Mask of the Betrayer: Spirit-eater. The Curse of the Dead God

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"I approached the Wall and immediately heard the cries of the souls of the unbelievers.

"Cursed are we, — they cried — those who renounced the jealous gods, and now we are abandoned."

And other voices answered them, saying: "Remember the War of the Betrayer.

Remember the Betrayer who swore to destroy the Wall.[cut]

Have patience, for he will return…".

From the book "City of Justice".

The Wall of the Unbelievers

The story of the Spirit-eater begins almost a thousand years before the events of the game "[Neverwinter Nights 2](/games?search=Neverwinter Nights 2)" — in those times when Myrkul was the god of death. Akachi and his brother Araman were dedicated to serve Myrkul in childhood, as was customary, and became priests of their god in Mulhorand, in the lands of Rashemen. Akachi was the most devoted servant of Myrkul and for his faith and zeal was appointed the high priest of the temple, but it did not last long.

The gods love to send trials upon the heads of their believers, and Akachi was no exception. His beloved was a woman from the Red Wizards of Thay, who did not believe in the gods. When she perished due to a failed spell (it is worth mentioning that there are grounds to believe that Myrkul himself had a hand in this), her soul was imprisoned in the Wall of the Unbelievers — a sinister invention of the god of death, meant to terrify and punish those who do not worship any gods. The Wall surrounds the City of Justice in the plane of Fugue, and in its viscous green substance languish the souls, starved for sustenance. At first, Akachi pleaded with Myrkul to spare and release the soul of the sorceress, but he naturally refused. And then, renouncing his faith, he gathered a great army and stormed the City of the Dead to reclaim by force the soul of his beloved and to destroy the Wall. This campaign became known as the Holy Crusade of the Betrayer.

With the Silver Sword of Git](http://www.gamer.ru/neverwinter-nights-2/konkurs-oruzheynaya-serebryanyy-mech-git-pri-podderzhke-gamer-ru-i-podaripodarok-ru) Akachi cut a door in Myrkul's temple wall between the two worlds, leading to the Fugue plane, and attacked the City of Justice. He managed to snatch the soul from the wall, but was caught and captured. As punishment for his audacity and betrayal, the god placed the former priest in the Wall of the Unbelievers, at the spot where the sorceress was, and watched as Akachi's mind and soul gradually dissolved, consumed by the hunger of the wall… and then pulled him out so that his torment would last forever.

Those gates seem vaguely familiar to our hero

Since then, Akachi became the embodiment of hunger, constantly seeking to satisfy himself with spirits. What remained of his ravaged soul came to be known as the Spirit-eater. He subjugates mortal bodies and gradually destroys their minds and souls, spreading terror throughout Rashemen. The sorceress, however, returned to her country and founded an academy of Red Wizards of Thay there, hence the protagonist knows her as the Founder. Driven by love and a sense of duty, she devoted all remaining years to finding a way to free Akachi from his curse.

The events of the game "[Neverwinter Nights 2](/games?search=Neverwinter Nights 2): Mask of the Betrayer" are directly related to this story and begin with the protagonist ending up hundreds of miles from the Merdelain Valley, in an ancient barrow at the very heart of Rashemen, after battling the Shadow King. As will be revealed later, the Founder brought his body here so that the spirit of Akachi, imprisoned here by the previous bearer of the curse, might inhabit Kalak-Cha. And now our hero must either perish, succumbing to the all-consuming hunger, or harness it and find a way to end the curse.

Myrkul's Diet

A feature of the game is the character's trait "Spirit-eater." This is not just an epithet that influences the plot, but a whole bunch of skills and aspects of the game that cannot be ignored. From a certain point on, the player must keep an eye on an additional parameter — the level of spiritual energy. Its values affect not only the bonuses and penalties received by the character, but also the very life of the hero — when spiritual energy drops to zero, the character dies without the possibility of resurrection.

Below are all skills related to the Spirit-eater.

"You can no longer suppress your thirst for consuming spirits that you recently discovered within yourself. Now your body needs to periodically gain energy from consuming spirits, otherwise it will weaken over time and you will perish."

