Survival Title
"Survive the cold. Survive the hunger and the thirst. Survive the disease. Survive the night. Survive the hunt."
— Survival trailer

Survival is the second paid content expansion of The Division, added into the game with patch 1.5. It provides a new game mode of the same name that offers both Player vs. Environment (PvE) and Player vs. Player (PvP) action.

Taking a page from other survival simulation games like DayZ, Survival sees the player stranded in the middle of Manhattan during a terrible snowstorm after their helicopter crashes, with no gear or supplies to their name except a pistol, no comms, and an infection in their system (Sepsis) that threatens to kill them within the hour. Despite this, they must still complete their mission to enter the Dark Zone, recover a set of experimental anti-virals, and extract via helicopter. Up to 24 agents will have to scavenge for supplies, warm clothes and equipment as they do battle against the cold, the disease, thirst and hunger, roaming enemy NPCs, and - in the PvP mode - potentially other agents; even extracting from the Dark Zone safely is not a guarantee, as someone is out there on the hunt.

New Mechanics Edit

Survival introduces 4 new mechanics to the game in addition to existing systems. These mechanics are cold, hunger, thirst, and disease.


"Warning: Core body temperature is dropping below normal levels."
Survivial Heat

An Agent heating up by a fire barrel. Fire barrels are spread around the map.

Cold (or Temperature) is the condition that the player will have to battle the most, as the snowstorm has dropped temperatures to well below freezing, and without proper clothing, the player will freeze and, if not remedied in time, eventually die from hypothermia. Vanity items in Survival now have a new "cold resist" stat on them, decreasing the temperature in which the player can be without freezing. There are hundreds of fire barrels scattered throughout the map, along with shelters and hideouts, that will allow the player to warm up regardless of their cold resistance. Being next to a burning car or any form of fire, including being on fire, warms players up as well, but only as long as the player stays extremely close, and doing so makes the player risk catching on fire. It should be noted that freezing is not an immediate death, but rather a slow drain on the players health, similar to the Sickness Directive from Underground missions, i.e it prevents health regeneration from hunger being under control.

Clothing can be found by killed enemies, opened suitcases, closets in apartments, or loot containers at fabric locations.



Three Division Agents searching for food in a store.

Hunger is linked to health regeneration. When hunger is satisfied, health will regenerate as in the base game. However, if the player gets hungry, health regeneration is stopped early. Players can tell how hungry they are by noticing if their health regenerates completely or if it stays at a third or two-thirds of their max health. When a player has the "Hungry" status effect, health will not recover beyond the third of heath the player has. While not treating hunger will not result in players dying solely from hunger, it will severely hamper the players ability to survive since medkits in Survival are much rarer than in the base game. Hunger is decreased by eating energy bars or canned food.

Food items can be found by looting refrigerators, and ice chests.



In Survival, Food is used for Health Regeneration and Water for detecting items and enemies.

Thirst is linked to awareness and locating containers in the game world. In Survival, the minimap is disabled and replaced with a basic compass, leaving players relying on the game highlighting containers in orange. This occurs when thirst is under control. However, once the player gets thirsty, the highlighting gets dimmer and harder to see in the snowstorm, and if not treated, will make the highlighting disappear. Like hunger, players will not die from thirst solely, however, containers often contain vital items, like clothing, food and water. Thirst is decreased by drinking water or soda.

Water and Soda can be found by looting refrigerators, ice chests, and soda machines.


"Warning: Infection has reached critical mass."
ISAC when Agent is in Septic Shock

In Survival, you must use Painkillers and Medicine to slow down infection.

Disease is a constant status problem that players will have to manage in Survival. Since the player falls from a helicopter crash, and a nail punctures the players Hazmat Suit, the player "gains" the status effect Sepsis. This mechanic acts as a timer, preventing players from dragging the Survival game out too long. Players have around an hour from the start of the match before the player will succumb to Sepsis. As the disease spreads and gets more severe, ISAC will alert the player when the disease gets worse. Once a player reaches Systemic Infection (45 minutes of life expectancy remaining), The HUD of the player will occasionally glitch. This glitching will get more persistent and frequent as the infection worsens.

The four stages of infection: Local Infection, Systemic Infection, Severe Sepsis, and Septic Shock

Once the timer hits 0, the player succumbs to Sepsis and dies without the ability to be revived. Players can use medicine and painkillers to temporarily halt the progress of the disease, but the player also gains resistance to the drugs the more they are used, making each subsequent use slightly less effective.

Medicine and Painkillers can be found by looting large red medical bags, usually found at Landmarks, CERA Stations and Ambulances.

