When a Deathbound character dies, every point of experience earned toward the current level is wiped — you respawn at exactly 0% of that level. You never lose a level and the character is never deleted, but a death at 95% into a level costs you the whole bar. To keep the climb fair, Deathbound characters earn +10% experience from everything.
Deathbound is picked once, when the character is made, and binds to it permanently. There's no way to add it later or switch it off.
Any death sends your XP bar back to 0% of your current level. You keep the level itself, your gear, your gold and everything else — only the in-level progress is lost.
Every XP source pays 10% more for a Deathbound character. It won't undo a bad death, but it keeps the overall pace honest.
The reset floors at the start of your current level — it can't push you down into the previous one. Hit level 40 and you'll never be sent back to 39.
Dying at 10% into a level is a scratch. Dying at 90% erases a long session. The mode rewards knowing when to play safe and log the progress in.
Mobs, falling, drowning, fatigue, a duel gone wrong, world PvP — if the release screen appears, the level resets. There's no "safe" way to die.
You don't drop items, you don't lose money, your bags are exactly as they were. Repair bills and res sickness apply as normal — nothing extra on top.
The character lives. There's no deletion, no lockout, no corpse run to a graveyard you can't reach. You get up, and you climb the bar again.
Once you're 80 there's no XP bar to reset, so an 80 Deathbound character dies like anyone else. The +10% simply stops mattering.
Standard levelling has no failure state. Deathbound gives one, and it turns routine questing into something you actually pay attention to.
Pulling one at a time, keeping cooldowns for emergencies, knowing when to bail — the skills that never mattered on a normal character suddenly do.
It's not a punishment mode. Clean play plus the XP bonus levels you at a normal rate — the penalty only bites when you get greedy.
Stack it with Questbound for a story-only run where a single bad pull can cost you a whole zone's worth of quests.
A Deathbound tag on the character sheet and armory says the climb to 80 was done the hard way, without a single fatal mistake near a level cap.
Reaching max level Deathbound is a real story — one everyone who's tried it will understand.
No toggle, no grace period. If you want a normal character as well, roll a second one — Deathbound only ever binds the character it was chosen on.
Rested state doubles XP as usual, so logging out in an inn is a good way to bank fast progress between risky sessions.
No bonus loot, no extra chests, no special drops. Just the flat experience bump — everything else about the character is standard.
No. It's locked to the character for good. The permanence is the whole point — a finished Deathbound run means you never slipped up.
No. Only the experience earned toward your current level is lost. Items, money, reputation and quest progress are all untouched.
No. Instanced PvP deaths don't count. The reset only triggers on a real death in the open world or a dungeon or raid.