The Real DMZ
Hajin — Ltlethel / Streamers Unite. Interactive tac map, item tracker, crafting & builds, FOB upgrades and the boss board. Every entry cross-checked across multiple sources before it earns a spot here.
—Map pins
—Pins with screenshots
—Tracked items
—Recipes
10 + 3Lieutenants + Commanders
66Trait slots · 18 points max

Everything in here — the full card

This is the whole researched package, not just the map. The map is the first section — the item tracker, what every recipe means and how to build from it, the FOB upgrade costs, and the boss board are all here too. Tap any box to jump straight to that section.

Activision's official Hajin tac map, sliced for deep zoom — pinch or scroll to get right down to the buildings. Tap any pin for its picture, what it is and its grid — every pin leads with a picture: its own verified screenshot where one exists, otherwise the verified photo of the place it belongs to, or a zoomed view of that exact spot on the tac map with the spot ringed in amber — never the pin's marker icon blown up. The caption under each picture says which kind you're looking at, so a place photo is never dressed up as a screenshot of the exact spot. Pin positions come from COD Central's published map data, calibrated onto the official tac map so every pin sits on the building it names. Where pins stack, tap again to cycle through them. Every panel has a Close button, top and bottom, to put it away when you're done.

All 48 tracked items — what each one is used for, how many you need in total, whether to keep it or sell it, and where to get it: the containers, places and bosses it comes from. Containers are only half the story, though — the same items also come off kills, out of Lieutenant caches and Commander wrecks, and as guaranteed DMZ level rewards, and every card now lists those too. That is how a Structural Alloy can come out of a destroyed tank: the container odds never counted a wreck. The book and document items (ledgers, manifests, plans, footage) live here too — for most of them the answer is safes, and each card says exactly which kind and how often. Sell prices are shown only where sources agree on the number.

How to read an item card

  • Rarity chip — the item's tier, from Uncommon up to Ultra. The Commander-drop Legendaries and the big valuables sit at the top.
  • Keep — FOB needs ×N means hold at least that many: an FOB upgrade eats them. Sell — $X verified means sources agree on the price, so anything past what you need is safe to sell.
  • Total needed for FOB adds up every upgrade tier that uses the item. Needed to build everything once is higher when printed gear uses it too.
  • Odds like “1 in 10” mean that on average one in every ten of that container holds one — from COD Central's count of 10,442 containers. Containers only: that count never included a kill or a wreck, so it is not the whole picture — read the lines below it on every card.
  • Kills & wrecks — items drop off enemies and wrecks too. With the Scout trait Hostile Looter, killed hostiles sometimes drop an Uncommon ingredient, with a very small chance of a Rare one (every trait is listed, exactly as the game words it, in the Traits tab). Lieutenant caches hold named ingredients (Control Units in Iskra's and The Chemist's, a Comms Module in The Chemist's). And a Commander's wreck or body pays printer ingredients on repeat kills — a destroyed tank is three separate searches (front, back and top of the wreck), which is where Ltlethel's own Structural Alloy came from.
  • Guaranteed — fourteen ingredients are also DMZ level rewards, ×2 each between levels 6 and 57. No luck and no farming: reach the level and the pair lands in your stash. Each card names its level.

Pick what you want to build. You get every material with its amount, and under each material: where to find it and what to kill or loot for it — containers, best places, and boss drops. Amounts flagged in amber rest on a single source for the exact quantity and say so.

What the recipes mean — plain English

  • A recipe is a shopping list for the printer. Pick a build on the left and the panel lists every material and the exact amount (×N). Gather those, take them to the 3D Printer, and it makes the item — that's all a recipe is.
  • Backpacks & plate vests are the gear builds — bigger bags and stronger vests, printed from cloth, synthetics, metals and plates.
  • Epic conversions — the 3:1 trade. Eight Epic ingredients can be printed instead of farmed: 100 of a base resource (Metals, Synthetics, Electronics or Chemicals) + 3 of the matching Rare ingredient makes 1 Epic. You need Epic Ingredient Printing from the FOB first.
  • Uncommon prints. Once Uncommon Ingredient Printing is bought at the FOB, six Uncommon ingredients print cheap from base resources — 20 + 20.
  • X01 Black Site printer (Season 1). A second printer that makes the four Legendary boss ingredients — the ones that normally only drop from Commanders — out of ordinary Epic and Rare parts.
  • Printer gear. The Door Breacher Charge and Fulton Drop Marker print from blueprints you loot in Hajin first — the recipe itself is the random drop.
  • Badges. “Verified” means at least two independent sources agree on the amounts. Anything resting on a single source is flagged in amber and says so — never dressed up as fact.

