diff --git a/game/engines/default/engine/Actor.lua b/game/engines/default/engine/Actor.lua
index 3bfcb50039f944f5ebcb4fab6a3e66b897b1a0d4..9ba8d3f6a326a2359a699c71f1e62223e3d277d4 100644
--- a/game/engines/default/engine/Actor.lua
+++ b/game/engines/default/engine/Actor.lua
@@ -98,12 +98,12 @@ function _M:setEmote(e)
 end
 
 --- Moves an actor on the map
--- *WARNING*: changing x and y properties manualy is *WRONG* and will blow up in your face. Use this method. Always.
+-- *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face. Use this method. Always.
 -- @param map the map to move onto
 -- @param x coord of the destination
 -- @param y coord of the destination
 -- @param force if true do not check for the presence of an other entity. *Use wisely*
--- @return true if a move was *ATTEMPTED*. This means the actor will proably want to use energy
+-- @return true if a move was *ATTEMPTED*. This means the actor will probably want to use energy
 function _M:move(x, y, force)
 	if self.dead then return true end
 	local map = game.level.map
@@ -188,10 +188,10 @@ function _M:getPathString()
 end
 
 --- Teleports randomly to a passable grid
--- @param x the coord of the teleporatation
--- @param y the coord of the teleporatation
+-- @param x the coord of the teleportation
+-- @param y the coord of the teleportation
 -- @param dist the radius of the random effect, if set to 0 it is a precise teleport
--- @param min_dist the minimun radius of of the effect, will never teleport closer. Defaults to 0 if not set
+-- @param min_dist the minimum radius of of the effect, will never teleport closer. Defaults to 0 if not set
 -- @return true if the teleport worked
 function _M:teleportRandom(x, y, dist, min_dist)
 	local poss = {}
@@ -424,8 +424,8 @@ function _M:attr(prop, v, fix)
 end
 
 --- Are we within a certain distance of the target
--- @param x the spot we test for near-ness
--- @param y the spot we test for near-ness
+-- @param x the spot we test for nearness
+-- @param y the spot we test for nearness
 -- @param radius how close we should be (defaults to 1)
 function _M:isNear(x, y, radius)
 	radius = radius or 1
diff --git a/game/engines/default/engine/Astar.lua b/game/engines/default/engine/Astar.lua
index 271cac16ae41064839b8ddb81168783787aba8d3..869d1a86e4edcbe4484d9cb3e7d764c0628c6ed2 100644
--- a/game/engines/default/engine/Astar.lua
+++ b/game/engines/default/engine/Astar.lua
@@ -93,7 +93,7 @@ function _M:calc(sx, sy, tx, ty, use_has_seen, heuristic)
 		checkPos = function(node, nx, ny)
 			local nnode = self:toSingle(nx, ny)
 			if not closed[nnode] and self.map:isBound(nx, ny) and ((use_has_seen and not self.map.has_seens(nx, ny)) or not cache:get(nx, ny)) then
-				local tent_g_score = g_score[node] + 1 -- we can adjust hre for difficult passable terrain
+				local tent_g_score = g_score[node] + 1 -- we can adjust here for difficult passable terrain
 				local tent_is_better = false
 				if not open[nnode] then open[nnode] = true; tent_is_better = true
 				elseif tent_g_score < g_score[nnode] then tent_is_better = true
@@ -115,7 +115,7 @@ function _M:calc(sx, sy, tx, ty, use_has_seen, heuristic)
 		checkPos = function(node, nx, ny)
 			local nnode = self:toSingle(nx, ny)
 			if not closed[nnode] and self.map:isBound(nx, ny) and ((use_has_seen and not self.map.has_seens(nx, ny)) or not self.map:checkEntity(nx, ny, Map.TERRAIN, "block_move", self.actor, nil, true)) then
-				local tent_g_score = g_score[node] + 1 -- we can adjust hre for difficult passable terrain
+				local tent_g_score = g_score[node] + 1 -- we can adjust here for difficult passable terrain
 				local tent_is_better = false
 				if not open[nnode] then open[nnode] = true; tent_is_better = true
 				elseif tent_g_score < g_score[nnode] then tent_is_better = true
diff --git a/game/engines/default/engine/Autolevel.lua b/game/engines/default/engine/Autolevel.lua
index fcb197e1259abd6c7d9d94ee241684c937755441..9ed4b3a022f7fc4011809c9ff345731d67262130 100644
--- a/game/engines/default/engine/Autolevel.lua
+++ b/game/engines/default/engine/Autolevel.lua
@@ -20,7 +20,7 @@
 require "engine.class"
 
 --- Handles autoleveling schemes
--- Proably used mainly for NPCS, although it could also be used for player allies
+-- Probably used mainly for NPCS, although it could also be used for player allies
 -- or players themselves for lazy players/modules
 module(..., package.seeall, class.make)
 
diff --git a/game/engines/default/engine/BSP.lua b/game/engines/default/engine/BSP.lua
index 0fbfd520d855d4f8e4feaf66e5049c4e470427b3..9733c0cd9d4885a5ec4f3f51edd9ac14ae125953 100644
--- a/game/engines/default/engine/BSP.lua
+++ b/game/engines/default/engine/BSP.lua
@@ -19,7 +19,7 @@
 
 require "engine.class"
 
---- Abstract binary space partionning
+--- Abstract binary space partitioning
 -- Can be used to generator levels and so on
 module(..., package.seeall, class.make)
 
diff --git a/game/engines/default/engine/Birther.lua b/game/engines/default/engine/Birther.lua
index 92512ca573a6966e263e33c5f58ab1479c4de00a..76fdd538687143197251ccedd32d284835808a30 100644
--- a/game/engines/default/engine/Birther.lua
+++ b/game/engines/default/engine/Birther.lua
@@ -154,10 +154,10 @@ end
 
 function _M:quickBirth()
 	if not self.do_quickbirth then return end
-	-- Aborth quickbirth if stage not found
+	-- Abort quickbirth if stage not found
 	if not self.quickbirth[self.current_type] then self.do_quickbirth = false end
 
-	-- Find the corect descriptor
+	-- Find the correct descriptor
 	for i, d in ipairs(self.list) do
 		if self.quickbirth[self.current_type] == d.name then
 			print("[QUICK BIRTH] using", d.name, "for", self.current_type)
@@ -167,7 +167,7 @@ function _M:quickBirth()
 		end
 	end
 
