Ding & World Gameplay Instructions
September, 2026
Directory
I. Major Updates
Applicable to versions after December, 2026
1. **Rebel‑Army battlefields prohibit members of guilds that occupy Ruin‑Ding from joining the attacking side.**
2. **Newly‑conquered Ruin‑Ding receive an approximate three‑day Vigilance Period:**
‑ During the Vigilance Period, the Ruin‑Ding cannot be attacked by guilds holding adjacent Ruin‑Ding, nor may members of those adjacent guilds assist in attacking or defending it. Conversely, if all adjacent Ruin‑Ding are under Vigilance Period, the guild may only defend its own Ruin‑Ding or launch expeditions to non‑adjacent Ruin‑Ding on that day.
‑ During the Vigilance Period, Ruin-Ding can attack eadjacent Ruin‑Ding,and assaults from the Rebel Army and Emerging‑Guilds.
‑ The Vigilance Period is determined by accumulated hoarded Gold‑Tribute. The period ends once hoarded Gold‑Tribute exceeds three days.
3. **Base defensive attributes granted upon entering Ding‑World battlefields**
‑ Low‑Might combatants gain sufficient survivability and assist‑combat capability, including the ability to capture resource points.
‑ Base defensive attributes differ across servers.
4. **Mechanic for claiming unoccupied Ruin‑Ding changed from Glory‑point seizure to free application‑based bidding**
‑ At 12:00 each day, one random winner is selected among the top‑3 Might‑ranked applicant guilds to take occupation.
‑ Applications cost nothing. Submission window: 21:00 to 12:00 noon next day. A guild may not apply for multiple unoccupied Ruin‑Ding simultaneously.
‑ Withdrawing an application for a Ruin‑Ding costs a large amount of the Guild‑Leader’s personal diamonds. Withdrawal is unavailable between 11:00‑12:00.
Applicable to versions after September, 2026
1. **Travel Duration:**
- After Location Exposure takes effect, traveling to other Ruin-Ding will take time. For details, see "10. Road Rules: ".
2. **Daily Offering bonus:**
- The Daily Offering bonus is no longer associated with the grade of a Ruin-Ding, and is instead correlated with the amount of Gold-Tribute hoarded in the Ruin-Ding. For details, see "21 Multiple Ruin-Ding Accumulation".
3. **Member Tribute:**
- Guild members must donate a portion of their Gold-Tribute to their guild’s Divine Vessel after receiving shares from conquering hostile Ruin-Ding. For details, see "3. Gold-Tribute for The attackers".
4. **Do Not Abandon Land of Dragon Rise**
- Abandoning the Land of Dragon Rise carries an extremely high risk of internal collapse, which will cause the guild to lose all Ruin-Ding as a consequence.
5. **Governance System Adjustment**
- For details, see "19 Defense Class".
Applicable to versions after June, 2026
1. **Merit-Thousands-Points:**
- All warriors of both sides will obtain Merit-Ding when the total points of both sides reach 2000 / 4000 / 6000 / 8000. For details, see "2. Merits for Participants".
II. Background
The "Ding" was a vessel used for cooking in the ancient Eastern kingdoms. It had three legs and two ears and was often used in national sacrificial ceremonies. Later, the people there used it as a metaphor for the throne and imperial power.
---------------------------------------------------------
In the year of 755 of the Era-Yi, unfortunately, the newly-emerged Great Earth Guild split.
The martial arts alliance system that Panda was wholeheartedly promoting finally pushed people into a new round of more violent wars.
When I last conveyed the teachings of the Nightmare God Religion to Panda, he mentioned to me about that divine-realm adventure at the beginning: "General Yunlong once warned me: the God of Nightmare was not killed, and he will not die. His magic still shrouds the world!"
"It was not our guild system that caused all this." Panda calmed down, swept away his defeated look, and then said to me scornfully: "However, it is even less your God of Nightmare! You just took advantage of our own ignorance, and fate has always been in people's own hands! I will never, never easily believe in your God of Nightmare."
