This game provides examples of:
- Absurdly Spacious Sewer: Played completely straight, as the room descriptions and echoes explicitly state them to be the standard type of sewer.
- Ancient Rome: The inspiration for the majority of the playable setting. Exemplified most by Iridine.
- Broken Base: Happens occasionally over sweeping changes. Largest instances were during the switch to Pay to Play in mid-2001, and during an overhaul to skill point acquisitions.
- Character Level: Averted. Characters advance solely within individual skillsets, and can only increase their Stat Points by use of associated skills, or working on them intentionally at one of several training grounds.
- Controllable Helplessness: Get knocked unconcious by a bandit or other bad guy? You'll still be able to tell some of what's being done to your character.
- Fantasy Counterpart Culture: Iridine is a stand-in for Ancient Rome. Other nations in Midlight are less clear, partially as they aren't available to play in, so it leaves players more wiggle room for backstory of their characters from those nations.
- In-Universe Game Clock: Time passes in-game at about a 1:4 ratio, with an in-game hour passing roughly every 15 minutes.
- Repeatable Quest: New players are flagged for simple fetch quests which they can repeat as needed to get used to navigating the gameworld and for some starting cash. Expect to be outed as new when the 15th tired dockworker asks you to carry his crate of weapons for him.
- Sword and Sandal: You can purchase a gladius within sight of a Colosseum, then take a stroll past a few domi on the way to the Hospice, where there may be a wounded member of the Legion.