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Resources

Summary

• Resources come in two kinds: Basic (Fuel , Ammo , Steel , Bauxite ) and Special (Development Material , Instant Repair , Instant Construction , and Improvement Material ).
• With the exception of Instant Construction and Improvement Material, the amount of resources possessed is shown on the upper right corner while in most Naval Base screens.
• The number of special resources in possession can also be viewed in the Item screen.
• To avoid confusion, some admirals separate them into Resources (for the basic resources) and Materials (the others, especially development materials).
• Resources can be obtained by:
• Natural regeneration;
• Quest reward;
• Expedition reward;
• Collected during sortie;
• Dismantling a ship;
• Scrapping an equipment;
• Exchanging medals (and other specific items); and
• Purchased from Item Shop (with real money).
• Resources are spent when doing any of the following:

Natural Regeneration

• Special Resources do not naturally regenerate.
• Basic Resources regenerate every 3 minutes (1 Bauxite and 3 Fuel/Ammo/Steel).
• Will not increase beyond the soft resource cap which depends on HQ Level.
• It is possible to stockpile resources beyond the soft resource cap.
• Natural regeneration stops when the stockpiled resources is at or above the soft resource cap. Natural regeneration will resume when HQ Level increases and/or resources are spent to cause the stockpiled amount is below the soft resource cap.
• Natural regeneration continues even when the player is not logged in.
• Natural regeneration also continues to function even during server maintenance.

Here's a table of time versus resource natural regeneration.

Time / /
3 Minutes +3 +1
1 Hour +60 +20
1 Day +1,440 +480
1 Week +10,080 +3,360
22 Days +31,680 +10,560
30 Days +43,200 +14,400
• As the soft resource cap at HQ Level 120 is 30,750, 22 days of natural regeneration will always make , , and reach the soft resource cap.

Soft Resource Cap

• "Soft Resource Cap", or as the game calls it, The Maximum Amount of Resources That Can Be Stockpiled is the natural regeneration cap that increases with HQ Level.
• Unlike the original wording, you can exceed this cap (which is why it's called a soft cap).
• Only the natural regeneration is capped. All other resource income can put you over the soft cap.
• It is the same amount for all 4 Basic Resources ( / / / ).
• You can check your soft resource cap in the Report screen.
• The Soft Resource Cap is calculated by $\text {HQ Level} \times 250 + 750$. (Also equivalent to $\text {(HQ Level + 3)} \times 250$.)
HQ Level Soft Resource Cap
1 1,000
5 2,000
10 3,250
15 4,500
20 5,750
25 7,000
30 8,250
35 9,500
40 10,750
45 12,000
50 13,250
60 15,750
70 18,250
80 20,750
90 23,250
100 25,750
110 28,250
120 30,750

Hard Resource Cap

The hard resource cap is the absolute maximum amount of resources allowed to be stockpiled. This value is not dependent on HQ Level.

• On March 28, 2014, the hard resource cap was implemented (see table). However, players could still spend any resources exceeding the hard resource cap when it went into effect.
/ / / Development Material
Instant Construction
Instant Repair
Improvement Material
300,000 3,000 3,000[1]

Resource Gain from Quests

Resources can be gained as quest rewards.

• Rewards given by recurring quests are given in the appropriate sections below.
• There are also one-time quests apart from the ones detailed below.
• See Quests for details.

Daily Quests

Name of Quest
Japanese Name
(Quest ID)
Dev.
Material
Instant
Repair
Instant
Const.
Imp.
Material
Other
(non-resource)
Defeat the Enemy Fleet

Bd1
1 50 50
Defeat the Enemy Main Force

Bd2
1 1 50 50 50 50
Encounter Enemy Fleet 10 Times

Bd3
1 150 150 150 150
Sink 3 Enemy Transport Ships

Bd5
1 1 100 50 200 50
Control the Southwest Island Sea Region

Bd7
1 1 300 200
Suppress Enemy Submarines

Bd8
1 300 30 300 30
Increase Experience via Exercises
「演習」で練度向上！
C2
1 50 50
Overwhelm Other Admirals in Exercises
「演習」で他提督を圧倒せよ！
C3
1 50 50
Succeed in 3 Expeditions
「遠征」を3回成功させよう！
D2
1 100 100 100 100
Succeed in 10 Expeditions
「遠征」を10回成功させよう！
D3
150 300 300 150 Furniture box (small) x1
Furniture box (medium) x1
Large-Scale Fleet Checkup