-	-- Abord if not found
+	-- Abort if not found
 	self.do_quickbirth = false
 end
 
diff --git a/game/engines/default/engine/Chat.lua b/game/engines/default/engine/Chat.lua
index 841b8cffa172ea783c7b70bb7a1d1f2907966c14..3fce8e6d74a2aeed1b5baf8a1af6291d639bed9a 100644
--- a/game/engines/default/engine/Chat.lua
+++ b/game/engines/default/engine/Chat.lua
@@ -54,7 +54,7 @@ function _M:addChat(c)
 	self.chats[c.id] = c
 	print("[CHAT] loaded", c.id, c)
 
-	-- Parse answsers looking for quick replies
+	-- Parse answers looking for quick replies
 	for i, a in ipairs(c.answers) do
 		if a.quick_reply then
 			a.jump = "quick_reply"..self.quick_replies
diff --git a/game/engines/default/engine/DebugConsole.lua b/game/engines/default/engine/DebugConsole.lua
index 33b6ac0b9f32aec4cd3af6f5c84e98ae8a473d9a..e461ff1ee06a745bd3fdb359b3b02d22535849c0 100644
--- a/game/engines/default/engine/DebugConsole.lua
+++ b/game/engines/default/engine/DebugConsole.lua
@@ -101,7 +101,7 @@ function _M:drawDialog(s, w, h)
 	-- Draw the current command
 	s:drawStringBlended(self.font, self.line, 0, dh, 255, 255, 255)
 	dh = dh - self.font:lineSkip()
-	-- Now draw the history with any ofset
+	-- Now draw the history with any offset
 	while dh > buffer do
 		if not self.history[i] then break end
 		s:drawStringBlended(self.font, self.history[i], 0, dh, 255, 255, 255)
diff --git a/game/engines/default/engine/Entity.lua b/game/engines/default/engine/Entity.lua
index e3f5317239f14729a536c01c910546f16051b5a8..be0d479d699748a30a8577f5dff9d234f6a2efc2 100644
--- a/game/engines/default/engine/Entity.lua
+++ b/game/engines/default/engine/Entity.lua
@@ -20,7 +20,7 @@
 
 --- A game entity
 -- An entity is anything that goes on a map, terrain features, objects, monsters, player, ...
--- Usually there is no need to use it directly, and it is betetr to use specific engine.Grid, engine.Actor or engine.Object
+-- Usually there is no need to use it directly, and it is better to use specific engine.Grid, engine.Actor or engine.Object
 -- classes. Most modules will want to subclass those anyway to add new comportments
 local Shader = require "engine.Shader"
 
@@ -258,7 +258,7 @@ function _M:resetMoveAnim()
 end
 
 --- Get the entity image as an sdl surface and texture for the given tiles and size
--- @param tiles a Tiles instance that will handle the tiles (usualy pass it the current Map.tiles)
+-- @param tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles)
 -- @param w the width
 -- @param h the height
 -- @return the sdl surface and the texture
@@ -299,7 +299,7 @@ function _M:getDisplayString(tstr)
 end
 
 --- Displays an entity somewhere on screen, outside the map
--- @param tiles a Tiles instance that will handle the tiles (usualy pass it the current Map.tiles, it will if this is null)
+-- @param tiles a Tiles instance that will handle the tiles (usually pass it the current Map.tiles, it will if this is null)
 -- @param w the width
 -- @param h the height
 -- @return the sdl surface and the texture
@@ -317,8 +317,8 @@ function _M:toScreen(tiles, x, y, w, h)
 end
 
 --- Resolves an entity
--- This is called when generatingthe final clones of an entity for use in a level.<br/>
--- This can be used to make random enchants on objects, random properties on actors, ...<br/>
+-- This is called when generating the final clones of an entity for use in a level.
+-- This can be used to make random enchants on objects, random properties on actors, ...
 -- by default this only looks for properties with a table value containing a __resolver field
 function _M:resolve(t, last, on_entity)
 	t = t or self
@@ -340,7 +340,7 @@ function _M:resolve(t, last, on_entity)
 				self.unique = self.name
 			end
 		else
-			-- Handle ided if possible
+			-- Handle IDed if possible
 			if self.resolveIdentify then self:resolveIdentify() end
 		end
 	end
@@ -355,9 +355,9 @@ function _M:added()
 	end
 end
 
---- Call when the entity is actually removed from existance
+--- Call when the entity is actually removed from existence
 -- This helps ensuring uniqueness of uniques.
--- This recursively remvoes inventories too, if you need anythign special, overload this
+-- This recursively removes inventories too, if you need anything special, overload this
 function _M:removed()
 	if self.inven then
 		for _, inven in pairs(self.inven) do
diff --git a/game/engines/default/engine/Game.lua b/game/engines/default/engine/Game.lua
index ccece4884dfa0cb7b1bcb1085f5224bdf9eaad17..f8e5ce4317b149188c5eb636757657076dadbda0 100644
--- a/game/engines/default/engine/Game.lua
+++ b/game/engines/default/engine/Game.lua
@@ -385,7 +385,7 @@ function _M:cancelCoroutine(id)
 end
 
 --- Save a thread into the thread pool
--- Threads will be auto join'ed when the module exits or when it can<br/>
+-- Threads will be auto joined when the module exits or when it can
 -- ALL THREADS registered *MUST* return true when they exit
 function _M:registerThread(th, linda)
 	print("[THREAD] registering", th, linda, #self.__threads+1)
diff --git a/game/engines/default/engine/GameEnergyBased.lua b/game/engines/default/engine/GameEnergyBased.lua
index 633255d062a50dc2669d724c717a4830b10812be..3ef21bbe4d121448a63c78ec70c3cefa32b44f27 100644
--- a/game/engines/default/engine/GameEnergyBased.lua
+++ b/game/engines/default/engine/GameEnergyBased.lua
@@ -28,7 +28,7 @@ module(..., package.seeall, class.inherit(engine.Game))
 --- Setup the game
 -- @param keyhandler the default keyhandler for this game
 -- @energy_to_act how much energy does an entity need to act
--- @energy_per_tick how much energy does an entity recieves per game tick. This is multiplied by the entity energy.mod property
+-- @energy_per_tick how much energy does an entity receives per game tick. This is multiplied by the entity energy.mod property
 function _M:init(keyhandler, energy_to_act, energy_per_tick)
 	self.energy_to_act, self.energy_per_tick = energy_to_act or 1000, energy_per_tick or 100
 	engine.Game.init(self, keyhandler)
diff --git a/game/engines/default/engine/Heightmap.lua b/game/engines/default/engine/Heightmap.lua
index 9bff0d1f1df955c3a5510fe497ad11789d89e608..c5f9bea6004e0ba10033569b441b3dd1f72ca6dc 100644
--- a/game/engines/default/engine/Heightmap.lua
+++ b/game/engines/default/engine/Heightmap.lua
@@ -96,7 +96,7 @@ end
 
