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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.

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

Each token carries four vision-related values:

Value Meaning Notes
Bright vision Sight range in bright light Unset = unlimited
Dim vision Sight range in dim light Unset = unlimited
Dark vision Sight range in darkness 0 = blind in darkness; 60 ft = typical darkvision
Light radius Dim radius of light the token carries 0 = no light; bright radius is half the dim radius
Level Description Vision range used
Bright Daylight, well-lit rooms Bright vision (usually unlimited)
Dim Twilight, torchlit edges Dim vision; rendered as dim sight
Darkness Underground, night The 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.

Source Bright Light Dim Light
Candle 5 ft 10 ft
Torch 20 ft 40 ft
Lantern 30 ft 60 ft
Spell / Custom 20 ft 40 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.

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.

Token Reveals fog?
PC token, visible to players Yes
PC token, individually hidden No
NPC token No
Monster token No

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:

State Map (player view) Tokens (player view)
Fog off, LOS off Fully visible All player-visible tokens shown
LOS only Fully visible Only tokens within party line of sight
Fog on (LOS forced on) Hidden outside party vision Only tokens within party line of sight
Reveal Map Fully visible All player-visible tokens shown

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

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.