Yes, like my teacher Allen, he was a person who admitted ignorance and did not believe in gods.
----Excerpted from "Collection of Avzar History and Geography" by Galan----
---------------------------------------------------------
Although the heroes have severely damaged the God of Nightmare in several reincarnations, the remaining power of the Nightmare Art still shrouds the world. Under its influence, most people in the world are willing to fall into this infinite reincarnation and are in constant disputes. Only a few heroes retain their sanity. It seems as if they do not belong to this world in the first place, or they have been favored and inspired by the Creator God, so they are exempt from the influence of the Nightmare Art. The Apocalypse-bearers shoulder the mission of saving all the people from reincarnation. They not only have to survive in the chaotic times but also insist on conducting archaeology in various war-torn areas-studying ancient ritual vessels and exploring the mysteries behind the great events in the legends of the world such as the ancient creation, Taiji preaching, Taiji grand sacrifice, and Nightmare reincarnation; hoping to break people's ignorance in this way.
However, once there is a little progress in archaeology, it is soon used in the field of the occult by the world. Some occult organizations begin to conduct their ancient blessing ceremonies simultaneously at multiple ruins. Sure enough, they can all get greater divine-miracle responses. The people near the ruins can also really feel the divine-miracle summons from the direction of the ruins. So, according to their respective simple religious customs, they piously donate tribute to the ruins and implore the ceremony hosts to hold larger-scale blessing ceremonies so that the gods can also protect them.
Yet, the development of the occult has not much regularity. The ceremonies among these organizations are also vastly different. Even after trying various means including espionage theft and official academic exchanges, they still cannot develop more powerful ceremonies; but they find that the blessing ceremonies generally cannot do without the pious beliefs of the surrounding people. Therefore, most of the ceremony hosts use delaying tactics to win the support of the surrounding people, let these tributes be registered and hoarded, and maintain this balance, so that the blessings can support the Apocalypse-bearers to engage in more extensive and in-depth exploration and archaeological research.
Due to natural disasters, some areas cannot be reached or people cannot survive near them during some time periods; there are also man-made disasters. Many ancient ruins are gradually controlled by armed warlords who occupy the land as their own kingdoms. Limited by the different transportation and communication capabilities in each reincarnation, the number of ruins that a guild can control simultaneously is also different, and mostly very limited. The Apocalypse-bearers gradually form the following tacit understanding with warlords and people everywhere and enter a new cycle:
III. Rules
Extremely Low Threshold
1. Level-10 Participation: All characters above level 10 should participate in the battle.
- 01 All-member Participation: Regardless of Might, small guilds and non-guild members should also send all their members to participate in the battle.
- 02 Enter the gameplay from the thumbnail: After the user's character reaches level 10, a thumbnail map of the Avzar continent will appear on the main interface, on which the Ruin-Ding Points discovered by the world are marked. Click on any Ruin-Ding Point to enter the gameplay map interface.
- 03 Ruin-Ding in battle: If a battle is taking place in the Ruin-Ding, a sword symbol will appear on the Ruin-Ding point to remind you to join the battle.

Generous Rewards
2.Merits for Participants: In the battlefields of Ding&World, situations such as getting Kill-Count, Qualified points, Assist-Count, and Death-Count can earn the "Merit-Ding"
.The rewards invested in Merit-Ding account for the largest proportion in the Ding&World gameplay.
- 04 Merit-Kill:Each time a kill is made, the amount of Merit-Ding obtained is positively correlated with the target's Might and basically positively correlated with one's own Might, with a maximum value of 1, and no digits after the decimal point are shown.
Example:
When one's own Might is 20 million, if the target's Might is 15 million, killing the target can obtain 0.4875 Merit-Ding; when the target's Might is 20 million, 0.65 Merit-Ding can be obtained;
When one's own Might is 25 million, if the target's Might is 15 million, killing the target can earn 0.495 Merit-Ding; when the target's Might is 20 million, one can earn 0.66 Merit-Ding.