 function _M:displayDebug(symbs)
 	symbs = symbs or "abcdefghijklmnopqrstwxyzABCDEFGHIJKLMNOPQRSTWXYZ"
-	print("Dispalying heightmap", self.w, self.h)
+	print("Displaying heightmap", self.w, self.h)
 	for j = 1, self.h do
 		local str = ""
 		for i = 1, self.w do
diff --git a/game/engines/default/engine/Key.lua b/game/engines/default/engine/Key.lua
index 09f6b21f33885ee50aea669cb2d4601900fb6a47..412e3365b91b558b314a109f3d8b4dfb388ab9ec 100644
--- a/game/engines/default/engine/Key.lua
+++ b/game/engines/default/engine/Key.lua
@@ -297,7 +297,7 @@ _SYSREQ		= 317
 _BREAK		= 318
 _MENU		= 319
 _POWER		= 320		-- Power Macintosh power key
-_EURO		= 321		-- Some european keyboards
+_EURO		= 321		-- Some European keyboards
 _UNDO		= 322		-- Atari keyboard has Undo
 
 __DEFAULT 	= -10000
diff --git a/game/engines/default/engine/KeyBind.lua b/game/engines/default/engine/KeyBind.lua
index c49fb97903d1a3238aa548f2e37b0fe62bdbfbdb..fb66f1785bad35bb0292a41d7cd4fdfc2a294b07 100644
--- a/game/engines/default/engine/KeyBind.lua
+++ b/game/engines/default/engine/KeyBind.lua
@@ -220,7 +220,7 @@ function _M:triggerVirtual(virtual)
 	self.virtuals[virtual]()
 end
 
---- Adds a key/command combinaison
+--- Adds a key/command combination
 -- @param sym the key to handle
 -- @param mods a table with the mod keys needed, i.e: {"ctrl", "alt"}
 -- @param fct the function to call when the key is pressed
@@ -228,7 +228,7 @@ function _M:addBind(virtual, fct)
 	self.virtuals[virtual] = fct
 end
 
---- Adds a key/command combinaison
+--- Adds a key/command combination
 -- @param sym the key to handle
 -- @param mods a table with the mod keys needed, i.e: {"ctrl", "alt"}
 -- @param fct the function to call when the key is pressed
diff --git a/game/engines/default/engine/KeyCommand.lua b/game/engines/default/engine/KeyCommand.lua
index f111277f42eba52f8d823204d0021c2c03a6bae4..abb380a00343257e544df75536f505eef08788b7 100644
--- a/game/engines/default/engine/KeyCommand.lua
+++ b/game/engines/default/engine/KeyCommand.lua
@@ -21,7 +21,7 @@ require "config"
 require "engine.class"
 require "engine.Key"
 
---- Receieves keypresses and acts upon them
+--- Receives keypresses and acts upon them
 module(..., package.seeall, class.inherit(engine.Key))
 
 function _M:init()
@@ -34,7 +34,7 @@ function _M:init()
 	self:addCommand(self._RETURN, {"alt"}, function() core.display.fullscreen() end)
 end
 
---- Adds the profiler keybind (ctrl, alt, chift, p)
+--- Adds the profiler keybind (ctrl, alt, shift, p)
 function _M:setupProfiler()
 	-- Profiler
 	self:addCommand(self._p, {"ctrl","alt","shift"}, function()
@@ -90,7 +90,7 @@ function _M:reset()
 	self.on_input = false
 end
 
---- Adds a key/command combinaison
+--- Adds a key/command combination
 -- @param sym the key to handle
 -- @param mods a table with the mod keys needed, i.e: {"ctrl", "alt"}
 -- @param fct the function to call when the key is pressed
@@ -145,7 +145,7 @@ function _M:addCommands(t)
 	end
 end
 
---- Receieves any unbound keys as UTF8 characters (if possible)
+--- Receives any unbound keys as UTF8 characters (if possible)
 -- @param fct the function to call for each key, get a single parameter to pass the UTF8 string
 function _M:setTextInput(fct)
 	self.on_input = fct
@@ -153,7 +153,7 @@ end
 
 --- Loads a locale converter
 -- WARNING: This only converts the "sym" key, *NOT* the unicode key
--- @param file the locale convertion file to load
+-- @param file the locale conversion file to load
 function _M:loadLocaleConvertion(file)
 	local f, err = loadfile(file)
 	if not f and err then error(err) end
diff --git a/game/engines/default/engine/Level.lua b/game/engines/default/engine/Level.lua
index 156d75dbfe515f32d0c9b3546a9545248ec89fd7..5b30862d35c6883b5a4ec7059a245b094dfbc021 100644
--- a/game/engines/default/engine/Level.lua
+++ b/game/engines/default/engine/Level.lua
@@ -33,7 +33,7 @@ function _M:init(level, map)
 end
 
 --- Adds an entity to the level
--- Only entities that need to act need to be added. Terrain features do not need this usualy
+-- Only entities that need to act need to be added. Terrain features do not need this usually
 function _M:addEntity(e, after)
 	if self.entities[e.uid] then error("Entity "..e.uid.."("..e.name..") already present on the level") end
 	self.entities[e.uid] = e
@@ -88,7 +88,7 @@ function _M:loaded()
 	self.entities = nes
 end
 
---- Setup an entity list for the level, this allwos the Zone to pick objects/actors/...
+--- Setup an entity list for the level, this allows the Zone to pick objects/actors/...
 function _M:setEntitiesList(type, list)
 	self.entities_list[type] = list
 	print("Stored entities list", type, list)
diff --git a/game/engines/default/engine/LogDisplay.lua b/game/engines/default/engine/LogDisplay.lua
index 5e025ff0736765b13697490fc72fcdbbb44012fc..75b3ea7b9bf9e25254f49b373e978f8ad559bbaf 100644
--- a/game/engines/default/engine/LogDisplay.lua
+++ b/game/engines/default/engine/LogDisplay.lua
@@ -20,7 +20,7 @@
 require "engine.class"
 require "engine.ui.Base"
 
