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In Territory the player can build buildings. Every building has it's max level. Buildings can't be upgraded higher than Guild (building) (Pagoda and Warehouse does not follow this rule). For example, if the player wants to level up their Alchemist's Hut to lvl. 2, they would need to upgrade the Guild (building) to lvl. 2 first. Buildings require resources like Coins, Wood, Stone etc. to be built or upgraded. All buildings require a minimal level of your character for the first level, but Pagoda requires a minimal level for all upgrades. Warehouse levels 1 through 5 require Guild (building) to be the same level, but Warehouse lvl. 6 and 7 do not have any requirements. Building names are shown under buildings only until the first upgrade.

Complete Territory

Not clickable buildings. Territory with every building upgraded to its max level.


Buildings[]

Image Building/Capabilities Requires
character
level
Airship lvl. 2 Airship
  1. Allows gathering Gears, Avocado, Catalyst, and Blueprint.
  2. Increases carrying capacity to 4 items.
40
Alchemist's Hut lvl. 6 Alchemist's Hut
  1. Unlocks crafting Charcoal.
  2. Unlocks Cauldron.
  3. Unlocks crafting Gunpowder.
  4. Unlocks crafting Petard.
  5. Unlocks crafting Bomb.
  6. Unlocks crafting Firework and Elixir of insight.
06
Bridge lvl. 1 Bridge
  1. Unlocks Bedouin (section in Bourse), Tailor, Outpost, Caravan and Airship.
30
Caravan Caravan
  1. Allows gathering Paper, Silk, Spices, Treasure, Dates, Olive oil, Glass, and Honey.
  2. Increases carrying capacity to 2 items.
  3. Increases carrying capacity to 3 items.
  4. Increases carrying capacity to 4 items.
30
Chicken Coop lvl. 1 Chicken Coop
  1. Unlocks production of Eggs.
  2. Increases production of Eggs.
15
Coffee Bonsai lvl. 2 Coffee Bonsai
  1. Unlocks passive income of Coffee beans.
  2. Increases passive income of Coffee beans.
21
Dungeon lvl. 5 Dungeon
  1. Unlocks dungeon 1A and Cultist (section in Bourse).
  2. Unlocks dungeon 2A.
  3. Unlocks dungeon 3A.
  4. Unlocks dungeon 4A.
  5. Unlocks dungeon 5A.
10
Field Field
  1. Unlocks cultivation of Rice.
  2. Unlocks cultivation of Wheat.
07
Food Stall lvl. 3 Food Stall
  1. Unlocks crafting Onigiri, Flatbread, Cherry bun, and Mushroom rice (Bento).
  2. Unlocks crafting Sushi, Ramen, and Curry.
  3. Unlocks crafting Cup of coffee, Smoothie, Date cake, Baklava, and Poke.
08
Furnace lvl. 3 Furnace
  1. Unlocks crafting Steel.
  2. Increases productivity of Steel by 25%.
  3. Unlocks crafting Gold ingots.
08
Garden lvl. 3 Garden
  1. Unlocks passive income of Wood.
  2. Increases passive income of Wood.
  3. Increases passive income of Wood.
12
Gong lvl. 1 Gong
  1. Unlocks Hall of Fame.
10
Guild lvl. 5 Guild
  1. Already unlocked.
  2. Unlocks expeditions, the ability to build higher level buildings and increases rewards for daily quests.
  3. Unlocks Office, the ability to build higher level buildings and increases rewards for daily quests.
  4. Unlocks ability to build higher level building and increases rewards for daily quests.
  5. Unlocks ability to build higher level building and increases rewards for daily quests.
None
Lumber Mill lvl. 3 Lumber Mill
  1. Unlocks crafting Wooden beams
  2. Increases productivity of Wooden beams by 25%.
  3. Unlocks crafting Wooden planks
11
Onsen lvl. 2 Onsen
  1. Increases rewards for daily quests.
  2. Unlocks passive income of Chemicals.
20
Outpost lvl. 3 Outpost
  1. Decreases the chances of an unsuccessful caravan mission by 12% and unlocks passive income of Dinar.
  2. Decreases the chances of an unsuccessful caravan mission by 12% and increases passive income of Dinar.
  3. Decreases the chances of an unsuccessful caravan mission by 12% and increases passive income of Dinar.
31
Pagoda lvl. 7 Pagoda
  1. Unlocks Charity and gives 1 extra hint per puzzle.
  2. Increases Charity experience and gives 1 extra hint per puzzle.
  3. Increases Charity experience and gives 1 extra hint per puzzle.
  4. Increases Charity experience and gives 1 extra hint per puzzle.
  5. Increases Charity experience and gives 1 extra hint per puzzle.
  6. Increases Charity experience and gives 1 extra hint per puzzle.
  7. Increases Charity experience and gives 1 extra hint per puzzle.
04
Pier lvl. 1 Pier
  1. Unlocks the ability to build the Ship, Smuggler (section in Bourse) and increases storage capacity.
22
Rock Garden lvl. 3 Rock Garden
  1. Unlocks passive income of Stone.
  2. Increases passive income of Stone.
  3. Increases passive income of Stone.
13
Ship lvl. 4 Ship
  1. Allows gathering Coins, Treasure map fragments (either lvl. 1, lvl. 2 or lvl. 3), Salmon, Tuna, Iron sand, experience, Spices, and Blueprint (requires Astrolabe and Ship lvl. 4). It also has a chance to bring Spices, Pearls, Treasure map fragment lvl. 4, Anchor or Salmon (thanks to a random event).
  2. Unlocks the ability to go on longer ship missions.
  3. Unlocks the ability to go on longer ship missions.
  4. Unlocks Spicy Odyssey.
22
Shop lvl. 3 Shop
  1. Makes buying and selling items available.
  2. Increases the amount of items that can be bought per cycle.
  3. Increases the amount of items that can be sold per cycle.
03
Smithy lvl. 3 Smithy
  1. Unlocks crafting Shurikens.
  2. Unlocks crafting Spikes.
  3. Unlocks crafting Katanas.
09
Tailor lvl. 3 Tailor
  1. Unlocks crafting Kimono.
  2. Unlocks crafting Ninja suit.
  3. Unlocks crafting Samurai armor.
32
Warehouse lvl. 7 Warehouse
  1. Unlocks Bourse and increase storage capacity of items.
  2. Increase storage capacity of items.
  3. Increase storage capacity of items.
  4. Increase storage capacity of items.
  5. Increase storage capacity of items.
  6. Increase storage capacity of items.
  7. Increase storage capacity of items.
05
Windmill lvl. 2 Windmill
  1. Unlocks production of Flour.
  2. Increases production of Flour by 25%.
09
Workshop lvl. 5 Workshop
  1. Unlocks crafting Fans.
  2. Unlocks crafting Arrows.
  3. Unlocks crafting Boomerangs.
  4. Unlocks crafting Mortars.
  5. Unlocks crafting Battering rams.
02