Every FOB upgrade line — Bank, Stash, Gunsmith, MIA Recovery, Vendor, Dog Tag Case and Ingredient Printing — with its cash cost and item costs. Where the cash figure rests on one source (Bank VIII–XI), it is marked unconfirmed rather than printed as fact.

How to read the FOB list

  • Each line is a permanent upgrade for your FOB, bought one tier at a time — I, then II, then III, and so on. The cost on each row is what that one tier takes: DMZ cash, items, or both.
  • “Cash only” rows need no items. Rows with no cash figure really are item-only where the sources agree — the note on the row says so.
  • Ingredient Printing is the unlock behind the printer recipes — buy Uncommon Ingredient Printing and Epic Ingredient Printing here, and the prints and 3:1 conversions in Crafting open up.
  • Unconfirmed cash: the Bank VIII–XI cash figures rest on a single source, so they are marked UNCONFIRMED instead of printed as fact.

If you print every Epic ingredient once

The boss board: 10 Lieutenants at fixed posts and 3 Commanders who roam — no fixed pin for those three, because they can turn up anywhere. Fight notes come from COD Central's boss board.

Lieutenants

Commanders — roaming, no fixed pin

Every trait in DMZ — what each one is, and exactly what it does, in the game's own wording. Traits are the permanent perks tied to one Operator: you earn 18 Trait Points per Operator and spend them across three trees — Warfighter (fighting), Scout (loot, cash and intel) and Survivalist (revives, consumables and getting out). Every pick is locked in — there is no respec — so this card exists to plan all 18 points before you spend one: all 18 fixed Major traits quoted word-for-word, the three official example traits, every named Minor trait with researched take-it / skip-it ratings, the 12 Prestige Pro traits, and four example trait trees researched from COD Central's own Operators — looting, PvP, team and solo.

How traits work — exactly

  • One point per Dog Tag level. Each Operator has their own Dog Tag that climbs 18 levels — Steel I, II, III, then Bronze, Silver, Gold, Damascus and Onyx I–III — and every level-up awards 1 Trait Point. A great run can level the Dog Tag more than once, so one exfil can pay more than one point. Points belong to that Operator only; a new Operator starts at zero.
  • 66 board slots: 3 trees × 22. Each tree is 9 rows tall and you take one trait per row, climbing from the bottom. A full tree costs 9 points, and 9 per tree is the cap — so 18 points finish exactly two trees, or spread across all three.
  • Rows 3, 6 and 9 hold the Major traits — two per row, the same fixed pairs on every Operator, always visible. Picking one locks out the other for that Operator. Row 9 is the capstone pair, and it only opens once the eight rows below it are filled — which is why two finished trees beat three half-finished ones.
  • Every other row holds Minor traits — three per row, random for each Operator, shown as question marks until you take a trait in the row below. Row 1, the starting trait, is random too — it is never a choice. A Minor can even turn up in a different tree on another Operator: COD Central saw Final Intel and Resupply in Warfighter on one Operator and Survivalist on another. So you plan around the fixed Majors, then take the best Minor each row actually offers you.
  • Activision's official list names seven "main" traits per tree — the six fixed Majors below, plus one extra per tree (Adrenaline Burst, Investor, Air Superiority). Trackers class those three as Minors: they live in the random rows, not the fixed pairs. They are listed separately under the pairs so nothing is double-counted.
  • No respec, ever. A spent point cannot be refunded or swapped. The only reset is Operator Prestige (below), or dismissing the Operator and starting over.
  • Traits raise the MIA price. If the Operator goes down and is not recovered in the run, rescuing them from MIA preserves all their traits but returns them without gear — and the rescue costs more the more Trait Points they hold.
  • Wounds, in one breath — because three traits turn on them: going down puts you in Last Stand; a Tourniquet gets you up but leaves you Wounded (max health stays lower) until a Medkit repairs the Wound. Free Revive repairs your first Wound free, Metabolism slowly wins the lost health back, and Possum brings you back from outright death once per match.

The trait trees — how each one is laid out

Read each tree bottom to top: Row 1 is where every Operator starts, Row 9 is the capstone. Amber rows are the fixed Major pairs — the names are the real choice in that row. The other rows roll three random Minors per Operator.

