darkeden exile true heroes

Bloody Siege

Long after the chaos of the Bible Wars faded into legend, the Holy Lands of Adam-once the cradle of the Twelve Blood Bibles-began to shift once more. Deep within its hallowed stone, the lingering essence of the Bibles was sealed away, as if the land itself sought to silence their whispers. Yet in the shadows of Eslanian, something else began to stir-something older, more primal.

From the roots of the earth seeped a power not born of scripture or faith, but of blood itself. The soil of Eslanian began to throb with a crimson pulse, birthing shards of pure lifeblood known as Bloody Crystals. These crystals carried a will of their own-echoes of Lilith`s rage, fragments of the eternal hunger that even death could not contain.



It was Frantz, the eternal steward of the Blood Gates, who first sensed their awakening. Bound to Lilith in ages past, cursed to wander the ruins of her sanctuary, Frantz revealed a forbidden rite-an ancient invocation that could summon the Bloody Lords, beings forged in the dawn of blood magic.

These Lords were not mere beasts, but avatars of the Bloodline`s will-five incarnations of war and desire: Endarius, Caius, Elric, Malakor, and Brutus. Each carried a fragment of the world`s original sin, and with their fall came blessings of immeasurable might.

Yet Frantz could not summon them alone. He required the essence of mortal struggle-the Bloody Crystals scattered across the battlefield. Thus, the call to arms resounded through Helea once more.

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Now, the ancient foes march again. The Vampires, ever seeking to reclaim their mother`s strength; the Slayers of E.V.E., determined to cleanse the land of corruption; and the Ousters, sworn to purify their homeland from the stain of both.

Each race scours the cursed fields of Eslanian, felling monsters to unearth the elusive Bloody Crystals. These shards do not belong to any single hand-their power binds itself to the collective strength of a race. When sixty such crystals are

unearthed in total, the gates of summoning tremble, and the race that reaches their offering first may call forth a Bloody Lord through Frantz`s ritual.

But beware the Lords emerge where they please, and their bloodlust knows no allegiance. The race that strikes the killing blow upon them earns the favor of their essence, a Racial Blessing that endures until the next Siege.

Thus, the purpose of the Bloody Siege is twofold:
- Gather the Bloody Crystals before rival races claim them.
- Slay the Lord you summon, to bind his blood to your kin.

Only the swift and cunning prevail, for when blood meets stone, fate favors none.



Each Bloody Lord is a fragment of Lilith`s original fury, sealed in monstrous form:
Lord Endarius, the Whisper of Ashes - grants clarity of mind and protection from the arcane. (Mana reduction, resistance, enchanting fortune)

Lord Caius, the Iron Warden - a bulwark against mortal harm. (Drop luck, physical damage reduction, dexterity)

Lord Elric, the Keeper of Paths - the master of forbidden doors. (Free access to ancient realms, magical resistance, intelligence)

Lord Malakor, the Crimson Titan - embodiment of raw strength and authority. (Rank power, magical might, strength)

Lord Brutus, the Unbroken - who walks between order and chaos. (Alignment lock, physical power, all attributes)

And somewhere, beyond the veil of mortal sight, a Hidden Lord awaits-his name lost, his gift unknown. Only the most daring will uncover his secret.



As the Siege unfolds, mysterious Racial Buffers arise phantoms of the battlefield that offer blessings to those who strike them down. Choose wisely, for only one gift may be claimed at a time:
- The Spirit of Experience, granting the wisdom of the slain.
- The Guardian of Defense, shielding against the monsters` wrath.
- The Fang of Fury, burning with the strength to strike harder.

These ephemeral beings appear every quarter hour, their forms flickering like dying embers beneath the blood-red moon.



Throughout the Siege, relics forged in forbidden ages resurface, each capable of twisting fate itself:
Crystal EV - Shatters all collected crystals, resetting destiny itself-but at the cost of one`s freedom for five minutes.

Hildegard`s Contract - A pact that forces Frantz to summon all five Lords at once. Beware: such arrogance invites a sixty-second curse of immobility.

Vlad`s Shoot: Immortality - Binds a summoned Lord to its summoner`s will for four minutes; none may harm it but its master.

Ulrayry`s Shoot: Instant Encounter - Calls the Lord to appear beside Frantz himself, sparing the search.

Miklizz`s Shoot: Handicap Immunity - Negates the summoner`s freezing curse, allowing movement even amidst the summoning trance.

Super Bloodmoon: Crystal Affinity - For two fleeting minutes, grants sight attuned to the crimson pulse, vastly increasing the chance to uncover Bloody Crystals.

Each of these relics was once wielded by heroes-or monsters-of the first age. Their reappearance is no coincidence.

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And so, Helea bleeds once more. The Bloody Siege has begun-a war not of faith, but of essence; not for scriptures, but for the very lifeblood of creation.

Every drop of blood spilled feeds the land. Every crystal found echoes in the heart of the world. And somewhere beneath the soil, Lilith stirs, smiling in her sleep-for every act of war draws her closer to rebirth.



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