The main skill of the Spirit-eater. After defeating the bear god Okku, it is revealed that the strange hunger dwelling within the hero is one of the symptoms of the curse. The player must now keep an eye on the amount of spiritual energy to avoid exhaustion and death. A new interface element allows the player to navigate the situation and provides a clear idea of the level of exhaustion.

The top row indicates the level of weakening (the icon of the corresponding mark) and the amount of spiritual energy in percentage. Below is the actual energy bar. The colored bar visually depicts its level. Marks on both sides of the bar represent different stages of exhaustion. There are seven stages:

0: 65-100%. Normal state, parameters unchanged.

1: 37-64%. -1 to all main characteristics. Damage from piercing, bludgeoning, and slashing weapons increases by 5%.

2: 17-36%. -2 to all main characteristics. Damage is 2% of the total hit points + 1d4 points every ten rounds. Damage from piercing, bludgeoning, and slashing weapons increases by 10%.

3: 7-16%. -4 to all main characteristics. Damage is 5% of total hit points + 1d6 points every ten rounds. Damage from piercing, bludgeoning, and slashing weapons increases by 25%.

4: 2-6%. -6 to all main characteristics. Damage is 10% of total hit points + 1d6 points every ten rounds. Damage from piercing, bludgeoning, and slashing weapons increases by 50%.

5: 0-1% (excluding 0). -10 to all main characteristics. Damage is 5% of total hit points + 1d3 points every ten rounds. Damage from piercing, bludgeoning, and slashing weapons increases by 90%.

6: 0%. Death of the character.

The very bottom bar shows the level of spiritual thirst, which affects the rate of energy reduction. In the calculations, it acts as a coefficient, taking values from 0.5 to 2, altering the energy reduction speed from half the normal speed to twice its rate. If the hero uses spiritual absorption more than once a day, or absorbs a spirit when energy is completely filled, his thirst increases. However, if he uses the skill "Suppression," his thirst decreases.

As spiritual thirst increases, additional effects are imposed, depending on its level:

  • 41% or more: detection of spirits (all spirits within a radius of 60 feet are marked on the mini-map);
  • 66% or more: true sight (the character can see invisible and hidden creatures);
  • 83% or more: incorporeality (50% masking);
  • 100%: no living creature can see the character. The effect disappears upon any hostile action.

The effects last indefinitely at the moment of transformation. All effects for which the thirst level is sufficient are imposed at once.

Cute little creature, no doubt

Besides the skills "Devour Spirit" and "Suppress" there are others that allow the Spirit-eater to harness the power of his curse in various situations.

Conditions: none.

Description: the hero siphons life energy from one creature of the racial group "spirits" or "elementals," dealing negative energy damage equal to 25% of the maximum hit points, restoring 10% of the maximum spiritual energy to himself. If the target was "dying," it dies, and your character receives additional spiritual energy equal to the percentage of life it had remaining (added to the initial 10%). Also, upon the target's death, the character gains spirit essence. In addition, the ability works on incorporeal undead.

If the "Devour Spirit" skill is used more than once a day, each subsequent attempt increases spirit thirst by 11% of the maximum. This ability cannot be used on the same day as the "Suppress" skill.

Usage: on selection. Subsequent use is possible only after 5 minutes, but no more than 10 times a day.

Conditions: Devour Spirit; the ability to learn the loss ability is required.

Description: the hero extracts life energy from one humanoid, dealing negative energy damage equal to 25% of its maximum hit points, restoring 10% of the maximum spiritual energy to himself. If the target was "dying," it dies, and your character receives additional spiritual energy equal to the percentage of life it had remaining (added to the initial 10%). Also, upon the target's death, the character gains spirit essence.

If the "Devour Soul" skill is used more than once a day, each subsequent attempt increases spirit thirst by 11% of the maximum. This ability cannot be used on the same day as the "Suppress" skill.

Usage: on selection. Subsequent use is possible only after 5 minutes, but no more than 10 times a day.

