
Dr.Jay |

After winning the Lost Coast scenario by the skin of my teeth playing solo with Merisiel, I came across 2 questions:
First, in the desecrated vault, the location special (Undead are undefeated on a roll of 1) applies to the Ancient Skeleton Henchman as well? I was wondering which order you read the cards in. If you resolve the entire henchman card first, it would seem you can attempt to close the location before having to roll that 1d6.
Second, I pulled the Elven Chain Shirt as my random boon. The 2nd part reads: Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
It then goes on to say: If you are proficient with light armors, you may recharge this card when you reset your hand.
Why is the light armor proficiency tagged twice in different ways?
Would you bury the card to reduce the damage, then recharge it when you reset your hand? Why not just recharge it, period?

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1. Since the location text determines whether or not the undead is defeated, I'd say you have to resolve that before acting on the henchman card text that says what to do once it is defeated.
2. The proficiency is tagged twice, because it's tied to two different powers. One power lets you bury the card instead of banishing it when you reduce your damage to 0. The other power allows you to recharge the card from your hand when you reset your hand. You can't use both of those powers together. Once the card is buried, it's no longer available to be recharged.

h4ppy |

1. Yes, I agree. You have to ensure the Skeleton is really laid to rest before you can close the location.
2. @Fromper is right. The recharge lets you shift the card from your hand to the bottom of your deck if you feel like you don't need (another) armor in your hand at the moment. (The timing of this is in the Turn Sequence doc of course ;) )

h4ppy |

Personally, I don't really like Armor so I just use these powers to get them out of my hand and to the bottom of the deck. I'd much rather have cards that do something more useful!
If I fail a check I'll take the hit! Especially characters like Valeros who only have a hand size of 4, so being hit is relatively painless.

RemiBureau |
having heavy armor proficiency is useful against all damage, not just combat damage, so if I can keep an armor card in my hand, I'll usually try to, but having 2 at once, especially with a 4 card hand is too much, so being able to recharge one instead of discarding it is great.
usually, the problem we have with Amiri and Valeros, is having 1-2 armor and 2-3 weapons in hand... so you can't do much outside of combat.