/* Existing system: variance2, motion1, density6. Art -> choice -> tradeoff. */
#combat-rhythm {font:600 11px/1.5 var(--font-mono);letter-spacing:.05em;color:var(--dim);margin-top:4px;white-space:nowrap;}
#combat-rhythm[data-phase=assault] {color:#ffd166;}
#combat-rhythm[data-phase=recover] {color:#96dfc0;}
#levelup .weapon-path-art {position:static;width:100%;height:112px;object-fit:contain;opacity:1;align-self:center;pointer-events:none;}
#levelup .weapon-path-fallback {display:none;}
#levelup .art-unavailable .weapon-path-fallback {display:block;}
#levelup .weapon-path-card {border-color:#759ea8;}
#levelup .weapon-path-lock {font-size:13px;line-height:1.45;color:var(--gold);}
#levelup .weapon-path-card .upgrade-changes:empty {display:none;}
#levelup .weapon-path-card .pips {display:none;}
@media(max-width:600px){
 #levelup .weapon-path-card {grid-template-columns:72px minmax(0,1fr);}
 #levelup .weapon-path-art {grid-column:1;grid-row:1 / 3;width:72px;height:72px;align-self:center;}
 #levelup .weapon-path-lock {grid-column:1 / -1;}
}
@media(max-height:500px) and (min-width:601px){
 #levelup .weapon-path-art {height:76px;}
}
