Vision & Lighting
How D&D 5e vision rules work in Mimir’s fog of war system.
Vision Basics
Mimir calculates what players can see based on:
- Token positions
- Vision radius
- Light sources
- Wall obstructions (UVTT maps)
Vision Types
Normal Vision
Characters without special vision see based on ambient light:
- Bright light - Full visibility
- Dim light - Disadvantage on Perception
- Darkness - Cannot see
Darkvision
Characters with darkvision can see in darkness as if it were dim light:
- Range varies by race (typically 60 ft)
- Colors appear as shades of gray
- Cannot see in magical darkness
Ambient Light Levels
Set the base lighting for the entire map:
| Level | Description | Effect |
|---|---|---|
| Bright | Daylight, well-lit rooms | Full visibility |
| Dim | Twilight, torchlit | Reduced visibility |
| Dark | Underground, night | Darkvision or light required |
Light Sources
Light sources create areas of illumination:
| Source | Bright Light | Dim Light |
|---|---|---|
| Candle | 5 ft | 10 ft |
| Torch | 20 ft | 40 ft |
| Lantern | 30 ft | 60 ft |
Light Radius Calculation
- Bright light radius at full effect
- Dim light extends to the listed range
- Beyond dim light, darkness applies
Fog of War Modes
Fog Mode
Map areas outside PC vision are hidden:
- Revealed as PCs move
- Creates exploration atmosphere
- Enemies hidden until seen
Token Mode
Map is fully visible, but:
- Enemy tokens hidden outside vision
- Useful for complex maps
- Players see geography, not threats
Wall Occlusion
UVTT maps include wall data:
- Walls block line of sight
- Vision stops at wall boundaries
- Doors can be toggled open/closed
Standard image maps use circular vision without obstructions.
PC Vision Only
Only player character tokens reveal fog:
- NPCs do not create vision
- Monster tokens do not reveal areas
- Prevents accidental reveals from hidden enemies
How Vision Is Calculated
- For each PC token, calculate vision radius
- Apply darkvision if applicable
- Add light source bonuses
- Check wall obstructions (UVTT)
- Union all PC vision areas
- Reveal combined area to players
Tips for DMs
- Use darkness for tension
- Toggle lights for dramatic reveals
- Reveal Map bypasses all vision
- Token Mode for combat focus
- Fog Mode for exploration