Weapon perks | Equipment in The Division 2 The Division 2 guide, tips
Last update: 01 March 2019
In the Division 2, each weapon is described through a series of attributes, such as damage dealt, accuracy, or rate of fire, and a lot of them also offer perks. Perks give the weapons additional functionalities, and their amount depends on the quality of the weapon - the higher the class, the more talents the weapon will have. This chapter contains a list of all perks available in The Division 2.
Below you can find a list of all weapon perks available in The Division 2.
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%. |
Close & Personal | Killing an enemy in a range of 7 meters gives +35% bonus damage for 7 seconds. |
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. |
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. |
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. |
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. |
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. |
Note - the weapon perks described above were prepared based on the Beta version. After the release, the list will be updated and the requirements of the individual perks will be added.