- 05 Merit-Thousands-Points:All warriors of both sides will obtain Merit-Ding when the total points of both sides reach 2000 / 4000 / 6000 / 8000. After entering the battlefield, players gain 1 Merit-Ding when the total hits 2000, and the amount increases by 1 each subsequent threshold.
Example:
When the combined points of both sides reach 2000, if there is only one warrior, this warrior shall receive 1 Merit-Ding;
If a second batch of n warriors join the attack shortly afterward, when the total points hit 4000, the first warrior who initiated the attack gains an additional 2 Merit-Ding, while each warrior in the second batch receives 1 Merit-Ding;
If the final warrior joins the attack afterward, when the total points hit 6000, the initial attacking warrior gains another 3 Merit-Ding, each warrior from the second batch gains an extra 2 Merit-Ding, and the last warrior gets 1 Merit-Ding.
If the first and last attacking warriors exit and re-enter the battlefield at this stage while all other warriors remain, when the combined total points reach 8000, these two re-entered warriors will receive an extra 1 Merit-Ding, and each second-batch warrior staying in the battlefield gains an additional 3 Merit-Ding.
- 06 Merit-Assist:In a battle, only when there are both Assist-in-attack and being killed can it be counted as Assist-in-battle. The number of Assist-in-battle times is the smaller value between Assist-Count and Death-Count. In a certain battle, the amount of Merit-Ding that can be obtained for Assist-in-battle is directly proportional to the number of Assist-in-battle times and is basically positively correlated with one's own Might.
Example:
In a battle, if there are a large number of Assist-Count but only 1 Death-Count, it will be counted as 1 Assist-in-battle; when being killed one more time later, it will be counted as another 1 Assist-in-battle.
In another battle, when Assist-Count is 1 and there are a large number of Death-Count, it is also only counted as 1 Assist-in-battle; when Assist-Count is increased by 1 later, it will be counted as another 1 Assist-in-battle.
The relationship between the amount of Merit-Ding that can be obtained each time for Assist-in-battle and one's own Might is roughly as follows: that is, for a Warrior with 1 million Might, the amount of Merit-Ding obtained each time for Assist in battle is 0.3. For a Warrior with 30 million Might, the amount of Merit-Ding obtained each time for Assist-in-battle is 1.

- 07 Merit-MiniGuaranteed:Warriors with only Death-Count and no Assist-Count can also obtain Merit-Ding at the time of settlement. Each battlefield can have at most 1 point of such Merit-Ding, and at most 3 points per day.
- 08 Medal-Ding: Generally, at the settlement of each battle, Medal-Ding
will be awarded according to the integer part of the obtained Merit-Ding. Each character can obtain a maximum of 50 Medal-Ding per day.
- 09 Store-Ding:In Store-Ding, some limited-quantity precious supplies can be exchanged by spending Medal-Ding. The goods provided in the store will be upgraded irregularly.

- 10 Consumption Restrictions:The limited-quantity military supplies in Store-Ding are targeted by all active guilds. To balance the interests of all parties, when a customer makes a purchase, the store will inquire about the collective Merit-Ding situation of the guild where the customer belongs in the current week and assess whether it has reached a certain strength before opening the exchange.
- 11 Rankings-Ding:Every natural week, rankings are made according to the number of Merit-Ding obtained by each character, and the ranking will be displayed under the chat avatar. The top ten characters will also be displayed on the Ding & World gameplay interface.
- 12 Rankings-Guild-Ding:Every natural week, rankings are made according to the cumulative number of Merit-Ding obtained by the members of each guild, and the ranking will be displayed on the relevant interfaces of the Ding & World gameplay.
3. Gold-Tribute for The attackers: When the Ruin-Ding is conquered and settled, all Warriors who are still attacking this Ruin-Ding will participate in equally dividing the "Gold-Tribute" hoarded by this Ruin-Ding.
- 13 Worshipers' Offerings: At 0:00 in the early morning of the second day after the Ruin-Ding is occupied by any guild, the surrounding people will start to worship spontaneously and present Gold-Tribute to the Ruin-Ding.
