Moonlit Elegy is Season 5 (Season 4 on states that skipped the Desert season), 71 days of a vampire night that grows an hour longer every week until the map goes dark for good in week 8, and it’s the first season with no new hero: instead you awaken Oliveira, Scarlett or Evelyn past five stars with Awakening Badges, while a Serum Lab, a Shadow Spring and a witch’s deck of 52 cards carry your troops through the dark.
- Which season: Season 5 if your state played Desert, Season 4 if it didn’t; the in-game reward box says S5
- How long: about 71 days; it opened on states 1 to 64 on 20 May 2026
- The map: reset at the start, every city neutral, four states grouped for the season
- The currencies: Holy Water, Shadow Blood Crystals, Demon Stones, Moon Tokens, Moonlight Vouchers, Silver Ingots
- The hero system: Red Stars, 6 to 10, on Oliveira, Scarlett and Evelyn
- What goes at the end: the season buildings, the card buffs, the city ownership; your heroes and their stars stay
Which season Moonlit Elegy is, and when it runs
The publisher dropped the original second season and renumbered, so states that played the desert count Moonlit Elegy as Season 5 and newer states count it as Season 4. Same season, same rules; only the number on your screen differs, and the game’s own reward items read “S5”. This page says 5 and means both.
It runs about 71 days. On the first states it opened on 20 May 2026; your state’s start is on the Event Center’s season countdown, and that’s the only date worth planning around. Your state is grouped with three others for the season, the map resets with every city neutral, and the season’s own events replace the previous season’s Sunday routine, which doesn’t carry over.
The season’s clock is Night Falls. Three times a day, at 00:00, 08:00 and 16:00 Apocalypse Time, the map goes dark and the night creatures come out. In week one each Night Falls lasts an hour; every Monday it grows by an hour; and from the Monday of week 8 the map is in Endless Night, where the night events never close. Everything in the season is built around that curve.
At the end, the season layer goes: the Serum Lab and the other season buildings, the card buffs, the city ownership, the virus resistance. Your Headquarters, troops, research, gear, heroes and their stars stay, Red Stars included, and so does your Mastery level, though the skills you picked reset. Nothing on the game’s screens says unspent season currency pays out at the end, so the plan is to spend it.
What to do before Moonlit Elegy starts
Two things decide your first fortnight, and both are done in the previous season.
- Pick the hero you’ll awaken and get them to five stars. Red Stars start at five orange. Oliveira for Blood Rose, Scarlett for Wings of Dawn, Evelyn for Guard of Order: whichever faction you run, that hero’s fifth star is the entry ticket, and the pages for Oliveira, Scarlett and Evelyn cover the fragments.
- Bank diamonds. Trading Stations open on day 11 and their daytime shop takes diamonds; nothing before day 11 is a better use of them. Keep the shield reserve separate.
- Save Camila’s coins. Camila’s Shop opens on day 1 of the season with red fragments in it, and coins spent in the old season are coins that missed it.
- Don’t drain the resource vault. The previous season’s crystals and resources feed the first upgrades; a vault emptied in the last week of the old season is a slow first week in the new one.
- Have Moon Tokens in mind from day one. Duplicate cards convert to them automatically, and the Night Market on day 11 takes them.
Moonlit Elegy’s buildings and the upgrade order
Five season buildings and the Alliance Centers, all placed around the Alliance Center your leadership puts down, all gone at season end.
| Building | What it does | When to upgrade |
|---|---|---|
| Serum Lab | Virus resistance; sets the highest level of Werewolf and Succubus you can attack | First, and constantly. It’s the bottleneck for the whole season |
| Shadow Spring | Produces Holy Water, the main building currency; four season tasks walk it up, Spring I to IV | Second; raise it when Holy Water is what’s holding the lab back |
| Command Center | Troop damage in the season’s fights | After the lab and the spring are moving |
| Fire Control Center | Troop attack | Alongside the Command Center |
| Defensive Fortress | Troop defence | Last of the three power buildings |
| Alliance Center | The placement hub; leadership places it and the season buildings sit around it | Day one, by the R4s |
| Trade Hub | The season’s shop contest, contested Monday, Wednesday and Friday | Not yours to upgrade; see the Trade Hubs page |
The order is the same one that worked in the two seasons before: the resistance building first, the resource building second, the three power buildings last. The Serum Lab’s resistance decides which creatures you can fight, and the creatures are where the crystals and the Demon Stones come from, so a lab that’s stalled stalls everything. Each building has its own recipe on its upgrade screen; the Spring’s isn’t the Lab’s.
One diagnostic worth keeping. If your resistance is under the creature’s requirement, a lab upgrade fixes the loss. If resistance is enough and the rally still loses, it’s the formation, not the lab.