WarfighterGunfights, explosives and staying in the fight

ROW 9Possum or Adaptive Restock — capstones
ROW 83 random Minors
ROW 73 random Minors
ROW 6Viper Sense or Quick Fix
ROW 53 random Minors
ROW 43 random Minors
ROW 3Equipment Professional or Combat Resistance
ROW 23 random Minors
ROW 1Starting trait — 1 random Minor, not a choice

ScoutLooting, cash, crafting and UAV intel

ROW 9Overwatch or Thermal Padding — capstones
ROW 83 random Minors
ROW 73 random Minors
ROW 6UAV Upgrade or Field Crafting
ROW 53 random Minors
ROW 43 random Minors
ROW 3Hostile Looter or Container Looter
ROW 23 random Minors
ROW 1Starting trait — 1 random Minor, not a choice

SurvivalistRevives, consumables and getting out alive

ROW 9Numb the Pain or Die Hard — capstones
ROW 83 random Minors
ROW 73 random Minors
ROW 6Impact Smokes or Free Revive
ROW 53 random Minors
ROW 43 random Minors
ROW 3Faster Revive or Consumable Duration
ROW 23 random Minors
ROW 1Starting trait — 1 random Minor, not a choice

All 18 Major traits — exact wording, pair by pair

These are the traits you can actually plan around: the same pairs, in the same rows, on every Operator. The quoted line is Activision's exact in-game description. Under each pair is the researched call — which one to take, and when the other one wins — from COD Central's trait guide, cross-checked against DMZTracker and DMZ Codex. Picking one locks the other out for that Operator.

Warfighter · Row 3

Equipment Professional

“Slowly recharges equipped Lethals and Tacticals after use. Refills up to the max capacity of the slot.”

The pick for most Operators. Free grenades and tacticals all run long add up — best against bosses and big AI squads.

Combat Resistance

“Reduces damage from explosives and the effects of enemy Tacticals.”

Take it instead if your squad fights other players constantly and keeps eating grenades, flashes and stuns.

Warfighter · Row 6

Quick Fix

“Reduces health regeneration delay when an enemy operator or hostile is killed.”

The pick for most Operators. Hostiles count, and a DMZ run is full of them — you are back at full health after almost every kill.

Viper Sense

“Conceals you from thermal optics and AI targeting systems.”

Take it instead if you run solo or stealth — staying unseen matters more than winning the straight fight.

Warfighter · Row 9 — capstones

Possum

“Allows a Self Revive into Last Stand from death, restoring health to maximum, once per match.”

The pick. Every save keeps your Operator out of MIA and keeps your loot — and dodges a rescue bill that grows with every Dog Tag rank. Nerfed Oct 28: you can no longer activate it while the team that killed you is nearby, or until 4 minutes have passed — no more reviving behind them for a surprise.

Adaptive Restock

“Enemy hostiles drop one additional item.”

Take it instead only on an Operator built to do nothing but farm AI for loot.

Scout · Row 3

Container Looter

“Chance to get an extra piece of loot in containers.”

The pick for loot runs. You open far more containers than anything else in a run, so the extra-item chance pays out constantly.

Hostile Looter

“Enemy hostiles sometimes drop an Uncommon printer ingredient, with a very small chance for a Rare printer ingredient.”

Take it instead if you farm AI for printer ingredients — for example the four Rare ingredients a Prestige asks for. No drop rate is published; it works on AI hostiles, not rival Operators, and ingredients only count once you extract with them. This is the trait behind the “Kills & wrecks” lines on the item cards.

Scout · Row 6

Field Crafting

“Allows crafting items directly out of Common printer resources while deployed.”

The pick solo and for looting. Print bandages, parachutes, ammo and armor plates mid-match from spare resources, exactly when you run out.

UAV Upgrade

“Increases the range and duration of UAVs. Also upgrades them to Advanced UAVs.”

Take it instead if you play in a squad or hunt players — the whole team fights off the stronger intel.

Scout · Row 9 — capstones

Thermal Padding

“Hides from UAVs and downgrades Advanced UAVs to UAV detection.”

The pick solo and for looting. Enemy UAVs simply do not show you — which also makes it the direct counter to every player running Overwatch.

Overwatch

“UAV towers you activate never expire.”

Take it instead if your squad holds an area — every tower you switch on watches it for the rest of the match (this is the trait named on the map's UAV Tower pins). Note: since Oct 22, other players can take over your tower.

Survivalist · Row 3

Faster Revive

“Increases Revive speeds.”

