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Spoilers for Books 1–8
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Deck consumables · Introduced in Book 6
Lamp cards
Lamp cards paralyze a totem for ten seconds and make it glow. That light can attract creatures that hunt illuminated targets.[1]
Choose Book 6 or later above to read this section.
History
Book 6
The Eye of the Bedlam Bride
Donut takes ten Lamps from a defeated deckmaster whose Quench Moths suggest a use for the glow. She keeps the useful cards other than totems and leaves the enemy monsters behind. A Lamp later joins her deck.[2]
Choose Book 6 or later above to read this section.
Sources
References are to Matt Dinniman’s novels. Book links open our recap guides.
- The Eye of the Bedlam Bride, Chapter 41.
- The Eye of the Bedlam Bride, Chapters 41–42.