The Division Skills/talent Breakdown

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The Division Skills/talent Breakdown

Post by theblacknight04 on Mon Mar 07, 2016 12:08 am

https://docs.google.com/spreadsheets/d/1GQOig77YXidlbXA3NCc_5O_xrwlsIqbeazAxPjyc4ys/pubhtml

Medical


1.       Pulse

a.       Sends out recon pulse that marks hostiles and allies through walls and covers

2.       First Aid

a.       Heals all allies within a small radius. The device can be used on location or launched to a distant target

3.       Support Station

a.       Drops a support station that heals allies and can be used to revive downed allies

b.      Required: Virus Lab

4.       Recovery Link (Signature)

a.       Heals and cures the user and nearby allies, revives downed allies within range. Can “overheal” beyond max health

b.      Required: Disaster Aid


Tech


1.       Sticky Bomb

a.       Fires a bomb that sticks to most surfaces and explodes when detonated remotely

2.       Turret

a.       Deploys a stationary turret that attacks nearby hostiles until it is destroyed or its battery runs out

b.      Required: Control Room

3.       Seeker Mine

a.       Releases an automated mine that seeks out hostile targets before exploding on proximity

b.      Required: Communications

4.       Tactical Link (Signature)

a.       Increases damage and critical hit chance to the user and all nearby allies

b.      Required: Division Tech


Security


1.       Ballistic Shield

a.       Equips a portable ballistic shield that absorbs damage. The user can only use their sidearm while the shield is active

2.       Smart Cover

a.       Reinforces a cover, increasing the users damage and decreasing the incoming damage for all allies behind it

b.      Required: Situation Room

3.       Mobile Cover

a.       Creates a temporary cover for one person, which provides standard cover protection until destroyed

b.      Required: Armory

4.       Survivor Link

a.       Increases damage restistance and speed for the user and nearby allies

b.      Required: Barracks


Talents


Medical


1.       Adrenaline

a.       Use a medkit when not at full health to receive an overheal

b.      Required: Decontamination Unit

2.       Triage

a.       Heal an ally with a skill to reduce skill cooldowns by 15%

b.      Required: Decontamination Unit

3.       Shock and Awe

a.       Suppress a hostile to increase movement speed by 25% for 10 Sec

b.      Required: Pharmacy

4.       Battle Buddy

a.       Revive a downed agent to reduce incoming damage by 50% fo r10 sec for both players

b.      Required: Pharmacy

5.       Critical Save

a.       Use a medkit during low health to increase damage resistance by 40% for 10 sec

b.      Required: Counseling

6.       Shrapnel

a.       Applying bleed to any target triggers a 30% chance to apply the effect to all targets within 10m

b.      Required: Counseling

7.       Combat Medic

a.       Use a medkit near allies to heal group members and proxies within 20m by 40%

b.      Required: ?

8.       Strike Back

a.       Reach low health to reduce active skill cooldowns by 20%

b.      Required: ?


Tech


1.       Tactical Advance

a.       Complete a cover to cover move to increase weapon damage by 2% per meter covered for 10 sec

b.      Required: Central heating

2.       Demolitions Expert

a.       Kill a hostile wih an explosion to increase explosion damage by 40% for 15 sec

b.      Required: Central Heating

3.       Police Up

a.       Kill a hostile with any skill for a 25% chance of auto-filling all ammo types to capacity

b.      Required: SatComms

4.       Fear Tactics

a.       Applying shock to any target triggers a 30% chance to apply the effect to all targets within 10 m

b.      Required: SatComms

5.       Evasive Action

a.       During a cover to cover move incoming damage is reduced by 30%

b.      Required: Recalibration

6.       Tech Support

a.       Kill a hostile while any skill is deployed to extend any active skills duration by 10%

b.      Required: Recalibration

7.       Wildfire

a.       Applying Burn to any target triggers a 30% chance to apply the effect to all targets within 10m

b.      Required: Recharge Center

8.       Death by Proxy

a.       Destroy a hostiles deployed skill to increase skill power by 20% for 30 secs