Gameplay Differences Edit

Each player starts out the game with Standard gear, a Standard pistol, a medkit, and torn hazmat suits as clothing. Players do not start with a primary weapon. The goal of the Survival mode is to craft a mask to enter the Dark Zone, find the "cure" to Green Poison, and then extract, all while trying to get better equipment and clothing, and before succumbing to disease, the cold, or the numerous enemies scattered throughout the map.

Players, when choosing Survival from the Terminal, have the option of choosing a PvP or PvE match. The differences between the modes is that, in PvP, player combat is enabled, and the player may damage and kill other players (with no penalty, as the Rogue system doesn't exist in this mode, even inside the Dark Zone). PvE disables combat between players, but it still is a race to get extracted first.

Enemies in this game mode range from standard level 28 enemies in the outer edges of the map, and progresses to level 30 enemies of varying strength and factions inside the Dark Zone.


Crafting is a vital part of Survival.

Players do not start with any skills. Skills must be crafted using the crafting tables located in Survival Hideouts (which act like Safe Houses in the base game). Crafting materials can be found in killed enemies and in containers scattered throughout the map. All skills require differing amounts of differing materials. In addition, First Aid and Support Station require 1 medkit each to craft. Additionally, players are unable to craft First Aid or Support Station unless the Hideout they are using is close enough to the Dark Zone.

The map in Survival contains many new icons, including Hideout locations, Helicopter crashes (which contain some of the better gear in Survival), locations of downed or unconscious players and Fire Barrels, which will let players stay warm and regenerate their lost body heat, which is displayed on the upper right corner of the players HUD.

Loot in this mode is NOT shared, even among party members. This means that each drop appears to every player, but only one person may pick it up. Once the item is picked up, it no longer is available to any other player. This includes crafting materials from containers, as well as items and gear pickups. The sole exception to this rule is when the agent is in a group, inside a hideout with lootables, like painkillers and fabrics, which will duplicate to give each player one of them.

In Survival, Medkits are much more rare than in the base game, and thus are much more valuable. Also, in Survival mode, medkits have the ability to revive oneself from a downed state, as well as the standard ability to be used while alive to restore health.

If the player stays in a downed state for too long, they do not die immediately. Instead, they get rendered "Unconscious" and stay in the same position on the map. Unconscious players have 5 minutes till they die and cannot be revived. The map in game shows locations of Unconscious players. Players then have the option of reviving the unconscious player, at the cost of a Medkit, or to loot and kill the player, ending that player's Survival session. In case the player is downed by a Hunter, the Hunter will proceed to close the distance and, if they succeed, will execute the player and force the player into unconsciousness, effectively ending the players run in Survival unless another player can get to them and revive them.

Hunter axe

Hunters are the players' final challenge for Survival.

Once inside the Dark Zone, players will need to fight their way to the cure for Green Poison located somewhere in the Dark Zone, and build a Flare Gun to call in extraction. Once extraction is called in, the player must survive 3 minutes as the copter comes to pick the player up. However, standing between the players and extraction are a new type of enemy, the Hunter. Hunters are strong, elite level enemies that act like other players, using skills and cover much like other players. The amount of Hunters that spawn depends on the size of the group calling the extraction, i.e. 1 player spawns 1 hunter, 2 players spawn 2 hunters, and so on. The players can not extract until the hunters are killed.

Once the player extracts, the player "wins" and is extracted back to the Base of Operations. There are only four seats in the helicopter, so up to four players can extract at once. It should be noted that other players may hijack the extraction and "steal" the player extraction, leaving the original player who called in the extract stranded, and needing to craft another flare gun and calling in another extract and needing to face Hunters again.

Once the player extracts or dies, the Survival score screen appears, rating the player based on several factors, like surviving, NPCs killed, etc. Players are then awarded bonus caches for reaching certain score thresholds. There is a score multiplier on PvP games of Survival to reward the additional risk the player takes by being in PvP. If the player survived and won by extracting, any caches the player picks up in the Dark Zone is kept and transferred to the inventory of the player in the Base. Any equipment or items from Survival, except the caches, are NOT kept after the Survival game finishes.


The rewards gained from Survival vary based on whether or not the player extracted, and the score the player receives when the session ends, whether or not the player extracted. A rank is assigned to the player after each Survival session. As previously stated, playing in the PvP mode adds an additional multiplier to the players final score, regardless if the player actually had contact with other players. Level 0 gives no rewards, while level 5 gives 5 caches, in addition to the rewards the player gains from extracting, along with XP for the players character. Levels 1-4 give out caches and XP, with higher levels giving more rewards.


Caches can be found in the Dark Zone by fallen enemies, Landmarks, and loot containers. There are different type of Caches, and they drop different gear depending on their type.

  • Weapons Cache
  • Gear Cache
  • Mods Cache
  • Survival Cache

Weapons, Gear, and Mods cache are common in the Dark Zone, while Survival Caches can only be obtained from Named Enemies at Landmarks.

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