Dungeon Siege Wiki
For the quest, see Arinth the Mad.

Arinth or Arinth the Mad is a unique enemy in Dungeon Siege II. This is a legendary elven wizard who was driven mad by his own magical power.

Centuries later, Arinth was released by the Hero of the Second Age, who had reforged the sorcerer's staff. He fled to the Temple of Istaura and Isteru in the Northern Vai'lutra Forest, planning to defile this monument to the ones who had imprisoned him so long ago, but was slain there by the pursuing Hero and their companions.

Biography[]

Arinth the Mad was a mighty Elven sorcerer, born in the days immediately following when Istaura and Isteru led their kind out of the Time of Darkness.

Arinth, a child with extraordinary abilities was born, he grew incredibly powerful, he was a capable student and quickly mastered the magical arts. As a young man, he traveled to the magical waters of Aman'Lu to complete his training under a mentor. His strength was great, and many of his fellow tribesmen rejoiced at his success, but unfortunately he was afflicted with a special kind of madness. This madness made him lose his mind, the magic completely absorbed him, forcing him to hate all living things. With blind fury, he sowed destruction on his native land, evaporating rivers and burning forests.

Eventually he was eventually stopped by Isteru, who shattered Arinth's staff dividing it onto three parts and hid in different places [1], he also imprisoned the mage below the Lost Valley of the Azunites.

When the Hero of the Second Age restored the staff, he decided to find Arinth. By chance, the madman was released, after which he fled, considering a plan for revenge. However, the hero and his companions found and destroyed Arinth before he could use his power of destruction again.

Tactics[]

For more, see Spells (Dungeon Siege II).

Arinth is a powerful battle mage, he has the following enchantments in his arsenal:

  • Dehydrate - Curses an enemy every few seconds, causing them to take more fire damage and deal less melee damage.
  • Plasma Globes - fires 3 fireballs every few seconds that bounce off walls.
  • Fireball - (Main attack) throws a fireball that hits the area.

He can also strengthen himself by casting an enchantment:

  • Wrath of Magic - Increases the damage dealt by magic.
    Increase resistance to fire (at ~70-80% Arinth deals almost no damage).

You can protect yourself by using:

  • Steal Magic - will reduce damage from spells.
  • Static Bolt - will slow down the speed of casting spells.

Gallery[]

Notes[]

  • Many territories began to be called the name of the madman Arinth after he poured out his anger and destructive power on them. For example, Arinth's Ravine or Arinth Heights.

Sources[]