---- Module that handles message history ina mouse wheel scrollable zone
+--- Module that handles message history in a mouse wheel scrollable zone
 module(..., package.seeall, class.inherit(engine.ui.Base))
 
 --- Creates the log zone
diff --git a/game/engines/default/engine/Map.lua b/game/engines/default/engine/Map.lua
index 5c20025ce3a607c6e44a131d822914aa63ff6452..fc9287390a082805a15b21377c6f871796ec40f0 100644
--- a/game/engines/default/engine/Map.lua
+++ b/game/engines/default/engine/Map.lua
@@ -115,8 +115,8 @@ mm_blocks = {
 
 --- Sets the viewport size
 -- Static
--- @param x screen coordonate where the map will be displayed (this has no impact on the real display). This is used to compute mouse clicks
--- @param y screen coordonate where the map will be displayed (this has no impact on the real display). This is used to compute mouse clicks
+-- @param x screen coordinate where the map will be displayed (this has no impact on the real display). This is used to compute mouse clicks
+-- @param y screen coordinate where the map will be displayed (this has no impact on the real display). This is used to compute mouse clicks
 -- @param w width
 -- @param h height
 -- @param tile_w width of a single tile
@@ -135,7 +135,7 @@ function _M:setViewPort(x, y, w, h, tile_w, tile_h, fontname, fontsize, multidis
 end
 
 --- Sets zoom level
--- @param zoom nil to reset to default, ortherwise a number to increment the zoom with
+-- @param zoom nil to reset to default, otherwise a number to increment the zoom with
 -- @param tmx make sure this coords are visible after zoom (can be nil)
 -- @param tmy make sure this coords are visible after zoom (can be nil)
 function _M:setZoom(zoom, tmx, tmy)
@@ -162,7 +162,7 @@ end
 -- By default it is 0.6, 0.6, 0.6, 1
 function _M:setObscure(r, g, b, a)
 	self.color_obscure = {r, g, b, a}
-	-- If we are used on a real map, set it localy
+	-- If we are used on a real map, set it locally
 	if self._map then self._map:setObscure(unpack(self.color_obscure)) end
 end
 
@@ -170,7 +170,7 @@ end
 -- By default it is 1, 1, 1, 1
 function _M:setShown(r, g, b, a)
 	self.color_shown= {r, g, b, a}
-	-- If we are used on a real map, set it localy
+	-- If we are used on a real map, set it locally
 	if self._map then self._map:setShown(unpack(self.color_shown)) end
 end
 
@@ -183,7 +183,7 @@ function _M:resetTiles()
 end
 
 --- Defines the faction of the person seeing the map
--- Usualy this will be the player's faction. If you do not want to use tactical display, dont use it
+-- Usually this will be the player's faction. If you do not want to use tactical display, dont use it
 function _M:setViewerFaction(faction, friend, neutral, enemy)
 	self.view_faction = faction
 	self.faction_friend = "tactical_friend.png"
@@ -192,7 +192,7 @@ function _M:setViewerFaction(faction, friend, neutral, enemy)
 end
 
 --- Defines the actor that sees the map
--- Usualy this will be the player. This is used to determine invisibility/...
+-- Usually this will be the player. This is used to determine invisibility/...
 function _M:setViewerActor(player)
 	self.actor_player = player
 end
@@ -259,7 +259,7 @@ end
 
 --- Adds a "path string" to the map
 -- "Path strings" are strings defining what terrain an actor can cross. Their format is left to the module to decide (by overloading Actor:getPathString() )<br/>
--- They are totally optional as they re only used to compute A* paths adn the likes and even then the algorithms still work without them, only slower<br/>
+-- They are totally optional as they re only used to compute A* paths and the likes and even then the algorithms still work without them, only slower<br/>
 -- If you use them the block_move function of your Grid class must be able to handle either an actor or a "path string" as their third argument
 function _M:addPathString(ps)
 	for i, eps in ipairs(self.path_strings) do
@@ -551,7 +551,7 @@ function _M:display(x, y, nb_keyframe)
 	self.clean_fov = true
 end
 
---- Sets checks if a grid lets sigth pass through
+--- Sets checks if a grid lets sight pass through
 -- Used by FOV code
 function _M:opaque(x, y)
 	if x < 0 or x >= self.w or y < 0 or y >= self.h then return false end
@@ -619,7 +619,7 @@ function _M:checkAllEntities(x, y, what, ...)
 end
 
 --- Check all entities of the grid for a property, discarding the results
--- This will iterate over all entities without stoping.
+-- This will iterate over all entities without stopping.
 -- No guaranty is given about the iteration order
 -- @param x position
 -- @param y position
@@ -958,7 +958,7 @@ function _M:removeParticleEmitter(e)
 	return true
 end
 
---- Display the particle emiters, called by self:display()
+--- Display the particle emitters, called by self:display()
 function _M:displayParticles(nb_keyframes)
 	nb_keyframes = nb_keyframes or 1
 	local adx, ady
@@ -968,7 +968,7 @@ function _M:displayParticles(nb_keyframes)
 		if e._mo then adx, ady = e._mo:getMoveAnim(e.x, e.y) else adx, ady = 0, 0 end -- Make sure we display on the real screen coords: handle current move anim position
 
 		if nb_keyframes == 0 and e.x and e.y then
-			-- Just display it, not updating, no emiting
+			-- Just display it, not updating, no emitting
 			if e.x + e.radius >= self.mx and e.x - e.radius < self.mx + self.viewport.mwidth and e.y + e.radius >= self.my and e.y - e.radius < self.my + self.viewport.mheight then
 				alive = e.ps:toScreen(self.display_x + (adx + e.x - self.mx + 0.5) * self.tile_w * self.zoom, self.display_y + (ady + e.y - self.my + 0.5) * self.tile_h * self.zoom, self.seens(e.x, e.y), e.zoom * self.zoom)
 			end
diff --git a/game/engines/default/engine/Object.lua b/game/engines/default/engine/Object.lua
index 858798a2d815ccab751d4ff01228e78a33ac2dbf..e1d5e8fd57ae8616f919acaea88ca8611bd5302b 100644
--- a/game/engines/default/engine/Object.lua
+++ b/game/engines/default/engine/Object.lua
@@ -53,7 +53,7 @@ function _M:resolve(t, last, on_entity)
 end
 