- 14 Member Tribute: To win the public’s Daily Offering contributions and encourage members to switch freely between attacking and defending, guild members must donate a portion of their Gold-Tribute to their guild’s Divine Vessel after receiving shares from conquering hostile Ruin-Ding.
- -If the guild occupies multiple Ruin-Ding, the tribute portion donated by each member will be split equally among all occupied Ruin-Ding.
- -The tribute ratio for each guild rank can be configured by the Guild-Leader and Guild-ViceLeader; only ranks below Elite may be set to 0%.
- -Tribute settings cannot be modified frequently. A minimum 15-minute cooldown is required between two adjustments.
- -Players can view their personal tribute ratio and the cooldown of guild tribute settings on the War-Ding map interface.
- 15 Hoarding Gold-Tribute: If the guild defends every day and is not conquered, the Gold-Tribute will keep accumulating and hoarding all the time.
- 16 Gold-Tribute Rate: Generally, the daily Gold-Tribute hoarded by each Ruin-Ding is approximately 5,000 diamonds. However, once there are significant changes, the daily Gold-Tribute of each Ruin-Ding will vary significantly.

- 17 Conquest Conditions: In each battlefield under the Ruin-Ding, if the attacking side wins in any one of them, the Ding-Ruin is considered conquered.
- 18 The Enemy of the Enemy Is a "Friend":When conquering the Ruin-Ding, the warriors on the attacking side in the drawn battlefields under the Ruin-Ding also participate in equally dividing the Gold-Tribute.Those who leave the battlefield before conquering the Ruin-Ding and fail to re-join the attack in time will not participate in dividing the Gold-Tribute.
4. Daily Offering bonus: In Ding&World, 24 hours after occupying Ruin-Ding, the core defense personnel of the occupying guild can perform the "Daily Offering" operation and obtain the extra rewards provided by this Ruin-Ding.
- 19 Defense Class: In the early stages, each guild follows the "Clanism". After occupying a Ruin-Ding, all members have access to the Daily Offering bonus, so they have both defense and attack obligations. As the guild progresses to the "Tribalism", "City-statism", and "Imperialism", the defense benefits gradually tilt towards higher ranks, forming a defense class. The extra rewards each Ruin-Ding provides for different positions are displayed in the Ruin-Ding details interface.

- 20 Land of Dragon Rise: At the start of each cycle, 9 high‑performing top‑tier guilds receive randomized automatic Land‑of‑Dragon‑Rise assignments. All other guilds without an assigned Land‑of‑Dragon‑Rise establish theirs via their very first captured Ruin‑Ding.
- ‑ When a guild holds its Land‑of‑Dragon‑Rise Ruin‑Ding, blessing rewards granted by that Ruin‑Ding are 110%.
- ‑ The guild’s Land‑of‑Dragon‑Rise association is displayed on the guild homepage.
- 21 Multiple Ruin-Ding Accumulation: When occupying multiple Ruin-Ding, the Daily Offering rewards provided by each Ruin-Ding accumulate. The accumulated Daily Offering rewards can be previewed in the guild's Offering Hall. The Daily Offering bonus from a Ruin-Ding is also correlated with the amount of Gold-Tribute hoarded in that Ruin-Ding. The more Gold-Tribute is hoarded, the higher the Daily Offering bonus multiplier.
[0,6k] |
100% |
(6k,18k] |
102% |
(18k,54k] |
104% |
(54k,162k] |
106% |
(162k,+∞] |
108% |
- — Daily Offering reward amount available from a Ruin-Ding = Base Value × Position Multiplier × Land of Dragon Rise Multiplier × Hoarded Gold-Tribute Multiplier
- 22 Attack Class: When the elite level in large guilds gradually loses the Daily Offering bonus, they no longer have defense obligations. Together with the members of small guilds that have lost Ruin-Ding, they become the attack class, the main force for attacking Ruin-Ding externally and seizing Gold-Tribute
- 23 Exception Reminder: After the change of position in the guild, if one performs the Daily Offering again on the same day, one cannot obtain the extra rewards provided by Ruin-Ding in Ding&World.