Note: The player can cancel production (not construction) in the first 5 minutes of starting it. This can also be done in Office. Production can't be cancelled if there is no space in warehouse for the items invested. Production in Ship and Caravan can't be canceled. If Dates, Olive oil or Honey is active before canceling, the time used will not be refunded.

Orange sky[]

Orange sky

Orange sky (sunset).

An orange sky can be seen in the Territory in portrait mode, if completely zoomed out. The orange sky represent a sunset or a white night (a night where it doesn't get completely dark). The sky is orange for 30 minutes and then blue for 90 minutes - 2 hour cycle. This is depended on the clock on the player's phone and it updates as soon as the clock hits the right time. Times when the sky is orange:

  • from 1:30 to 2:00,
  • from 3:30 to 4:00,
  • from 5:30 to 6:00,
  • from 7:30 to 8:00,
  • from 9:30 to 10:00,
  • from 11:30 to 12:00,
  • from 13:30 to 14:00,
  • from 15:30 to 16:00,
  • from 17:30 to 18:00,
  • from 19:30 to 20:00,
  • from 21:30 to 22:00,
  • from 23:30 to 24:00.

Click hand[]

Click hand move

Click hand.

When the player first wants to upgrade a building a Click hand (click hand) moves from the left to the right on a loop suggesting that resources can be supplied.

Construction[]

Quick construction[]

Quick construction

While in the building press "Build".

While in a building tap "Build" and it will supply all items from the warehouse, which are required for the building upgrade. Tapping "Build" again will set the building into construction.

Time of construction[]

Supplying resources

Supplying resources updates the total time (black) to time, construction will be finished with the resources supplied (blue).

Every building needs a certain amount of time to be constructed, which can be seen at the bottom right corner. When resources are supplied, the time updates. Lower level buildings usually take a couple of minutes, while buildings in later stages can also take days to complete. In most cases the time required is not important, because it rarely happens that all resources can be supplied in one go. While items are being supplied, the time in the bottom right corner will color blue and show the exact time the construction will be finished with the items supplied. Adding or subtracting items will update this time.

