diff --git a/codes.tex b/codes.tex
index df7f7537cb50c157e0f7b7f5d67dd8bb7cb351cc..cc85d0311d6fb32c54c7c3a48ef82ef3d5c5eb83 100644
--- a/codes.tex
+++ b/codes.tex
@@ -61,6 +61,49 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen
 
 \begin{multicols}{2}
 
+\subsection{The Code of Acquisition}
+\index{Code!Acquisition}
+
+The goal of life is acquisition.
+We all want things, therefore people who get more things are doing better.
+Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
+
+Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
+They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
+
+\begin{xpchart}{Acquisition}
+
+	1 & Buying an expensive item -- worth 1 gp or more. \\
+
+	1 & Being greeted deferentially by a stranger. \\
+
+	1 & Confirming you are the richest person in a new region. \\
+
+	1 & Hiring a new servant. \\
+
+	1 & Meeting a famous person. \\
+
+	3 & Buying a very expensive item -- at least 10 gp in value. \\
+
+	3 & Disarming a potential conflict. \\
+
+	5 & Starting a new business. \\
+
+	5 & Finding a magical item. \\
+
+	5 & Gaining a new title such as a guild master or townmaster. \\
+
+	5 & Buying an extremely expensive item -- at least 20 gp in value. \\
+
+	10 & Marrying into a prestigious family. \\
+
+	10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\
+
+	10 & Buying an expensive new home -- at least 200 gp in value. \\
+
+\end{xpchart}
+
+
 \subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}}
 \index{Gods!\Glsentrytext{joygod}}
 
@@ -153,6 +196,55 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word.
 
 \end{xpchart}
 
+\subsection{The Code of Experience}
+\index{Code!Experience}
+
+The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
+
+\begin{xpchart}{Experience}
+
+	1 & Finding a new type of food or drink. \\
+
+	1 & Witnessing a flower open. \\
+
+	1 & Seeing a change in Season. \\
+
+	1 & Greeting a new type of humanoid. \\
+
+	1 & Entering a new area, days away from anything seen before. \\
+
+	1 & Hearing a new language. \\
+
+	1 & Learning a new type of instrument or any creative specialisation. \\
+
+	3 & Experiencing any emotion to heights never reached before. \\
+
+	3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\
+
+	3 & Making a new friend. \\
+
+	3 & Returning home after a long time away. \\
+
+	3 & Finding a mana lake. \\
+
+	3 & Seeing a new magical item activate. \\
+
+	5 & Experiencing deep tragedy. \\
+
+	5 & Taking \gls{hp} Damage for the first time. \\
+
+	5 & Falling in love. \\
+
+	5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\
+
+	5 & Discovering a lost piece of art or literature. \\
+
+	10 & Finding an area lost to all contact for more than a century. \\
+
+	15 & Finding an area never before visited by people. \\
+
+\end{xpchart}
+
 \subsection{\Glsentrytext{naturegod} -- Goddess of the Forest}
 \index{Gods!\Glsentrytext{naturegod}}
 
@@ -211,7 +303,7 @@ Her temples are few and are often no more than small rooms within a larger barra
 On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights.
 There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day.
 
-\begin{xpchart}{\Gls{wargod}}
+\begin{xpchart}{\Gls{wargod} -- Goddess of War}
 
 	1 & Donating at least 1 gp to the temple. \\
 
@@ -326,108 +418,6 @@ The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}.
 
 Spells implanted in those mana stones are always activated by a command word.
 
-\subsection{\Glsentrytext{justicegod} -- God of Justice}
-\index{Gods!\Glsentrytext{justicegod}}
-
-\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god.
-He is invoked during wedding vows and business deals.
-His followers are found among the politically influential and can be some of the most zealous of religious followers.
-He values obeying the law, making fair deals, being a good host and supporting the poor.
-
-His holy day is during the second season of the second cycle.
-It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath.
-
-\subsubsection{Spheres}
-
-\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres.
-They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful.
-Their spells appear in a shimmer of gold and the sound of a gong.
-
-\subsubsection{Mana Stones}
-
-\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}.
-Those believers alone can activate any spells which are stored inside them.
-Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour.
-If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8.
-
-\begin{xpchart}{\Glsentrytext{justicegod}}
-
-	1 & Donating at least 1 gp to the temple. \\
-
-	1 & Enforcing a law. \\
-
-	1 & Feeding the poor. \\
-
-	1 & Hosting guests. \\
-
-	1 & Punishing law breakers. \\
-
-	1 & Returning someone's valuables to them. \\
-
-	1 & Enduring a troubling oath. \\
-
-	3 & Enforcing a major law or imposing the law on a group. \\
-
-	3 & Donating at least 10 gp to the temple. \\
-
-	3 & Returning from a dangerous mission with all allies unharmed. \\
-
-	5 & Completing a quest you swore to complete over one session ago. \\
-
-	5 & Correcting the local law. \\
-
-	5 & Creating a peace treaty between factions in danger of fighting. \\
-
-	10 & Creating a peace treaty between warring factions. \\
-
-	10 & Donating at least 100 gp to the temple. \\
-
-	15 & Deposing a tyrant. \\
-
-\end{xpchart}
-
-\subsection{The Code of Acquisition}
-\index{Code!Acquisition}
-
-The goal of life is acquisition.
-We all want things, therefore people who get more things are doing better.
-Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
-
-Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
-They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
-
-\begin{xpchart}{Acquisition}
-
-	1 & Buying an expensive item -- worth 1 gp or more. \\
-
-	1 & Being greeted deferentially by a stranger. \\
-
-	1 & Confirming you are the richest person in a new region. \\
-
-	1 & Hiring a new servant. \\
-
-	1 & Meeting a famous person. \\
-
-	3 & Buying a very expensive item -- at least 10 gp in value. \\
-
-	3 & Disarming a potential conflict. \\
-
-	5 & Starting a new business. \\
-
-	5 & Finding a magical item. \\
-
-	5 & Gaining a new title such as a guild master or townmaster. \\
-
-	5 & Buying an extremely expensive item -- at least 20 gp in value. \\
-
-	10 & Marrying into a prestigious family. \\
-
-	10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\
-
-	10 & Buying an expensive new home -- at least 200 gp in value. \\
-
-\end{xpchart}
-
 \subsection{The Code of the Tribe}
 \index{Code!Tribe}
 