Moonlit Elegy’s resources, creatures and shops
| Currency | Where it comes from | What it buys |
|---|---|---|
| Holy Water | The Shadow Spring, passively | Season building upgrades |
| Shadow Blood Crystal (Sanguine Crystal on some clients) | Werewolves and Succubi | Season building upgrades, with Holy Water |
| Demon Stone | The golden chest on a creature’s first kill, Night Ritual gargoyles, the Moonlit Operation tasks | The Mysterious Witch’s affection |
| Moon Token | Duplicate Moonlight cards (automatic), the Night Falls rally tasks | The Night Market at a Trade Hub, the Moon Shop |
| Moonlight Voucher | Night Falls rally tasks, the Witch’s track, Night Ritual, the Countess, the Duke | Moonlight Divination draws, one or five at a time |
| Silver Ingot | The Seal the Countess track | Donated at the Capital to forge the Silver Artifact for the Duke |
The creatures, and what they cost to fight:
| Creature | Fuel | When | What it’s for |
|---|---|---|---|
| Werewolf | 8 | Day and night | Crystals; the first kill of the day drops a Demon Stone |
| Succubus (Knight Succubus) | 16 | Day and night | Crystals, more per kill; Demon Stones on first kills |
| Night Succubus | 16 | Night Falls only | The Night Falls rally ranking |
| Night Priests and the Night Gargoyle | rally | Night Ritual | Demon Stones and Ritual Chests |
| Night Countess | rally | Seal the Countess | Silver Ingots, curse removal |
| Endless Night Duke | rally | Weeks 4 to 10 | The season’s biggest rally reward |
| Serverus | Roams the map | A boss that attacks bases; a rally target when it shows |
Two rules shape the hunting. The daily reward allowance is large in week one, with separate day and night allowances, and drops after it; the Proliferation week mid-season halves the attempts and doubles what each one drops. And in every ranked hunt, only the player who launches the rally and lands the kill ranks; joining a rally counts for the milestone tasks, not the leaderboard.
The shops. Camila’s Shop is open from day 1. Trading Stations, the Trade Hubs of this season, open on day 11 with a daytime shop in diamonds and a Night Market in Moon Tokens; the contests for them run Monday, Wednesday and Friday as the Trade Hubs page describes. The Moon Shop runs about 30 days with items from 10 to 3,000 Moon Tokens in limited stock, and the order to buy is Golden Wrenches, Universal Exclusive Equipment Fragments, badges, Power Cores, then the rest.
Moonlit Elegy’s heroes and the season recruitment
No new hero this season. Instead, Red Stars: the three Season 1 squad-bonus heroes, Oliveira (Blood Rose), Scarlett (Wings of Dawn) and Evelyn (Guard of Order), can go from five stars to ten, and the game calls them Season Heroes for the duration.
The gate is five orange stars. Past it, each Red Star takes Awakening Badges, hero-specific or universal, and the season’s ranking rewards pay them as S5 Awakening Badge Choice Boxes, which let you pick which of the three to apply them to. The Season Journey, Glory War rewards and the season shops are the other sources; the Moon Shop sells universal badges.
| Red Star | What it adds |
|---|---|
| 6 | Skill enhancements |
| 7 | Base stats and attributes |
| 8 | Skill effectiveness |
| 9 | Stronger passives |
| 10 | Power, attack, defence and troop capacity together |
The skill lines are on the heroes’ screens. Oliveira’s Fatal Blow gains 300 damage factor, Blade Storm 450, Gifted Girl 10% troop damage, and Potential Unleashed, her squad bonus, is raised by 50%. Scarlett’s Shadow Assault gains 300, EM Pulse 450, Power of Dominance 10%, Potential Unleashed 50%. Evelyn’s Heavy Armor Soldier gains 300, Fire Suppression 450 (her screen reads “Increases damage factor by an additional 450”), Queen’s Orders 10%, Potential Unleashed 50%. Half again on the squad bonus is the line that changes the tier list: a ten-star squad-bonus hero makes a five-hero faction squad the strongest formation in the game.
The practical shape: one hero, your faction’s, to seven stars by mid-season, eight by the end for a player who focuses, nine and ten for spenders. Splitting badges across two heroes is the mistake the season punishes.
Moonlit Elegy’s events, week by week
The always-on events run through the season as before: the Alliance Duel, Full Preparedness, Canyon Clash, Zombie Siege, Furylord, The Tyrant and the rest, plus Glory War on Tuesdays and the Trade Hubs contests. The season adds its own layer, and the week looks like this:
| Day | Season event | Time (Apocalypse Time) |
|---|---|---|
| Every day | Night Falls, three sessions | 00:00, 08:00, 16:00; an hour each in week 1, an hour longer each week, endless from week 8 |
| Every day, at night | Hunter’s Contracts at the Hunter Camps | During Night Falls; up to three contracts a day |
| Monday | Night Ritual | Three 50-minute sessions, ten minutes after each Night Falls |
| Tuesday | Glory War | Set on the event screen |
| Tuesday, Thursday, Saturday | Seal the Countess | Ten minutes after each Night Falls; the official announcement’s days, one state’s screen read Wednesday, so your event timer decides |
| Monday, Wednesday, Friday | Trade Hub contests, from day 11 | 11:00 |
| Weekdays, from week 4 | Silver Ingot donations for the Duke | At the Capital |
| The weekend, from week 4 | The Endless Night Duke | The slot the President picks |
| Sunday | House of Dawn | The Sunday hunt |
### Night Falls
The map darkens three times a day and the Night Succubi come out. Launch rallies on them; the week’s ranking is by the highest-level Night Succubus you’ve killed as a rally leader, with the earlier kill breaking ties, and the rewards go out on Monday. The rally tasks pay everyone: launching 10, 30 and 50 rallies pays 50, 100 and 150 Moon Tokens with Power Cores and Moonlight Vouchers; launching or joining 20, 50 and 80 pays 75, 150 and 200 Moon Tokens with more cores. Launch if you want the ranking; join if you want the tokens.