 --- Can this object act at all
--- Most object will want to anwser false, only recharging and stuff needs them
+-- Most object will want to answer false, only recharging and stuff needs them
 function _M:canAct()
 	return false
 end
diff --git a/game/engines/default/engine/Particles.lua b/game/engines/default/engine/Particles.lua
index 05e562b131b4c1b20db1145f79ba6df341ada5d9..39b4af23620d60dac654d8e52b775e95869a1288 100644
--- a/game/engines/default/engine/Particles.lua
+++ b/game/engines/default/engine/Particles.lua
@@ -27,7 +27,7 @@ _M.particles_def = {}
 
 _M.__particles_gl = { particle = core.display.loadImage("/data/gfx/particle.png"):glTexture() }
 
---- Make a particle emiter
+--- Make a particle emitter
 function _M:init(def, radius, args)
 	self.args = args
 	self.def = def
diff --git a/game/engines/default/engine/Projectile.lua b/game/engines/default/engine/Projectile.lua
index 041159678d81a4a947c00f2880c7ca56f23b061d..3ee1f020b867f703737791ea2431680fc0b8e805 100644
--- a/game/engines/default/engine/Projectile.lua
+++ b/game/engines/default/engine/Projectile.lua
@@ -59,12 +59,12 @@ function _M:removeParticles(ps)
 end
 
 --- Moves a projectile on the map
--- *WARNING*: changing x and y properties manualy is *WRONG* and will blow up in your face. Use this method. Always.
+-- *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face. Use this method. Always.
 -- @param map the map to move onto
 -- @param x coord of the destination
 -- @param y coord of the destination
 -- @param force if true do not check for the presence of an other entity. *Use wisely*
--- @return true if a move was *ATTEMPTED*. This means the actor will proably want to use energy
+-- @return true if a move was *ATTEMPTED*. This means the actor will probably want to use energy
 function _M:move(x, y, force)
 	if self.dead then return true end
 	local map = game.level.map
@@ -167,7 +167,7 @@ function _M:moveDirection(x, y)
 
 			local list = coords[dir]
 			local l = {}
-			-- Find posiblities
+			-- Find possibilities
 			for i = 1, #list do
 				local dx, dy = self.x + dir_to_coord[list[i]][1], self.y + dir_to_coord[list[i]][2]
 				if not game.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") then
diff --git a/game/engines/default/engine/Savefile.lua b/game/engines/default/engine/Savefile.lua
index 5172eafde33bcf777d9aa2e48a13402008c4d8d0..bf05065559c74d0694b5d5a614b465296c17bfe4 100644
--- a/game/engines/default/engine/Savefile.lua
+++ b/game/engines/default/engine/Savefile.lua
@@ -34,7 +34,7 @@ _M.current_save = false
 
 --- Init a savefile
 -- @param savefile the name of the savefile, usually the player's name. It will be sanitized so dont bother doing it
--- @param coroutine if true the saveing will yield sometimes to let other code run
+-- @param coroutine if true the saving will yield sometimes to let other code run
 function _M:init(savefile, coroutine)
 	self.short_name = savefile:gsub("[^a-zA-Z0-9_-.]", "_")
 	self.save_dir = "/save/"..self.short_name.."/"
@@ -223,7 +223,7 @@ function _M:saveGame(game, no_dialog)
 
 	if not no_dialog then game:unregisterDialog(popup) end
 
-	-- A buit hacky, save hotkeys, this will do untilI can make it better for multiplayer stuff
+	-- A bit hacky, save hotkeys, this will do until I can make it better for multiplayer stuff
 	local f = fs.open(self.hotkeys_file, "w")
 	if game:getPlayer().hotkey then
 		f:write("quickhotkeys = {}\n")
diff --git a/game/engines/default/engine/Store.lua b/game/engines/default/engine/Store.lua
index 9119c408fdd4f35e4a8d757622f00a921e0f3567..b18490f2295e0bdff4167453fbc216e044e13723 100644
--- a/game/engines/default/engine/Store.lua
+++ b/game/engines/default/engine/Store.lua
@@ -38,7 +38,7 @@ function _M:init(t, no_default)
 end
 
 --- Fill the store with goods
--- @param level the level to generate for (inctance of type engine.Level)
+-- @param level the level to generate for (instance of type engine.Level)
 -- @param zone the zone to generate for
 function _M:loadup(level, zone)
 	local s = self.store
@@ -88,7 +88,7 @@ function _M:loadup(level, zone)
 end
 
 --- Actor interacts with the store
--- @param who the actor who interracts
+-- @param who the actor who interacts
 function _M:interact(who)
 	local store, inven = self:getInven("INVEN"), who:getInven("INVEN")
 	local d; d = ShowStore.new("Store: "..self.name, store, inven, nil, nil, function(what, o, item)
diff --git a/game/engines/default/engine/Target.lua b/game/engines/default/engine/Target.lua
index 7bbf01d97d904a7efcda6d9b4d92d331fdd96a8f..9d068087a2bbf2d8f82c6d941ae7d7a917812dac 100644
--- a/game/engines/default/engine/Target.lua
+++ b/game/engines/default/engine/Target.lua
@@ -117,7 +117,7 @@ end
 -- Hit: simple project in LOS<br/>
 -- Beam: hits everything in LOS<br/>
 -- Bolt: hits first thing in path<br/>
--- Ball: hits everything in a ball aounrd the target<br/>
+-- Ball: hits everything in a ball around the target<br/>
 -- Cone: hits everything in a cone in the direction<br/>
 -- @param t.radius The radius of the ball/cone AoE
 -- @param t.cone_angle The angle for the cone AoE (default 55°)
diff --git a/game/engines/default/engine/Trap.lua b/game/engines/default/engine/Trap.lua
index 0f2e78ae7e548ee2f161c1859afa9fad6cd0dd88..962904d4045d9b63c9b9f7c53abd81deaba0dda5 100644
--- a/game/engines/default/engine/Trap.lua
+++ b/game/engines/default/engine/Trap.lua
@@ -48,7 +48,7 @@ end
 
 function _M:loaded()
 	Entity.loaded(self)
-	-- known_by table is a weak table on keys, so taht it does not prevent garbage collection of actors
+	-- known_by table is a weak table on keys, so that it does not prevent garbage collection of actors
 	setmetatable(self.known_by, {__mode="k"})
 end
 
diff --git a/game/engines/default/engine/Zone.lua b/game/engines/default/engine/Zone.lua
index 2493d8c27003bdb889cf0a482175f1459c861bb9..7270e13e9269d0f18d7f3731726792256dcd6dd0 100644
--- a/game/engines/default/engine/Zone.lua
+++ b/game/engines/default/engine/Zone.lua
@@ -24,7 +24,7 @@ local Map = require "engine.Map"
 local Astar = require "engine.Astar"
 local print = function() end
 
