Palette

The colour of the climb. Seventeen core tokens, three families that never mix casually (the fallen's Ember, the cold Tide, heaven's white), a light study for every stage from where you wake to heaven, and the proposed tokens for heaven and its factions.

Warm is the fallen's own colour.

The palette is shared by the game and this site. Many of the colours come straight from the game's own data, so the build and the wiki agree: Fireball is Ember, Frost Nova is Rime, the Bone Archer is Bone. Every core swatch on this page is drawn live from the same tokens that colour the site.

Proposal

Three families do the work, and they never mix casually.

  • The Ember (Ember, Cinder, Gilded, Spark) is the fallen: life, the player, allies, loot, crafting and fire. In the deep it is the only light; in heaven it is the only colour.
  • The Tide (Tide, Rime, Drowned, Ash) is the cold: the drowned, the sea, forgetting and death. It is the intruder in the daylight acts, creeping in at the edge of every scene.
  • Heaven's white (the heaven tokens below) is the enemy: heaven itself, the angels' true forms and every piece they play. In a coloured world it is how you tell an angel's work.

This site lives on the world's side, in the dark, which is why it is dark: dark is the world's colour, and white is the enemy's.

A frame in the deep, roughly: four fifths in the two darkest values, the lit fifth carrying the picture. The daylit acts use the full range.

Proposed: a frame in heaven, roughly. The deep's budget turned over: most of it white and pale grey, ink black for every shape and for the party's silhouettes, and the embers the only colour.

White is evil

Decided by Alex on 25 October 2026, when the climb's end became heaven (see the overview): white is the colour of evil. The game turns the usual custom over. Heaven is white and has no colour at all, drawn in black ink on white; humanity and the world below are dark, with some colour. The ember the fallen carry is the warmest thing in heaven. In the world, angels exist in their true forms, which are white too, a worse white than heaven's glamour: bleached, cracked, bone and porcelain, and a radiance that blinds. Only pieces in play carry white; farmers, priests, traders and children carry none.

Proposal

  • Two whites never meet. Spark, the white-hot core of fire, is a warm white and stays the Ember's. Heaven's white is cold, with no warmth in it, so the two never read as the same colour.
  • Heaven's grey is cold. Its shadows are pale cold grey, never warm or blue: no gold, no blue, no warm tones anywhere in heaven but the fallen's.
  • Each faction's white is its own. The Wardens' is porcelain, a dead white that has stopped, pinned with Brass. The Heirs' is radiance, a white that burns, with fire at its edge in the world. The Apostates carry almost none: only in the shadow, the teeth and the edge of a hammer.
  • The more white, the more played. On a map the whitest things are the angel's champion and its rares; on the climb, the white on a region shows how hard its faction holds it.

Proposed heaven tokens

Proposal

Five new tokens, for heaven and its factions. They are not in the site's stylesheet or the client yet; the swatches here are drawn from the values below. Ink is the core Abyss.

Glamour#eceef1Heaven's white: stone, cloud, light. Cold, with no warmth in it.
Chalk#d3d6dcHeaven's light shade: the side of a tower, the mist, dust on a still angel.
Pewter#8d929aHeaven's shadow under arches and buttresses, before the ink.
Porcelain#e6e1d6The Wardens' white in the world: automata, masks, chains. Dead, a little yellowed.
Radiance#f8faffThe Heirs' white in the world: robes, banners, a face too bright to see. The brightest thing on a map.

Core tokens

Abyss#07080bBackground, the dark itself, and heaven's ink. Taken from the game's clear colour.
Soot#141317Panels and surfaces. Taken from the HUD panel.
Basalt#24222aRaised surfaces and borders.
Bone#ddd5c0Primary text, physical damage. Taken from the Bone Archer.
Ash#9aa7c7Secondary text, the cold neutral. Taken from Shifting Ash.
Brass#c7a86bFrames, rules and headings. Taken from the HUD's gold.
Ember#ff8a3dThe accent: fire, the player, calls to action. Taken from Fireball.
Cinder#e8663aDeep fire, hover states. Taken from the Cinder Imp.
Gilded#f2c84bRare items and highlights. Taken from Gilded Ember.
Spark#fff3c4The hottest light, very sparing. A warm white, never heaven's. Taken from Sovereign Spark.
Tide#6fd0d8The cold accent, the sea. Taken from Quenching Water.
Rime#8fd8ffCold damage, frost. Taken from Frost Nova.
Drowned#2b4a52Deep cold surfaces.
Gloom#6b5a7aThe Gloamroot, the between. Taken from the Gloom Spider.
Storm#ffe86bLightning. Taken from Arc.
Blood#9e1410Life, and the red at the heart of a fallen's coal. Taken from the life orb.
Mana#1a33b8Mana. Taken from the mana orb.

