Brint |
---|
|
Creator |
Wsan |
---|
Information |
---|
Species |
Minotaur |
---|
Gender |
Male |
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Occupation |
Adventurer |
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Height |
8'6" |
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Family |
Cassia (mother) Unnamed Father Rina (sister) |
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Location |
Old Forest |
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EDITOR NOTE - Page is currently outdated, reworks coming soon.
Description
Brint is a minotaur berserker from the who left his village of Khor'minos to see how the outside world worked. He is recruitable as soon as the Champion ventures into the Old Forest.
Appearance
Brint stands at a towering eight feet and six inches, his muscular dark brown hide bristling with occasional tufts of fur. He has two light blue eyes regarding you with ever-present interest – people don't expect a musclebound minotaur to be particularly intelligent, but you know those eyes hide a curious, if somewhat sheltered, mind. Two thick white horns sprout out and up from his head above his ears, an ever-present threat to hanging lights, low doorways, or particularly dumb foes. His snout is a light pink, housing the very long bestial tongue of a bull.
Your eyes travel down his body, roving over his bulging pectorals and across his abdominals. As big as he is, he doesn't have washboard abs, but you can certainly see a well-defined outline of them against his stomach. Speaking of well-defined outlines, there's one against the fabric of his loincloth. It'd be unfair to call it a revealing piece of clothing, but there's no denying at first glance that Brint is clearly packing some serious heat.
His legs are thick and muscular, practically tree trunks, and end in black hooves. Just above the hooves are little tufts of fluffy fur of a slightly lighter shade than the rest of him. Behind his legs is his tail, a fairly long rough-furred thing with a haphazard shock of fur at the end. All in all, he looks like a formidable beast but you know he's good at heart.
Interactions
- Appearance
- Talk
- Sex
- Dismiss/Recruit
- Undertable BJ (Unlocks for The Frost Hound after having sex with Brint)
- Sounds Great - That sounds perfect (Non repeating option)
- Good To Know - All things in moderation (Non repeating option)
Talk
- Leaving
- Father
- Village
- Sex
- Companions
- Hawkethorne
- Pregnacy (If The Champion is Pregnant with Brint's child)
- Children (If The Champion is Pregnant with/has had Brint's child)
Sex
First Time
When the Champion first approaches Brint on sex, he will ask if the Champion can handle him
Recurring
- Vaginal - Get that minotaur in your pussy. (Will result in The Champion becoming Pregnant.)
- Anal - Get a minotaur's cock and a gallon of his spunk up your asshole
- Raw
- Lube
- Stay (Applies to both Raw and Lube options)
- Clean Up (Applies to both Raw and Lube options)
- Oral
- Wait - Tell him to wait.
- Let Him - Let him pick you up.
- Threesome - Take a partner to bed with Brint
- Cait
- BothTopCait - Put your buxom kitty through her paces!
- Take Pussy - Plow Cait's kittycunt good and hard until she's screaming in bliss.
- Take Mouth - Get Cait's beautiful pink lips wrapped around the end of your cock.
- Serve Brint - Worship Brint with Cait, giving him a treatment a stud deserves!
- My Mouth - Take that hulking cock in your mouth and gulp down his seed as best you can.
- Cait's Mouth - Let Cait deal with the aftermath of your fun.
- Get Fucked - You deserve some loving treatment all to yourself.
- Arona - Coming later!
- Top Brint -
- Rim Him First - Stick your face between those thick cheeks and give your minotaur some love.
- Reach around - Reach down and jack the fuck out of Brint's enormous horsecock.
- Don't - Focus on getting off.
- Main Event - Partake in the main dish; the banquet is already laid before you, after all...
- All Night BJs - Ask Brint if he wants to head to bed early to receive the special treatment he deserves. (Only available at The Frost Hound between 18:00-04:00)
- Yes Sir
- Lie Back
- Break - Well some cuddling would be nice...
- No Breaks - You said you'd suck him off all night and you mean it.
- Yes Daddy
- Giving Order?