---- Defines a zone: a set of levels, with depth, nps, objects, level generator, ...
+--- Defines a zone: a set of levels, with depth, npcs, objects, level generator, ...
 module(..., package.seeall, class.make)
 
 --- Setup classes to use for level generation
@@ -208,7 +208,7 @@ function _M:getEgosList(level, type, group, class)
 	local list = level:getEntitiesList(type.."/"..group)
 	if list then return list end
 
-	-- otehrwise loads it and store it
+	-- otherwise loads it and store it
 	list = require(class):loadList(group, true)
 	level:setEntitiesList(type.."/"..group, list)
 
@@ -381,7 +381,7 @@ end
 
 --- Do the various stuff needed to setup an entity on the level
 -- Grids do not really need that, this is mostly done for traps, objects and actors<br/>
--- This will do all the corect initializations and setup required
+-- This will do all the correct initializations and setup required
 -- @param level the level on which to add the entity
 -- @param e the entity to add
 -- @param typ the type of entity, one of "actor", "object", "trap" or "terrain"
diff --git a/game/engines/default/engine/ai/simple.lua b/game/engines/default/engine/ai/simple.lua
index 58b2957c08db3db662e2a4592bb5dde0470d01bf..33dfaf1fbc70db5a00913218bfafa1acacb286b5 100644
--- a/game/engines/default/engine/ai/simple.lua
+++ b/game/engines/default/engine/ai/simple.lua
@@ -84,14 +84,14 @@ end)
 newAI("target_simple", function(self)
 	if self.ai_target.actor and not self.ai_target.actor.dead and rng.percent(90) then return true end
 
-	-- Find closer ennemy and target it
+	-- Find closer enemy and target it
 	-- Get list of actors ordered by distance
 	local arr = self.fov.actors_dist
 	local act
 	for i = 1, #arr do
 		act = self.fov.actors_dist[i]
 --		print("AI looking for target", self.uid, self.name, "::", act.uid, act.name, self.fov.actors[act].sqdist)
-		-- find the closest ennemy
+		-- find the closest enemy
 		if act and self:reactionToward(act) < 0 and not act.dead then
 			self.ai_target.actor = act
 			self:check("on_acquire_target", act)
diff --git a/game/engines/default/engine/ai/special_movements.lua b/game/engines/default/engine/ai/special_movements.lua
index db7365a5edf46d8ee4587d1e524a11e961ca0b30..ee2833a77eca17b82fb3d99b0eedc92cf5ddb289 100644
--- a/game/engines/default/engine/ai/special_movements.lua
+++ b/game/engines/default/engine/ai/special_movements.lua
@@ -42,7 +42,7 @@ newAI("move_snake", function(self)
 		else
 			local rd = rng.range(1, 3)
 			if rd == 1 then
-				-- nothing, we move in the coerct direction
+				-- nothing, we move in the correct direction
 			elseif rd == 2 then
 				-- move to the left
 				local dir = util.getDir(tx, ty, self.x, self.y)
diff --git a/game/engines/default/engine/generator/map/Roomer.lua b/game/engines/default/engine/generator/map/Roomer.lua
index 75cb2fe919487d378f7ec3d2b7c70bfaa54d2d4d..8be399cddf10749627f030f1af2730d8253cddfd 100644
--- a/game/engines/default/engine/generator/map/Roomer.lua
+++ b/game/engines/default/engine/generator/map/Roomer.lua
@@ -117,7 +117,7 @@ function _M:tunnel(x1, y1, x2, y2, id)
 				print(feat, "tunnel crossing can_open", nx,ny)
 				for i = -1, 1 do for j = -1, 1 do if self.map:isBound(nx + i, ny + j) and self.map.room_map[nx + i][ny + j].can_open then
 					self.map.room_map[nx + i][ny + j].can_open = false
-					print(feat, "forbiding crossing at ", nx+i,ny+j)
+					print(feat, "forbidding crossing at ", nx+i,ny+j)
 				end end end
 				tun[#tun+1] = {nx,ny,true}
 				x1, y1 = nx, ny
@@ -291,7 +291,7 @@ function _M:generate(lev, old_lev)
 		end
 	end
 
-	-- Find out "interresting" spots
+	-- Find out "interesting" spots
 	for i, r in ipairs(rooms) do
 		spots[#spots+1] = {x=rooms[i].cx, y=rooms[i].cy, type="room", subtype=rooms[i].room.name}
 	end
diff --git a/game/engines/default/engine/generator/map/Rooms.lua b/game/engines/default/engine/generator/map/Rooms.lua
index c8b4c7c754bf5885dd29958a7b8658289c35ac97..4586da0fb88b8492e6b0a7946acd2bc1469448b4 100644
--- a/game/engines/default/engine/generator/map/Rooms.lua
+++ b/game/engines/default/engine/generator/map/Rooms.lua
@@ -55,7 +55,7 @@ function _M:doRooms(room, no, tab)
 		end
 		self.map(room.x + sx, room.y + sy, Map.TERRAIN, self.door)
 	else
-		-- Final room, select an interresting "spot"
+		-- Final room, select an interesting "spot"
 		local spotx, spoty = rng.range(room.x, room.x + room.w - 1), rng.range(room.y, room.y + room.h - 1)
 		table.insert(self.spots, {x=spotx, y=spoty})
 	end
diff --git a/game/engines/default/engine/generator/map/TileSet.lua b/game/engines/default/engine/generator/map/TileSet.lua
index 9b928bc58e83847852409730e4122b955954b073..d87a7fb172e24803a6488013cdeb61b1fc9705cf 100644
--- a/game/engines/default/engine/generator/map/TileSet.lua
+++ b/game/engines/default/engine/generator/map/TileSet.lua
@@ -22,7 +22,7 @@ local Map = require "engine.Map"
 require "engine.Generator"
 module(..., package.seeall, class.inherit(engine.Generator))
 
