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Eternal Night and White Moon - Version 1 vs Version 2
Jul 22, 2026, 06:48 AM
Initial version (2026-07-22)
Jul 22, 2026, 06:55 AM
Corrected wikilink existence flags
11Eternal Night (永夜) and White Moon (白月) are the paired environmental states that govern the northern regions added in Season 3: Lead-Type Dream. They replace the standard Weather System cycle in those areas rather than running on top of it.2233Eternal Night4455Under Eternal Night, William Castle and the regions around it stay dark permanently. Wild spirits in that state appear as shadows, and a shadow-state spirit has to be released from it before it can be approached and handled normally. Capture attempts and open-world interactions behave differently until the state is cleared, so the shadow layer functions as a gate on the region's roster rather than as cosmetic weather.6677White Moon8899When the White Moon rises the shadows disperse. Two things change at once:10101111ChangeEffectShadow state clearsWild spirits return to normal behaviour and can be captured without dispelling anything first.Energy ceiling raisedThe spirit energy cap lifts from its usual value to 99 points.Energy drainThat raised energy then leaks away over time. Specific areas within the region restore it.1212The drain is what turns the White Moon into a timing decision rather than a free window. Sitting at 99 energy is not a stable state, so the phase rewards planning a route through the restore points instead of wandering. The interaction with turn-level energy budgeting is described on the Combat System page.13131414Related Systems15151616The three new lamps introduced in the same update, the Starfire Lamp, the Starfrost Lamp, and the Pumpkin Lamp, are the intended counter to the northern regions' environmental pressure, and they can be upgraded. Giant's Rift layers its own severe-cold and scorching rules on top of the night cycle.