@@ -474,53 +464,65 @@ Travelling companions do not automatically count as members of your tribe, but t
 
 \end{xpchart}
 
-\subsection{The Code of Experience}
-\index{Code!Experience}
+\subsection{\Glsentrytext{justicegod} -- God of Justice}
+\index{Gods!\Glsentrytext{justicegod}}
 
-The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
+\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god.
+He is invoked during wedding vows and business deals.
+His followers are found among the politically influential and can be some of the most zealous of religious followers.
+He values obeying the law, making fair deals, being a good host and supporting the poor.
 
-\begin{xpchart}{Experience}
+His holy day is during the second season of the second cycle.
+It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath.
 
-	1 & Finding a new type of food or drink. \\
+\subsubsection{Spheres}
 
-	1 & Witnessing a flower open. \\
+\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres.
+They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful.
+Their spells appear in a shimmer of gold and the sound of a gong.
 
-	1 & Seeing a change in Season. \\
+\subsubsection{Mana Stones}
 
-	1 & Greeting a new type of humanoid. \\
+\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}.
+Those believers alone can activate any spells which are stored inside them.
+Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour.
+If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8.
 
-	1 & Entering a new area, days away from anything seen before. \\
+\begin{xpchart}{\Glsentrytext{justicegod}}
 
-	1 & Hearing a new language. \\
+	1 & Donating at least 1 gp to the temple. \\
 
-	1 & Learning a new type of instrument or any creative specialisation. \\
+	1 & Enforcing a law. \\
 
-	3 & Experiencing any emotion to heights never reached before. \\
+	1 & Feeding the poor. \\
 
-	3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\
+	1 & Hosting guests. \\
 
-	3 & Making a new friend. \\
+	1 & Punishing law breakers. \\
 
-	3 & Returning home after a long time away. \\
+	1 & Returning someone's valuables to them. \\
 
-	3 & Finding a mana lake. \\
+	1 & Enduring a troubling oath. \\
 
-	3 & Seeing a new magical item activate. \\
+	3 & Enforcing a major law or imposing the law on a group. \\
 
-	5 & Experiencing deep tragedy. \\
+	3 & Donating at least 10 gp to the temple. \\
 
-	5 & Taking \gls{hp} Damage for the first time. \\
+	3 & Returning from a dangerous mission with all allies unharmed. \\
 
-	5 & Falling in love. \\
+	5 & Completing a quest you swore to complete over one session ago. \\
 
-	5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\
+	5 & Correcting the local law. \\
 
-	5 & Discovering a lost piece of art or literature. \\
+	5 & Creating a peace treaty between factions in danger of fighting. \\
 
-	10 & Finding an area lost to all contact for more than a century. \\
+	10 & Creating a peace treaty between warring factions. \\
 
-	15 & Finding an area never before visited by people. \\
+	10 & Donating at least 100 gp to the temple. \\
+
+	15 & Deposing a tyrant. \\
 
 \end{xpchart}
 
+
 \end{multicols}
diff --git a/rules.tex b/rules.tex
index 5d493538523ccca3a6bcc6485ab1e982e3a7213f..e338df4c67da631d81916bb45727718e0e13757f 100644
--- a/rules.tex
+++ b/rules.tex
@@ -295,7 +295,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 \begin{xpbox}{A}
 		Attribute Level & Cost \\\hline
 
-		Buy off negative & 5 \\
+		Negative & 5 \\
 
 		+\arabic{bon} & \arabic{xp} \addtocounter{xp}{\value{bon}}\addtocounter{bon}{1} \\