
Neutral creatures · Tier 4
Kittenhorn
How to use this creature in practice
Mobile attacks and screening across obstacles
Kittenhorn can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Wheeee: Adds 3 morale to every ally for two rounds. Apply each creature’s morale limits and any immunity. Cost: 2 Focus charge(s); cooldown: 2 round(s).
- Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
- Attack
- 10
- Defense
- 10
- Damage
- 10–15
- Health
- 40
- Speed / reach
- 6
- Initiative
- 6
- Movement type
- Flying
- Retaliations per round
- 1
- Initial morale
- 3
- Initial luck
- 3
- Morale limits
- -5 … 5
- Luck limits
- -3 … 3
- Base weekly growth
- 16
- Creature type
- Magic Creature
Cost per creature: 600 gold
Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Wheeee
Adds 3 morale to every ally for two rounds. Apply each creature’s morale limits and any immunity. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Magic Creature
This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Flying
Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.
Remnant of Mad Times
On death, applies Berserk to its killer, forcing that creature to attack the nearest creature.