--- Deactaivte too many prints
+-- Deactivate too many prints
 local print = function() end
 
 function _M:init(zone, map, level, data)
@@ -83,7 +83,7 @@ function _M:loadTiles(tileset)
 		if not ts.no_random then tiles[#tiles+1] = t end
 		if ts.define_as then tiles[ts.define_as] = t end
 
-		-- X symetric tile definition
+		-- X symmetric tile definition
 		if ts.base and ts.symetric and ts.symetric == "x" then
 			local ts = tiles[ts.base]
 			local mx, my = #ts, #ts[1]
@@ -95,7 +95,7 @@ function _M:loadTiles(tileset)
 			end end
 			t.sizew, t.sizeh = mx / d.base.w, my / d.base.h
 
-		-- Y symetric tile definition
+		-- Y symmetric tile definition
 		elseif ts.base and ts.symetric and ts.symetric == "y" then
 			local ts = tiles[ts.base]
 			local mx, my = #ts, #ts[1]
@@ -207,7 +207,7 @@ function _M:findMatchingTiles(st, dir, type)
 
 	-- Examine all the size of the tile, and only the sides (for >1 base size tiles)
 	-- This is extremely convoluted but the idea is simplistic:
-	-- check each combinaison of position of tiles and find matching ones
+	-- check each combination of position of tiles and find matching ones
 	for stw = 1, st.sizew do for sth = 1, st.sizeh do if stw == 1 or stw == st.sizew or sth == 1 or sth == st.sizeh then
 		local stwr, sthr = (stw-1) * self.block.w, (sth-1) * self.block.h
 
diff --git a/game/engines/default/engine/interface/ActorAI.lua b/game/engines/default/engine/interface/ActorAI.lua
index 1fbb80a62dcf71c80d38888d347b6643f28b9b1a..f15d94dec1ddffc4694cf3318c1d701fb1287a7f 100644
--- a/game/engines/default/engine/interface/ActorAI.lua
+++ b/game/engines/default/engine/interface/ActorAI.lua
@@ -26,7 +26,7 @@ module(..., package.seeall, class.make)
 
 _M.ai_def = {}
 
---- Deinfe AI
+--- Define AI
 function _M:newAI(name, fct)
 	_M.ai_def[name] = fct
 end
@@ -74,7 +74,7 @@ function _M:aiCanPass(x, y)
 	-- Nothing blocks, just go on
 	if not game.level.map:checkAllEntities(x, y, "block_move", self, true) then return true end
 
-	-- If there is an otehr actor, check hostility, if hostile, we move to attack
+	-- If there is an other actor, check hostility, if hostile, we move to attack
 	local target = game.level.map(x, y, Map.ACTOR)
 	if target and self:reactionToward(target) < 0 then return true end
 
@@ -100,7 +100,7 @@ function _M:moveDirection(x, y)
 
 			local list = coords[dir]
 			local l = {}
-			-- Find posiblities
+			-- Find possibilities
 			for i = 1, #list do
 				local dx, dy = self.x + dir_to_coord[list[i]][1], self.y + dir_to_coord[list[i]][2]
 				if self:aiCanPass(dx, dy) then
@@ -147,7 +147,7 @@ function _M:setTarget(target)
 end
 
 --- Returns the seen coords of the target
--- This will usualy return the exact coords, but if the target is only partialy visible (or not at all)
+-- This will usually return the exact coords, but if the target is only partially visible (or not at all)
 -- it will return estimates, to throw the AI a bit off
 -- @param target the target we are tracking
 -- @return x, y coords to move/cast to
diff --git a/game/engines/default/engine/interface/ActorInventory.lua b/game/engines/default/engine/interface/ActorInventory.lua
index 3a84a73d98539f178c54efe4bcf525393f338d18..8187888ef8eaf4f926007c5d4f9e75f896619a21 100644
--- a/game/engines/default/engine/interface/ActorInventory.lua
+++ b/game/engines/default/engine/interface/ActorInventory.lua
@@ -106,7 +106,7 @@ function _M:addObject(inven_id, o)
 	return true, #inven
 end
 
---- Rerturns the position of an item in the given inventory, or nil
+--- Returns the position of an item in the given inventory, or nil
 function _M:itemPosition(inven, o)
 	inven = self:getInven(inven)
 	for i, p in ipairs(inven) do
@@ -162,7 +162,7 @@ function _M:removeObject(inven, item, no_unstack)
 		table.remove(inven, item)
 	end
 
-	-- Do whatever is needed when takingoff this object
+	-- Do whatever is needed when taking off this object
 	if inven.worn then
 		self:onTakeoff(o)
 		o:check("on_takeoff", self)
@@ -393,7 +393,7 @@ function _M:sortInven(inven)
 
 	-- Stack objects first, from bottom
 	for i = #inven, 1, -1 do
-		-- If it is stackable, look for obejcts before it that it could stack into
+		-- If it is stackable, look for objects before it that it could stack into
 		if inven[i]:stackable() then
 			for j = i - 1, 1, -1 do
 				if inven[j]:stack(inven[i]) then
diff --git a/game/engines/default/engine/interface/ActorLevel.lua b/game/engines/default/engine/interface/ActorLevel.lua
index 7278d96a93a9a79edaf664be79021d5797c3643e..93ca695e4b72dc132bce876f3cae98fb1d0b3c6a 100644
--- a/game/engines/default/engine/interface/ActorLevel.lua
+++ b/game/engines/default/engine/interface/ActorLevel.lua
@@ -20,7 +20,7 @@
 require "engine.class"
 
 --- Interface to add leveling capabilities to actors
--- Defines the exp property, which is the current experience, level which is the current level and exp_worth which is a multiplicator
+-- Defines the exp property, which is the current experience, level which is the current level and exp_worth which is a multiplier
 -- to the monster level default exp
 module(..., package.seeall, class.make)
 
@@ -65,7 +65,7 @@ function _M:defineExperienceChart(chart)
 end
 
 --- Defines the max level attainable
--- @param max the maximun level. Can be nil to not have a limit
+-- @param max the maximum level. Can be nil to not have a limit
 -- Static!
 function _M:defineMaxLevel(max)
 	_M.actors_max_level = max
@@ -83,7 +83,7 @@ function _M:getExpChart(level)
 end
 