E3
2 30 30 30 30
Fleet Bartenders' Festival

E4
1 1 50 50 50 50
New Equipment Development Order

F5
1 1 40 40 40 40
New Ship Construction Order

F6
1 1 50 50 50 50
Focused Equipment Development

F7
2 100 100 100 100
Strengthen Fleet Via Construction

F8
2 1 200 200 300 100
Abide the Military Reduction Treaty

F9
1 50
Equipment Improvement

F18
1 50
Perform Ship Modernization

G2
1 20 20 50
Total 13 9 5 1 1740 1270 1820 1150 Furniture box (small) x1
Furniture box (medium) x1
Sink 3 Enemy Carriers

Bd4
2 150 150 150 300
Strike the Enemy Convoy Fleet

G3
2 200
• Doing all the daily quests will require 4 Construction and 4 Development and therefore you will use up at least 160 in each of the basic resources (Fuel/Ammo/Steel/Bauxite) and between 4 and 8 Development Materials. In addition, 1 Improvement attempt will cost at least 10 Fuel / 30 Ammo / 60 Steel, 1 Development Material, and 1 Improvement Material.
• Days ending in 3, 7, or 0 will have the additional quest to sink 3 carriers; days ending in 2 or 8 will have the additional quest to sink 5 transport ships.
• You will always have the means (provided you have access to maps with the correct targets) to accomplish all of the daily quests that are not related to Exercises (PvP).

Weekly Quests

Name of Quest
Japanese Name
(Quest ID)
Dev.
Material
Instant
Repair
Instant
Const.
Imp.
Material
Other
(non-resource)
Operation A-Go
あ号作戦
Bw1
2 2 300 300 300 100
Operation I-Go
い号作戦
Bw2
2 500 500
Maritime Convoy Destruction

Bw3
3 500 400
Operation Ro-Go
ろ号作戦
Bw4
3 400 800
Maritime Convoy Escort

Bw5
2 1 600
Eliminate Enemy Eastern Fleet

Bw6
2 400 700
Eliminate Enemy Main Northern Fleet

Bw7
3 3 300 300 400 300
Defeat Enemy Core Eastern Fleet

Bw8
1 1 500 500
Gain Coral Islands Air Superiority

Bw9
2 2 300 800
Secure Sea Transport Route

Bw10
3 100
Large-Scale Exercise

C4
2 1 200 200 200 200
Order! Large-Scale Expedition Operation

D4
3 300 500 500 300 Furniture box (large) x1
Succeed in Transport Operation to South

D9
150 Furniture box (small) x1
Continue to Carry Out Transport Operation to South

D11
2 1 400 400
Recycling Resources

F12
100 Drum Canister x1
Prepare the Fleet by Modernization
「近代化改修」を進め、戦備を整えよ！
G3
2 1 200 200 300 100
Total 24 6 3 11 4250 2400 3500 3400 Furniture box (small) x1
Furniture box (large) x1
Drum Canister x1

Monthly Quests

Name of Quest
Japanese Name
(Quest ID)
Dev.
Material
Instant
Repair
Instant
Const.
Imp.
Material
Other
(non-resource)
「第五戦隊」出撃せよ！
Bm1
5 550 550 Furniture box (large) x1
Submarine Fleet
「潜水艦隊」出撃せよ！
Bm2
600 Furniture box (large) x1
Food supply ship "Irako" x1
「水雷戦隊」南西へ！
Bm3
3 500 300 Food supply ship "Irako" x1
Surface Strike Force
「水上打撃部隊」南方へ！
Bm4
3 4 350 400 350
Convoy Escort

Bm5
5 3 800
Carrier Mobile Fleet
「空母機動部隊」西へ！
Bm6
2 600 800 Furniture box (large) x2
Surface Counterattack Fleet
「水上反撃部隊」突入せよ！
Bm7
4 2 600 200
Total 14 3 0 14 1650 2150 1500 1300 Furniture box (large) x4
Food supply ship "Irako" x2

Resource Gain from Expeditions

Resources (both Basic and Special ones) can be gained as expedition rewards.

Resource Gain from Dismantle and Scrap

When a ship is salvaged or an equipment is scrapped, a very tiny amount of basic resources can be gained depending on which ship or equipment is salvaged/scrapped.