Conditions: none.

Description: the hero provokes spirits within a radius of 10 meters from him, making them hostile and thereby accessible for absorption.

Usage: on selection.

Conditions: none.

Description: instead of absorbing spirits, the hero suppresses his hunger in their presence, restoring 5% of maximum spiritual energy and decreasing the thirst level by 2% of the maximum. Additionally, if there are multiple spirits, the hero restores an extra 2% for each spirit within a 20-foot radius, but no more than for 5 spirits.

Suppression cannot be applied on the same day as the spirit absorption abilities.

Usage: on selection, no more than once a day.

Conditions: none.

Description: the hero "feeds" his dark hunger with his experience, fully restoring spiritual energy, and additionally reducing the thirst level to 33% (if it was higher). The skill "eats" experience points equal to 25% of what is needed to reach the next level, but if the current experience points are less than required to spend, then precisely enough is removed so that the hero does not lose a level, and the character receives a penalty of -1 level for 10 minutes.

This skill can only be used at stages 4 and lower of exhaustion.

Usage: on selection, no more than once a day.

Conditions: Devour Spirit; the necessity to pacify spirits in Myrkul's Warehouse crematory is required. Not available to evil characters.

Description: the hero feeds on the negative energy animating the undead, dealing damage to the creature equal to 25% of its maximum hit points, restoring 10% of the maximum spiritual energy to himself. If the target was "dying," it dies, and the character receives additional spiritual energy equal to the percentage of life the target had remaining (added to the initial 10%). In the second case, the hero also gains spirit essence.

The thirst level remains unchanged, but the skill yields more spiritual energy than suppression. "Eternal Rest" cannot be used on the same day as the "Suppress" skill.

Usage: on selection. Using this skill consumes an attempt to use the "Devour Spirit" skill. Subsequent use is possible only after 5 minutes.

Conditions: Devour Spirit; necessary to restore the Wood Man in Ashenwood.

Description: instead of absorbing another's life energy, the hero spends his own, healing the party. Fallen companions rise, and all party members are fully healed. Using this ability changes the character's alignment by 2 points towards good.

The cost of spiritual energy is proportional to the ratio of the amount of health restored to the total health points of all party members. The percentage gained will be deducted from the current stage of exhaustion (each stage counts as 100%). If the energy was at lower levels than the health restored, the remaining percentages carry over to the next level. Thus, using this skill cannot lower energy by more than 1 level.

Additionally, using this ability reduces the thirst level by a relative amount of restored health multiplied by 7%. For example, upon restoring 70% health, spiritual thirst decreases by 5% (0.7 * 7).

Usage: on selection. Cannot be used if energy has dropped to level 5 or lower.

Conditions: Devour Spirit; must absorb the soul of Myrkul.

Description: the hero takes the form of a creature that does not belong to this world. By striking enemies with his claws, he has a chance to siphon spiritual energy from spirits and life from souls. Upon transformation, the level of spiritual thirst increases by 21% of the maximum and remains unchanged after returning to normal. Duration of the ability: 20 rounds (2 minutes).

This ability cannot be used on the same day as "Suppress".

![](/api/field/image/xeEz6YfztJsRl)

Race: otherworldly

Armor Class: 34

Statistics: Strength 38, Dexterity 18, Constitution 22, others unchanged.

Weapon: natural melee weapon (claws, claws)

Melee damage: (1d8 + 14 physical + 5 negative energy)/ (1d8 + 14 physical + 5 negative energy)

Size: medium

Abilities:

- Immunity: mind-affecting spells, cold, electricity;

- Damage absorption: 15/divine (ignores 15 points of physical damage from any weapon except divine);

- Upon hitting, there is a 5% chance to paralyze the opponent for 3 rounds (on failing a saving throw against a difficulty class of 22);

- Upon hitting, there is a 17% chance to deal 2d6 points of damage with negative energy. In this case, spiritual energy is restored by 5% of the maximum. If the opponent dies, the character receives spirit essence;

Additionally, it should be noted that after transformation, bonuses from equipment, racial bonuses, and penalties cease to act. Active skills and spells, as well as items in the inventory become unavailable. Passive skills and effects from previously cast spells remain; mages can use memorized spells. Basic saving throw, attack, and damage modifiers continue to be determined by class; the number of hit points is also calculated based on the character's class. All other attributes and bonus abilities are granted by the new form (in addition, a new modifier for the creature's size is applied).

