| Brint | 
|---|
|  | 
| Creator | Wsan | 
|---|
| Information | 
|---|
| Species | Minotaur | 
|---|
| Gender | Male | 
|---|
| Occupation | Adventurer | 
|---|
| Height | 8'6" | 
|---|
| Family | Cassia (mother) Unnamed Father
 Rina (sister)
 | 
|---|
| Location | Old Forest | 
|---|
EDITOR NOTE - Page is currently outdated, reworks coming soon.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 [-5]Attempt a Weapon Attack) to deal (Weapon DamageCompute Weapon Damage| Attacker |  | Defender |  | Accuracy | vs | Evasion |  | -5 | Other Bonus |  | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:[50 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage (equipped weapon)1 + Attack Power / 100)
Make a (Offhand Weapon Attack [+5]Attempt a Offhand Weapon AttackOffhand Penalty| Attacker |  | Defender |  | Accuracy | vs | Evasion |  | -10 | Offhand Penalty
 | / |  | +5 | Other Bonus |  | 
 -10 Accuracy) to deal (Offhand Weapon DamageCompute Offhand Weapon Damage
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%Offhand PenaltyOnly deals [
 75%] Damage) of:[35 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage (equipped offhand weapon)1 + Attack Power / 100)
 |  
| 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) at each enemy to deal (Weapon DamageCompute Weapon Damage| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Penetrating Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[50 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage (equipped weapon)1 + Attack Power / 100)
 |  
| 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 [+0 to 40][Bonus is computed as:[
 40 * % of HP the target has left]]Attempt a Weapon AttackBonus is computed as:| Attacker |  | Defender |  | Accuracy | vs | Evasion |  | +0 to 40 | Other Bonus |  | 
 [
 40 * % of HP the target has left]) to deal (Weapon DamageCompute Weapon DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Penetrating Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[50 * (AtkPow DmgAmp [Gain bonus of:] Penetrating Damage (equipped weapon)+75 to 275Bonus is computed as:
 [
 75 + 2 * % of HP the target is missing]]Attack Power Damage Amplification1 + Attack Power / 100Additional Bonus:Gain bonus of:
 +75 to 275Bonus is computed as:
 [
 75 + 2 * % of HP the target is missing])
 |  
| 2 | Rend (Recharge 2)
 | [WeaponRequires an equipped weapon Effectiveness is based on the weapon's stats]Make a (Weapon AttackAttempt a Weapon Attack) to deal (Weapon DamageCompute Weapon Damage| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:[50 * (AtkPow DmgAmp [+50 Attack Power]Attack Power Damage Amplification] Penetrating Damage (equipped weapon)1 + Attack Power / 100Additional Bonus:+50 Attack Power)
(On hit) Make a (Physical AttackAttempt a Physical Attack) to inflict [| Attacker |  | Defender |  | Accuracy | vs | Physical Resist | 
  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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage & [1 + Attack Power / 100)100 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (Splpow DmgAmpSpellpower Damage Amplification] Penetrating Damage & [1 + Spellpower / 100)100 * (Splpow DmgAmpSpellpower Damage Amplification] Crushing Damage1 + Spellpower / 100)
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 ThreatMaintain:
+10 Evasion & Sexiness(Once per turn) The first [PhyATK] or [WeaATK] with the Melee tag that misses the user will have the user:
Immediately make a [WeaATK] to deal [WeapDMG] of:
[25 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage (equipped weapon) & apply [1 + Attack Power / 100) 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) to deal (Physical DamageCompute Physical Damage| Attacker |  | Defender |  | Accuracy | vs | Physical Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Crushing Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[40 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
(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 somethingEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage]Make a (Physical AttackAttempt a Physical Attack) to deal (Physical DamageCompute Physical Damage| Attacker |  | Defender |  | Accuracy | vs | Physical Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:[60 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
(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) to deal (Weapon DamageCompute Weapon Damage| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:Target: [25 * (AtkPow DmgAmp [+50 Attack Power]Attack Power Damage Amplification] Penetrating Damage (equipped weapon) & apply [1 + Attack Power / 100Additional Bonus:+50 Attack Power)
 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 [-25 Attack Power]Attack Power Damage Amplification] Penetrating Damage (equipped weapon) & apply [1 + Attack Power / 100Additional Bonus:-25 Attack Power)
 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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage & [1 + Attack Power / 100)100 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (Splpow DmgAmpSpellpower Damage Amplification] Penetrating Damage & [1 + Spellpower / 100)100 * (Splpow DmgAmpSpellpower Damage Amplification] Crushing Damage1 + Spellpower / 100)
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 equipmentImmune 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 |  |  | 
			
			
			
			
				
