serve as housing, storage areas, and advanced crafting workshops. Buildable player-made structures aside from guild halls included roundhouses, animal pens, arenas, workshops, and horreas. However, most advanced structures were never craftable by players. Tents could also be made as portable structures that could be transported in a character's inventory before deployment. Combat Combat skills were structured in a similar manner to crafting skills, in that an untrained character was very unlikely to win in a fair fight against a highly trained character, regardless of player skill and reflexes. A character automatically dodged and parried incoming strikes based on randomized calculations on the server, although blocking with a shield had both an automatic calculation and would happen if the opponent accidentally clicked on the player's shield. It was also possible to disarm an opponent's weapon during a fight. Roma Victor featured real-time combat, which was largely decided by character skills similar to the character 'levels' found in most MMOs. However, unlike some other games, there were several tricks that were harder to pull off than just pushing a button. Timing and tactics also played a big role in your character's survival. Roma Victor had hitboxes for each bodypart on a player, so that clicking the attack button while aiming the mouse on a particular part of an opponent's body would attempt to hit exactly that part of the body. After the character's automatic chance to evade the attack based on skill numbers, the attack damage would be applied to the hit points in that bodypart if the calculations failed. In this way, a player could repeatedly click at the weak or unarmoured parts on an opponent. Death and the afterlife When the hitpoints of a particular bodypart reach zero, the player would become incapacitated. When incapacitated (i.e. knocked out) in combat, the player's character would not necessarily die straight away. He would be unconscious on the ground for a variable time, unless someone administered basic aid or a killing blow. If someone administered first aid, the character would be back on his feet and ready to fight in a few seconds, albeit severely wounded. If a deathblow was administered, then the player was taken away from the combat to Elysium, a small area for dead players. In Elysium, the player had to walk toward an NPC that would return the character to a designated spawn-in spot on the main gameworld. If