Usage: on selection. Using this skill consumes an attempt to use the "Devour Spirit" skill. Subsequent use is possible only after 5 minutes.

Conditions: Devour Spirit, Ravenous Incarnation.

Description: using this skill deals negative energy damage to any creature equal to its current hit points. If the opponent has no immunity or resistance to negative energy, it instantly dies. At this point, the character receives spirit essence.

Usage: on selection, unlimited times a day.

Conditions: Devour Spirit; must absorb the soul of the Wood Man in Ashenwood.

Description: this ability allows the hero to siphon life energy simultaneously from several spirits (creatures of the racial group "spirits" or "elementals") or humanoids (if the skill "Devour Soul" is available), dealing them negative energy damage equal to 25% of their maximum hit points. All creatures in the previously mentioned groups within 20 feet from the original target fall under the effect of the ability. Each target restores 10% maximum spiritual energy to the character. If the target was "dying," it dies, and your character receives additional spiritual energy equal to the percentage of life remaining (added to the initial 10%). Also, upon defeating the opponent, the character gains spirit essence.

The first attempt to use the "Spirit Gorge" ability increases spiritual thirst by 11% of the maximum for each creature defeated. Each subsequent attempt used on the same day increases thirst by 16% of the maximum. This skill cannot be used on the same day as the "Suppress" skill.

Usage: on selection. Using this skill consumes an attempt to use the "Devour Spirit" skill. Subsequent use is possible only after 5 minutes.

Conditions: it is necessary to complete the golem quest in the portal room in the shadow theater.

Description: this skill allows the hero to create and enchant items using recipes that employ ethereal and pure spirit essences.

Usage: apply the skill on the sorcerer's bag.

Conditions: apply the mysterious device found in the Academy of Thay to any spirit essence.

Description: this skill allows the hero to create and enchant items using recipes that employ ethereal, pure, and gleaming spirit essences.

Usage: automatically.

Little hungry beast by Agregor

The Fate of Akachi

Depending on the decisions made in the game, which pieces of the Mask of the Betrayer are collected, and who accompanied the hero to the City of Justice, there may be multiple endings for Akachi.

  • The hero can kill Akachi. He then returns to the Sword Coast or goes on a journey through other worlds, while Akachi's spirit goes back to wreak havoc, tormenting Rashemen.

  • The hero can fuse with Akachi into one being. The hunger disappears, but Akachi's tortured soul remains trapped in the hero's body, which forever becomes the guardian in the City of Justice, holding the curse within himself.

  • If all three fragments of the Mask of Betrayer are gathered, it is possible to make Akachi remember who he is. Then his soul becomes one again and earns a well-deserved rest in the Halls of the Insincere. The curse disappears.

  • If you make Akachi absorb the Founder (it is necessary to absorb Myrkul's soul), and then absorb Akachi himself, he becomes part of a new being — the embodiment of all-consuming emptiness, far exceeding the power of even the gods.

This monster will be much stronger than the Spirit-eater

Unique Essences

The game features several unique essences that can be extracted from key characters by using the abilities of the spirit-eater in battle or through dialogue options. These essences can be used to create unique items or to imbue existing ones with various useful properties. Below is a list of these essences and how to obtain them.

How to Obtain: Absorb Okku's spirit after the battle with him at the gates of Mulhorand.

How to Obtain: Do not encounter her in Myrkul's Warehouse until the hero learns to absorb the souls of living beings. To do this, first defeat Okku (and absorb him) and complete the loss quest to gain the ability "Devour Soul." Then find Kaelyn and in the conversation with her ask what she is doing here, and then offer to use the blood of the celestial to open the door. As a result, she attacks the hero, and he can safely absorb her soul when she has less than 25% health points. She can also be absorbed in the City of Justice if choosing the defenders' side.

