diff --git a/game/modules/tome/data/chats/assassin-lord.lua b/game/modules/tome/data/chats/assassin-lord.lua
index 0dbd973ab2d438a7dc566c15e949dc7ea201d11d..c3b1d2dd5d190bb7dee9979c45ec58ac156d7d76 100644
--- a/game/modules/tome/data/chats/assassin-lord.lua
+++ b/game/modules/tome/data/chats/assassin-lord.lua
@@ -31,7 +31,7 @@ local function evil(npc, player)
 		end
 	end
 	game:changeLevel(1, "wilderness")
-	game.log("As you depart the assassin lord says: 'And no not forget, I own you now.'")
+	game.log("As you depart the assassin lord says: 'And do not forget, I own you now.'")
 end
 
 newChat{ id="welcome",
diff --git a/game/modules/tome/data/talents/cunning/ambush.lua b/game/modules/tome/data/talents/cunning/ambush.lua
index b3118f53385f4266cbcac365f6479699bc43e01f..d2f64b2e97d31c1d676f23f83962f5ad60160970 100644
--- a/game/modules/tome/data/talents/cunning/ambush.lua
+++ b/game/modules/tome/data/talents/cunning/ambush.lua
@@ -47,7 +47,7 @@ newTalent{
 	end,
 	info = function(self, t)
 		local duration = t.getDuration(self, t)
-		return ([[For an instant your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for %d tuns.
+		return ([[For an instant your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for %d turns.
 		Duration increases with talent level and chance to succeed with your Dexterity stat.]]):
 		format(duration)
 	end,
diff --git a/game/modules/tome/dialogs/CharacterSheet.lua b/game/modules/tome/dialogs/CharacterSheet.lua
index 6de75747d213a28caa6032e93a41cd29497830bd..7178673764cda15e225e61a8cbce96cab9565989 100644
--- a/game/modules/tome/dialogs/CharacterSheet.lua
+++ b/game/modules/tome/dialogs/CharacterSheet.lua
@@ -51,7 +51,7 @@ function _M:init(actor)
 	self.vs = Separator.new{dir="vertical", size=self.iw}
 
 	self.c_tut = Textzone.new{width=self.iw * 0.6, auto_height=true, no_color_bleed=true, font = self.font, text=[[
-Values #00FF00#in bracets ( )#LAST# shows changes made from last character sheet checking.
+Values #00FF00#in brackets ( )#LAST# shows changes made from last character sheet checking.
 Keyboard: #00FF00#'d'#LAST# to save character dump. #00FF00#TAB key#LAST# to switch between tabs.
 Mouse: Hover over stat for info
 ]]}
@@ -832,7 +832,7 @@ function _M:drawDialog(kind, actor_to_compare)
 
 		s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Effect resistances:", w, h, 255, 255, 255, true) h = h + self.font_h
 
-		
+
 		immune_type = "poison_immune" immune_name =    "Poison     " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
 		immune_type = "disease_immune" immune_name =   "Disease    " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
 		immune_type = "cut_immune" immune_name =       "Bleed      " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
@@ -847,9 +847,9 @@ function _M:drawDialog(kind, actor_to_compare)
 		immune_type = "stone_immune" immune_name =     "Stoning    " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
 		immune_type = "instakill_immune" immune_name = "Instadeath " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
 		immune_type = "teleport_immune" immune_name =  "Teleport   " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
-			
+
 		immune_type = "negative_status_effect_immune" immune_name =	"All        " if player:attr(immune_type) then text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type) self:mouseTooltip(self.TOOLTIP_SPECIFIC_IMMUNE, s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true)) h = h + self.font_h end
-		
+
 		h = 0
 		w = self.w * 0.75