Resource Gain from Map

• During any Sortie, fleet arriving at green nodes will gain either resources or furniture box.
• Resource gain is added to the HQ stockpile when the fleet returns to the naval base normally. If an error occurred (or the page was refreshed) and the fleet didn't go through the normal return-to-base check, the resource gain is forfeited.
• Maps with resource-gaining nodes can reduce the overall running cost of the fleet.
• Certain maps with decent resource-gain are good candidates as an income source if a low-cost fleet is used to run the map(s) repeatedly.
Map
Japanese Name
(Quest ID)
Dev.
Material
Instant
Repair
Instant
Const.
Fur.
Box
Notes
1-2 C (10~20)
1-3 C (10~20)
D (10~30)
1-4 G (10~20) C (10~20)
H (10~20)
D (10~20)
1-6 M (40~80)*
N (see note)
G (20~40)*
N (see note)
N (see note) N (see note) G Node Ammo gain is 20 plus 5 per Daihatsu-class Landing Craft equipped (max 40 gain)
M Node Fuel gain is 40 plus 10 per Daihatsu-class Landing Craft equipped (max 80 gain)
N node gain is dependent on whether the gauge still exists for the month:
(Gain 1 of 4 resources, amount randomly chosen among the listed values)
Gauge Existing: 300/500/700/1000 Fuel, 300/500 Ammo, 100/300 Steel, 100/200 Bauxite
Gauge Depleted: 30/50/70/100 Fuel, 50/70/100 Ammo, 50/70/100 Steel, 50 Bauxite
2-1 B (10~30) D (1)
2-2 B (5~15)
E (15~35)
C (1) Will always go through at least 1 resource node if sortie did not end early
2-3 A (15~45)
E (15~45)
I (15~45)
D (15~45)
J (15~45)
Fuel and Ammo can be gained with a submarine fleet repeatedly running this map
(nicknamed Orel Cruising)
2-4 K (20~60) B (20~60) 1 1 The only map that can give Development Material and Instant Repair
2-5 G (50~150)* G Node Fuel gain is 50 plus 10 per Drum Canister equipped (max 150 gain)
3-1 B (35~105
or 150)
3-2 B (50~150) G (Small) Steel can be gained with a submarine fleet repeatedly running this map
Furniture box requires DD-only fleet
3-3 J (Medium)
K (Large)
Good for furniture boxes
3-4 G (50~150) M (Medium)
O (Large)
Good for furniture boxes (O goes through M as well)
3-5 I (50~?)* I Node Ammo gain is 50 plus 10 per Drum Canister equipped (max unknown)
4-1 F (40~120)
4-2 E (40~120)
G(20~60)
Route goes through a resource node guaranteed with 2 DDs in fleet
4-3 B (30~50,
60, or 70~90)
E (50~150) With 2 DDs node B can be guaranteed
4-4 D (50, 55, 75,
80, 90, 95,
100, 110, 120,
or 135~150)
E (35, 45, 50,
60, 75, 80,
100, or 105)
5-1 G (40~120) C (25~75)
5-2 E (25~75) H (35~105)
5-3 G (30~90) H (30~90) High chance of both G and H with 2CA, 1CL, and less than 3BB
5-4 M (55~180)* M Node Fuel gain is 55 plus 15 per Drum Canister equipped (max 180 gain)
5-5 J (110)

Resources Carried on Ships and Running Cost

Any time a ship is deployed (Sortie / Exercises (PvP) / Expeditions), some fuel and (in most cases) ammo are consumed.

Correlation Between Resources Carried And Display

The fuel/ammo display corresponds to the following table. Note that the resource left is NOT shown in 10% increments.

Bars Left Resource Carried / Full Supply
0 Empty
1 0 < % Carried < 1/9
2 1/9 ≤ % Carried < 2/9
3 2/9 ≤ % Carried < 3/9
4 3/9 ≤ % Carried < 4/9
5 4/9 ≤ % Carried < 5/9
6 5/9 ≤ % Carried < 6/9
7 6/9 ≤ % Carried < 7/9
8 7/9 ≤ % Carried < 8/9
9 8/9 ≤ % Carried < 9/9
10 100%

Effects of Amount of Resources Carried

The amount of fuel and ammo carried will affect the performance during sorties and exercises.

