"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    
(& 7-3 O  )
    
  
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
3.0 2.0 0.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  2.0 1.5 0.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III 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

"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,   Special Amphibious Tanks, or   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 #Gain Modifiers with different effects. They are 1-6 nodes G M (with additional unique behaviours), 2-4 node A, 2-5 nodes M N, 3-2 node I, 3-4 nodes K O, 3-5 node J, 5-4 node I, and 5-5 node O.


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,   Special Amphibious Tanks, and   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" are a special kind of nodes only seen on 6-3, giving ammo  , bauxite  , and DevMats  .

  • See here for more details.

Resource Gains

Main Resources

The main resources     :

Nodes Resource Type Base Resource Gains Pool Equipment Effects (per type) Cap "Max"
        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
       
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 Craft  with no improvement, see here for the full picture.

Consumables

Consumables include the main ones (   ), and the coin boxes (   ):

Nodes Consumable Type Base Cap
           
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