The pick in a squad. Downed teammates are back up sooner, under fire, when seconds decide the fight.

Consumable Duration

“Increases the duration of consumables.”

Take it instead if you run solo or loot — stims, Painkillers and Smelling Salts all last longer, and a faster revive does nothing when nobody is there to revive.

Survivalist · Row 6

Free Revive

“Automatically repairs your first Wound.”

The pick solo and for looting. Better than it looks: it is a free Medkit you never have to carry, spent on the first Wound a Tourniquet leaves you with.

Impact Smokes

“Releases smoke when downed.”

Take it instead if you play in a squad — the smoke cloud covers the teammate coming to get you. Solo, it mostly tells the enemy exactly where you went down.

Survivalist · Row 9 — capstones

Numb the Pain

“Applies Painkiller and Smelling Salts effects on revives.”

The pick in every revive-based build. Every revive comes back with Painkiller plus Smelling Salts — infinite stamina, better movement and faster reloads while you re-plate and push or run.

Die Hard

“Approaching an exfil while in Last Stand calls the exfil automatically. Also grants infinite bleed out time while in Last Stand.”

Take it instead if you run Survivalist solo — nobody is coming to revive you, so never bleeding out, and crawling to the exfil to call it yourself, is the capstone that saves the run.

The three official example traits

Activision's official FOB guide lists seven main traits per tree — the six fixed Majors above plus these three. DMZTracker and DMZ Codex class them as Minor traits: they appear in the random Minor rows rather than the fixed pairs, so you can only plan for them if your Operator actually rolls one. Their descriptions below are Activision's exact wording.

Adrenaline Burst — Warfighter

“Killing an enemy resets tactical sprint.”

Good for: aggressive pushes and getting away clean right after a kill — your sprint is always ready.

Investor — Scout

“Slightly increases cash amount extracted.”

Good for: a loot Operator — a little more cash banked on every single extract, forever.

Air Superiority — Survivalist

“Extends the duration of UAV towers and SAM sites.”

Good for: squads that lean on UAV towers but are not running Overwatch — your towers and SAM sites simply stay up longer.

Example trait trees — four good builds, researched

Full 18-point trees to copy the shape of, from COD Central's own Operators (their looting Operator Min-Hee, their PvP Operator Hunter Killer, and their squad and solo plans). Major picks are named row by row where the source names them; the Minor lists are “take these when they show up” — Minors are random, so if none of them is offered in a row, take the closest match from the Minor ratings below. Not sure where to start? COD Central's ten first-pick traits across all sources: Possum, Quick Fix, Field Crafting, Thermal Padding and Free Revive among the Majors, plus Plate Speed, Plate Pouch, Plate Organization, Cash Ops, Expedited Extraction and Objective Oriented whenever they roll as Minors.

Looting Build — Scout 9 + Survivalist 9

The build to level a fresh Operator with. Scout pays you more for everything you pick up; Survivalist keeps the loot run alive. This is COD Central's own first build.

Scout Majors:
  • Row 3 — Container Looter (extra loot from containers)
  • Row 6 — Field Crafting (print plates and heals mid-run)
  • Row 9 — Thermal Padding (invisible to enemy UAVs)
Survivalist Majors:
  • Row 3 — Consumable Duration
  • Row 6 — Free Revive (first Wound repairs itself)
  • Row 9 — Numb the Pain
Minors to grab when offered: Cash Ops, Investor, Combat Scavenger, Resource Pockets, Mini Tracker, Resource Management, Objective Oriented, Expedited Extraction.

Why it works: extra cash from Ops and extracts, extra printer resources from scrapping, a chance at an extra item in every container, radar pulses while you loot, better Op crates, a faster exfil, and a free Wound repair when a fight goes wrong.

PvP Build — Warfighter 9 + Survivalist 9

Built to win fights against other Operators: more plates, faster plates, equipment that never runs dry, and a second chance once per match.

Warfighter Majors:
  • Row 3 — Equipment Professional (lethals and tacticals recharge)
  • Row 6 — Quick Fix (health regen starts sooner after every kill)
  • Row 9 — Possum (come back from death once per match)
Survivalist: climb to the Row 9 capstone Numb the Pain — revives that hand back Painkiller and Smelling Salts win the next fight, not just the current one.
Minors to grab when offered: Plate Speed, Plate Pouch, Plate Organization (the two plate traits stack — four extra reserve plates together), Auto Fill, Combat Scanner, Rampage, Bounty Hunter.

