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Wyrmrest Valley in Snow Haze
MondstadtDayHushedBitingSleeping

Wyrmrest Valley in Snow Haze

Palette

Click a swatch to copy its HEX; hover for the OKLCH value.

Reconstructed gradient

The gradient distilled from the scene, unrolled left to right by stop; the authored angle is 180° (used by the hero and exports), while gallery cards share a uniform 135° sweep.

0%41557a24%5a6c8c46%83859472%aac1d7100%7e6b93

Why it works

Contrast is counted one edge at a time, not once across a palette: 94.08% of this valley's pixels sit in a single 210°–315° family (84.61% blue plus 9.47% purple), and chroma p99 is only 1.35× the median (0.074 against 0.055). Take any two surfaces to the scale of the whole frame and they will not separate — yet nothing reads as mush, because each edge only spends the difference between its own two sides.

01

The bone and the cliff beside it are one colour

The huge bone jutting from the right-hand wall measures L 0.62, chroma 0.022, hue 279°; the cliff right next to it measures L 0.62, chroma 0.032, hue 282° — the same lightness, 3° apart, and both straddling the 0.025 achromatic line. Cut them out as two swatches and nobody could say which one is bone. In the picture the bone is never misread, because it lies in front of an L 0.45 rock face above it, and that edge carries a 0.17 lightness step. That is all it needs.

02

There is no second hue to argue with

The 165°-wide window from 45° to 210° holds 85 pixels in the entire frame. The 330°–60° window holds 2,310, at a mean chroma of 0.041 — below the frame's own median of 0.055. The rust larches at the valley's heart (1,341 pixels inside that window, L 0.59, chroma 0.036, 357°) and the glow in the crevasse below (1,910 pixels, 306°, chroma 0.064) are the only off-family colours, and both are paler than the rock around them. Achromatic pixels are 5.52%, so no grey is mediating either. Nothing in this picture is visible because it differs from the frame as a whole.

03

One family, and Enkanomiya builds the global ladder

Enkanomiya, White Night is also a single family (83.48% blue) and just as flat (chroma median 0.045, p99 0.069), and its answer is a lightness staircase running the whole frame, L 0.36 at p01 up to 0.87 at p99. Wyrmrest Valley has only 0.40 to 0.78 — a quarter less lightness budget, and it still has to seat several vast objects right in front of the eye. A global ladder is out of reach, so the same budget is split into dozens of local edges. When you audit a palette, do not stop at the worst pair in the contrast matrix: list it as edges between the surfaces that will actually touch, and make each edge just sufficient. You can drop more contrast than you think.

Take these colours with you

CSS variables, a Tailwind v4 theme or SVG — one click to copy into your project.

/* Wyrmrest Valley in Snow Haze · Wyrmrest Valley in Snow Haze — Teyvat Palette */
:root {
  --wyrm-bone: oklch(0.62 0.022 279); /* Wyrm Bone #838594 */
  --valley-basalt: oklch(0.53 0.055 262); /* Valley Basalt #5a6c8c */
  --cliff-shadow: oklch(0.45 0.065 262); /* Cliff Shadow #41557a */
  --slope-snow: oklch(0.8 0.04 247); /* Slope Snow #aac1d7 */
  --larch-rust: oklch(0.59 0.036 357); /* Larch Rust #90757d */
  --crevasse-magenta: oklch(0.56 0.064 306); /* Crevasse Magenta #7e6b93 */
  --gradient-wyrmrest-valley: linear-gradient(180deg, oklch(0.45 0.065 262) 0%, oklch(0.53 0.055 262) 24%, oklch(0.62 0.022 279) 46%, oklch(0.8 0.04 247) 72%, oklch(0.56 0.064 306) 100%);
}

A 1080×1350 PNG carrying the scene, its palette and every value — save it and post it as is.