Item rarity

Rarity is read from colour before anything else, in the convention Path of Exile taught everyone: a tooltip's header takes its rarity's colour, on Soot with a Brass frame. On monsters, rarity is light rather than geometry: a blue rim for magic, a gold glow for rares, ember for uniques.

Rusted SwordNormal#c8c2b2
Searing Coral AmuletMagic#8fa6ff
Pyre MantleRare#f2c84b
Crown of the Drowned KingUnique#d9772f

Proposal

Rarity and the white work together. A magic piece carries more white than a plain one, and a rare is moved by an angel's own hand (decided). The white is the piece's body and marks, so it grows with rarity: a plain ghoul has a white mask, a magic one white chains as well, a rare is half white. The rim stays the rarity's colour, so a rare still reads gold at a glance on a white court as in a dark hall.

Damage types

Each damage type borrows a core token, so a projectile's colour tells you what it will do before it lands. Telegraphs are honest: nothing that can hurt you is dark.

StrikePhysicalBone, #ddd5c0Dust and bone chips, no glow
FireballFireEmber, #ff8a3dEmbers rising, a white-hot core
Frost NovaColdRime, #8fd8ffHard-edged shards, a frost ring
ArcLightningStorm, #ffe86bWhite core, yellow edges, branching

Proposal

In heaven, telegraphs stay honest the other way round: on white stone a slam's circle is drawn dark red and ink, never pale, so nothing that can hurt you is white.

The climb's palettes

Proposal

The climb goes up through three registers and comes back to the world for the endgame: ember-noir in the deep, Romantic landscape in the world between, white ink in heaven, and the world's colours with heaven's white on whatever a faction holds. The panels below are light studies in each stage's colours, not scenes; the journey pages carry the paintings, and the concept paintings the new registers. The regions follow the acts the journey proposes.

Act 1. The deep

  • Where you wakeBlack. A floor of grey feathers, cold embers scattered across it, one shaft of grey light from above. The first ember in your chest is the only warm thing.
  • The HeartfireSpark and white-gold. Gilded. The great heap of fallen grace Velmarch mined: light everywhere, overexposed, and all of it warm. Holy, unbearable.
  • The Underhalls and the CinderworksBasalt. Magma and Brass. Only the ember, then hot uplight from rivers of slag. Enormous, then roaring.

Act 2. The drowned world

  • The Drawn SeaSalt and bleached sand. Turquoise sky, deep blue shadows. Blinding white noon, heat haze. Bleached, empty, surreal.
  • The Drowned CoastSlate and verdigris. Tide and Bone. Grey fog, cold shafts: the first daylight, seen through water. Drowned grandeur, silence.

Act 3. The ascent

  • The Vale of Velmarch, and HeartholdMeadow green and wheat, slate roofs. Sky blue, and the Tide's fog creeping in. Golden afternoon, shafts through cloud. The last warm place: nostalgic, safe, worth saving.
  • HarrowwoodMoss and bark. Sun-gold shafts, ember hollows, Gloom violet below. Dappled, then dusk; fungal amber in the Gloamroot. Ancient, watchful, fairy tale.
  • The Barrow Moors and the High PassDry grass gold and heather. Snow and Rime. Big wind-swept skies, then white-out, then above the clouds: the colour starts to leave. Open, lonely, the dead uneasy.
  • HeavenGlamour, Chalk and Pewter, ink black for every shape. Cold white light from no source, mist that fades to white. No hue at all but the fallen's embers. Holy, still, wrong.

The endgame. The contested world

  • The contested worldThe world's own greens, ochres, earthy reds and deep blue sky, inked. Heaven's white on whatever a faction plays: Porcelain chains and masks, Radiance banners, a town burning on the horizon. The whiter a map, the nearer its place stands to the House.
  • The UnlitTrue black, void. Specks of ether cyan. Light that illuminates nothing. Wrong.

Token reference

Every colour token, in one table. This page is the reference: the site's stylesheet (www/assets/site.css) defines each core, rarity, damage and region token as a CSS custom property under :root, and the game client takes its palette constants from it.

