Katrina

"May happiness find you and yours...And remember that bad times...are just times that are bad."

- Katrina

Katrina is a blue panther, with dark purple eye makeup and bright orange eyes. She can tell the player their fortune, and appears in all Animal Crossing games. In she has a male voice like Gracie and Saharah (who are both male in Japan), but in later games she has a female voice.

and Animal Crossing
In the original, Katrina's tent will appear randomly in location and by date. She can tell the player their fortune for 50 Bells using her crystal ball. Copper can let the player know when she will appear in their town a few days in advance. Her tent is open from 9:00 P.M. to 9:00 P.M. the next day. On New Year's Day, she will set up a desk by the Wishing Well, giving the player a letter with a fortune in it. The effects of the fortune last the rest of the day.

Fortunes

 * Neutral - Nothing unusual will happen.
 * Love - Villagers of the opposite gender will follow the player around frequently.
 * Unpopular - Villagers may act coldly towards the player and refuse to talk.
 * Lucky Finances - Trees will drop 1,000 Bells rather than 100, and the money rock and glowing spot will give much more money.
 * Lucky Materials - Trees and villagers will drop/give rarer items more often.
 * Unlucky - The player will trip and fall regularly.

Katrina's role in Wild World is generally the same as in the original Animal Crossing, however, Katrina uses cards to read the player's fortune rather than a crystal ball. There are only three possible outcomes in : good luck, bad luck and neutral. The card that Katrina reads out will be in either a natural or inverted state, with natural state usually meaning good luck and inverted state bad luck, but this is not always the case. Katrina's tent will appear randomly in front of the Town Hall on a random weekday. She can tell the player their fortune for 100 Bells. Additionally, she can tell players how compatible they are with someone else for 100 Bells or cleanse their spirit (which clears the effects of bad luck) for 10,000 Bells.

Fortunes

 * Good luck - Villagers may give gifts when talked to, rather than giving the player the usual 'Talk to me!' or 'Never mind' options.
 * Bad luck - The player will trip and fall when running. If the player took out accident insurance with Lyle, he will mail the player 100 Bells.
 * Neutral - No effect.

In City Folk, Katrina can be found in the city in the building furthest to the right, telling fortunes or lucky charms for 100 bells. She will greet the player by the player's star sign (e.g. if the player's birthday is on March 15th, she will call the player a Pisces). She can tell the player their fortune once a week (effect lasts for the rest of the day), and/or she can give the player a charm for that month, usually involving strange tasks. However, the player who is given the fortune cannot obtain the charm - the task stated by Katrina (such as planting a number of trees or pulling a number of weeds) needed to be done by a visiting player and only they could obtain the charm. One would have had to cooperate with a friend to do the prescribed tasks in each other's towns to obtain the charm. No matter what the player asks her to do, she will have something drop on their head. It will make the player wobble and be "dizzy" (stars appear around the character's head). It should be noted that Katrina uses her crystal ball in this game, like in, and her fortunes generally have milder effects than in previous games.

Fortunes
Here are the six possible effects that could occur after Katrina reads a fortune:
 * Nothing will happen.
 * The player can find 300 Bell coins in trees, rather than 100 Bell coins.
 * Opposite gender villagers '"' and '!' more often, and want to talk to the player (however, this does not result in meaningful conversations, such as trades).
 * Same gender villagers '"' and '!' more often, and want to talk to the player.
 * The player will occasionally trip and fall while running.
 * Villagers will refuse to talk to the player.

Charms
Before the Nintendo Wi-Fi Connection was shut off on May 20, 2014, out of town players could get one of the following beneficial effects the next day, as stated by Katrina, from a lucky charm:
 * No Bees in trees.
 * White Turnip prices increase.
 * Two additional fossils appear.
 * Two additional gyroids appear.
 * Money rock spits out 16,000 Bells, rather than 8,500 Bells.
 * Flowers do not wilt.
 * Spotlight item can be found by shaking a tree.
 * Spotlight item will go on sale at Tom Nook's store.
 * Friendship with villagers may increase.
 * Additional items will appear in the Lost and Found.

In, Katrina visits the player's town in a tent at the Event Plaza on random weekdays and will tell the player's fortune for 500 bells. Once players in town have had their fortune told twenty times, and the mayoral player has spoken to Katrina after twenty fortunes have been told, the Fortune Shop on Main Street will become available as a public works project, which requires 340,000 bells to complete. Completing the project will allow the player to have their fortune told every day, although Katrina's tent will fail to show up in town any more.

In summary, Katrina will only ask the mayor about opening a franchise shop when the human villagers have proven they will be good customers by visiting her traveling tent or franchise shops in other towns a combined twenty times.

Katrina and the Lovely Phone are the two sources that report which of the Five Daily Luck Programs are influencing players' gameplay in AC:NL each day. There are twenty-four different human fortune programs, based on TPC color and Astrological Sign. Isabelle asks for the player's birthday shortly after they arrive to town and it is only after she has this information that she can issue a TPC card for the player and game progress can be saved.

Note that the 5 Daily Luck programs are influencing gameplay even if the Lovely Phone and Katrina are not consulted. There are five topics of luck, each with three levels:

Good Luck: The highest programming level, unlocked when the Daily Lucky Item or a Katrina hat is worn.

Middle Luck: The level that most players experience because they have no knowledge of this programming. When no Daily Lucky Item or Katrina hat is worn on the frequently issued Good Luck program days, the player experiences Middle Luck. Also, when a Bad Luck day has been issued and the human is successfully wearing the Daily Lucky Item or Katrina hat, the Bad Luck will be reduced to a Middle Luck day.

Bad Luck: The lowest programming level, which is issued infrequently and most easily noticed when paired with a Physical Luck day, which causes tripping and falling to take place.

programming includes a 'luck' system that determines money, item, and other outcomes for that day. For example, a Good Money Luck day will increase the amount of money that villagers and the money rock give. A Bad Physical Luck day cause the player to trip and fall. The falling feature in AC:NL has confused many players; it is the most easily noticed feature of a Bad Luck day program.

The Daily Luck program of each player changes at 12 am, making it different than many other aspects of the game, which refresh daily at 6 am.

When the Fortune Shop opens, and the player visits on a day that their TPC color and Astrological sign has been issued a Bad Luck program for the day, Katrina will offer them a Celebration Hat or Tingle Hood (from the Legend of Zelda series) for 10,000 bells that removes the effects of bad luck.

The two Katrina hats give all TPC card color and Astrological signs the highest level of gameplay possible, each day. The Katrina hats are the equal of wearing the Daily Lucky Item that Katrina or the Lovely Phone report for unlocking the highest level of gameplay experiences, each day.

The two Katrina hats are re-orderable at Nook stores and much lower in price than when they are initially purchased.

In
Katrina appears in as a fortune-teller.