> For the complete documentation index, see [llms.txt](https://cambria-1.gitbook.io/goldrush-s3/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cambria-1.gitbook.io/goldrush-s3/season-3-the-depths-below/heat-and-blobs.md).

# Heat & Blobs

<figure><img src="/files/tbgma8Wu2iH0oRsOMzhb" alt=""><figcaption></figcaption></figure>

## **Overview**

The **Heat Index** is a dynamic indicator shown in game UI that describes how **solo-friendly** or **group-contested** a location is.  Heat is based on your current position relative to the Heat centers (Dreadfort and WIlderness Hideout).

Every **non-safe** zone has a Heat Index value from **0 to 100**, running across a spectrum:

* **0 (“Remote”)** → quiet, desolate, low-traffic, good for solo players
* **100 (“Contested”)** → faction-heavy, densely populated, high-conflict

Heat is used to create regions of the map that are more GROUP-FAVORED, vs others that are more SOLO-FAVORED, to balance competition between solo players and guilds.

## **Remote Zones**

Remote areas are farther from civilization, characterized by:

* Sparse but higher-variance resource density
* Fewer players, more exploration
* Longer travel routes for farming and mobility

These zones cater to **solo gatherers**, **explorers**, and players avoiding major guild presence.

## **Contested Zones**

Contested areas pulse with high activity:

* Heavy guild influence, roaming squads, and raid groups
* Dense clusters of T4/T5 monsters and high-value resources
* Close proximity to major wilderness hubs (e.g., Dreadfort, Wilderness Hideout) wth banks

These zones tend to attract **organized groups** seeking PvP, GvG, or efficient high-tier farming.

## **Effects by Heat Index**

The Heat Index influences several game subsystems dynamically.&#x20;

| System                                                    | Remote Bias (Low Heat)                                                                         | Contested Bias (High Heat)                                                         |
| --------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------- |
| **Roaming Threats**                                       | More *anti-group* threats spawn (disruption, ambushers)                                        | More *anti-solo* threats (assassins, elite hunters)                                |
| **Loot Resolution**                                       | <p>Reduced penalties for solo kills; harsher for zerg-looting<br>(High Gear Savior chance)</p> | Minimal penalty for multi-kill/zerg looting (Low Gear Savior chance)               |
| **Stress**                                                | Increased stress contagion; large groups inflict heavy stress multipliers                      | Massively reduced stress contagion                                                 |
| **Reward Density**                                        | Higher variance; more dynamic node spawns; chance for sparse but high-value resources          | Higher average tier, stronger value density (e.g., 0.2–0.3 productivity modifiers) |
| **Focus Fire** (Damage Reduction based on # of Attackers) | Significantly higher Damage Reduction when multiple players focus a target                     | Focus Fire DR is lowered or negligible (zerg-friendly)                             |

## **Heat Source Calculation**

Heat comes from **Heat Sources** placed in the world - currently there are two Heat Sources, centered on Dreadfort and the Wilderness Hideout.

* Each Heat Source has a **radius**.
* Inside that radius, Heat decreases **linearly** from **100 → 30** as you move outward (about 70% of the radius).
* Areas **outside** all sources = **Heat 0** (fully Remote).
* If two Heat Sources overlap, the **highest value wins** (they don’t add together).
* Special locations (e.g. **Mining Dungeon**) have a fixed **Heat = 50** so they stay “neutral.”

## **Extra: Blobs (Player Density Visualization)**

<figure><img src="/files/4sUR3B95GSqaEJPGvHXp" alt="" width="563"><figcaption></figcaption></figure>

Blobs are a **real-time visual indicator** of where activity is happening.

They provide an immediate “hotspot” overlay beyond static Heat Sources.

#### **Blob Rules**

* A **Red Blob** appears when **6 or more players** are in close proximity.
* The blob **scales in size** based on the number of players.
* Blobs do **not** appear inside **safe zones**.
* Blobs appear on:
  * **The minimap**
  * **The World Map**