Display Bars Left Effect
Full 10 Bars of Fuel
10 Bars of Ammo
Yellow Gauge 8~9 Bars of Fuel
8~9 Bars of Ammo
Orange Gauge 4~7 Bars of Fuel Slight penalty to Accuracy/Evasion?
4~7 Bars of Ammo Reduced damage dealt when below 50% Ammo
Red Gauge 1~3 Bars of Fuel Huge penalty to Accuracy/Evasion?
1~3 Bars of Ammo Reduced damage dealt (2% reduced per 1% ammo below 50%)
Empty 0 Fuel Cannot Deploy (Continuing a sortie is possible)
0 Ammo
• Damage modifier is explained more at the combat page.
• During expeditions, if a ship has insufficient fuel or ammo, it is possible for that expedition to fail.

Regarding the consumption:

 Per Battle Either Day or Night Battle (but not both) 20% of Max Fuel, 20% of Max Ammo Both Day and Night Battle 20% of Max Fuel, 30% of Max Ammo
• Thus, when running a map with many battles along the way, it is crucial to pay attention to the fuel and ammo remaining on the fleet.
• If no night battle was engaged, the fleet will perform at full capability for the first two battles; full damage can be dealt even during the third battle.
• If no night battle was engaged, the fleet has enough resources to engage in five battles.
• Despite the fact that the fleet should in theory run out of ammo during the night battle of the 5th battle, the ammo modifier is the same as the one used during the day, so it is still possible to do 40% damage if 20% Ammo remained prior to the battle.
• If both day and night battle were engaged at all nodes, 90% or more Ammo would have been used up after the third battle, which would cause a dramatic reduction to damage dealt for the remainder of the sortie.
• Thus for maps in which the boss node is either the 4th or 5th battle, to prevent loss of damage at the boss node, it is advisable to avoid night battle along the way.

Consumption of Fuel And Ammo

• Exercises and red battle nodes during sorties will consume fuel and ammo on the ship.
• If night battle was further engaged, the ammo consumption is increased by 50%, rounded up. The fuel consumption remains the same.
• For example, if a Mutsuki-class destroyer engages in two battles that went to night battle, the total cost of ammo is not $3 \times 1.5 \times 2 = 9$, but rather $\lceil 3 \times 1.5 \rceil \times 2 = 5 \times 2 = 10$
• Exercise runs the same cost as a single map battle.
• Battles at certain submarine nodes (where the submarine image wavers when the node is reached) during certain events (Spring/Summer/Fall 2013, Spring/Summer/Fall 2014), only fuel is used up (no ammo cost).
• Even if the image does not show up, this may be the case (Summer 2014 E-2, Fall 2014 E-2/E-4).
• Ammo isn't used up either even if night battle is engaged.
• Submarine nodes during normal worlds (such as 4-1) will use up ammo as usual.
• Nodes that do not trigger combat do not consume fuel or ammo.
• Maelstrom nodes will consume either fuel or ammo.
• Expeditions also consumes fuel and ammo. Check the reference tables for details on how much is consumed for individual expeditions.

