Detection modes
A detection mode is a Foundry-style sense — Sight, Darkvision, Blindsight, Tremorsense, Truesight, or See Invisibility. Each one has its own range and behaves differently. A token can have multiple modes enabled at once, and the engine works out which rules apply.
This is the modern, granular replacement for the older single-Range slider plus Darkvision toggle. If you don’t add any detection modes, the legacy controls still work — see Vision basics.
What each mode does
Section titled “What each mode does”| Mode | Pierces walls? | Sees through magical darkness? | Sees invisibility? | Sees through illusions? |
|---|---|---|---|---|
| Sight | No | No | No | No |
| Darkvision | No | Yes | No | No |
| Blindsight | Yes | Yes | Yes (within range) | No |
| Tremorsense | Yes | Yes | Yes | No |
| Truesight | Yes | Yes | Yes | Yes |
| See Invisibility | No | No | Yes | No |
Adding a detection mode
Section titled “Adding a detection mode”- Open the token’s Settings dialog → Vision section.
- Scroll to the Detection Modes subsection (under the Hard Edge Light / Edge softness controls).
- Click the + Add mode dropdown and pick the mode you want.
- The new mode appears in a list, enabled by default with a copy of the legacy Range value.
Each entry in the list has:
- An enable / disable switch (so you can keep a mode on the token but turn it off temporarily).
- A range slider (
0..5000px) — how far that sense reaches. - A Remove link.
How range interacts
Section titled “How range interacts”When any detection mode is enabled, the legacy “Range” slider above is ignored. The token’s effective vision radius becomes the maximum range across enabled modes.
So a token with:
- Sight at range 1500
- Darkvision at range 3000
- Blindsight at range 300
…sees out to 3000 px (darkvision wins as the longest range), pierces darkness everywhere within that range (because darkvision is enabled), and pierces walls within 300 px (because blindsight is enabled).
If you toggle every mode off, the token falls back to the legacy Range and Darkvision controls above. Same if you remove all modes.
When does each mode visibly do anything?
Section titled “When does each mode visibly do anything?”A common gotcha — adding a mode might not seem to have any visible effect because each mode only matters under certain scene conditions:
| Mode | You’ll see a difference when |
|---|---|
| Sight | The mode’s range differs from the legacy Range. |
| Darkvision | The scene has ambient darkness (Darkness > 0 in Scene Lighting). Without darkness, there’s nothing to see “through”. |
| Blindsight, Tremorsense, Truesight | There are walls between the token and what it should see. Without walls, there’s nothing to bypass. |
| See Invisibility, Truesight | Invisible-tagged tokens exist. (Currently the invisibility tag is not yet visually rendered — see the caution above.) |
If you add Blindsight expecting to see through walls and notice no change, check that there are walls between the token and the area you’d expect to be revealed.
Quick recipes
Section titled “Quick recipes”| Creature | Detection modes |
|---|---|
| Human commoner | Sight 1500 |
| Elf | Sight 1500, Darkvision 1800 |
| Dwarf | Sight 1500, Darkvision 1500 |
| Mole / mole rat | Sight 100, Tremorsense 1000 |
| Bat | Blindsight 1500 |
| Beholder | Sight 3000, Truesight 3000 |
| Faerie at night | Sight 800, See Invisibility 1500 |
Related
Section titled “Related”- Vision basics — the legacy Range / Sphere / Cone controls.
- Conditions — how the Blinded and Vision-impaired conditions reduce a token’s effective range.
- Fog of war — how it works — what wall-piercing modes do to the fog reveal shape.