Building in construction[]

Caravan construction

Caravan construction at all stages.

When a building is supplied with resources partially, some building material can be seen inside the fence of the building in construction. Something is added when a certain percentage of of the building is constructed. These percentages are calculated by adding all resources already supplied and dividing it by all the required in a 1 to 1 ratio (1 x Ruby adds the same percentage, if 1 x Coin is supplied). When the building has:

  • 25% of resources supplied => 6 wooden boxes are added;
  • 50% of resources supplied => 4 logs are added;
  • 75% of resources supplied => 1 barrel is added;
  • 100% of resources supplied => an axe in a log is added.

This is only true for buildings being built from lvl. 0 to lvl. 1.


Sound of a building being built, when items are supplied for construction.

When the building is supplied with all the resources and the timer hits zero, a green arrow pointing up shows above the building indicating that the building is ready to be upgraded. The building needs to be tapped by the player in order to complete the construction. Until the building is not tapped, it is considered as not upgraded. When tapped a short animation is played.

When resources are supplied to a building, an animation of a saw moving back and forth can be seen above the building. While the building is being built, it cannot produce (passive income), craft or anything else.

Experience in construction[]

Guild lvl

Upgrade to Guild lvl. 5 gives +300 experience points for completing it to 25%, 50% and 75% (+900 total) and +600 experience points for completing it to 100%. In total: 1500 experience points.

After a certain amount of resources are supplied, experience points are given to the player. These percentages are calculated as described above. Thresholds for receiving experience points are:

  • 25% of resources supplied => + X amount of experience points.
  • 50% of resources supplied => + X amount of experience points.
  • 75% of resources supplied => + X amount of experience points.
  • 100% of resources supplied => + 2X amount of experience points.

The "X" is different for every building, but is usually equal to the amount of Wood/Stone required. The more resources that have to be supplied, the more experience points will be given. In most cases the amount of experience points given is negligible. The player can get from a few hundred to a few thousand experience points for each level of a building.


Buildings when tapped[]

Workshop when tapped

Lumber Mill when tapped.

When buildings are tapped, they are "moved" down a little and then back up. This also occurs on lvl. 0 buildings. The tap can also be held.


Sound of tapping on a building.


Warehouse button

Warehouse button on-off

Warehouse button shows/hides items in warehouse.

The Warehouse button "倉" (warehouse) button in buildings shows/hides the amount of items in warehouse in parentheses.


Cancelling production

Cancelling production

Cancel production by tapping on the "X" button.

Production can be cancelled within the first 5 minutes. All items are returned, but the speed buff duration is not. Production can't be cancelled if there is no space in warehouse for the items invested. Production in Ship, Caravan and Airship can't be canceled. Note: construction can't be cancelled.


Sound of cancelling production.

Collecting items

Collecting items

2 Mortars floating upon the Workshop ready to be collected.

Once items are crafted/produced/ready to be collected they float upon the building until they are collected. If the warehouse is full of that item, a prompt will ask the player, if they want to convert the overlimit item(s) to experience points. If the warehouse can only hold a portion of the produced item(s), only a portion is collected. Until the items are not collected, the building can't be used (except for some features (e.g. Cauldron), which can be accessed through other tabs). Some buildings have a special icon instead of the item they brought (e.g. Ship, Caravan, etc.).


Sound of collecting items.

Sliders[]

Sliders-item backgrounds

The Ruby slider is pale brown. The Coin slider is a darker shade of brown. The Stone slider is dark brown. The Chemicals slider is not visible.

Sliders have different colors (different shades of brown) depending on what items you have and where the slider is positioned.

  • Slider is pale brown, if you don't have the item.
  • Slider is dark brown, if you have the item.
  • Slider is even darker brown, if the item is supplied.
  • Slider disappears, if the whole amount of that item is supplied.

The background on the item's slider is transparent.


Trivia[]

  • Every building (except for Bridge), before it's built (at lvl. 0), has a wooden signboard with "建" written on it, which is Japanese for "to build", "to construct" or "to establish".
  • The warehouse button has a Japanese character "倉", which translates to "warehouse" (it also looks like a warehouse).
  • Fireflies (below Dungeon and Rock Garden) only appear after completing the Forest Fairy quest.
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