How to Obtain: Gain influence with Safiya to -100, and when she wants to leave, provoke a fight and absorb her soul when she has less than 25% health points. Another option: absorb the soul of the Founder — Safiya will become enraged and hostile. The skill "Devour Soul" is required.

How to Obtain: Similar to acquiring Safiya's essence. It is necessary to have a poor relationship with Gann and absorb the soul of his mother. However, if you have a good relationship with Gann, he will not object. The "Devour Soul" skill is needed.

How to Obtain: Use the hide of Okku to create One of Many, and then command him to return to the furnace. You can also absorb him if you allow him to snack on Myrkul, and then attack in retaliation after talking to him. But this method excludes the possibility of obtaining the essences of Myrkul and the Founder. The "Devour Soul" skill is needed.

How to Obtain: At the furnace in Myrkul's Warehouse, use the "Devour Spirit" or "Eternal Rest" ability, and then in battle with two Shadows of the Void, finish them off with the "Devour Spirit" ability. After absorbing one spirit, the subsequent use of the skill will only be available after 5 minutes, and if twisted, you can obtain not one, but as many as two essences. Additionally, absorption or pacification of spirits from the furnace excludes the possibility of creating One of Many.

How to Obtain: Complete the loss quest by either feeding the trader's family from Shu or two young barbarians from the Ice Troll home, and then in the conversation, when U'juk teaches the hero to absorb the souls of living beings, offer to try the new ability on the losses — and absorb U'juk's soul in battle.

How to Obtain: In conversation with Myrkul, use the appropriate option and absorb his spirit. Required to obtain the essence of the Founder.

How to Obtain: Use the appropriate option in dialogue with the Founder. It is necessary to have the skill "Devour Soul" and Myrkul's essence. After the Founder’s soul is absorbed, Safiya becomes hostile and attacks the hero even with good relationships.

How to Obtain: Absorb Araman's soul in the City of Justice. The "Devour Soul" skill is required.

How to Obtain: After the battle with the karg, say that you intend to absorb Gulk'aush's soul. If you have a good relationship with Gann, he will allow this to happen and will not leave the party. The "Devour Soul" skill is needed.

How to Obtain: In conversation with the kargs, say that you intend to absorb their souls, and then in battle with them, use the "Devour Soul" skill when they have less than 25% health left. In this case, the ability can be used without the usual 5 minutes delay, and you can collect several essences. However, if you use the ability "Satiate Souls," the next use of any absorption skill will only be possible after this time has elapsed.

How to Obtain: Use the "Devour Spirit" option in dialogue at the completion of the forest fire quest. Regardless of whether the ghost's request was fulfilled or the fire was extinguished, this option will be available.

How to Obtain: You need to offer a sacrifice not to Shantia, but to Malar (instead of water, use legendary blood), and kill the poisoned trees instead of healing them. Then you will be able to absorb Gnarlthorn after telling him what you did. Unfortunately, in some versions of the game, this may not trigger — the tree simply dies and no conversation occurs.

How to Obtain: Absorb the spirit of the Wood Man in Ashenwood at the end of the conversation with him.

City of Justice

Notes

In conclusion, it should be added that the playstyle can be neither "evil" nor "good." Some can be eaten, while others spared. Suppressing or yielding to hunger greatly influences character gameplay, but more so the management of hunger and the associated challenges than the progression of the plot and decision-making. For example, one can eat spirits freely, fill their thirst to the maximum, and use "bad" abilities, while still doing good left and right and not killing every other encounter. The most significant point influencing subsequent events and available options is the choice between the dead Okku and the living Okku. And this is only important if there are plans to obtain certain unique essences — some of them can only be obtained with the "Devour Soul" skill, which can be acquired at the loss quest, should you consume Okku.


Thanks for proofreading and help with names - Surt.

Thanks for support - Soth, snowman, ksevelyar.