


As characters gain levels, they earn points that increase their basic stats, but they occasionally also earn ability points that augment one of their skills in an interesting way. Like Darkest Dungeon, each unit type has different abilities available depending on their position in the party. This pairs really nicely with Iratus' vast skill system. Tired of enemies dragging my weaker wraiths to the frontlines, I equipped one with legcuffs that prevent it from moving. I can even turn some of these parts into useful equipment for my troops.

These parts come in different rarities, giving me a lot of control over how powerful my creations are. Instead of hiring new recruits from a random assortment, I craft monsters using materials gathered from my slain enemies. This tradeoff won't appeal to everyone, but Iratus compensates by doubling down on ways to customize and grow your units. I have access to all of Iratus' crafting, healing, and customization features between each fight, so exploration is less of a war of attrition. Another big change is that I don't have to commit my party to exploring a dungeon, rationing out resources and planning for worst-case scenarios. It's a very different kind of experience than Darkest Dungeon, even though so much is similar. Without that added depth to the wellbeing of my units, I don't feel nearly as attached to them when they inevitably die. Those critical moments where I drain an enemy of the last of its sanity and it rallies and becomes even stronger are just as dangerous, but I miss that mounting unease as a foray into a dungeon turns into a disaster.
