Skip to content

Hue Reference

A hue in Ultima Online is a 1-based index into the client’s hues.mul file. Every colored item, creature, and piece of clothing carries a hue number; the client looks that number up to decide how to recolor a sprite.

The important thing to understand is that a hue is not a flat tint. Each hue is a 32-shade gradient — a ramp from shadow to highlight. When the client draws a hued sprite, it walks the sprite’s own grayscale shadow→highlight ramp and remaps each gray level to the matching shade of the hue’s gradient. A near- black pixel becomes the hue’s darkest shade; a near-white pixel becomes its lightest. That is why a single grayscale ingot sprite can become nine visibly different metals while keeping all of its shading and depth.

This remapping is also why this wiki bakes hues directly into PNGs rather than using CSS filter or a color overlay: a CSS tint multiplies a flat color across the whole image and flattens the shading, which cannot reproduce a 32-step palette remap. We read the gradient out of hues.mul and recolor the sprite pixel-by-pixel, exactly as the client does.

(Hue 0 is the special “unhued” value — it means “draw the sprite as-is,” so it has no gradient entry of its own.)

Below is every hue in hues.mul, drawn as a grid of small swatches. Each swatch shows a representative mid-tone from that hue’s 32-shade gradient. Gridlines mark every 8 columns and rows for orientation. Reading left-to-right, top-to-bottom, the first swatch is game hue 1.

Grid of all UO hue swatches from hues.mul

All 3000 hues in hues.mul, one mid-tone swatch each (40 per row).

These are the craft-resource hues defined in ServUO’s ResourceInfo.cs — the colors the crafting system applies to metals, leather, dragon scales, and wood. Each swatch shows the full 32-shade gradient (shadow at top, highlight at bottom).

SwatchHue (hex)Hue (dec)Name
Dull Copper hue ramp0x09732419Dull Copper
Shadow Iron hue ramp0x09662406Shadow Iron
Copper hue ramp0x096D2413Copper
Bronze hue ramp0x09722418Bronze
Gold hue ramp0x08A52213Gold
Agapite hue ramp0x09792425Agapite
Verite hue ramp0x089F2207Verite
Valorite hue ramp0x08AB2219Valorite
SwatchHue (hex)Hue (dec)Name
Spined leather hue ramp0x0283643Spined
Horned leather hue ramp0x0227551Horned
Barbed leather hue ramp0x01C1449Barbed
SwatchHue (hex)Hue (dec)Name
Red Scales hue ramp0x066D1645Red Scales
Yellow Scales hue ramp0x08A82216Yellow Scales
Black Scales hue ramp0x04551109Black Scales
Green Scales hue ramp0x08512129Green Scales
White Scales hue ramp0x08FD2301White Scales
Blue Scales hue ramp0x08B02224Blue Scales
SwatchHue (hex)Hue (dec)Name
Oak hue ramp0x07DA2010Oak
Ash hue ramp0x04A71191Ash
Yew hue ramp0x04A81192Yew
Heartwood hue ramp0x04A91193Heartwood
Bloodwood hue ramp0x04AA1194Bloodwood
Frostwood hue ramp0x047F1151Frostwood

Every ingot color uses the same grayscale art (item 0x1BF2). The only thing that changes is the hue. Below is that one sprite, drawn nine times — plain Iron plus the eight colored metals — to show how the remap turns one piece of art into nine distinct ingots:

Iron ingot Dull Copper ingot Shadow Iron ingot Copper ingot Bronze ingot Gold ingot Agapite ingot Verite ingot Valorite ingot

Iron, Dull Copper, Shadow Iron, Copper, Bronze, Gold, Agapite, Verite, Valorite — one sprite, nine hues.

To see where these resources come from and how they’re used, visit the Resources gathering guide and the Resources item catalog.