Warmth

Cold is the quiet danger on Tir Anferth. Keep your warmth above zero and it cannot hurt you.

New Player Guide · Warmth · Fire · Combat · FAQ

The number

Your body warmth is a number from 0 to 250. Type /mytemp at any time to see where you stand. It tells you your band, whether you are warming or cooling, how fast, and why. While your character still has Wurm’s newbie protection the weather cannot hurt you; after that it can.

The six bands

  • Freezing (0): your body is out of warmth. A body part at zero can take a freezing wound.
  • Very cold (1–69): dangerously cold. You are warned. Warm up soon.
  • Cold (70–129): chilled but safe. Keep moving and find a fire.
  • Warm (130–179): comfortable. Nothing to do.
  • Very warm (180–200): well warmed, a good buffer against the cold.
  • Hot (201–250): fully warmed. Heat does no harm here; it only buys you time.

Cold hurts only. Hunger and thirst keep their own pace.

What warms you

  • Standing by a lit fire, forge or oven. See the Fire guide.
  • Wearing more clothing or armour. /mytemp tells you how many body parts your gear covers.
  • Something hot to eat or drink, for a small boost.
  • Going indoors, under a roof or underground.

What cools you

  • Standing in water, which is the worst of them.
  • Wind, rain and snow.
  • The season, the time of day and how high you stand also change your warmth. /mytemp shows each one.

/mytemp lists what is acting on you right now, so you can see which one to fix first.

A plain routine

  1. Check yourself with /mytemp before a long walk, and again when the weather turns.
  2. Dress for it. Gear that covers more of your body keeps more warmth.
  3. Know where the next fire is. Fenced waystations along the roads are safe places to rest and warm up.
  4. Do not stand in water when you are already cold.