Skills

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There are 12 skills with 36 skill mods. Skills are grouped into medical, technology and security. They are unlocked at the Base of Operations through upgrading he corresponding wings in the game.

For the skills you also can choose mods, which slightly alter the way the skills works and allows you a wider range of options based on your situation.

You can have up to two skills equipped at any time and change them whenever you want, without a penalty. While you change skills though, the game doesn't pause, so be careful where you do that.

As you use a kill it can have a duration, but it also has a cool down, which means you can't use the skill again until the cooldown is over. You can see that cool down by the skill icon being grayed out and slowly filling up again. You can also see the skill cooldown of members of your group this way.

The electronics attributes of your Gear alters how much skill power you have. Based on skill power, the skills effectiveness (cooldowns, duration, damage, etc) can be altered.

The first three skills of each Wing is your "normal" skills, while the fourth is a signature skill. You can only equip one signature skill and two normal skills at any given time.

Some of this information is from a Youtube video by Ubisoft.

Medical Skills

These are about information and general aid for your quest to reclaim NYC.

Pulse

Base
Sends out a recon pulse that marks hostiles and allies through walls and covers.
Mod
Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers.
Mod
Scrambler
The pulse protects the user and all allies from hostile pulse scans.
Mod
Tactical Scanner
Damage is increased when attacking and hostile targets identified by the pulse scan.
Master
*Classified*
Name Range Duration Critical Hit Chance Critical Hit Damage Cooldown
Base 60.0 m 25.0 s 10.0% 25% 60.0 s
Recon Pack 80 m 17.50 s 10.80% 27.0% 56.70 s
Scrambler 60.0 m 25.0 s 5.40% 13.50% 56.70 s
Tactical Scanner 60.0 m 25.0 s 13.50% 32.40% 66.20 s
Master 60.0 m 26.9 s 26.5% 57.0% 37.6 s

First Aid

Base
Heals all allies within a small radius. Teh device can be used on location or launched to a distant target.
Mod
Defibrillator
The device can revive downed allies and grant them a portion of their normal health.
Mod
Overdose
The device heals target's more efficiently, and may even extend the target's health beyond its normal rating.
Mod
Booster Shot
Temporarily increases damage for the affected targets in addition to the normal healing effect.
Master
Extends the duration of the effect, giving more time to approach the device.
Name Self Heal Ally Heal Range Deploy Range Cooldown
Base 538 HP 538 HP 3.0 m 40.0 m 42.50s
Defibrillator  ? HP  ? HP  ? m  ? m  ?s
Overdose  ? HP  ? HP  ? m  ? m  ?s
Booster Shot  ? HP  ? HP  ? m  ? m  ?s
Master  ? HP  ? HP  ? m  ? m  ?s

Support Station

Base
Drops a support station that heals allies and can be used to revive downed allies.
Mod
Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.
Mod
Immunizer
Drops a recovery station that removes status effects and makes allies immune while within the affected area.
Mod
Ammo Cache
While close to the device. allies regain their ammo as they reload, and skill cooldown recovery is faster.
Master
When the device is disabled, nearby allies receive immediate healing.

Recovery Link

Signature Skill. Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health.

Technology Skills

The technology skills are about offensive capabilities for your agent.

Sticky Bomb

Base
Fires a bomb that sticks to most surfaces and explodes when detonated remotely.
Mod
BFB
Increases the damage and radius of the explosion and may cause targets to bleed.
Mod
Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.
Mod
Proximity Fuse
The bomb explodes automatically when a hostile target is within range.
Master
*Classified*
Name Explosion Damage Explosion Radius Deployment Range Cooldown
Base 1'650 HP 5.0 m 50.0 m 45.0 s
BFB 2'475 HP 6.25 m 50.0 m 90.0 s
Flashbang 165 HP 8.0 m 50.0 m 45.0 s
Proximity Fuse 1'650 HP 6.25 m 50.0 m 45.0 s
Master  ? HP  ? m  ? m  ? s

Turret

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

Seeker Mine

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

Tactical Link

Signature Skill. Increases damage and critical hit chance for the user and all nearby allies.

Security Skills

When you use security skills you enhance your defensive capabilities.

Ballistic Shield

Gives you a shield with which you can advance on your enemies without cover. While using it, you can only employ your side arm.

Base
*Classified*
Mod
Reactive Targeting
Equips a stronger and lighter shield that pulses hostiles who shoot at it.
Mod
Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.
Mod
Kinetic Breaker
Grants the user a small portion of incoming damage as healing.
Master
Self-healing Armor
After a short time without taking damage, the shield slowly repair itself to full health.


Name Health Damage Increase Damage Resistance Cooldown
Base 2'933 HP 10.0% 10.0% 42.50 s
Reactive Targeting 4'400 HP 5.0%  ?%  ?s
Assault Shield 2'200 HP 20.0%  ?%  ?s
Kinetic Breaker 2'933 HP 10%  ?%  ?s
Master: Self-healing Armor 2'933 HP 10.0%  ?%  ?s

Smart Cover

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


Mobile Cover

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

Survivor Link

Signature Skill. Increases damage resistance and speed for the user and nearby allies.