Core

Token CSS Hex Use Source
Abyss --abyss #07080b Background, the dark itself; heaven's ink The game's clear colour (black)
Soot --soot #141317 Panels, surfaces The HUD panel
Basalt --basalt #24222a Raised surfaces, borders
Bone --bone #ddd5c0 Primary text, physical damage Bone Archer
Ash --ash #9aa7c7 Secondary text, the cold neutral Shifting Ash
Brass --brass #c7a86b UI frames, rules, headings The HUD's gold
Ember --ember #ff8a3d The accent: fire, the player, calls to action Fireball
Cinder --cinder #e8663a Deep fire, hover states Cinder Imp
Gilded --gilded #f2c84b Rare items, highlights Gilded Ember
Spark --spark #fff3c4 The hottest light, very sparing; a warm white Sovereign Spark
Tide --tide #6fd0d8 The cold accent, the sea Quenching Water
Rime --rime #8fd8ff Cold damage, frost Frost Nova
Drowned --drowned #2b4a52 Deep cold surfaces
Gloom --gloom #6b5a7a The Gloamroot, the between Gloom Spider
Storm --storm #ffe86b Lightning Arc
Blood --blood #9e1410 Life The HUD's life orb
Mana --mana #1a33b8 Mana The HUD's mana orb

Heaven (proposed)

Proposal

Token CSS Hex Use
Glamour --h-glamour #eceef1 Heaven's white: stone, cloud, light (dominant)
Chalk --h-chalk #d3d6dc Heaven's light shade, mist, dust
Pewter --h-pewter #8d929a Heaven's shadow, before the ink; the grey feathers where you wake
Porcelain --h-porcelain #e6e1d6 The Wardens' white in the world
Radiance --h-radiance #f8faff The Heirs' white in the world

Like the region tokens, they are scenery and faction colours: none of them may stand for a damage type, a rarity or the player. Once kept, they go into site.css under :root and into the client beside the others.

Item rarity and damage types

Token CSS Hex Use
Normal --r-normal #c8c2b2 Normal items: tooltip header and name
Magic --r-magic #8fa6ff Magic items; the blue rim of magic monsters
Rare --r-rare #f2c84b Rare items (the same as Gilded); the gold glow of rare monsters
Unique --r-unique #d9772f Unique items; the ember glow of unique monsters
Physical --d-physical Bone, #ddd5c0 Physical hits, ailments and item text
Fire --d-fire Ember, #ff8a3d Fire
Cold --d-cold Rime, #8fd8ff Cold
Lightning --d-lightning Storm, #ffe86b Lightning

Regions

The regions' own colours, used by the light studies above and by any painting or level of that region. They are scenery colours: none of them may stand for a damage type, a rarity or the player.

Token CSS Hex Use
Meadow --a-meadow #6f8f4e The Vale's grass, hedgerows and orchards (dominant)
Wheat --a-wheat #d8b866 The Vale's wheat; sun-gold shafts in Harrowwood
Sky --a-sky #8fb6d8 The Vale's sky
Moss --a-moss #4d6b3a Harrowwood (dominant)
Bark --a-bark #3b2f24 Harrowwood's trunks (dominant)
Gloom violet --s-violet #3a2f48 The dark of the Gloamroot under Harrowwood
Fungal amber --s-amber #d9a441 Candlecap light in the Gloamroot
Dry grass --a-drygrass #c2a35a The Barrow Moors (dominant)
Heather --a-heather #7d5a78 The hollows of the Barrow Moors
Snow --a-snow #e9eef2 The High Pass, with Rime
Riveted iron --s-iron #3d3b40 Hearthold's iron plates and the hull's dark. Invented by the site: the art direction names the colour without a value
Slate --s-slate #2a333a The Drowned Coast (dominant)
Verdigris --s-verdigris #4f7a6e The Drowned Coast; the Drowned monster family
Salt --a-salt #f1ece0 The Drawn Sea's flats (dominant)
Bleached sand --a-sand #e3d3b0 The Drawn Sea's dunes (dominant)
Turquoise --a-turquoise #5fc7d6 The Drawn Sea's sky
Deep basalt --s-basalt #1a1716 The Underhalls (dominant); darker than the core Basalt
Magma --s-magma #ff6a3d The Cinderworks' slag rivers and their uplight
Void --s-void #0b0710 The Unlit, with true black
Ether cyan --s-ether #a8fff4 The specks in the Unlit. Invented by the site, like riveted iron

Three colours of the region palettes have no token yet: the Vale's slate roofs, the deep blue shadows of the Drawn Sea, and the Heartfire's white-gold, which the site draws with Spark and Gilded. Riveted iron and ether cyan keep the site's values until the game settles them. The contested world's deep blue sky is drawn by the light study above with a value of its own, until the endgame's regions are settled.

In the game client

crates/client/src/hud.rs carries the tokens the client uses as constants: Soot (at 92% opacity), Brass, Bone, Ash, Gilded, and Magic as the rarity colour. The HUD's other colours (its text, gold and bar gradients) come from the web prototype's HUD stylesheet and are not palette tokens. A new token is added here first, then to site.css and the client.