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 | Regrowth (At-Will)
 | [HealingCan restore HPEffectiveness can be amplified by Spellpower] [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
Heal an [AllyCapable of targeting an AllyAlly - Any member within the same party (including self)] for [20% of their Max HP * (Splpow HealAmpSpellpower Healing Amplification] HP1 + Spellpower / 200Final amount will have a random effectiveness of95% to 105%)Ally gains [ RegenerationCombat EffectHeal [ 30 * (1 + Spellpower / 200)] HP per turnDuration: 1 Turn](If target is self) Gain [ ThornyCombat EffectWhen struck by a Melee-Physical or Melee-Weapon attack, the attacker immediately takes [ 30 * (1 + Spellpower / 100)] Penetrating DamageDuration: 1 Turn](HH) will trigger
 |  
| 1 | Lashing Thorns (Recharge 2)
 | [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
Make a (Magic AttackAttempt a Magic Attack) to deal (Spell DamageCompute Spell Damage| Attacker |  | Defender |  | Accuracy | vs | Magic Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:[20 * (Splpow DmgAmpSpellpower Damage Amplification] Penetrating Damage1 + Spellpower / 100)
(On hit) Target is [ StaggeredCombat Effect-10 Evasion -10% Damage DealtDuration: 2 Turns] & [
  BleedingCombat EffectTake [ 5 + Willpower] Raw Damage per turn. Additionally, reduces all healing received by 50%Duration: 2 Turns]
 |  
| 1 | Smite Evil (Encounter)
 | [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))] [Weapon:MeleeRequires an equipped weapon with the Melee tagEffectiveness is based on the weapon's stats]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
Make a (Weapon Attack [+50]Attempt a Weapon Attack) to deal (Weapon DamageCompute Weapon Damage| Attacker |  | Defender |  | Accuracy | vs | Evasion |  | +50 | Other Bonus |  | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) of:[30 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating & [1 + Attack Power / 100)20 * (AtkPow DmgAmpAttack Power Damage Amplification] Holy Damage (equipped weapon)1 + Attack Power / 100)Deal additional [50 * (Splpow DmgAmpSpellpower Damage Amplification] Holy Damage1 + Spellpower / 100)
(On hit): Party heals [30 * (Splpow HealAmpSpellpower Healing Amplification] HP1 + Spellpower / 200Final amount will have a random effectiveness of95% to 105%)(HH) will not trigger
 |  
| 2 | Briar Armor (Recharge 3)
 | [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
Give an [AllyCapable of targeting an AllyAlly - Any member within the same party (including self)] [ ThornyCombat EffectWhen struck by a Melee-Physical or Melee-Weapon attack, the attacker immediately takes [ 30 * (1 + Spellpower / 100)] Penetrating DamageDuration: 2 Turns] & [ DefendingCombat Effect+50 Armor, Ward, & FocusDuration: 2 Turns](If ally is < 50% HP) Ally is healed for [20% of their Max HP * (Splpow HealAmpSpellpower Healing Amplification] HP1 + Spellpower / 200Final amount will have a random effectiveness of95% to 105%)(HH) will trigger
 |  
| 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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage & [1 + Attack Power / 100)100 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (Splpow DmgAmpSpellpower Damage Amplification] Penetrating Damage & [1 + Spellpower / 100)100 * (Splpow DmgAmpSpellpower Damage Amplification] Crushing Damage1 + Spellpower / 100)
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 | 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 Amplification] HP1 + Spellpower / 200Final amount will have a random effectiveness of95% to 105%)
 |  
| 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 Amplification] Holy Damage1 + Willpower / 30)
 |  | 
			
			
			
			
				
 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 SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
On Use: Make a (Magic AttackAttempt a Magic Attack) at each enemy to deal (Spell DamageCompute Spell Damage| Attacker |  | Defender |  | Accuracy | vs | Magic Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[10 * (Splpow DmgAmpSpellpower Damage Amplification] Frost Damage1 + Spellpower / 100)
Maintain:
+20 ArmorPrimary Weapon Attacks deal additional +10 Frost Damage
 |  
| 1 | Entropic Winds (Recharge 3)
 | [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
 Make a (Magic AttackAttempt a Magic Attack) at each enemy to deal (Spell DamageCompute Spell Damage| 'Attacker |  | Defender |  | Accuracy | vs | Magic Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[20 * (Splpow DmgAmpSpellpower Damage Amplification] Frost Damage1 + Spellpower / 100)
(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 SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
 Make a (Magic AttackAttempt a Magic Attack) to deal (Spell DamageCompute Spell Damage| Attacker |  | Defender |  | Accuracy | vs | Magic Resist | 
 Apply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply Frost Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[50 * (Splpow DmgAmpSpellpower Damage Amplification] Frost Damage1 + Spellpower / 100)
(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 SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand CatalystSpecifically, only for Evasion, AOE, Physical, Magical, Mental, & Tease Attacks(e.g. (AOE AttackAttempt a AOE Attack
 ))]| Attacker |  | Defender |  | Accuracy | vs | Evasion | 
Make a Guaranteed-to-hit attack at each enemy to deal (Physical DamageCompute Physical DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  | Apply various Resistance by Damage - (Damage * (Resistance / 100)) |  95% to 105%) of:[15 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage & [1 + Attack Power / 100)15 * (AtkPow DmgAmpAttack Power Damage Amplification] Frost Damage1 + Attack Power / 100)
(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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Armor Penetration | - | Armor | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (AtkPow DmgAmpAttack Power Damage Amplification] Penetrating Damage & [1 + Attack Power / 100)100 * (AtkPow DmgAmpAttack Power Damage Amplification] Crushing Damage1 + Attack Power / 100)
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 DamageApply Defensive ReductionsFinal Damage will have a random effectiveness of| Attacker |  | Defender |  | Spell Penetration | - | Ward | = | Defense |  | If Defense is > 0: 
 Damage * (100 /(100 + Defense))
 |  95% to 105%) equally split per enemy of:[100 * (Splpow DmgAmpSpellpower Damage Amplification] Penetrating Damage & [1 + Spellpower / 100)100 * (Splpow DmgAmpSpellpower Damage Amplification] Crushing Damage1 + Spellpower / 100)
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 HPGenerate +[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 |  |  |  | 
| 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 yetAttention 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
 |