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HEROLL/art-bible/specs/character-monster-rules.csv
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1asset_classgameplay_roleworld_base_boxscreen_scalesilhouette_ruleshape_languagepalette_rulerequired_actionsspecial_readabilityacceptance
2PlayerSwordbalanced melee96x961.00weapon diagonal visible beyond bodytriangle blade + round body1 dominant + 1 accent + skin/metal neutralidle/run/attack/hit/death/victory/skillattack arc must read at 25% scaleRecognizable from black silhouette in <=2 seconds
3PlayerAxeheavy burst104x1041.05wide shoulders and oversized axesquare torso + wedge weaponwarm accent; lowest attack-speed cueidle/run/attack/hit/death/victory/skillanticipation visibly longer than swordDistinct from sword in grayscale
4PlayerSpearfast reach96x1121.00long horizontal or 30-degree spear linethin rectangle + diamond tipcool accent; motion trail narrowidle/run/attack/hit/death/victory/skillhit point appears beyond body radiusWeapon never disappears behind body
5GuidePortraittutorial and narrative760x520 UI onlyn/ahead/hands/prop define poserounded friendly formsshares player UI palette; max 5 local colorsneutral/point/celebrate/warn/disappointedpointer direction aligns with targetExpression readable at 160px high
6SwarmEnemyquantity pressure64x640.65one exaggerated featureround or triangle single-massbiome local color + one hostile accentidle/move/attack/hit/deathlow visual noise; no large shadow20 units remain individually trackable
7NormalMeleebaseline threat88x880.90weapon and head separatedsquare body + short triangle weaponbiome local + red hostile eyeidle/move/attack/hit/deathattack facing readable before contactNot confused with player at silhouette level
8RangedEnemyline threat80x960.90projectile tool extends from bodythin body + straight line motifbiome local + cyan or orange projectileidle/move/attack/hit/deathprojectile origin and direction unambiguousProjectile visible over every biome
9RushEnemydash threat96x801.00forward-heavy center of masswedge or horned trianglehigh-value warm accentidle/prepare/rush/hit/deathprepare pose >=500ms before dashDash path matches warning strip
10CurvedEnemyarc threat88x1040.95raised launcher or curved horncrescent motifbiome local + violet projectileidle/move/attack/hit/deatharc landing point visibleArc never uses same tell as straight shot
11RestSupportsupport/control80x960.85staff/banner above headvertical line + circlelow-saturation body + bright status iconidle/cast/hit/deathcast target linked by beam or iconSupport function readable before stats panel
12Elitemodified threat112x1121.20base family plus one persistent landmarkbase shape + asymmetric modifierbase palette + silver or magenta elite markbase actions + entrance + breakmodifier not only hue shiftVisible elite cue in grayscale and colorblind test
13MidBossencounter anchor144x1281.50two landmarks and larger negative spacepaired shapes or asymmetric armorbiome palette + unique high-chroma accentidle/2 attacks/hit/break/death/entranceunique floor shadow and nameplateNot mistaken for scaled normal enemy
14Bossstage climax192x137 minimum2.00-2.30three-part silhouette with one iconic propunique motif tied to mechanicmax 6 local colors + phase accentidle/3 attacks/hit/phase/break/death/entranceeach attack has distinct pose and ground shapeRecognizable as 32x32 silhouette; phase change visible without UI