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Vision & Lighting

Reference values and rules used by Mimir’s fog of war calculation.

For the toolbar controls, see Play Mode. For step-by-step usage, see Fog of War. For the design rationale, see Vision System.

Scale

One grid square equals 5 feet. All ranges below are in feet and converted to map pixels using the map’s grid size.

Token Vision Values

Each token carries four vision-related values:

ValueMeaningNotes
Bright visionSight range in bright lightUnset = unlimited
Dim visionSight range in dim lightUnset = unlimited
Dark visionSight range in darkness0 = blind in darkness; 60 ft = typical darkvision
Light radiusDim radius of light the token carries0 = no light; bright radius is half the dim radius

Ambient Light Levels

LevelDescriptionVision range used
BrightDaylight, well-lit roomsBright vision (usually unlimited)
DimTwilight, torchlit edgesDim vision; rendered as dim sight
DarknessUnderground, nightThe larger of dark vision and the token’s own light radius; darkvision counts as dim sight

The ambient level initializes from the map’s UVTT data when present and can be overridden per session from the map toolbar.

Light Source Presets

SourceBright LightDim Light
Candle5 ft10 ft
Torch20 ft40 ft
Lantern30 ft60 ft
Spell / Custom20 ft40 ft (defaults; editable)

Token-carried light uses the token’s light radius value as the dim radius, with the bright radius at half that distance.

Light Level at a Point

The effective light level at a point is the best of:

  • Bright, if the point is within any active source’s bright radius
  • Dim, if the point is within any active source’s dim radius (when ambient is darkness)
  • The ambient level otherwise

A token must be inside a light’s radius to benefit from it: the light level at the token’s own position determines which vision range applies.

What Reveals Fog

TokenReveals fog?
PC token, visible to playersYes
PC token, individually hiddenNo
NPC tokenNo
Monster tokenNo

Visibility States

The Fog and LOS toggles are separate buttons but not fully independent: enabling Fog forces LOS on, and the LOS button is locked until Fog is turned off. Reveal Map overrides both. The resulting states:

StateMap (player view)Tokens (player view)
Fog off, LOS offFully visibleAll player-visible tokens shown
LOS onlyFully visibleOnly tokens within party line of sight
Fog on (LOS forced on)Hidden outside party visionOnly tokens within party line of sight
Reveal MapFully visibleAll player-visible tokens shown

Individually hidden tokens are never shown to players, in any state. See Play Mode for the controls themselves.

Wall Occlusion

UVTT maps include wall and portal (door) data:

  • Vision is computed as a visibility polygon by raycasting against walls
  • Closed doors block vision; open doors do not
  • The Fog and LOS toggles are only available on maps with UVTT data

Maps without wall data use circular (radius-only) vision with no obstructions.

See Also