Winter Gear

Even the hardiest of adventurers can't ignore the weather, especially when the cold arrives at the onset of winter, or when exploring regions that are naturally cold, such as the poles or the high mountains. To survive in such extreme conditions, winter gear is needed to keep travelers warm. The tradeoff for the added warmth is that most of this gear does not protect the wearer in combat (meaning they have no armour rating).

Description
Winter gear usually is made from animals with good fur, and generally consists of these three parts:


 * A fur cap, which keeps the head warm.
 * A thick cloak, which can be wrapped around the body.
 * Fur boots, which prevent damage to the feet.

However, many bother armour parts also provide warmth, these are only the best.

In Ultima VII Part Two, the Avatar and party needed winter gear to actually enter the Northern Regions of the Serpent Isle, as this part of the land was frozen over, and the cold temperatures would have killed them in mere minutes. The threshold for keeping warm is a warmth-level of 175. Fur boots (95), a fur cloak (70), magic leggings (5) and magic armor (5) do reach this limit, so that the choice in head gear is free, it doesn't have to be the fur cap.

Warmth Ratings
All the gear that gives or detracts warmth is listed here, sorted by body regions and from best to worst.

Trivia

 * In Ultima II, cloaks could protect the upper body from paralyzation by devils.
 * The Helm of Light also keeps the head of the wearer warm, thus replacing a fur cap.
 * It is not advised to wear a gwani fur cloak around other gwanis, as this will offend them.
 * In Ultima VII Part Two, cloaks have a defensive value of 1.
 * Warm clothing is also a necessity during the nighttime in Martian Dreams; the warmest combination of clothing according to the Martian Dreams Clue Book is a military/pith helmet, muffler, hip boots, arctic parka, wool pants/dress, and either wool mittens or welding gloves.