Before a threesome can occur, the Champion must have had sex with both members separately
Combat
Brint's default sets make him either a physical damage dealer (Wayfarer leathers) or a physical tank (Arena armor). He can also obtain Winter Knight set to become a magical tank.
Companion Sets
Instead of micromanaging a companion's equipment, they have Companion Sets that will change their weapons and attire, perks, stats, and powers. These sets can be found and changed at the Character section in the Journal while the desired companion is present in the party. Companions start out with a default set, and can gain additional sets after a specific event or quest has been completed.
Wayfarer's Leathers
Powers |
Perks |
CG
|
1 |
Giant's Reach (At-Will) |
- [Dual Wield Weapon:MeleeRequires Two equipped One-Hand weapons with the Melee tagEffectiveness is based on the weapon's stats]
- Attack with both weapons:
- Make a (Weapon Attack [+ Bonus]Attempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | -5 | Other Bonus | | ) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
50 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Penetrating Damage (equipped weapon)
- Make a (Offhand Weapon Attack [+ Bonus]Attempt a Offhand Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | -10 | Offhand Penalty | / | +5 | Other Bonus | | Offhand Penalty Attack cannot Crit) to deal (Offhand Weapon DamageCompute Offhand Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% Offhand Penalty Final damage reduced by 25%) of:
- [
35 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing Damage (equipped offhand weapon)
|
1 |
Cleave (Recharge 3) |
- [Weapon:MeleeRequires an equipped weapon with the Melee tagEffectiveness is based on the weapon's stats]
- Make a (Weapon AttackAttempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | ) at each enemy to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Penetrating Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
50 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Penetrating Damage (equipped weapon)
|
1 |
Execute (Encounter) |
- [2H Weapon:MeleeRequires an equipped Two-Hand weapon with the Melee tagEffectiveness is based on the weapon's stats]
- Make a (Weapon Attack [+ Bonus]Attempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | +0 to 40 | Other Bonus | | Bonus is computed as: [40 * % of HP the target has left ]) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Penetrating Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
50 * (AtkPow DmgAmp [+ Bonus]Attack Power Damage Amplification1 + Attack Power / 100 Additional Bonus: Gain bonus of: +75 to 275Bonus is computed as: [75 + 2 * % of HP the target is missing ]) ] Penetrating Damage (equipped weapon)
|
2 |
Rend (Recharge 2) |
- [WeaponRequires an equipped weapon Effectiveness is based on the weapon's stats]
- Make a (Weapon AttackAttempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | ) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
50 * (AtkPow DmgAmp [+ Bonus]Attack Power Damage Amplification1 + Attack Power / 100 Additional Bonus: +50 Attack Power) ] Penetrating Damage (equipped weapon)
- (On hit) Make a (Physical AttackAttempt a Physical Attack
Attacker | | Defender | Accuracy | vs | Physical Resist | ) to inflict [ BleedingCombat EffectTake [3 * Strength ] Raw Damage per turn. Additionally, reduces all healing received by 50%Duration: 2 Turns]
|
5 |
By The Horns (Ultimate) |
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Physical DamageCompute Physical Damage
Apply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Spell DamageCompute Spell Damage
Apply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
|
|
Level |
Name |
Note
|
1 |
Frenzy |
- When at < 60% HP:
- Gain:
- +50 Attack Power
- +10 Critical Chance, Focus & Mental Resist
- Armor reduced by 50%
|
3 |
Eye of the Storm |
- After sleep, party gains [
Eye of the StormStatus Effect+10 Attack PowerDuration: 12 Hours]
|
5 |
Iron Will |
- [
1/2 of Toughness ] added to Mental Resist
|
7 |
Cleaving Strikes |
- Successful [Normal AttackUsing the Attack button in combatInvokes a Weapon Attack with the primary weapon, and offhand weapon if it contains the Light tag]s deal 40% of its base damage to all other enemies
|
|
|
Equipment & Upgrades |
Primary Stats & Combat Role |
Description
|
This set currently has no upgrades
|
|
Brint's road-worn leathers. The most eye-catching part of his bare-chested ensemble is a thick loincloth that carries a particularly masculine aroma built up over the minotaur's long journey. While this kit may not provide the best protection, it's easy to move in — perfect for a two-fisted whirlwind of a berzerker.