### Night Ritual
On Ritual days, ten minutes after each Night Falls, Night Altars appear at random on the map for 50 minutes. Beat the three Night Priests around an altar, then rally the Night Gargoyle. Ritual Chests drop as its health falls, each claimable five times across the alliance and once per player, up to ten chests a day, and they expire; the day’s rewards come by mail on total damage.
### The Mysterious Witch and the Moonlight cards
Demon Stones raise the Witch’s affection. At 3 she opens the card exchange; at 10, Moonlight Blessing, where cards go into slots and buff your troops; at 21 more slots; at 33 the last. There are 52 Moonlight cards in gold, purple and blue, each buffing troop defence, attack, HP or damage, drawn through Moonlight Divination one or five at a time with Moonlight Vouchers. Duplicates convert to Moon Tokens by rarity, automatically.
The Blessing grid has a row per squad and a global row that buffs every squad. Fill the global row first, with gold attack or damage cards, and match the troop-type cards to your faction: Shooters for Wings of Dawn, Assaulters for Blood Rose, Riders for Guard of Order. Open the vouchers first, the random chests second, and the selectable gold chests last, once you know which gold cards you’re missing. All of it ends with the season.
### Seal the Countess
After the first session of the day, a Night Countess appears in each alliance’s three highest-level neutral cities, never the Capital. Each spawn adds a curse stack, up to three, and a cursed city loses its capture buffs, its stone production and its season-point growth until the Countess is killed; cities under the curse can’t be declared war on during the event. Every member gets a kill reward and the fighters an extra one, and the track pays the Silver Ingots the Duke needs.
### The Endless Night Duke
From week 4, for seven weeks. Through the week the alliance donates Silver Ingots at the Capital to forge the Silver Artifact; at the weekend the Duke appears in the slot the state’s President picks from three, and the rewards go by damage ranking. An early kill pays a Victory Reward to everyone who did damage, doubled if the Artifact was forged, and six Large Steel Plants spawn around the Capital afterwards. He’s stronger every week.
### Hunter’s Contracts
During Night Falls, Hunter Camps appear; talk to the Hunter and take up to three contracts a day. They expire, and the camps vanish when the night ends. Gold Contracts are limited, so take one first and see what it asks before taking more; some ask for training or diamond spending.
### House of Dawn
The Sunday hunt, the season’s counterpart to the dinosaur season’s Sunday rescue. Rally it with the alliance.
### Trading Stations and the Night Market
The Trade Hubs of this season, open from day 11. The day shop takes diamonds, the Night Market takes Moon Tokens, and the hubs are won in the Monday, Wednesday and Friday contests. The “night market” is the Night Market, the same stall after dark.
Mistakes that cost you in Moonlit Elegy
- Starting on a power building. The Serum Lab sets which creatures you can fight, and the creatures are the crystals and the Demon Stones. Lab first, Spring second, power last.
- Missing the first kill of the day. A Demon Stone per creature type per day is the Witch’s whole diet.
- Spending diamonds before day 11. Trading Stations are where they convert best.
- Slotting cards before affection 10. The Blessing slots don’t open until then; cards before that are cards in a drawer.
- Opening the selectable gold chest first. Vouchers, random chests, then the choice, once you know the gap.
- Splitting Awakening Badges across two heroes. One hero to seven, then eight. Two heroes to six is nobody at seven.
- Joining the rally you meant to lead. Only the launcher who lands the kill ranks. Join for the task tokens, launch for the leaderboard.
- Spending Silver Ingots. They’re for the Duke, and the Artifact doubles his reward.
- Taking three Gold Contracts at once. They’re limited and some ask for diamonds. One first.
- Keeping the previous season’s Sunday routine. It doesn’t transfer.
Before Moonlit Elegy ends, and what comes next
The last fortnight is for spending. The card buffs, the season buildings and the city ownership all go at the reset, and nothing on the game’s screens says unspent Holy Water, crystals or Moon Tokens pay out, so the Moon Shop’s Golden Wrenches and the Night Market’s stock are where the tokens go before the shop closes shortly after the season. The Red Stars stay, and so do the badges you’ve earned toward the next one, which makes the final Glory War round, at a 25% steal instead of 20%, the week to be in the alliance that wins.
Then the next season. The game’s hub lists Season 6 as Coming Soon with no name, and the only honest thing to say is that it will follow the pattern of the last three: a themed map, a resistance building, a resource building, a new season currency, and a Sunday routine that replaces this one. The seasons hub carries the roster and will carry the name when it has one; the beginner’s progression guide covers what to build before any of this matters.