Weapon mods in The Division 2 have been significantly overhauled. In the series’ debut, mods were heavily randomized, often providing bonuses for magazine size, critical hit chance, optimal range, and more. In the sequel, however, mods are no longer part of the loot system.
Ubisoft says these changes were due to too many “must-have” mods in the first game. Because so many mods were crucial, there were very few slots for true customization. Specifically, weapon handling and magazine size mods just ended up detracting from the overall experience.
- The Division 2 Weapon Guide – Exotics, Mods, Talents
- The Division 2 Class Guide: Specializations, Weapon Unlocks, Grenade Unlocks
- The Division 2 Dark Zone Guide: Rogue Ratings, Perks, & More
The Division 2 Mod Changes
As you play The Division 2, you’ll unlock mods to equip on your weapons. Once one is unlocked, it’s yours forever and can be used across any number of eligible weapons. There will still be weapon type exclusivity, though. Don’t expect to be able to equip a rifle clip onto your LMG.
All mods will have static rolls. That means the extended sniper clip that you get will be the exact same as mine, your friend’s, or anyone else’s.
Update: As of April 8, 2019, Ubisoft has updated the mod system, removing all negative effects from them. It has also toned down their benefits to make up for this fact. You can read the full changes on the patch notes.
Originally, weapon mods had both positive and negative effects. The Division 2 Tidal Basin update completely changed that. Now the positive effects have been toned down… while the negative effects were removed completely for most mods!
When you have multiple possible mods for one slot on a weapon (such as for a magazine) you’ll still find mods with negative attributes. However, these mods will also have stronger-than-usual positive stats. For every slot, there will be at least one mod that has no negative attributes. The aim is to be less restrictive, letting you try out the mods you want without being hampered by negative stats.
Weapon Mod Summary
If that’s too much for you to process, here’s a quick summary of how mods have changed from your experience in The Division.
- Mods are no longer dropped as loot.
- Must be unlocked through challenges of some sort.
- They now have static rolls.
- Can be equipped on all eligible weapons at once.
- Most mods have only a positive effect, but some do have negative ones.
Weapon Mod Types
While Ubisoft hasn’t quite confirmed all the different mod slots on any given weapon type, this is how things were handled with the original Division.
- Optics Rail: Change your weapon’s scope or sight. Certain scopes will allow you to go first-person.
- Magazine Slot: Upgrade your weapon’s magazine to hold more rounds, fire faster, and more.
- Underbarrel Rail: Add things like grips for less recoil, laser pointers for better accuracy, and more.
- Muzzle Slot: Add suppressors for stealth or other muzzles to change how bullets fire.
- Skin Slot: Personalize your weapon with various skins and tints.
How to Unlock Weapon Mods
Weapon mods can be unlocked in a few different ways. Your first weapon mod blueprints come from the Theater settlement and the improvements it asks of you.
Level 1 (Cost: 1) – Awards: Tactical small pouch magazine; fits any belt-fed weapon.
Level 2 – Awards: Balanced spring 5.56 mag; fits 5.56 assault style weapons.
Level 3 – Awards: Precision 7.62 mag; fits 7.62 assault style weapons.
Level 4 – Field pistol mag; fits sidearms.
Level 1 (Cost: 1) – Awards: Loud vent break 5.56 muzzle; fits 5.56 caliber muzzles.
Level 2 – Awards: Compensator 7.62; fits 7.62 caliber muzzles.
Level 3 – Awards: Small suppressor 9mm muzzle; fits 9mm caliber muzzles.
Level 4 – Osprey 45 suppressor; fits .45 caliber muzzles.
Level 1 (Cost: 1) – Awards: T2 micro red dot sight; fits short and long top rails.
Level 2 – Awards: Acog scope (4x); fits long top rails.
Level 1 (Cost: 1) – Awards: Short grip underbarrel attachment; fits long rails.
Level 2 – Awards: Compact coupled small laser pointer; fits non-rail couplings.
Gear Mod Summary
Gear mods still drop like normal loot with varying rarities and powers. They can increase a lot of different stats such as grenade damage or XP gains. Gear mods do not have drawbacks.
How to Unlock Mods
There are a variety of ways to unlock mods in The Division 2. You’ll find them as random drops, missions rewards, and settlement progress. You will need to craft many mods before they become available to equip, so check your crafting bench frequently!
