Weapon Talents in The Division are unlockable passive attributes on Weapons which are activated once you have a high enough value in one of the 3 Stats of Firearms, Stamina or Electronics. You can view the Weapon Talents of a particular weapon by viewing it in the overview screen. The rarer the weapon, the more talents. High End Weapons can feature up to 3 talents (exception: Tenebrae can hold 4).
Paying attention to the Talents available will help you decide which Gear to equip to boost your Stats. To maximize your Weapon Talents, you will have to pay attention to all 3 of the primary stats when deciding what gear to equip. This is a list of the different Weapon Talents you will encounter in the game.
Weapon Talents
Capable
Effect: Using a
Skill improves the handling of your weapon for 15 seconds.
Requirement: Appropriate value in

Competent
Effect: Weapon damage is increased by X% for 10 seconds after using a skill.
Requirement: Firearms 1300, Electronics 1733
Fierce
Effect: Critical hit chance is increased by 5% when using this weapon.
Requirement: 4790


Predatory
Effect: Killing a target regenerates 35% health over 20 seconds.
Requirement: Appropriate value in



Toxic
Effect: Headshots with this weapon have a 5.50% chance to apply the
Blind
Status Effect.
Requirement: Appropriate value in

Unforgiving
Effect: Missing health segments increase your damage. 1 missing segment: +10%. 2 missing segments: +25%.
Requirement: Appropriate value in


Expert
Effect: The weapon deals 100% more damage when the target is below 30% health.
Requirement: Automatic on all Sidearms
Talented
Effect: Killing a target with this weapon increases Skill Power by 3% for 5 seconds. The effect does not stack. Killing a new target refreshes the timer.
Requirement: Firearms 1300, Electronics 2166
Steady
Effect: Killing a target with a headshot removes x% sway from the weapon for x seconds.
Requirement: Appropriate value in ??
Coolheaded
Effect: Performinig a headshot reduces all skill cooldowns by 5%.
Requirement: Appropriate value in


Responsive
Effect: Damage is increased by 10% when closer than 10 meters to the target.
Requirement: Appropriate value in


Self-Preserved
Effect: Critical hits with this weapon heal the user for 3% of damage dealt.
Requirement: Appropriate value in Firearms and Stamina.
Restored
Effect: Killing a target with this weapon removes all negative Status Effects.
Requirement: Appropriate value in


Commanding
Effect: Every kill performed while the Signature Skill is active extends its duration by 18%
Requirement: Appropriate value in Firearms and Electronics.
Meticulous
Effect: Killing a target has a 25% chance to instantly refill the magazine.
Requirement: Appropriate value in



Determined
Effect: Killing a target reduces skill cooldowns by 7.5%.
Requirement: Appropriate value in electronics.
Destructive
Effect: Armor destruction value is increased by 15% when using this weapon.
Requirement: Appropriate value in

Intense
Effect: The first bullet of a magzine has a 25% chance to apply the On Fire Status Effect to the target.
Requirement: Appropriate value in


Ferocious
Effect: Damage against Elite and Named enemies is increased by 10%.
Requirement: Appropriate value in



Brutal
Effect: Headshot damage is increased by 12% when using this weapon.
Requirement: Appropriate value in

Proficient
Effect: The first bullet shot when out of combat has a 25% chance to result in a critical hit.
Requirement: Appropriate value in

Adept
Effect: Using a skill increases your critical hit chance by X% for 5 seconds.
Requirement: Appropriate value in


Skilled
Effect: Headshot kills with this weapon increase Signature Skill resources by 5%.
Requirement: Appropriate value in


Dominant
Effect: Every kill performed while your Signature Skill is active reduced the cooldown of your other skills by 3%.
Requirement: Appropriate value in


Vicious
Effect: Critical Hit chance increased by 10% while over 2 bars health(66%).
Requirement: Appropriate value in


Prepared
Effect: Damage is increased by 15% when more than 30 meters from the target.
Requirement: Appropriate value in

Fordern
Effect: Kills by active skills prolong their duration by x%.
Requirement: Appropriate value in ??
Provident
Effect: The last bullet in your magazine deals x% bonus damage.
Requirement: Appropriate value in

Weapon Talents By Weapon and Rarity
Talent |
Pistols |
Assault Rifles |
Light Machine Guns |
Marksman Rifles |
Submachine Guns |
Shotguns |
Capable |
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Competent |
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Fierce |
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Predatory |
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Toxic |
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Unforgiving |
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Expert |
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Talented |
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Steady |
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Coolheaded |
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Responsive |
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Self-Preserved |
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Restored |
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Commanding |
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Meticulous |
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Determined |
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Stable |
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Accurate |
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Destructive |
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Harmful |
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Balanced |
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Intense |
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Ferocious |
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Sustained |
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Swift |
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Brutal |
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Proficient |
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Adept |
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Skilled |
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Dominant |
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Vicious |
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Deadly |
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Fordern |
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Prepared |
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Provident |
- Anonymous
- Anonymous
- Anonymous
Trained: Critical Hits increase signature skill resources by 0.10% (Value @ item lv 182) Looks like muscular arm.
- Anonymous
Marksman rifles can get coolheaded talent. I crafted a high end mk17 and it has it as the built in talent that doesn't require you to get the "stats" to use it. That's my personal experience that I can confirm with pictures if need be. However I have also heard high end pistols can get the same talent though I haven't seen that myself yet.
- Anonymous
the vector 45 acp talents are Adept: Using a skill increases your critical hit chance by 8% for 5 secondsDeadly: Critical hit damage is increased by 26%Accurate: Accuracy is increased by 46%
- Anonymous
- Anonymous
so if you buy a weapon with no talents on it, is there a way to craft a talent or two or three into it ?
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