5. Experience for Newbies: Participate in Battlefield-Ding and persevere until the final settlement of the battlefield to obtain a large amount of experience rewards.
- 24 More for the defenders: Defenders will get 40,000 character experience points per battle; attackers will get 4,000 character experience points per battle.
- 25 Exception reminder: Those who leave early before settlement will not receive experience rewards.
6. Revolution Rankings: Every week, rank the "Revolution Rankings" according to the "Conquer-Count" and the "Merit-Conquer", and the top five will get the "God-Bless" title rewards.
- 26 Conquer-Count: When a Ruin-Ding is conquered, the Conquer-Count for all attacking personnel participating in the settlement under the Ruin-Ding is counted as 1.
- 27 Merit-Conquer: When a Ruin-Ding is conquered, the settlement Merit-Ding of all attacking personnel participating in the settlement under the Ruin-Ding is counted as the Merit-Conquer.
- 28 Settlement time: The "Revolution Rankings" are settled and the list is cleared every Monday.
- 29 Title duration: The duration of the "God-Bless" title is one week.
Individual Participation
7. War-Ding at 21:30: Battle is the most important part. Ordinary individuals only need to participate in War-Ding which starts at 21:30 every night.
- 30 Preparation Stage: The preparation stage starts at 21:00 every night. A countdown can be seen on the Ding&World map, and the battlefields and confrontation relationships can be previewed in the Ruin-Ding battle Results. At this time, the battlefield entrance button is gray and cannot be entered yet.
- 31 Start Time of the Battle: It starts at 21:30. The entrance buttons of all battlefields become bright and colorful, and then one can join the battlefields.
- 32 End Time: The daily War-Ding lasts until 22:00 that night.
8. Battlefields and Camps: After the battlefields are open at 21:30, on the map of Ding & World Gameplay, everyone can freely choose the Ruin-Ding, battlefield, attacking side or defending side to join.
- 33 Recommended Battlefields: After the battlefields are open, when entering the main interface of the gameplay, a battlefield list will pop up automatically, and some battlefields will be recommended. In the battlefield list, you can scroll up and down to view all battlefields.

- 34 Self-selected Battlefields: You can close the recommended battlefield list, click on the Ruin-Ding of interest on the map, and then click "Battle Situation" in the details of this Ruin-Ding to browse the battlefields under this Ruin-Ding.
- 35 Join Button: The button to join the battlefield is in the middle of each battlefield menu; the blue, shield-shaped button on the left-of-center is for joining the defending side, and the red, sword-shaped button on the right-of-center is for joining the attacking side.
- 36 Priority for the Attacking Side: Only when there are attacking side Warriors in the battlefield are you allowed to join the defending side of the battlefield.
- 37 Number of Warriors: In the battlefield list, the number of people in the battlefield is shown in the "Warrior" column. If someone enters, the number in the "Warrior" column turns orange.

- 38 Total Number Limit: Each side in each battlefield is limited to 20 Warriors.
- 39 Number Limit for Each Identity: The senior executives on both sides of each battlefield can subdivide the identities of personnel and set number limits. In the battlefield list, the four identities corresponding to the four numbers in the "Warrior Identity" column and the four numbers in the "Identity Limitation" column are, in order, the core above Guild-Elder within the guild / Guild-Elite within the guild /Guild-Member within the guild / outside-guild assistants.

- 40 Anti-privilege of the Rebel Army: Everyone in the Rebel Army is equal. and only oppose those in power. Heroes who are non‑guild members or from guilds that have not seized any Ruin‑Ding are welcome to come and offer aid.
- 41 Special Notice:
- The way of joining the enemy of one's own guild is not provided.
- You cannot intervene (either assist‑attack or assist‑defend) against adjacent Ruin‑Ding that are within their Vigilance Period.
