Time is an essential element in Knights in the Nightmare. For each Turn, the Wisp has 60 seconds to give orders. However, time only decreases when the wisp takes damage from Bullets or during charging when issuing orders to the knights. When the time drops to zero (0), the turn ends forcibly and the player is taken to the results.
However the wisp over an empty tile and press start to bring up the Pause Menu. From there, the player may choose to exchange their remaining time for additional Magic Points (MP) or Experience Points. The amount exchanged is proportionate to the amount of time sacrificed. This also serves as a way to manually end the turn, if so desired.