Why it works: you cannot bring plates into a match, so plate traits are the only way to carry more of them; Combat Scanner pulses a UAV where you down a player and can give away the rest of their squad; Rampage adds a short Painkiller effect on every Operator kill.

Team Player Build — Scout 9 + Survivalist 9

Same two trees as the looting build, opposite Major choices — every pick here helps the whole squad, not just you. The clearest proof in DMZ that the pair choices matter as much as the trees.

Scout Majors:
  • Row 6 — UAV Upgrade (bigger, longer, Advanced UAVs)
  • Row 9 — Overwatch (your UAV towers never expire)
Survivalist Majors:
  • Row 3 — Faster Revive
  • Row 6 — Impact Smokes (smoke cover when you drop)
  • Row 9 — Numb the Pain
Minors to grab when offered: Mini Tracker, Operator Tracker, Rescuer, Expedited Extraction, Resupply (every Armor Box then gives the squad two extra plates).

Skip Fast Learner and Lucky in this build — they only help you. Everything above feeds the squad's intel, revives or exfil.

Solo Build — Warfighter 9 + Scout 9

Nobody is coming to revive you, and every squad you meet outnumbers you. This build is about not being seen — and getting out alive when you are.

Warfighter Majors:
  • Row 6 — Viper Sense (hidden from thermals and AI targeting)
  • Row 9 — Possum (your one second chance)
Scout Majors:
  • Row 3 — Container Looter
  • Row 6 — Field Crafting (print plates and bandages mid-match)
  • Row 9 — Thermal Padding (off every UAV)
Minors to grab when offered: Stealthy (more AI kills before a Hunt Squad comes), Operator Tracker (see their footprints — follow them or avoid them), Cash Ops, Investor.

Why it works: Viper Sense plus Thermal Padding makes you invisible to the two detection systems that find solo players; Field Crafting replaces the teammate who would have shared plates; Possum replaces the revive that is never coming.

Every named Minor trait — with ratings

Minors fill Row 1 and the non-Major rows, three at a time, random per Operator — the tree each one is listed under is where the trackers most often see it, and any of them can surface in another tree. Ratings are COD Central's researched ranking of every Minor they have seen in game: Take it = grab it whenever it is offered, Good = a solid pick, Situational = pays off for one playstyle, Skip = only when the other two in the row are worse. Effects are the trackers' agreed wording; anything resting on community reports alone says so on its card.

Prestige — and all 12 Prestige (Pro) traits

Once an Operator has earned all 18 Trait Points (Onyx III — the points do not have to be spent) and is not MIA, you can Prestige them at the Operators station. Everything equipped on the Operator is consumed, the three trees reset to zero, and the Operator gains one random permanent Prestige Trait — a Pro version of a Row 6 or Row 9 Major. Prestige Traits are permanent: they stay with that Operator even if you dismiss them, move them to another slot, or change their skin. Maximum three; from the fourth Prestige on, a new one is offered and you choose which of your three it replaces — or discard the new one. You cannot choose which Pro trait you roll, so the ranking (COD Central's) tells you how happy to be with it.

1st Prestige2 weapons — Rare+, 3 attachment slotsPlate carrier — RareBackpack — Rare4 printer ingredients — Rare$200,000
2nd Prestige2 weapons — 4 attachment slotsPlate carrier — EpicBackpack — Epic4 printer ingredients — Epic$300,000
3rd & every after2 weapons — 4 attachment slotsPlate carrier — LegendaryBackpack — Legendary4 printer ingredients — Legendary$500,000

Reported traits — named, not confirmed

The names below come from a leaked pre-launch list (Esports.gg, Oct 8, 2026) catalogued by DMZ Radar. Activision has not confirmed them and the trackers have not verified them in game — some may be cut, renamed, or Prestige-only. They are listed so the card is complete, flagged as reported and never dressed up as fact — the same rule the Verified tab runs on. If you roll one in game, that is a confirmation worth sending in.

Trait sources: exact Major wording and the Prestige requirements from Activision's official FOB guide; pair-by-pair calls, builds and Minor / Pro rankings from COD Central's trait guide; cross-checked against DMZTracker's trait planner, DMZ Codex's skill-tree guide and DMZ Radar's trait list. Where sources disagreed on a Minor's home tree, the card says the tree it is most often seen in — Minors are random and cross trees.

How this toolset was built: nothing ships on one source's word. Every item, recipe and pin was cross-checked across independent sources; what follows is the scorecard — what was corrected, and what was left out on purpose until it can be confirmed.