9. Battlefield Rules: Each battlefield adopts a time-limited and point-accumulation mechanism. Within the time limit and before Ding-Ruin is conquered, the side that first reaches 4,800 points wins the battlefield.
- 42 Battlefield Duration: The timer starts only when someone enters the battlefield, with a maximum of 15 minutes; if someone enters near the end of War-Ding, the duration will be less than 15 minutes.
- 43 Resource Points: The side that occupies the resource points can continuously earn points for its own side.The productivity of the "central earth resource" point is 4 points per second, and that of the other four resources is 2 points per second.
- 44 Catching-up Mechanism: Proud Warriors are disdainful of laying down their swords to be laborers. As a result, when the points in the battlefield are 20 points higher than the opponent's, they will be careless when occupying resource points again, and the point-producing capacity of this resource point can only be at half of its normal level; only when the points are lower than the opponent's can they cast aside their pride and fully restore production. It recovers automatically without the need to abandon and re-occupy.
- 45 Battle Points:Each kill of an enemy adds 5 points to one's own side. In the battlefield, a Boss"Ding King" appears randomly. Each hit on the Ding King adds 0.3 points
- 46 Guard Mechanism: In the battlefield, the damage and healing effects are generally reduced by half. However, each time you enter your own guard zone, you receive a 2-second damage boost, and within the guard zone of your own respawn point, you can also continuously heal rapidly; entering an enemy's guard zone will result in being silenced and slowed down.Low‑Might warriors possess a persistent base defensive attribute for the full duration of the battlefield.
- 47 Kicking for AFK: The battlefield severely punishes AFK (away from keyboard) behavior, and AFK players will be forcibly kicked out of the battlefield.
- 48 Battlefield Restart: If there is no one on both sides in a certain battlefield, the data will be reset to zero. If the attacking side enters again before the gameplay ends, the battlefield will start timing and scoring again.
- 49 Ruin-Ding Battle Situation: The list in the upper-right corner shows the point-progress of all battlefields under Ruin-Ding. Among them, the battlefield with the highest attacking-side points is ranked at the top.

- 50 Free Entry and Exit: The button in the upper-right corner of the battlefield can be used to exit the battlefield so as to support other battlefields under this Ruin-Ding. However, the last person in the battlefield is advised to stay and hold the position.
- 51 Battlefield End Conditions: Battlefield end conditions include reaching the point-target, battlefield time-out, Ruin-Ding being conquered, etc.
- 52 Settlement for Reaching the Point-Target: The side that first reaches 4,800 points wins this local battlefield. If the attacking side wins by reaching the point-target, Ruin-Ding will be automatically conquered; while if the defending side wins by reaching the point-target, it can only block the enemy's attack from this battlefield direction and still needs to support other battlefields.
- 53 Settlement for Battlefield Time-out: When the battlefield countdown ends and neither side has reached 4,800 points, both sides will be settled as a draw. A draw can also block the further attack of the enemy from this battlefield direction. If the Ruin-Ding battle is still ongoing, it is necessary to support other battlefields as soon as possible.
- 54 Settlement for Ruin-Ding Being Conquered: If any attacking side in any battlefield under Ruin-Ding is the first to reach 4,800 points, then all other ongoing battlefields will end immediately and be settled as a draw.
10. Road Rules: In a day's War-Ding, it is possible to enter and exit multiple different ruins and different battlefields. However, moving to battlefields under other Ruin-Ding requires the support of "roads" that are passable.
- 55 Location Exposure: In War-Ding, after a user's character has entered any battlefield, their location will be tracked by various guilds. After that, on the gameplay map, under the Ruin-Ding corresponding to the battlefield, the character's avatar will be displayed, indicating that the character is currently located in this Ding-Ruin.

- — After War-Ding ends, the character's location can no longer be tracked. When War-Ding starts the next day, the character can still join battlefields under any Ruin-Ding.
- 56 Passage Operations: After Location Exposure takes effect, select a target battlefield from the battlefield list of the target Ruin-Ding to join, and your character will start auto pathfinding automatically.
