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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 15:02:52 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 15:02:52 +0000
commit35a5594c80df9faf413befc00274da5b03c68773 (patch)
tree641f3ee3bbffda2f3de28bb50ef22e5c9fe7fd42 /crawl-ref/docs
parent7c3ec6bed4e81892c772db3e33d30f09164e7bb3 (diff)
downloadcrawl-ref-35a5594c80df9faf413befc00274da5b03c68773.tar.gz
crawl-ref-35a5594c80df9faf413befc00274da5b03c68773.zip
Add more minor documentation fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6249 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs')
-rw-r--r--crawl-ref/docs/crawl_manual.txt4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index ef8acbd0d4..f970c58295 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -1391,11 +1391,11 @@ From time to time a discussion about Crawl's unfair OOD (out of depth)
monsters turns up, like a dragon on the second dungeon level. These are
not bugs! Actually, they are part of the randomness design goal. In
this case, they also serve as additional motivation: in many situations,
-the OOD monster can be survived somehow and the mental bond with the
+the OOD monster can be survived somehow, and the mental bond with the
character will then surely grow. OOD monsters also help to keep players
on their toes by making shallow, or cleared, levels still not trivial.
In a similar vein, early trips to the Abyss are not deficits: there's
-more than one way out and successfully escaping is exciting for anyone.
+more than one way out, and successfully escaping is exciting for anyone.
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