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Revision as of 09:21, 10 May 2023

"Resource Nodes" are non-combat nodes that upon entering, add a specific amount of a specific "main resources" (FuelAmmunitionSteelBauxite), "consumables" (Instant repairInstant construction MaterialDevelopment material), or "coin boxes" (Furniture Box (Small)Furniture Box (Medium)Furniture Box (Large)) to the stockpile. Resource Nodes do not refill the fleet's current resource levels.

Nodes Behaviours

"Resource Nodes" can be divided into several types, depending on the type of rules they follow regarding resource gains. The vast majority of nodes fall in the "Regular" category, with a dozen "Special" nodes following unique sets of rules.

Gain Modifiers

Normal Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name FuelAmmunitionSteel
(& 7-3 O Bauxite)
Bauxite Instant construction MaterialDevelopment material
Furniture Box (Medium)Furniture Box (Large)
Landing Craft A Toku Daihatsu Landing CraftToku Daihatsu Landing Craft
Daihatsu Landing CraftDaihatsu Landing Craft
Armed DaihatsuArmed Daihatsu
DLC + T89 TankDaihatsu Landing Craft (Type 89 Medium Tank & Landing Force)
DLC + Panzer IIDaihatsu Landing Craft (Panzer II/North African Specification)
SoukouteiSoukoutei (Armored Boat Class)
Toku DLC + Ho-Ni TankToku Daihatsu Landing Craft + Type 1 Gun Tank
3.0 2.0 0.0
Amphibious Vehicle Ka-Mi TankSpecial Type 2 Amphibious Tank
Ka-Tsu TankSpecial Type 4 Amphibious Tank
Ka-Tsu Tank KaiSpecial Type 4 Amphibious Tank Kai
Drum Canister B DrumsDrum Canister (Transport Use) 2.0 1.5 0.0
Landing Craft C Toku DLC + 11th RegToku Daihatsu Landing Craft + 11th Tank Regiment
M4A1 DDM4A1 DD
Toku DLC + Panzer IIIToku Daihatsu Landing Craft + Panzer III (North African Specification)
Toku DLC + Chi-HaToku Daihatsu Landing Craft + Chi-Ha
Toku DLC + Chi-Ha KaiToku Daihatsu Landing Craft + Chi-Ha Kai
Toku DLC + Panzer III JToku Daihatsu Landing Craft + Panzer III Ausf. J
0.0
All ships 0.0
Resource Cap N/A
Random Resource Increments 5 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.

Regular Resource Nodes

Resource Node

"Regular Resource Nodes" are resource nodes that add a specific amount of a specific main resource or consumable, with no specific rules or limitations.

"Main resource" gains can be increased by using some Landing Craft Landing Craft, Amphibious Vehicle Special Amphibious Tanks, or Drum Canister Drums (see the above table).

  • There is no cap to the amount of resource gained at once, but the amount of "Gain Modifiers" that can be brought.

"Consumables" and "coin boxes" gains are 1 at base level.

Notes
  • The resources are added to the overall stockpile ONLY if either:
    • The node is a "dead-end".
    • The subsequent battle node must be completed.
  • Immediately refreshing the game after reaching such nodes does not provide resources.

Special Resource Nodes

Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having #Gains Modifiers with different effects. They are:

  • 1-6 nodes G M (with additional unique behaviours),
  • 2-5 nodes M N,
  • 3-5 node J,
  • 5-4 node I,
  • 5-5 node O.


Finish Line / Harbour Node

In addition, "Finish Line"/"Harbour Nodes" are often considered "Ending Nodes" like Boss Nodes.

  • They can reward none, one, or two resources at once, but no consumable so far.
    • Like regular resources nodes, using Landing Craft Landing Craft, Amphibious Vehicle Special Amphibious Tanks, and Drum Canister Drums, increases the resource gain, but equipment effectiveness may vary.
    • In addition, some ships or ship types can also increase the resource gain.
    • So far, the only such node in regular maps is 7-4 node O.
  • In 1-6, the Finish Line at node N has a pool of possible resources as rewards rather than a single one.
    • Unlike other Nodes, the resources here cannot be increased using any equipment or ship.

Aerial Reconnaissance Node

Aerial Reconnaissance Node

"Aerial Reconnaissance Node" are a special kind of nodes only seen on 6-3, giving ammo Ammunition, bauxite Bauxite, and DevMats Development material.

  • See here for more details.

Resource Gains

Main Resources

The main resources FuelAmmunitionSteelBauxite:

Nodes Resource Type Base Resource Gains Pool Equipment Effects (per type) Cap "Max"
Fuel Ammunition Steel Bauxite Min Max Increments Average A B 6 DLC 18 DLC 25 DLC 6 drum 18 drum 24 drum
W1 1-2 B ✔️ 10 20 5 15 3.0 2.0 N/A 38 74 95 32 56 68
1-3 D ✔️ 10 20 5 15 3.0 2.0 N/A 38 74 95 32 56 68
G ✔️ 10 30 5 20 3.0 2.0 N/A 48 84 105 42 66 78
1-4 C ✔️ 10 20 5 15 3.0 2.0 N/A 38 74 95 32 56 68
E ✔️ 10 20 5 15 3.0 2.0 N/A 38 74 95 32 56 68
G ✔️ 10 20 5 15 2.0 1.5 N/A 32 56 70 29 47 56
1-6 G ✔️ 20 0 20 5.0[1] 0.0 40 40 40 20 20 20 20
M ✔️ 40 0 40 10.0[1] 0.0 80 80 80 80 40 40 40
W2 2-1 B ✔️ 10 30 5 20 3.0 2.0 N/A 48 84 105 42 66 78
2-2 A ✔️ 10 20 5 15 2.0 1.5 N/A 32 56 70 29 47 56
F ✔️ 15 35 5 25 2.0 1.5 N/A 47 71 85 44 62 71
2-3 D ✔️ 15 45 5 30 3.0 2.0 N/A 63 99 120 57 81 93
G ✔️ 15 45 5 30 3.0 2.0 N/A 63 99 120 57 81 93
H ✔️ 20 40 5 30 3.0 2.0 N/A 58 94 115 52 76 88
I ✔️ 15 45 5 30 3.0 2.0 N/A 63 99 120 57 81 93
2-4 D ✔️ 25 60 5 43 3.0 2.0 N/A 78 114 135 72 96 108
N ✔️ 20 60 5 40 3.0 2.0 N/A 78 114 135 72 96 108
2-5 M ✔️ 50 0 70 5.0 10.0 150 80 140 150 110 150 150
N ✔️ 50 0 70 10.0 5.0 150 110 150 150 80 140 150
W3 3-1 B ✔️ 35 140 5 88 3.0 2.0 N/A 158 194 215 152 176 188
3-2 B ✔️ 50 150 5 100 3.0 2.0 N/A 168 204 225 162 186 198
3-4 E ✔️ 25 150 5 88 2.0 1.5 N/A 162 186 200 159 177 186
3-5 B ✔️ 50 0 50 3.0 10.0 150 68 104 125 110 150 150
W7 7-1 E ✔️ 10 20 5 15 3.0 2.0 N/A 38 74 95 32 56 68
I ✔️ 30 50 5 40 3.0 2.0 N/A 68 104 125 62 86 98
7-2 K ✔️ 25 40 5 33 3.0 2.0 N/A 58 94 115 52 76 88
7-3 H ✔️ 30 50 5 40 3.0 2.0 N/A 68 104 125 62 86 98
O ✔️ 40 60 5 50 3.0 2.0 N/A 78 114 135 72 96 108
W4 4-1 B ✔️ 40 120 5 80 3.0 2.0 N/A 138 174 195 132 156 168
4-2 J ✔️ 40 60 5 50 2.0 1.5 N/A 72 96 110 69 87 96
K ✔️ 20 80 5 50 3.0 2.0 N/A 98 134 155 92 116 128
4-3 B ✔️ 30 90 5 60 3.0 2.0 N/A 108 144 165 102 126 138
J ✔️ 50 100 5 75 2.0 1.5 N/A 112 136 150 109 127 136
4-4 C ✔️ 60 150 5 105 3.0 2.0 N/A 168 204 225 162 186 198
J ✔️ 40 105 5 73 3.0 2.0 N/A 123 159 180 117 141 153
W5 5-1 C ✔️ 25 50 5 38 3.0 2.0 N/A 68 104 125 62 86 98
H ✔️ 40 80 5 60 3.0 2.0 N/A 98 134 155 92 116 128
5-2 G ✔️ 20 50 5 35 3.0 2.0 N/A 68 104 125 62 86 98
J ✔️ 40 80 5 60 2.0 1.5 N/A 92 116 130 89 107 116
5-3 F ✔️ 60 80 5 70 3.0 2.0 N/A 98 134 155 92 116 128
H ✔️ 50 80 5 65 3.0 2.0 N/A 98 134 155 92 116 128
5-4 I ✔️ 60 0 60 10.0 15.0 180 120 180 180 150 180 180
5-5 E ✔️ 40 0 40 10.0 15.0 180 100 180 180 130 180 180
W7 7-4 O ✔️ 40 0 40 7.0 8.0 200 82 166 200 88 184 200
✔️ 20 0 20 10.0 6.0 120 80 120 120 56 120 120
Node Resource Type Base Resource Gains Pool Avg Max
Fuel Ammunition Steel Bauxite
W1 1-6 N
pre-clear
✔️ 300 500 700 1000 625 1000
✔️ 300 500 - - 400 500
✔️ 100 300 - - 200 300
✔️ 100 200 - - 150 200
N
post-clear
✔️ 30 50 70 100 63 100
✔️ 50 70 100 - 73 100
✔️ 50 70 100 - 73 100
✔️ 50 - - - 50 50
  1. 1.0 1.1 Only for Daihatsu Landing CraftDaihatsu Landing Craft with no improvement, see here for the full picture.

Consumables

Consumables include the main ones (Instant repairInstant construction MaterialDevelopment material), and the coin boxes (Furniture Box (Small)Furniture Box (Medium)Furniture Box (Large)):

Nodes Consumable Type Base Cap
Instant repair Development material Instant construction Material Furniture Box (Small) Furniture Box (Medium) Furniture Box (Large)
W2 2-1 E ✔️ 1 1
2-2 J ✔️ 1 1
2-4 A ✔️ 1 2
G ✔️ 1 1
W3 3-2 I ✔️ 1 2
3-3 D ✔️ 1 1
H ✔️ 1 1
3-4 K ✔️ 1 2
O ✔️ 1 2

See Also