- — Every time the character passes an intermediate Ruin-Ding, a 10-second rest period will trigger automatically before moving to the next intermediate Ruin-Ding. During the rest period, you can end the rest early or switch targets by selecting another battlefield objective;
- — Upon arriving at the destination Ruin-Ding, the character will enter the target battlefield automatically if entry is allowed; otherwise, the character will stay at the Ruin-Ding and wait for your next instruction;
- — If you close the gameplay interface during pathfinding, or the passage rights to roads around the next intermediate Ruin-Ding are revoked, auto pathfinding will stop at that intermediate Ruin-Ding and wait for your next command.
- 57 Passage Judgment: After Location Exposure takes effect, travel to other Ruin-Ding is subject to road passage restrictions. Roads connecting Ruin-Ding are visible on the gameplay map, passable roads are green
and impassable roads are red
.
- — Upon conquering a Land of Dragon Rise, the occupying guild immediately gains passage rights to the roads adjacent to that Land of Dragon Rise Ruin-Ding;
- — After conquering a non-Land of Dragon Rise Ruin-Ding, local resistance forces will continue sabotaging transportation in secret. The occupying guild must maintain occupation to gradually gain passage rights to the roads adjacent to the Ruin-Ding;
- — When a guild's Ruin-Ding is conquered, the guild immediately loses passage rights to the roads adjacent to that Ruin-Ding.
- — Special Note: Characters cannot travel through Ruin-Ding with low control level when moving between locations.Example: Ruin-Ding A, B and C are connected by green passable roads. While you can travel to B from A or C, if Ruin-Ding B does not belong to your guild (or is a newly occupied non-Land of Dragon Rise Ruin-Ding), you can only return to your original starting point from B, and cannot travel from A to C through B.
- 58 Travel Duration: The time required for travel via roads is related to road length. The shortest roads take approximately 3 minutes to traverse, while the longest take approximately 9 minutes.
Collective Participation
11. Guild Bid for Unoccupied Ruin‑Ding: For guilds holding zero Ruin‑Ding, the Guild‑Leader may submit free applications to bid for any "Unoccupied Ruin‑Ding".
- 59 Unpredictable Public Will: At 12:00 noon each day, public will evaluates all submitted applications. It gives priority to guilds with higher guild‑ranking positions for Ruin‑Ding control, with a degree of randomness.
- ‑ Open the Bid‑for‑Occupation panel via the *Bid Button* located on the Ruin‑Ding Detail Page (opened by clicking the Ruin‑Ding icon on the Ding & World map).
- ‑ On the Bid‑for‑Occupation panel you can view registered guilds with high public‑will attention. Buttons for *Join Application / Withdraw Application* are operable **only by Guild‑Leaders of guilds with zero Ruin‑Ding**.
- ‑ One guild may register for only one unoccupied Ruin‑Ding at a time. Registration costs nothing; withdrawing an application costs a large amount of the Guild‑Leader’s personal diamonds.

- 60 Steady Development: A guild that already occupies a Ruin-Ding cannot occupy an unoccupied Ruin-Ding.
- 61 Abandoning Ruin-Ding: Only the Guild-Leader of the occupying guild can operate to abandon the occupied Ruin-Ding.
- -The abandon button is in the Ruin-Ding details.
- -Abandoning the Land of Dragon Rise carries an extremely high risk of internal collapse, which will cause the guild to lose all Ruin-Ding as a consequence.
12. Defending Ruin: In the daily War-Ding, the occupying guild must pay attention to all battlefields under the ruins simultaneously. Only by remaining undefeated in all battlefields can they occupy Ruin-Ding.
- 62 Vigilant Neighbors: Newly‑captured Ruin‑Ding are highly guarded against forces from neighboring Ruin‑Ding. Adjacent guilds cannot launch attacks immediately. Once the three‑day Vigilance Period concludes and intelligence is gathered, they may launch large‑scale invasions and spawn attacking battlefields.
