The Division: Every Skill, Talent and Perk Across the Medical, Tech and Security Wings
A wing by wing guide to how The Division's skills, signature skills, talents and perks worked and how each one unlocked, as the systems stood in January 2016
The Division's skills, talents and perks all tie back to the three wings of the Base of Operations: Medical, Tech and Security. Here is what each one did and how it unlocked, as those systems were laid out in January 2016. At its core, The Division is an open world RPG with a lot of moving parts, and some of those parts can be quite overwhelming to fully understand.
Skills unlocked as the Base of Operations wings were upgraded
As you upgraded your Base of Operations, you unlocked different skills from the three main categories: Medical, Tech and Security. Over the course of the game you also unlocked signature skills once one of your three main wings had been fully upgraded. In Destiny terms, a signature skill was the super ability, or in Black Ops 3 terms, the Specialist ability. These skills were more powerful and carried more benefits than a normal skill.
Skills went into one of three slots. Two were for primary skills, assigned to the left and right bumpers, and one was for the signature skill, triggered by pushing both bumpers at the same time. Again, think of it kind of like the super in Destiny or the Specialist ability from Black Ops 3.
Primary skills could also be modified to become more powerful than the original by completing further main or side missions tied to that particular wing of the Base of Operations. Each skill had its own modifiers on top of the base skill, and those had their own master modifiers, which could change a skill and how you used it massively. For example, you could modify the turret to deal elemental damage in the form of fire, or use the pulse to jam other players' scan signals.
Pulse, First Aid and Support Station led the Medical wing skills
The first skill in the Medical wing was Pulse, which sent out a recon pulse that marked hostiles and allies through walls and cover. Next was First Aid, which is pretty self explanatory: it healed all allies within a small radius, and the device could be used on location or launched to a distant target.
The last Medical skill was the Support Station. It let you drop a station that healed all allies, and it could also be used to revive downed allies as well.
Sticky Bomb, Turret and a riot shield rounded out Tech and Security
The first skill in the Tech wing was the Sticky Bomb, which fired a bomb that stuck to most surfaces and exploded when detonated remotely. Next was the Turret, which deployed a stationary turret that attacked nearby hostiles until it was destroyed or its battery ran out. The last Tech skill was the Seeker Mine, which released an automated mine that sought out hostile targets before exploding on proximity.
For the Security wing there was the Ballistic Shield, a portable shield that absorbed damage. The user could only use a sidearm while it was active, but as I put it, "it's basically just a riot shield." If you have played Call of Duty, you know what the ballistic shield is.
Next was Smart Cover, which reinforced a piece of cover, increasing the damage of the user and decreasing incoming damage for all allies behind it. The last Security skill was Mobile Cover, which created temporary cover for one person, providing standard cover protection until it was destroyed.
Recovery Link, Tactical Link and Survival Link were the three signature skills
There were three signature skills, one per wing. For the Medical wing, Recovery Link healed and cured the user and nearby allies. It could also revive downed allies within range, and on top of that it could overheal beyond maximum health.
For the Tech wing, Tactical Link increased damage and critical hit chance for the user and all nearby allies. The last signature skill belonged to the Security wing: Survival Link, which increased damage resistance and speed for the user and all nearby allies.
Medical talents like Critical Save and Battle Buddy rewarded medkits and revives
Moving on to talents, the first in the Medical wing was Adrenaline: use a medic kit when you are not at full health to overheal. Its benefit was overheal, it affected agents, and it was unlocked by completing the Decontamination Unit. Next was Shock and Awe, which let you suppress a hostile to increase movement by 25% for 10 seconds. Its benefit was movement speed, and it was unlocked by completing the Pharmacy.
Critical Save meant using a medic kit at low health increased damage resistance by 40% for 10 seconds, unlocked by completing Counseling. Combat Medic had you use a medic kit near allies to heal group members and proxies within 20 metres by 40%. Its benefit was healing, it affected the group, and it was unlocked by completing the Clinic. Strike Back, also from the Clinic, reduced active skill cooldowns by 20% when you reached low health.
Shrapnel meant applying bleed to any target triggered a 30% chance to apply the effect to all targets within 10 metres, unlocked by completing Counseling. Battle Buddy had you revive a downed agent to reduce incoming damage by 50% for 10 seconds for both players, unlocked through the Pharmacy. The last one was Triage: heal an ally with a skill to reduce skill cooldowns by 15%. It affected the group and was unlocked by completing the Decontamination Unit.
Tech talents such as Wildfire and Demolition Expert leaned on skills and explosives
For the Tech talents, Tactical Advance meant completing a cover to cover move increased weapon damage by 2% per metre covered for 10 seconds, unlocked by completing one of the Tech wing upgrades. Police Up gave a 25% chance of automatically refilling all ammo types to capacity when you killed a hostile with any skill, unlocked by completing Satcoms. Evasive Action reduced incoming damage by 30% during a cover to cover move. It affected the agent and was unlocked by completing Recalibration.
