Against the Dark Watch the trailers

Fast melee fighter

The Phantom

Two daggers and the quickest feet in the game. In, out and gone before they turn; you hit hard, but you fall fast too.

The Phantom
The Phantom brings a burning chandelier down on the crowd.

How the Phantom plays

Phantoms were a guild of knives once, who learned to move like smoke off a hearth: gone before the blow lands, back before the next. When the Dark came they turned their blades on the dead. A Phantom fights fast and close, and is never where the foe swung.

  • Every attack moves you: dashes, steps and leaps
  • Each blow that lands makes you faster, and your kicks spend it
  • Hits hard on one foe, and your traps fight beside you

Watch out: Little health: dodging is how a Phantom lives.

In The Long Night their left clicks build Crescendo as their blows land, and their right clicks spend it.

Abilities

The Phantom's moves in The Long Night: you pick a left click, a right click, an ability and an Ultimate as a run goes on, and make each stronger. Their left clicks are the same in the campaign.

Left clicks

Ghosts from the Past

Swings that leave ghosts, then a smoke bomb

Phantom Waltz

Three zips through the foe nearest your cursor, then a twirl

Music of the Night

Sung notes that fly back; the third, or one off a wall, ricochets

Right clicks

Pas de Deux

Spin a foe and kick it rolling into the others

Organ Pipes

A ring of fire rising like a chord

Trap Door

A trapdoor that drops the foes on it; the ones it fells fall through

Abilities

Invisibility

Vanish for 4 seconds: the foes lose track of you, and you can move unseen. Standing a friend up or striking ends it.

Surprise Act

Drop through the floor and race unseen toward where you aim, up to 10.5 paces; nothing can hit you down there (press it again to come up where you are). You burst up, throwing the foes within 3.5 paces into the air for a second, and stab the foe nearest where you aim. Two Crescendo for each foe you throw.

Riposte

Stand your ground on guard for 1.5 seconds: blows on you do nothing, but you can't move or strike. Then, in an instant, you vanish behind every foe that struck you within 8 paces, stab each in the back and are back where you stood, gaining two Crescendo for each.

Burst of Speed

Dash to where you aim, cutting every foe you pass, then sprint for 3 seconds, 25% faster, with your Crescendo full.

Grand Jeté

Leap to where you aim and land in a ring of cinders that throws the foes in it into the air, a Crescendo for each.

Ultimates

Masquerade

Up to 5 foes near where you aim put on masks and dance for 10 seconds, spinning round that spot and hurting the foes they dance through; with fewer than 5 there, stage dancers fill in. Foes near the dance go after the dancers before you. At the end the dancers bow, and the turned foes burst in cinders and fall. A boss or a champion is never turned.

The Chandelier

A burning chandelier crashes down where you aim a moment later, hitting every foe under it hard and stunning them for 2 seconds, then lies burning for 4 seconds, setting every foe in it burning, its fire spilling out far round it to set the foes there smouldering.

Thousand Cuts

You flicker between up to 12 foes near where you aim, a heavy cut on each, and come back to where you began. Nothing can hit you while you do.