diff --git a/combat.tex b/combat.tex
index 11068352f9cbc97b84f92ef7cd0e5939b4143e39..c8b609e8fe1419f5d8a6f73db6766c089fb6e4b5 100644
--- a/combat.tex
+++ b/combat.tex
@@ -647,14 +647,16 @@ The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus.
 \subsection{Complications}
 
 \subsubsection{Blindness}
+\index{Combat!Blindness}
 
-\index{Blindness}\index{Combat!Blindness}Fighting while blind is no fun -- your opponent can see you coming, and you can't see them. Blinded opponents suffer a penalty equal to -8 plus their Wits and Vigilance Bonuses with a maximum penalty of -6. For example, a character with With -1 would receive a -9 penalty to attack, except that the maximum penalty is -6. Someone with Wits +1 and Vigilance +3 \ would suffer a -4 penalty to attack because both reduce the basic penalty of -8.
+Fighting while blind is no fun -- your opponent can see you coming, and you can't see them. Blinded opponents suffer a penalty equal to -8 plus their Wits and Vigilance Bonuses with a maximum penalty of -6. For example, a character with With -1 would receive a -9 penalty to attack, except that the maximum penalty is -6. Someone with Wits +1 and Vigilance +3 \ would suffer a -4 penalty to attack because both reduce the basic penalty of -8.
 
 This penalty only counts when one side of a fight is blind. When both sides are blind, we use the Darkness Fighting rules below.
 
 While fighting blind, if the dice make a \gls{natural} roll equal to the number of people on their side (including themself) then they hit a companion. If the character is fighting with just one companion then there are two of them and they hit a companion on the roll of a 2. If they are part of a group of 5 people, any roll of 5 or under means they have accidentally hit a companion. Companions who are are accidentally hit can attempt an Evasion roll by rolling with their current Evasion Factor against \gls{tn} 10; failure implies normal Damage from that attack. It is quite possible to kill a companion while fighting blind.
 
 \subsubsection{Darkness}\label{darkness}\index{Darkness}
+\index{Combat!Darkness}
 
 Fighting in the darkness, or just twilight, can give a distinct advantage to those with sharper senses.
 Those who retain some basic vision while their opponents have none are in a similar situation to fighting a blinded opponent.
@@ -668,10 +670,12 @@ For example, a human guard has caught a room full of elves with stolen goods. Th
 Deep darkness can provide a maximum penalty of -6, while twilight is limited to a penalty of -3.
 
 \subsubsection{Enclosed Spaces}
+\index{Enclosed Spaces}
+\index{Combat!Enclosure Rating}
 
 Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons.
 Daggers and rapiers often have an easier time in these locations.
-Each location has an \textit{enclosure rating}; the smaller the number, the more narrow the space.
+Each location has an \gls{enclosurerating}; the smaller the number, the more narrow the space.
 
 The amount of space required for a weapon is determined by the Initiative \textit{the character} spends to wield it.
 Small hallways may have a maximum initiative of 5, meaning someone could wield a shortsword without penalty, but a longsword, spear, or kite shield would have problems, because they all require 6 Initiative to attack with.
diff --git a/glossary.tex b/glossary.tex
index b4f2d3604c4945e13d908c90c063a21c21e190fb..54074fc108e7f79b0880742985bfab327ad37356 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -28,6 +28,12 @@
 	description={An unhurried action, where a character can take time to do something right}
 }
 
+\newglossaryentry{enclosurerating}{
+	name={Enclosure Rating},
+	first={\textit{Enclosure Rating}},
+	description={A measure of how cramped a place is to fight. If the enclosure rating is 5, weapons which require more than 5 Initiative to wield suffer a -1 penalty}
+}
+
 \newglossaryentry{area}{
 	name={Area},
 	description={The basic unit of large spaces. An area is a space made distinct by its features. In a dungeon, each room might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree; the river's fork; the priestess's house and the griffins' nesting site}