 20% for 5 seconds. |
Lucky Shot | Increases the mag capacity and makes shots fired from a cover have a chance of not using a bullet in the mag. |
Measured | The upper part of the clip (from +50% up) offers +15% Rate of Fire and -20% weapon damage, the bottom part of the clip (from 0 to 50%) offers -25% Rate of Fire and +20% weapon damage. |
On Empty | Reloading an empty clip gives +30% Weapon Handling. |
Optimist | Increases the damage dealt by the weapon as the clip empties. The damage increased depends on the type of weapon. |
Optimized | +15% Weapon Handling |
Perpetuation | Killing through a headshot extends the active time of the ability by 5% for 5 seconds. |
Preservation | Killing an enemy fix 5% of armor for 3 seconds. Killing an enemy through a headshot enhances the effect. |
Protected Reload | Makes the character receive +10% of armor during reloading. |
Pummel | If 3 body shots kill 3 opponents, the clip will be renewed, while the character receives +50% of damage dealt by the weapon. |
Pyromaniac | Damage done to targets on fire is increased by 15% REQUIRES Over +10% Weapon Damage. |
Ranger | Every 10 meters between the player and the target increases the damage dealt by 2%. |
Recharged | Killing an enemy behind cover gives a chance of renewing the ability. |
Reformation | Killing an enemy through a headshot increases the effectiveness of Repair and Healing by 25% for 25 seconds. |
Rifleman | Hitting an enemy in the head gives +10% weapon damage for 5 seconds. The effect stacks up 5 times, while further headshots refresh the ability. Hitting a different body part removes the bonus. |
Rooted | Abilities activated behind a cover have greater power. |
Sadist | Deals +10% damage to Bleeding opponents. |
Salvage | Killing an opponent gives 50% chance of renewing the clip. |
Spike | Killing an enemy through a headshot increases the damage dealt by abilities by 25% for 10 seconds. |
Stable | +15% Stability. |
Steady Handed | Hitting an opponent gives +2% Weapon Handling. The effect stacks up to 15 times. At 15 charges, each hit has a chance of using up the charges and renewing the clip. |
Stop, Drop and Roll | When the weapon is equipped, performing a roll removes Burn, Bleed, and Poison effects. The effect can be activated once for 60 seconds. |
Strained | +10% critical damage for each 5% of missing armor. Maximum bonus is 200% critical damage. |
Transmission | When the weapon is holstered, Shock is given to a nearby enemy in a radius of 10 meters. The effect is activated once for 60 seconds. |
Unhinged | Gives 10% bonus to damage dealt with a 50% penalty to Weapon Handling. |
Unrelenting | Hitting enemies increase hit chance by 5%. This bonus stacks up to 10 times. Missing a target remove all stacks. REQUIRES (requirements not seen) |
Vindictive | Killing an enemy when the character has a negative status makes the whole team in a radius of 15 meters receive +20% chance of a critical hit for 10 seconds. |
Zen | When the weapon is equipped, hiding behind cover for 3 seconds removes Blind and Disorient effects. |
Armor Talents
Name | Effect |
Berserk | +10% damage for each 10% of missing armor. |
Capacitive | +20% Skill Duration. |
Centered | Killing an enemy through a headshot gives you invulnerability to negative statuses for 10 seconds. |
Cloaked | When the armor is depleted, enemy abilities won’t be able to track you. |
Braced | While in cover Weapon Handling is increased by +15% |
Clutch | Critical hits restore 15% health and repair 2% armor. |
Fill’er Up | Reloading from empty reloads all weapons. |
Payload | Destroying an enemy’s asset grants +50% Explosive Damage for 15s. | Creeping Death | Negative statuses are dealt to nearby enemies in the radius of 10 meters. The effect is activated once for 15 seconds. |
Critical | +8% CHD |
Destructive | +20% Explosive Damage. |
Devastating | +5% Weapon Damage |
Empowered | +10% Skill Power |
Entrench | Headshots landed when staying behind cover renew 5% of your armor. |
Gunslinger | Changing the weapon for the secondary one in 3 seconds after killing an opponent refills the clip of that weapon and gives +20% of additional damage for the whole clip. |
Hard Hitting Hardened | +15% Damage to Elites. +10% to Armor. |
Hit & Run | Melee kills grant a speed boost for 2 seconds. REQUIRES Under 70000 Armor. |
Insulated | +10% Hazard Protection. |
Mad Bomber | Increases the range of grenades by 150%. If the grenade kills its target, it will be renewed. |
Obliterate | Destroying enemy armor gives +25% of critical damage for 5 seconds. |
On the Ropes | +25 Weapon Damage when all skills are renewing or their charges are depleted. |
Patience | When the character is behind cover for at least 3 seconds, he renews 5% of his armor every 1 second. |
Precise | +15% Headshot Damage |
Rapid | 10% skill cooldown reduction |
Restorative | +10% health points for killing an enemy. |
Safeguard | Killing an enemy gives a 150% bonus to repair and healing for 20 seconds. |
Self Adjusting | +20% Armor Regeneration. |
Skilled | Killing an enemy using an ability gives a 35% chance of resetting the renew time of all abilities. |
Spotter | +10% damage against enemies marked by Pulse. |
Steady Nerves | Destroying Armor or Weak Points grants 50% Weapon Stability for 4 seconds. REQUIRES No full auto weapons equipped. |
Striking | +15% DTE |
Surge | +10% Skill Haste. |
Surgical | +8% Critical Hit Chance |
Terminate | Destroying enemy armor gives the character +35% damage from abilities for 15 seconds. |
To Order | Enables the player to “cook” grenades by holding the throw button, making them explode faster, giving the enemy less time to react. |
Unbreakable | Renews 25% armor when armor is depleted. Armor Kits used in the next 5 seconds are not used. |
Unstoppable Force | Killing an enemy gives +2% of weapon damage for every 10,000 armor points. The effect stacks up to 20 times. |
Vital | +20% health points. |