Table of Fuel/Ammo Running Cost Per Day Battle

• To calculate the maximum resources stocked on a ship:
• Regardless of ship class, participating in 5 day battles will exhaust both fuel and ammo on a ship.
• 5 times the fuel and ammo consumed by a day battle gives you the maximum resources stocked on a ship.
• 1 Day battle (20% worth of resources) is roughly 2 bars.
• Because maelstrom removes resources directly from the ship, there's a reason to know the maximum resources stocked on a ship.
• Running Cost Table Per Day Battle
Running Cost Table Per Day Battle
Type Class Unremodeled 1st Remodel 2nd Remodel 3rd Remodel 4th Remodel 5th Remodel
Destroyers (Standard) 3 4 3 4 3 4
Hibiki / Верный 3 4 3 4 3 5
Mutsuki-class 3 3 3 3 3 3 (Only Mutsuki and Kisaragi have 2nd Remodel)
Shimakaze / Akizuki 4 5 4 5
Z1-class 3 4 3 4 3 4 (2nd Remodel = zwei)
Amatsukaze 4 4 4 4
Light Cruisers (Standard) 5 5 5 6
Isuzu 5 5 5 6 5 6
Sendai-class 5 5 5 6 5 7
Ooi / Kitakami 5 5 Becomes CLT
Kiso 5 5 5 6 Becomes CLT
Kinu / Abukuma 5 5 5 7
Tenryuu-class 5 4 5 4
Yuubari 4 6 5 8
Agano-class 6 7 6 8
Ooyodo 7 6 7 7
Torpedo Cruisers Ooi / Kitakami 5 10 5 15
Kiso 5 10
Heavy Cruisers Furutaka-class / Aoba 7 10 7 11 7 13 (Only Furutaka has 2nd Remodel)
Kinugasa 7 10 7 12 7 13
Myoukou-class 8 13 8 14 9 15
Takao-class 8 13 8 14 9 16 (Only Maya and Choukai have 2nd Remodel)
Mogami-class 8 13 Becomes CAV
Tone-class 9 12 9 13 Becomes CAV
Prinz Eugen 10 14 11 15
Aviation Cruisers Mogami-class 10 11
Tone-class 10 13
Battleships Fusou-class / Ise-class 17 24 Becomes BBV
Kongou-class 16 22 18 24 20 25
Nagato-class 20 26 20 32
Yamato-class 50 60 50 65
Bismarck 18 22 19 23 21 27 22 31 (3rd Remodel = drei)
Vittorio Veneto-class 26 30 28 34
Aviation Battleships (All) 19 21 21 28 (Only Fusou and Yamashiro have 2nd Remodel)
Submarines I-168 / U-511 2 4 2 4 2 4 (Only U-511 has 2nd Remodel = Ro-500)
Maruyu 2 1 2 2
(Standard) 2 4 Becomes SSV
Submarine Aircraft Carriers (Standard) 2 5
I-401 4 3 5 6
Seaplane Tenders Chitose-class 7 7 7 8 7 9 Becomes CVL
Akitsushima 10 2 12 3
Light Aircraft Carriers (Standard) 7 7 8 8 8 9 (Only Ryuujou has 2nd Remodel)
Houshou 5 5 6 6
Ryuuhou 7 7 7 8
Chitose-class Carrier 8 8 9 8 9 8
Hiyou-class 7 7 8 8 8 9 (Only Jun'you has 2nd Remodel)
Aircraft Carriers Akagi 12 11 15 15
Kaga 12 11 16 16
Souryuu / Hiryuu 10 10 13 13 14 15
Shoukaku-class 11 11 13 14
Unryuu-class 10 9 10 11
Armored Aircraft Carriers (All) 14 13 18 15
Submarine Tenders (All) 7 2 Becomes CVL
Amphibious Assault Ships (All) 8 2 9 5
Repair Ships (All) 10 2 11 3
Training Cruisers (All) 6 3 7 4
Fog Ships
Arpeggio Event
SS Iona 30 30
CA Takao 35 40
BB Haruna 40 55

Cost Comparison

Rough comparison between the running cost (Fuel + Ammo) after remodel, with Destroyer having the value of 1.
For more accurate values, see above.

Cost Class
0.5 SS(Maruyu)
1.0 DD
SS
SSV
1.5 CL
CVL (Houshou)
CLp
SSV (I-401)
2.0 AV
LHA
AR
CVL (Ryuuhou)
2.5 CVL
3.0 CA
CLT
CAV
CV (Unryuu-class)
3.5 CA (Prinz Eugen)
4.0 CV
4.5 CV (Kaga, Taihou)
6.0 BB
BBV
6.5 BB (Kongou-class Kai Ni)
7.0 BB (Nagato-class)
BBV (Fusou-class Kai Ni)
7.5 BB (Bismarck drei)
9.0 BB (Vittorio Veneto-class)
16 BB (Yamato-class)

Maelstrom Loss Rule

• When the fleet arrives at a purple node (Maelstrom), a certain amount of fuel or ammo carried on all ships in the fleet is instantly removed.
• The amount lost is 40% of fuel (or ammo) remaining on the ship, rounded down. However, each map also has a maximum loss value, and ships will not lose more than the maximum.
• Later maps have a higher maximum, so it often is 40%.
• If any ship is carrying any RADAR, this loss can be mitigated.
• The loss is 30% with 1 RADAR-carrying ship; 24% for 2 RADAR-carrying ship, and 20% if 3 or more ships are carrying RADAR.
• Note that it counts the number of ships carrying RADAR, not number of RADAR carried. Thus if multiple RADARs are equipped for Maelstrom-offsetting, they must be spread among multiple ships.
• The type of RADAR does not affect the effectiveness of loss mitigation; thus, Type 21 Air RADAR and Type 22 Surface RADAR - both easy to obtain - are sufficient for this purpose.
• The amount lost displayed is the highest amount lost by ships in fleet. It is not the number lost by all ships.
• On the Resupply screen, the reason why the number of bars shown may differ between ships may be due to maximum loss value and/or rounding down.
• Remember that loss of fuel and ammo lowers ship performance in combat.