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Mint Prancer
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There's also a few extra items I've suggested earlier here in the dis thread.
>Jelly Gem: This squishy gem is highly prized by slime-kind, though most other races value it for it's flavor. Can be traded to Slimecrown's shop for 15(or however many is thought appropriate) Slime Tokens or consumed as a potent healing restorative.
>Colt's Regret: Rare Colt Item, +2 Defense, resistance to lightning. This helmet once belonged to Colt, Guard Captain of Slimecrown. Granted to him as a gift, it was damaged and lost in battle. He keeps the scars on his face from its loss in memory of the brave slimes slaughtered back then. The comfy-cloth slime lining the inside of it makes it quite comfortable to wear and keeps it from getting sticky!
>Blessed Armor-Shield/Paladin's Determination: Rare Rosalyn Item. +1 Defense, Endurance effect(if the user takes damage that would kill them, survive with 1 HP once per Dungeon instance. Resets if killed and revived) A makeshift shield that was originally the Slime Paladin Rosalyn's Armor. It's not so effective as a shield, but it's spent so long in the Paladin's presence that it's inherited a fragment of her devotion to the Royal Family.
The two below I came up with as possible drops for the mental effect issue.
>Tabard of the Slime Guard: Uncommon Drop by Knight Slimes(Rosalyn, Colt, Reginald), Rare Drop from Squire and Archer Slimes. 22 Tokens. +1 DEF, Resistance to Mental Effects. Patterned with the heraldry of Slimecrown, the reminder to protect their homeland steels their resolve.
>Light Slime's Halo: Ultra Rare Drop from Light Slime. 40 Tokens. +2 Charisma, +2 Willpower, suppresses demonic influence. The halo of a Light Slime typically dissipates with the slime's destruction, but in very rare cases it becomes infused with enough Light to become a permanent item. The glow it emanates can suppress some dark or demonic effects on the wearer.
If Curi had used Light Slime effects at all in the fight we could use that to justify the halo. Too bad we missed the whole thing.
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