Attributes in The Division are the different qualities the game uses to measure your effectiveness when performing activities. Accessing the Character tab in your Inventory screen lets you view all of your character attributes as they are impacted by your Stats, Skills and Gear. You can view the attributes a piece of gear imparts by viewing the Gear in the Inventory screen. The attributes in the game are as follows:

Attributes

The possible attributes on Gear are sorted into Major Attributes and Minor Attributes. The rarer a piece of Gear the more attributes it will possess. Worn gear features 0-1 Major or Minor Attributes, Standard features 1 Major or Minor Attribute, Specialized features 2-4 Major or Minor attributes, Superior features ??-5 Major or Minor Attributes and High-End features ??-?? Major or Minor Attributes. The attributes appear by gear type and rarity as follows:

Major Attributes From Gear

Attribute

Masks Body Armor Backpacks Gloves Holsters Knee Pads

+% Exotic Damage Resilience

Specialized Specialized       Specialized

+% Health On Kill

Specialized  Specialized   Specialized    

+ Health

          Standard Specialized

+ Armor

  Specialized Standard Specialized   Specialized  Standard Specialized

+ Skill Power

    Standard Specialized      

+% Skill Haste

    Standard   Specialized  

+% Critical Hit Damage

    Standard Specialized Standard   Standard Specialized

+ Shotgun Damage

      Standard    

+ Pistol Damage

      Standard Superior  

+ LMG Damage

      Standard Specialized    

+ Assault Rifle Damage

      Standard    

+ SMG Damage

      Standard    

+ % Damage to Elites

          Superior

+ % Protection from Elites

        Superior  Superior



Minor Attributes From Gear

Attribute

Masks Body Armor Backpacks Gloves Holsters Knee Pads

+ % Increased Kill XP

Standard Specialized Standard Specialized       Standard Specialized

+ % Ammo Capacity

  Standard Specialized Standard      

+ % Burn Resistance

    Standard     Superior

+ % Disrupt Resistance

          Specialized Superior

+ % Bleed Resistance

          Specialized

+ % Disorient Resistance

          Specialized

Scavenging

          Specialized

Enemy Armor Damage

          Superior
             
             
             



Major Attributes From Weapon Mods

Attribute

Skin

Optic

Magazine

Underbarrel

Muzzle

+ % Magazine Size

    Worn Specialized     

+ % Stability

      Standard Specialized  

+ % Reload Speed

    Standard    

+ % Accuracy

  Standard Specialized   Standard Specialized Superior Specialized

+ % Optimal Range

  Standard Specialized      

+ % Horizontal Stability

      Specialized Superior Standard Specialized

+ % Hip Fire Accuracy

      Standard Specialized  

+ % Headshot Damage

  Standard      

+ % Initial Bullet Stability

      Specialized  




Minor Attributes From Weapon Mods

Attribute

Skin

Optic

Magazine

Underbarrel

Muzzle

+ % Rate of Fire

    Standard Specialized    

+ % Reduced Threat

        Standard
           
           
           
           
           
           
           



Attributes by Type

Below is a list of Attributes as they are sorted in your Character Tab.

Weapons


Weapon Damage: Damage at optimal range with the current weapon and all bonuses included
Critical Hit Chance: Critical hit chance with the current weapon
Critical Hit Damage: Additional damage dealt with a critical hit
Headshot Damage: Additional damage dealt with a headshot
Accuracy: Accuracy with the current weapon
Stability: Stability with the current weapon
Range: Optimal range with the current weapon
Reload Speed Bonus: Total Reload Speed Bonus
All Weapons Damage Bonus: Bonus damage with all weapons
Assault Rifle Damage Bonus: Bonus damage with Assault Rifles
LMG Damage Bonus: Bonus damage with Light Machine Guns
Marksman Rifle Damage Bonus: Bonus damage with Marksman Rifles
Pistol Damage Bonus: Bonus damage with Pistols
Shotgun Damage Bonus: Bonus damage with Shotguns
SMG Damage Bonus: Bonus damage with Submachine Guns

Combat


Damage to Elites: Increases damage done to Elite and Named enemies
Health on Kill: Regain a percentage of your max Health whenever you kill an enemy
Enemy Armor Damage: Increases damage done to enemy armor
Threat: Modifies the threat generated by you in combat

Skills


Skill Power: Improves your skills
Skill Haste: Improves the cooldown of your skills
Signature Skill Resource Gain: Improves how often you can use the Signature skill

Survivability


Max Health: The total maximum health of your character
Armor: Mitigates a % of weapon damage
Health Regeneration: How much health you get back per second when your regeneration is active
Protection from Elites: Addtional mitigation vs damage from Elite and Named enemies
All Damage Resilience: Additional damage mitigation against all damage except environmental
Exotic Damage Resilience: How much exotic damage is mitigated
Bleed Resistance: How high a resistance to Blindness/Deafness you have
Burn Resistance: How high a resistance to Burning you have
Disorient Resistance: How high a resistance to Disorientation you have
Disrupt Resistance: How high a resistance to Disruption you have
Shock Resistance: How high a resistance to Shocks you have

Exploration


Virus Filter: How high a contamination level you are protected from
Increased Kill XP: Increases the XP gained from killing enemies
Increased XP for Headshot Kills: Increases all XP received for kills with a headshot
Increased Dark Zone XP: Increases all Dark Zone XP received
Scavenging: Increaseas the chance of finding more and better items
Rewarded Credit: Increases the amount of credits dropped
Rewarded Dark Zone Funds: Increases the amount of Dark Zone funds dropped



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    • Anonymous

      i keep coming to the same questions on survivability on what the differences are between all dmg resists and specific ones vs exotic dmg resilienceand then there's disorient resistance vs disrupt resistanceis disrupt how much you flinch or what? disorient sounds like blind deaf resist but it's not... by the way blind deaf resistance isn't on the list and it needs to be cuz it is in fact a stat too

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