|
Arena Armor
Powers |
Perks |
CG
|
Level |
Name |
Note
|
1 |
Duelist's Stance (At-Will) [StanceThis power has two functions, upon activation (On Use), and while the user continues to have the stance (Maintain)Maintain - The effect will persist, unless the caster is stunned/interrupted, defeated, or they manually end the effect] |
- [Weapon:MeleeRequires an equipped weapon with the Melee tagEffectiveness is based on the weapon's stats]
- On Use: Generate +100 Threat
- Maintain:
- +10 Evasion & Sexiness
- (Once per turn) The first (Physical AttackAttempt a Physical Attack
Attacker | | Defender | Accuracy | vs | Physical Resist | ) or (Weapon AttackAttempt a Weapon AttackAttacker | | Defender | Accuracy | vs | Evasion | ) with the Melee tag that misses the user will have the user:
- Immediately make a (Weapon AttackAttempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | ) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
25 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Penetrating Damage (equipped weapon) & apply [ BleedingCombat EffectTake [15 + Attack Power ] Raw Damage per turn. Additionally, reduces all healing received by 50%Duration: 2 Turns] (special effect)
|
1 |
Shield Drive (Recharge 3) |
- [Shield:MeleeRequires an equipped shield and is related to a Physical Attack]
- Make a (Physical AttackAttempt a Physical Attack
Attacker | | Defender | Accuracy | vs | Physical Resist | ) to deal (Physical DamageCompute Physical DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Crushing Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
40 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing Damage
- (On hit) Target is [
StaggeredCombat Effect-10 Evasion -10% Damage DealtDuration: 2 Turns]
- Gain [
DefendingCombat Effect+50 Armor, Ward, & FocusDuration: 2 Turns]
- Remove [
SunderedCombat Effect-50% ArmorDuration: X]
- Generate +[
300 + Threat / 7 ] Threat
|
1 |
Net Throw (Encounter) |
- [ThrownInvolves throwing something]
- Make a (Physical AttackAttempt a Physical Attack
Attacker | | Defender | Accuracy | vs | Physical Resist | ) to deal (Physical DamageCompute Physical DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
60 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing Damage
- (On hit) Target is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turns]
- Target is also [
StaggeredCombat Effect-10 Evasion -10% Damage DealtDuration: 3 Turns]
|
2 |
Crowd Control (Recharge 3) |
- [Weapon:RangedRequires an equipped weapon with the Ranged tagEffectiveness is based on the weapon's stats]
- Make a (Weapon AttackAttempt a Weapon Attack
Attacker | | Defender | Accuracy | vs | Evasion | ) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- Target: [
25 * (AtkPow DmgAmp [+ Bonus]Attack Power Damage Amplification1 + Attack Power / 100 Additional Bonus: +50 Attack Power) ] Penetrating Damage (equipped weapon) & apply [ BleedingCombat EffectTake [15 + Attack Power ] Raw Damage per turn. Additionally, reduces all healing received by 50%Duration: 2 Turns] (special effect)
- All others: [
25 * (AtkPow DmgAmp [+ Bonus]Attack Power Damage Amplification1 + Attack Power / 100 Additional Bonus: -25 Attack Power) ] Penetrating Damage (equipped weapon) & apply [ BleedingCombat EffectTake [15 + Attack Power ] Raw Damage per turn. Additionally, reduces all healing received by 50%Duration: 2 Turns] (special effect)
|
5 |
By The Horns (Ultimate) |
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Physical DamageCompute Physical Damage
Apply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Spell DamageCompute Spell Damage
Apply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
|
|
Level |
Name |
Note
|
1 |
Veteran |
- Ignore -5 Initiative penalty for Heavy equipment
- Immune to [
StaggeredCombat Effect-10 Evasion -10% Damage DealtDuration: X]
- Generate +25% Threat
|
3 |
Eye of the Storm |
- After sleep, party gains [
Eye of the StormStatus Effect+10 Attack PowerDuration: 12 Hours]
|
5 |
Iron Will |
- [
1/2 of Toughness ] added to Mental Resist
|
7 |
Tough Skin |
- +20 to All [Elemental ResistancesThis refers to resistances such as Fire, Psychic, Drug, & etc.Physical, Magic, & Magic Resist is not a resistance]
|
- |
Crit Immune |
- Because a shield is equipped, gain [
Crit ImmuneCombat EffectImmune to Critical HitsDuration: While a shield is equipped or while effect is maintained]
|
|
Available upon recruitment
|
Equipment & Upgrades |
Primary Stats & Combat Role |
Description
|
This set currently has no upgrades
|
|
The leather-and-scale armor of a novice arena fighter, never destined to be a champion but still a favorite of the folks back home. Accompanied by a barbed throwing trident and a heavy tower shield. Brint wears this old kit with pride, though the armor fits him as though it were made for someone else entirely.
