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3 Death Saves
Wiki updated as of 1.3.1 (Sep 2026)

How It Works

The module tracks tokens whose actor is a character or NPC with HP above 0. A token that drops to 0 HP loses its light level and effect, and it is recalculated when healed.

The level describes the light at the token’s position. Darkvision and other vision modes do not change the level or the effect. The getEffectiveLightLevel API method returns a level adjusted for vision.

ChangeRecalculated
A token is placed, moves, is hidden or revealed, or its HP changesThat token
A token that emits light is placed, moves, is hidden or revealed, rotates, or is deletedEvery eligible token
A token’s light settings changeEvery eligible token
A wall is placed or removed, or its position, door state, light, sight, direction, or threshold settings changeEvery eligible token
A tile is placed or removed, or its Restricts Light option, elevation, position, or size changesEvery eligible token
An ambient light is placed, edited, or removedEvery eligible token
The scene’s darkness level or global illumination changesEvery eligible token
A scene is drawn, on world load or scene switchEvery eligible token

A moving token is recalculated once its movement animation finishes. To wait before recalculating, so a burst of changes resolves in one pass, use Delay Calculations.

Automatic calculations and effect changes run on the primary GM’s client. 3DS:ATLAS picks this GM from its Primary GM setting, falling back to Foundry’s active GM when the chosen GM is offline. Other clients receive the results. With no GM connected, light levels keep their last value.

Scene-wide recalculations run on the scene the primary GM is viewing. Other scenes keep their last levels. If the primary GM is viewing a scene other than the active scene, scene-wide recalculations are skipped and a warning names the active scene.