- 63 Up-and-coming Stars: Regardless of Vigilance Period status, occupied Ruin‑Ding may face rebellions initiated by Emerging‑Guilds at any time. Qualified Emerging‑Guilds will randomly spawn an independent battlefield beneath a certain Ruin‑Ding.
- 64 Rebel Army Battlefields: Each occupied Ruin-Ding will also be attacked by the "Rebel Army";
- 65 Rebel Army: The "Rebel Armies" in all regions are temporary and loosely-organized groups, not controlled by any guild or individual. Don't attempt to bribe them.
- 66 Battlefield Defenders: The guild that occupies Ruin-Ding becomes the defender in all types of battlefields mentioned above under this Ruin-Ding.
- 67 Battlefield Restrictions: The Guild-Leader and Guild-ViceLeader in the guild can preset the entry restrictions for guild-related battlefields in the guild settings, and can enable the presets or lift the restrictions respectively for each battlefield in the battlefield list.
- 68 Conditions for Successful Defense: At 22:00, the defenders can defend Ruin-Ding only if they remain undefeated in all battlefields. "Undefeated" includes draws and victories.
- 69 Ruin-Ding Grade Changes: If a Ruin-Ding is successfully defended for 7 consecutive days, it can be upgraded by 1 grade (max to gold). Grade order: green → purple → orange → gold. Abandoned/conquered Ruin-Ding downgrades by 1 grade (not below initial grade). All Ruin-Ding reset to initial grade on gameplay reset.
13. Competing for More: After a guild has occupied more than one Ruin-Ding, it can only occupy more Ruin-Ding by further conquering other Ruin-Ding along the roads during the War-Ding.
- 70 Occupation Conditions: When conquering Ruin-Ding, only when the attacking battlefields opened up by one's own guild win (that is, being the first to win under the same Ruin-Ding), can one further occupy Ruin-Ding;
- 71 Guild Development: Green-grade Ruin-Ding has a weak economy and a primitive governance system. At this stage, a guild can occupy only a few Ruin-Ding and manage up to 6 Guild-Elders. After upgrading or occupying higher-grade Ruin-Ding, the guild can evolve a more advanced governance system, thereby occupying more Ruin-Ding and appointing more Guild-Elders.
- 72 Expelling Guilds: When conquering Ruin-Ding, if the winning side is the "Rebel Army", or the winning side is restricted by the occupation limit, etc., then the target Ruin-Ding will be turned into an Unoccupied Ruin-Ding.
14. Emerging-Guilds: If a guild is established relatively late and there are no unoccupied Ruin-Ding available for occupation, it can strive to increase the per-capita Might of its guild members to obtain the qualifications for competing for Ruin-Ding.
- 73 Quantity of Qualifications: The quantity of Ding&World qualifications for Emerging-Guilds is related to the number of Ruin-Ding on the map and the number of guilds that simultaneously occupy multiple Ruin-Ding. The minimum is 1, and the maximum is 4
- 74 Qualification Conditions: At 12:00 every day, the Average Might of each guild including recently joined and left members is calculated. Among them, the guilds with higher rankings that have not yet occupied Ruin-Ding will spontaneously gather together to become one of the attacking sides of a certain Ruin-Ding in the daily War-Ding.
- 75 Recent-per-capita Might:Active members of the guild and those who have retired within about the most recent week will be included in the statistics together.
- 76 Special Case Reminder: If a person with high Might newly creates a guild and does not recruit new members for the time being, it is very easy to obtain the Ding&World qualification.
- 77 Ranking Display: The Recent-per-capita Might ranking of the guild can be viewed on the guild's home page.

IV. Conclusion
After accumulating a certain amount of experience, equipment and Merit-Ding, one will be strong enough to join the guilds created by the Apocalypse-seekers. They not only know themselves and their enemies well on the battlefield and are often invincible, but also understand the principle of "cultivating one's own moral character when in poverty and helping all the people when in prosperity". Being able to join such a guild and contribute one's strength, the truth of the nightmare cycle will finally be revealed to the world.
Wish everyone an early Apocalypse-awakening on the road of seeking the truth!