|
Green Knight Set
Powers |
Perks |
CG
|
|
Level |
Name |
Note
|
1 |
Healer's Hands (HH) |
- Healing an [AllyCapable of targeting an AllyAlly - Any member within the same party (including self)] (excluding self) also heals self by:
- [
(Spellpower / 2) * (Splpow HealAmpSpellpower Healing Amplification1 + Spellpower / 200 Final amount will have a random effectiveness of 95% to 105% ) ] HP
|
3 |
Eye of the Storm |
- After sleep, party gains [
Eye of the StormStatus Effect+10 Attack PowerDuration: 12 Hours]
|
5 |
Iron Will |
- [
1/2 of Toughness ] added to Mental Resist
|
7 |
Righteous Fury |
- Weapon & Spell attacks deal additional [
10 * (Willpower AmpWillpower Amplification1 + Willpower / 30 ) ] Holy Damage
|
- |
Crit Immune |
- Because a shield is equipped, gain [
Crit ImmuneCombat EffectImmune to Critical HitsDuration: While a shield is equipped or while effect is maintained]
|
|
- Requirements:
- During the operating hours of the Chapel of Velun (6:00 - 17:59)
- Either is present at the Chapel:
|
Equipment & Upgrades |
Primary Stats & Combat Role |
Description
|
This set currently has no upgrades
|
|
Clad in heavy armor and bearing a blade and shield, Brint brings both the aspects of wrath and of regrowth to battle in Velun's name. He is able to infuse allies with regenerative prayers, and strike down foes with thorny briars and divine smites.
|
Winter Knight Set
Powers |
Perks |
CG
|
1 |
Frozen Edge (At-Will) [StanceThis power has two functions, upon activation (On Use), and while the user continues to have the stance (Maintain)Maintain - The effect will persist, unless the caster is stunned/interrupted, defeated, or they manually end the effect] |
- [SpellEffectiveness can be amplified by Spellpower]
- On Use: Make a (Magic AttackAttempt a Magic Attack
Attacker | | Defender | Accuracy | vs | Magic Resist | ) at each enemy to deal (Spell DamageCompute Spell DamageApply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
10 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Frost Damage
- Maintain:
- +20 Armor
- Primary Weapon Attacks deal additional +10 Frost Damage
|
1 |
Entropic Winds (Recharge 3) |
- [SpellEffectiveness can be amplified by Spellpower]
- Make a (Magic AttackAttempt a Magic Attack
'Attacker | | Defender | Accuracy | vs | Magic Resist | ) at each enemy to deal (Spell DamageCompute Spell DamageApply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
20 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Frost Damage
- (On hit) Enemy is [
FrigidCombat Effect-15 Evasion -25 Crushing Resistance
However, gain +10 FocusDuration: 2 Turns]
|
1 |
Freeze Solid (Encounter) |
- [SpellEffectiveness can be amplified by Spellpower]
- Make a (Magic AttackAttempt a Magic Attack
Attacker | | Defender | Accuracy | vs | Magic Resist | ) to deal (Spell DamageCompute Spell DamageApply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
50 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Frost Damage
- (On hit) Target is [
FrigidCombat Effect-15 Evasion -25 Crushing Resistance
However, gain +10 FocusDuration: 3 Turns] & [ StunnedCombat EffectThe target is interrupted, and will automatically lose their next turn. -10 Evasion, Physical, Magic, & Mental Resist
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
- (On miss) Target takes [
1/2 of the damage ]
|
2 |
Wintery Bellow (Recharge 4) |
- [SpellEffectiveness can be amplified by Spellpower]
- Make a Guaranteed-to-hit attack at each enemy to deal (Physical DamageCompute Physical Damage