All Weapon Mods
Weapon attachments Name Attribute (pos) Attribute (neg) Magazine Belt Nimble Link Belt 5% Fire rate – Tactical Small Pouch 20% Reload speed – Non-disruptive Link Calibrated Link 15% Stability Large Pouch 35 Extra rounds 5.56 Magazine Light Extended 5.56 Mag 10 Extra Rounds Sturdy Extended 5.56 Mag 20 Extra Rounds 10% Reload Speed Tactical 5.56 Mag 10 % Crit Damage Infantry 5.56 Mag 30% Optimal Range Balanced Spring 5.56 Mag 20% Stability 7.62 Magazine Light Extended 7.62 Mag 10 Extra Rounds Sturdy Extended 7.62 Mag 20 Extra Rounds 10 %Reload Speed Weighted 7.62 Mag 20% Stability Precision 7.62 Mag 7% Headshot Damage Thin 7.62 Mag 20% Reload Speed 9mm Magazine Oversized 9mm Mag 10 Extra Rounds Extended 9mm Mag 20 Extra Rounds Heavy Spring 9mm Mag 10% Crit Damage Segmented 9mm Mag 20% Reload Speed Special Forces 9mm Mag 10% Damage to Elites .45 ACP Magazine Extended .45 ACP Mag 10 Extra Rounds Oversized .45 ACP Mag 20 Extra Rounds 10 % reload speed Short Spring .45 ACP Mag 20% Reload Speed Force Feed .45 ACP Mag 10% Damage to Elites Precision Feeding .45 Mag 20% Stability Marksman 7.62 Magazine Tightly Packed Marksman Mag 5 Extra Rounds Lightweight Marksman Mag 20% Reload Speed Sturdy Marksman Mag 20% Stability Compact Marksman Mag 10% Damage to Elites Mended Marksman Mag 20% Optimal Range 7.62 Integrated Compensated Integrated Spring 20% Reload Speed Overbalanced Integrated Spring 20% Stability Stiff Integrated Spring 5% Damage Underbalanced Integrated Spring 10% Damage to Elites Revolver drum Speed Loading Revolver Drum 20% Reload Speed Pistol mag Extended Pistol Mag 11 Extra Rounds Field Pistol Mag 30% Optimal Range Police Pistol Mag 20% Reload Speed Tubular Hard Tubular Spring 5% Fire Rate Counter-Clockwise Tubular Spring 10% Damage to Elites Flexible Tubular Spring 20% Reload Speed Muzzle 5.56 (5.7) Loud Vent Brake 5.56 10% Optimal Range Muzzle Brake 5.56 5% Damage to Elites Compensator 5.56 10% Stability Flash Hider 5.56 5% Crit Damage Large Suppressor 5.56 10% Accuracy Omega 5.56 Rifle Suppressor 20% Stability 10 % Optimal Range 7.62 Loud Vent Brake 7.62 10% Optimal Range Muzzle Brake 7.62 5% Damage to Elites Compensator 7.62 10 % Stability Flash Hider 7.62 5% Crit Damage Large Suppressor 7.62 10 % Accuracy Omega 7.62 Rifle Suppressor 20% Stability 10% Optimal Range 9 mm Loud Vent Brake 9mm 10% Optimal Range Muzzle Brake 9mm 5% Damage to Elites Compensator 9mm 10% Stability Flash Hider 9mm 5% Crit Damage Small Suppressor 9mm 10% Accuracy Osprey 9 Suppressor 5% Crit Chance .45 ACP Loud Vent Brake .45 10% Optimal Range Muzzle Brake .45 5% Damage to Elites Compensator .45 10% Stability Flash Hider .45 5% Crit Damage Small Suppressor .45 10% Accuracy Osprey 45 Suppressor 5% Crit Chance Optics Short EXPS3 Holo sight 8% Damage to Elites Russian Red Dot Sight 5% Crit Damage T2 Micro Red Dot Sight 10% Accuracy PRO Red Dot Sight 5% Stability Small RDS Scope 15% Stability 5% Accuracy Reflex Sight 20 % Crit Range Low Reflex Sight 10% Damage to Elites 10% Optimal Range Rugged Mini Reflex Sight 5% Crit Chance Long Acog Scope (4x) 20% Optimal Range CQBSS Scope (8x) 30% Headshot Damage Digital Scope 45% Headshot Damage 5% crit damage C79 Scope (3.4x) 5% Damage to elites 552 Holo Sight 10% Accuracy MK5 Scope (15x) 40% headshot damage 20% Reload Speed VX1 Scope (12x) 35% Headshot Damage 10% Reload Speed Iron Sights Streamlined Iron Sights 10% Reload Speed Weighted Iron Sights 10% Stability Open Iron Sights 10% Accuracy Underbarrel Short Angled Grip 10% Stability Laser Pointer 5% Crit Chance Small Laser Pointer 7% Crit Chance Vertical Grip 10% Accuracy Long Short Grip 5% Crit Damage Handstop 10% Reload Speed Gadget Compact Coupled Laser Pointer 10% headshot damage Compact Coupled Small Laser Pointer 10% Crit Chance