Wildfire meant applying burn to any target triggered a 30% chance to apply the effect to all targets within 10 metres. It affected hostiles and was unlocked by completing the Recharge Center. Death by Proxy, also from the Recharge Center, meant destroying a hostile's deployed skill increased your skill power by 20% for 30 seconds; its benefit was listed as disruption. Tech Support meant killing a hostile while any skill was deployed extended the duration of active skills by 10%, affecting the agent, unlocked by completing Recalibration.
The last two Tech talents were Fear Tactics, where applying shock to any target triggered a 30% chance to apply the effect to all targets within 10 metres, unlocked through Satcoms, and Demolition Expert, where killing a hostile with an explosion increased explosive damage by 40% for 15 seconds, unlocked by completing the same Tech wing upgrade as Tactical Advance.
Security talents like One Is None and Stopping Power rewarded headshots
For the Security talents, Steady Hands reduced recoil by 25% for 10 seconds when you entered any cover, unlocked by completing the Procurement Team. Precision was triggered by headshotting a hostile, with a 10 second effect, and was unlocked by completing the Guard Posts. Desperate Times increased blind fire accuracy by 20% when you reached low health, unlocked by completing the Shooting Range.
Another Security talent gave you one magazine for your primary weapon when you killed a hostile with a sidearm. "That's pretty cool," and it was one I definitely wanted to try, since the pistol has infinite ammo. It was unlocked by completing the K9 Unit, as was One Is None, which gave a headshot on a hostile a 50% chance of not consuming the bullet.
Stopping Power meant suppressing a hostile increased headshot damage by 25% for 10 seconds, unlocked by completing the Shooting Range. The last two were Chain Reaction, where damaging multiple hostiles with an explosion applied 40% more damage from the blast, unlocked through the Guard Posts, and On the Move, where killing a hostile while moving reduced incoming damage by 30% for 10 seconds, unlocked by completing the Procurement Team.
Medical perks added inventory, contamination access and an extra talent slot
Starting the perks with the Medical wing, the first increased medic kit inventory by one slot. Protective Measures increased protection by one, giving access to higher contamination areas. Canned Food increased the canned food effect duration by 10 seconds. Supplier let you collect canned food, water, energy bars and soda from the supply line once per hour. Contamination Intel revealed all contaminated areas on the map.
Hazardous Materials increased Dark Zone inventory by one slot. Another perk let you collect fabrics crafting materials in the Medical wing once per hour. Credit increased credit gains by 10%. Last but not least, Talents increased active talents by one slot.
Tech perks expanded inventory and stash and unlocked stat switching
The Tech perks started with Inventory, which increased inventory by 10 slots, followed by another Hazardous Materials that increased Dark Zone inventory by one slot. Division Tech Materials let you convert Division Tech crafting materials into other materials at the crafting station. Engineer let you collect electronics crafting materials in the Tech wing once per hour.
Soda and Water each increased their consumable effect by 10 seconds. Craftsman let you collect tools crafting materials in the Tech wing once per hour, and Energy Bar increased the energy bar effect by 10 seconds. Resource Assessment revealed all Division Tech crafting nodes on the Dark Zone map, and Stat Switch unlocked item stat switching at the Recalibration station. The last two were Dark Zone Funds, which increased looted Dark Zone fund gains by 10%, and Stash, which increased stash by 10 slots.
Security perks unlocked vendors, XP boosts and special ammo
For the Security perks, Experienced Agent increased XP gain from all activities by 10%. Grenades increased grenade inventory by one slot. Advanced Weaponry unlocked the advanced weapons vendor in the Security wing. Combat Veteran increased a form of XP gain by 25%. Hazardous Materials appeared here again, increasing Dark Zone inventory by one slot.
Black Market Vendor unlocked Dark Zone fund purchases in the Base of Operations, and Clothes Vendor unlocked a clothes vendor there too. Explosive Bullets and Incendiary Bullets each increased their effect duration by 10 seconds. Gunsmith let you collect weapon parts crafting materials in the Security wing once per hour, and Scavenger let you collect items from the scavenger box in the Security wing once per hour. Special Ammo let you collect incendiary and explosive bullets from the supply line once per hour.
Intel Discovery revealed all undiscovered intel on the map when you completed all side missions and encounters in a named zone. The final perk was Collector, which increased scavenging by 15%. That wraps up every skill, talent and perk, and I hope it helps.
Which talent would you slot first: the sidearm magazine talent that caught my eye, or something else on this list?
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@wesnemo · YouTube
Adapted with AI from WesNemo's video of 19 January 2016 and reviewed by Digital Fox Talent before publication. Editorial standards · Corrections
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