Apply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Apply various Resistance by Damage - (Damage * (Resistance / 100)) | Final Damage will have a random effectiveness of 95% to 105% ) of:
- [
15 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing & Frost Damage
- (If enemy is suffering from [
FrigidCombat Effect-15 Evasion -25 Crushing Resistance
However, gain +10 FocusDuration: X]) Damage is increased by 2x
|
5 |
By The Horns (Ultimate) |
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Physical DamageCompute Physical Damage
Apply Defensive ReductionsAttacker | | Defender | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
- [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]
- Make a Guaranteed-to-hit attack to deal (Spell DamageCompute Spell Damage
Apply Defensive ReductionsAttacker | | Defender | Spell Penetration | - | Ward | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105% ) equally split per enemy of:
- [
100 * (Splpow DmgAmpSpellpower Damage Amplification1 + Spellpower / 100 ) ] Crushing & Penetrating Damage
- Enemy is knocked [
ProneCombat EffectThe target is interrupted, and will automatically spend their next turn getting up. -25 Accuracy
Additionally, the target gains ( Stun/Prone Immune) for 3 Turns.Duration: 1 Turn]
|
|
Level |
Name |
Note
|
1 |
Cold Blooded |
- Immune to [
FrigidCombat Effect-15 Evasion -25 Crushing Resistance
However, gain +10 FocusDuration: X]
- When attacking a target affected by [
FrigidCombat Effect-15 Evasion -25 Crushing Resistance
However, gain +10 FocusDuration: X]
- Heal 10% of Max HP
- Generate +[
25 ] or [10% of current Threat ] Threat (whichever higher)
|
3 |
Eye of the Storm |
- After sleep, party gains [
Eye of the StormStatus Effect+10 Attack PowerDuration: 12 Hours]
|
5 |
Iron Will |
- [
1/2 of Toughness ] added to Mental Resist
|
7 |
Attention Grabber |
|
- |
Crit Immune |
- Because a shield is equipped, gain [
Crit ImmuneCombat EffectImmune to Critical HitsDuration: While a shield is equipped or while effect is maintained]
|
|
|
Equipment & Upgrades |
Primary Stats & Combat Role |
Description
|
This set currently has no upgrades
|
Strength |
Toughness |
Willpower
|
Role
|
Tank & Debuff
“
|
Really needs champ or another companion supporting with the Frigid status
he needs Frigid set up on enemies to really start doing stuff, and tanks need to be up and going as fast as possible
if he takes turn one to inflict Frigid with Entropic Winds, and then turn two to do one of his AoE spells, that's two rounds where your tank isn't holding threat yet Attention Grabber as a level 7 perk helps, but that also means he doesn't get one of the other really cool level 7 perks
on the other hand, pair Brinter with Frost Cait and cold-themed champ and you have some delightful synergy
|
”
|
—Homurakko (2025)
|
|
Damage Type
|
Frost-focused
|
|
A shield made of solid ice, rectangular and large enough to protect all of Brint's massive frame. Within the shield is a source of ancient power, gifted to Brint by an ancient ghost-smith in a long-forgotten tower, giving him the ability to control ice to protect and smite in equal measure. When battle is joined, the shield projects a suit of frigid armor around Brint, and he uses his skull-crushing mace to wade through his foes.
|
Quest
Mad Cow Companion Quest
Gallery
CGs
Moira
 Found in Atugia's Voyeur sex scene with Brint
 Found within Brint's Kneeling Fuck sex scene
 Found within Brint and the Champion's Wedding Ceremony
|