Stats and Attributes – Weapons, Armor and More

Given that The Division is an RPG at it’s core, it’s no surprise that the character customization is deep, with regards to both appearance and agent performance.  There are a multitude of stats that provide a variety of benefits, and you can gain in these areas in a number of ways.  In this article we’ll examine the various ways that your Division agent will become stronger over the course of your journey through Manhattan.

The Basics – Attributes


Your agent’s basic attributes can be divided into three categories:

  • Firearms – This is the bread and butter stat for doing damage; increasing this stat will increase weapon damage at a rate of 1 point to 1% bonus weapon damage.
  • Stamina – This stat will increase your agent’s health at a rate of 1 point to 30 HP gained.
  • Electronics – This stat will add to your skill power; that is, the effectiveness of your skills (ranging from better heals, more ballistic shield durability, or more turret damage as examples).  Increases at a rate of 1 point to 10 Skill Power.

These stats will see the most notable gains from your equipped armor pieces, but also increase at a flat amount as your character gains levels.

As many others have pointed out, it is inadvisable to put all of your eggs in one basket, figuratively speaking.  If you increase nothing but the Firearms stat, you’ll be left with a low health pool and ineffective skills.  Additionally, perks on weapons are tied to certain stat thresholds, but we’ll get to that a bit later.  Generally speaking, armor will provide bonuses to either one or two of the three basic stats, while providing bonuses to other, more specific bonuses (such as critical hit chance, resistances, etc).

Advanced Stats

Apart from these three basic stats, your character has a variety of other, more intricate stats that will heavily affect how your agent performs in combat.  This isn’t a comprehensive list, and will be updated as more is discovered:

  • Weapons
    • Critical Hit Chance / Critical Hit Damage
    • Headshot Damage
    • Bonus damage with each weapon type (AR, SMG, etc.)
  • Combat
    • Damage Versus Elite Enemies
    • Health on Kill
    • Damage Versus Enemy Armor
    • Threat Generation
  • Survivability
    • Maximum Health
    • Armor (Damage Mitigation)
    • Health Regeneration
    • Protection from Elite Enemies
    • Damage Resilience / Exotic Damage Resilience

As you can see, the statistics in this game go very deep and while it remains to be seen in it’s entirety, higher levels will definitely require you to think about your stat and gear choices.



Armor is equipped by your agent to increase your durability in combat, as well as providing bonuses to basic attributes and other bonuses.  The slots in which you can equip armor are:

  • Vest
  • PPE Mask
  • Pads (Knee, Elbow, etc)
  • Backpack
  • Gloves
  • Holster

Like most other items in the game, armor comes in different rarities:

  • Worn (Grey)
  • Standard (Green)
  • Specialized (Blue)
  • Superior (Purple)
  • High-End (Orange)

In addition to providing bonuses to your base stats, armor pieces also have an Armor value associated with them; this presumably will reduce damage in some way.

Armor pieces can also provide a variety of bonuses; things like bonus health, bonus EXP gained, and so on.  Early and basic gear provide minimal bonuses, but higher level gear can provide various resistances, protection from Elite enemies, and bonuses to Scavenging.  These are just examples from the gameplay I’ve seen and in no way reflect the breadth of bonuses available at launch.

Armor can also be modified using Mods much in the same way that weapons can be modified with attachments.  Presumably higher level armor will have more slots for Mod use, and at this time it appears that mods are not locked to a specific piece of armor.  Mods will provide bonuses to the basic attributes, and many also provide bonuses to things like resistances.

Higher level armor will also offer significantly higher bonuses to your base stats; +14 or so at lower levels, as opposed to bonuses of +100 or more at level 20.

Finally, higher rarity gear will provide bonuses in one of two categories: Major and Minor Attributes.  Examples of Major Attributes are basically things like bonus Health, or direct increases in damage.  Minor Attributes include things like resistances and the previously mentioned bonus to Scavenging.



An agent is only as good as the firepower that they bring to an engagement, so choosing the right weapons for the right situation will be crucial.  As of this writing, there are six basic weapon types:

  • Pistols
  • Shotguns
  • Submachine Guns
  • Assault Rifles
  • Marksman Rifles
  • Light Machineguns

These are further divided into two categories; Pistols are considered your sidearm and will have infinite ammunition.  The other five types are considered primary weapons, and you may equip any two at any time in the primary and secondary slots, giving you three weapons in total.

Like armor, weapons come in the same variety of rarity, ranging from Worn to High-End.  Weapons will feature four primary stats: Accuracy, Reload Speed, Range and Stability.  These stats can be increased by using a variety of mods.  Weapons considered to be primary will have up to five mod slots; at this time, it appears that shotguns only have four, while the remaining choices will have up to five.  Sidearms appear to have between two and three.

Mod slots generally include the following:

  • Handle
  • Underbarrel
  • Magazine
  • Muzzle
  • Optics

What exactly these mods can be will remain to be seen, but they definitely impact the performance of your weapons.  Adding a suppressor, for instance, will reduce threat.  Adding an ACOG scope will allow better optimal range while also allowing you to assume a First Person perspective for lining up shots.  You can also apply skins to the weapon to change it’s appearance.

As I’d mentioned previously in this post, higher quality weapons will have Perks on them.  These perks can provide a wide array of bonuses, from critical hit chance or damage, applying status effects to enemies, or bonuses when using skills.  These perks are, however, gated by stat requirements.  While a weapon may come with up to three perks, they will require you to have achieved a certain threshold in either Firearms, Electronics, or potentially even Stamina.  If you don’t have the required stat, then that perk simply won’t be active.  So, stat choices will affect more than your character, and will make certain weapons much more desirable for certain situations and builds.