b.      Required: Recharge Center

Security


1.       Steady Hands

a.       Enter any cover to reduce recoil by 25% for 10 sec

b.      Required: Procurement Team

2.       On the Move

a.       Kill a hostile while moving to reduce incoming damage by 30% for 10 sec

b.      Required: Procurement team

3.       Precision

a.       Headshot a hostile to pulse them for 10 sec

b.      Required: Guard Post

4.       Chain Reaction

a.       Damage multiple hostiles with an explosion to apply 40% more damage from the blast

b.      Required: Guard Post

5.       Desperate Times

a.       Reach low health to increase blind fire accuracy by 20%

b.      Required: Shooting Range

6.       Stopping Power

a.       Suppress a hostile to increase headshot damage by 25% for 10 Sec

b.      Required: Shooting Range

7.       Repo Reaper

a.       Kill a hostile with the sidearm to receive 1 magazine for your primary weapon

b.      Required: Canine Unit

8.       One is None

a.       Headshot a hostile to have a 50% chance of not consuming the bullet

b.      Required: Canine Unit



Perks


Medical


1.       Medkits

a.       Increase medkit inventory by 1 slot

b.      Required: Clinic

2.       Protective Measures

a.       Increase virus protection by 1 gaining access to higher contaminated areas

b.      Required: Virus Lab

3.       Canned Food

a.       Increase canned food effect duration by 10 sec

b.      Required: Disaster Aid

4.       Supplier

a.       Collect canned food, water, energy bar and soda in the supply line once per hour

b.      Required: Disaster Aid

5.       Contamination intel

a.       Reveal all contaminated areas on the map

b.      Required: Quarantine

6.       Medkits

a.       Increase medkit invent by 1 slot

b.      Required: Intensive care

7.       Protective Measures

a.       Increase virus protection by 1 gaining access to higher contaminated areas

b.      Required: Hazmat Unit

8.       Hazardous Materials

a.       Increase Dark Zone Inventory by 1 Slot

b.      Required: Decontamination Unit

9.       Rigger

a.       Collect Fabrics (Crafting Material) in the medical wing once per hour

b.      Required: Pharmacy

10.   Protective Measures

a.       Increase virus protection by 1 gaining access to higher contaminated areas

b.      Required: Pharmacy

11.   Credit

a.       Increase Credit Gains by 10%

b.      Required: Counseling

12.   Medkits

a.       Increase medkit invent by 1 slot

b.      Required: ?

13.   Talents

a.       Increase active talents by 1 slot

b.      Required: Build All Upgrades

c.      



Tech


1.       Inventory

a.       Increase inventory by 10 slots

b.      Required: Control Room

2.       Hazardous Materials

a.       Increase Dark Zone inventory by 1 slot

b.      Required: Communications

3.       Division Tech Materials

a.       Convert Division Tech crafting materials into other materials at the crafting station

b.      Required: Division Tech

4.       Engineer

a.       Collect Electronics (crafting materials) in the tech wing once per hour

b.      Required: Division Tech

5.       Soda

a.       Increase soda consumable effect duration by 10 sec

b.      Required: Generators

6.       Water

a.       Increase water consumable effect duration by 10 sec

b.      Required: Water Purification

7.       Craftsman

a.       Collect Tools (crafting materials) in the tech wing once per hour

b.      Required: Field Engineering

8.       Energy Bar

a.       Increase energy bar effect duration by 5 sec

b.      Required: Central Heating

9.       Resource Assessment

a.       Reveal All Division Tech Crafting nodes on the Dark Zone Map

b.      Required: SatComms

10.   Stat Switch

a.       Unlock Item Stat switching at the Recalibration Station

b.      Required: Recalibration

11.   Dark Zone Funds

a.       Increase looted Dark Zone Fund Gains by 10%

b.      Required: Recharge Center

12.   Stash

a.       Increases Stash by 10 Slots

b.      Required: Build All Upgrades



Security


1.       Experienced Agent

a.       Increase XP gained from all activities by 10%

b.      Required: Situation Room

2.       Grenades

a.       Increase the grenade inventory by 1 slot

b.      Required: Armory

3.       Advanced Weaponry

a.       Unlock advanced weapons vendor in the Security Wing

b.      Required: Armory

4.       Combat Veteran

a.       Increase xp gained from accolades by 25%

b.      Required: Barracks

5.       Hazardous Materials

a.       Increase Dark Zone inventory by 1 slot

b.      Required: Dark Zone Ops

6.       Black Market Vendor

a.       Unlock Dark Zone fund purchases in the base of operations

b.      Required: Dark Zone Ops

7.       Clothes Vendor

a.       Unlock a clothes vendor in the Base of Operations

b.      Required: Supply Line

8.       Explosive Bullets

a.       Increase explosive bullets effect duration by 10 sec

b.      Required: Gunsmith

9.       Gunsmith

a.       Collect weapon parts (crafting materials) in the security wing once per hour

b.      Required: Gunsmith

10.   Scavenger

a.       Collect items from the scavenger box in the security wing once per hour

b.      Required: Procurement Team

11.   Incendiary Bullets

a.       Increase incendiary bullets effect duration by 10 sec

b.      Required: Guard Post

12.   Special Ammo

a.       Collect incendiary and explosive bullets  (ammo) in the supply line once per hour

b.      Required: Guard Post

13.   Shooting Range

a.       Train in Marksmanship at the shooting range

b.      Required: Shooting Range

14.   Intel Discovery

a.       When completing all side missions and encounters in a named zone, reveal all undiscovered intel on the map

b.      Required: Canine Unit

15.   Hazardous Materials

a.       Increase Dark Zone inventory by 1 slot

b.      Required: Communications

16.   Collector

a.       Increase scavenging by 15%

b.      Requirement: Build all Upgades



Inventory


Overview


               Shows Primary DPS (Firearms), Health (Stamina), Skill Power (Electronics)

1.       Weapons


a.       Primary 1

b.      Primary 2

c.       Secondary (Pistol)

d.      Mags?

2.       Equipped Gear


a.       Backpack

b.      Gas Mask

c.       Knee Pads

d.      Gloves?

e.      Sling Pack?

f.        Gloves

g.       Holster?

h.      Hazmat?

Shows Browse Backpack, Mod, Credits and Dark Zone Funds

Character


               Shows Primary DPS (Firearms), Health (Stamina), Skill Power (Electronics)

               Level, Dark Zone Rank, Primary Attributes

Pouches


               Grenades


1.       Emp Grenades

2.       Flashbang Grenade

3.       Fragmentation Grenade

4.       Incendiary Grenades

5.       Shock Grenades

6.       Tear Gas Grenades

               Consumables


1.       Canned Food

a.       When consumed, canned food increase healing effects on a player by 40% the effect lasts 30 sec

2.       Energy Bar

a.       When consumed, the energy bar instantly removes all negative status effects on the player and protects the player from all status effects for 5 sec

3.       Water

a.       When consumed, water increases all damage dealt to elite enemies by 20%. The effect lasts 30 sec

4.       Soda

a.       When consumed, soda reduces all cooldowns on skills by 30%. The effect lasts 30 sec

5.       Incendiary Bullets

a.       When used, incendiary bullets have a chance to light a target on fire. The effect lasts 30 sec

6.       Explosive Bullets

a.       When used, explosive bullets have a chance to deal area of effect damage

               Ammunition


1.       Assault rifle ammo

a.       Moderate recoil

2.       Light machine gun ammo

a.       Large capacity, Require time to stabilize when firing

3.       Marksman Rifle ammo

a.       Extra headshot damage

4.       Pistol Ammo

a.       Easy to handle, deals extra damage to injured enemies

5.       Shotgun Ammo

a.       Offers high mobility, high damage, but very limited range and rate of fire

6.       Submachine Gun Ammo

a.       Stable, high mobility, extra critical hit change but short range

Access Key


1.       Dark Zone Keys

a.       Specialized key used to access particular crates in the dark zone

2.       Lock Picks

a.       Tool used to unlock locked doors without their original keys

Medkit


1.       Heal damage over time when consumed

Crafting Sources


1.       Cloth

a.       creation of gear and gear mods

2.       Weapon Parts

a.       Creation of weapons and weapon mods

3.       Tools

a.       Creation of weapons and weapon mods

4.       Electronics

a.       Creation of gear and gear mods

5.       Division tech

a.       Additional crafting material used in dark zone blueprints

Appearance


1.       Hats

2.       Jackets

3.       Pants

4.       Scarf

5.       Shirts

6.       Shoes

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theblacknight04
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