 --- Gains some experience
--- If a levelup happens it calls self:levelup(), modules are encourraged to rewrite it to do whatever is needed.
+-- If a levelup happens it calls self:levelup(), modules are encouraged to rewrite it to do whatever is needed.
 function _M:gainExp(value)
 	self.changed = true
 	self.exp = math.max(0, self.exp + value)
@@ -105,7 +105,7 @@ function _M:worthExp(target)
 	return self.level * self.exp_worth
 end
 
---- Method called when leveing up, module author rewrite it to do as you please
+--- Method called when leveling up, module author rewrite it to do as you please
 function _M:levelup()
 end
 
diff --git a/game/engines/default/engine/interface/ActorProject.lua b/game/engines/default/engine/interface/ActorProject.lua
index b23eedf1fdf305446d757b16314942d3000b611a..1ca3ba6c9965b15de88cad7c78bcb3b0c0b9cc43 100644
--- a/game/engines/default/engine/interface/ActorProject.lua
+++ b/game/engines/default/engine/interface/ActorProject.lua
@@ -67,7 +67,7 @@ function _M:project(t, x, y, damtype, dam, particles)
 		if typ.block_path and typ:block_path(lx, ly) then break end
 		stop_radius_x, stop_radius_y = lx, ly
 
-		-- Deam damage: beam
+		-- Deal damage: beam
 		if typ.line then addGrid(lx, ly) end
 
 		lx, ly = l()
@@ -98,7 +98,7 @@ function _M:project(t, x, y, damtype, dam, particles)
 		end, function()end, nil)
 		addGrid(lx, ly)
 	else
-		-- Deam damage: single
+		-- Deal damage: single
 		addGrid(lx, ly)
 	end
 
@@ -209,7 +209,7 @@ function _M:projectDoMove(typ, tgtx, tgty, x, y, srcx, srcy)
 		-- End of the map
 		if lx < 0 or lx >= game.level.map.w or ly < 0 or ly >= game.level.map.h then return lx, ly, false, true end
 
-		-- Deam damage: beam
+		-- Deal damage: beam
 		if typ.line and (lx ~= tgtx or ly ~= tgty) then return lx, ly, true, false end
 	end
 	-- Ok if we are at the end
@@ -264,7 +264,7 @@ function _M:projectDoStop(typ, tg, damtype, dam, particles, lx, ly, tmp, rx, ry)
 		end, function()end, nil)
 		addGrid(rx, ry)
 	else
-		-- Deam damage: single
+		-- Deal damage: single
 		addGrid(lx, ly)
 	end
 
diff --git a/game/engines/default/engine/interface/ActorQuest.lua b/game/engines/default/engine/interface/ActorQuest.lua
index bd1a7e70cc90ef14b99e3589743cc8305a27c26a..6da60ec81d624990dfd81b3b2aeabf258841ba35 100644
--- a/game/engines/default/engine/interface/ActorQuest.lua
+++ b/game/engines/default/engine/interface/ActorQuest.lua
@@ -80,7 +80,7 @@ function _M:isQuestStatus(quest, status, sub)
 	return q:isStatus(status, sub)
 end
 
---- Removes the quest completly from the actor.
+--- Removes the quest completely from the actor.
 -- USE WITH CAUTION
 function _M:removeQuest(id)
 	if not self.quests then return false end
diff --git a/game/engines/default/engine/interface/ActorStats.lua b/game/engines/default/engine/interface/ActorStats.lua
index f06b31d6c105817dea9f94d4a8067b4c4e1abf1c..4ba493939ab5c64cece2adf1bc8a35b47297cd72 100644
--- a/game/engines/default/engine/interface/ActorStats.lua
+++ b/game/engines/default/engine/interface/ActorStats.lua
@@ -66,7 +66,7 @@ end
 
 --- Increases a stat
 -- @param stat the stat id to change
--- @param val the increment to add/substract
+-- @param val the increment to add/subtract
 function _M:incStat(stat, val)
 	if type(stat) == "string" then
 		stat = _M.stats_def[stat].id
@@ -87,7 +87,7 @@ end
 
 --- Increases a stat additional value
 -- @param stat the stat id to change
--- @param val the increment to add/substract
+-- @param val the increment to add/subtract
 function _M:incIncStat(stat, val)
 	if type(stat) == "string" then
 		stat = _M.stats_def[stat].id
diff --git a/game/engines/default/engine/interface/ActorTalents.lua b/game/engines/default/engine/interface/ActorTalents.lua
index 64271933fc5b5dc7dc6bc31edac3a5fc00d8fb72..4170c78c0cfa919d83d988d2ed63c61bd3d57983 100644
--- a/game/engines/default/engine/interface/ActorTalents.lua
+++ b/game/engines/default/engine/interface/ActorTalents.lua
@@ -180,7 +180,7 @@ end
 --- Called before an talent is used
 -- Redefine as needed
 -- @param ab the talent (not the id, the table)
--- @param silent no messages will be outputed
+-- @param silent no messages will be outputted
 -- @param fake no actions are taken, only checks
 -- @return true to continue, false to stop
 function _M:preUseTalent(talent, silent, fake)
diff --git a/game/engines/default/engine/interface/ObjectIdentify.lua b/game/engines/default/engine/interface/ObjectIdentify.lua
index 805f4b00b805712bbc1003db1662ec1900ea959b..d35efde04eb223cba2b27f904c3908527b57b384 100644
--- a/game/engines/default/engine/interface/ObjectIdentify.lua
+++ b/game/engines/default/engine/interface/ObjectIdentify.lua
@@ -30,7 +30,7 @@ function _M:init(t)
 	end
 end
 
---- Defines the default ided status
+--- Defines the default IDed status
 function _M:resolveIdentify()
 	if not self.unided_name then
 		self.unided_name = self.name
diff --git a/game/engines/default/engine/interface/PlayerHotkeys.lua b/game/engines/default/engine/interface/PlayerHotkeys.lua
index a2502686035bfbfdfbf2d2c06d75b8733087c3dc..bdb46b228703357f6d2c83f239116a076120e24b 100644
--- a/game/engines/default/engine/interface/PlayerHotkeys.lua
+++ b/game/engines/default/engine/interface/PlayerHotkeys.lua
@@ -47,7 +47,7 @@ function _M:sortHotkeys()
 		end
 	end
 
-	-- Readd all the rest
+	-- Read all the rest
 	for j = 1, 36 do
 		if old[j] then
 			for i = 1, 36 do if not self.hotkey[i] then
@@ -101,7 +101,7 @@ function _M:setHotkeyPage(v)
 	self.changed = true
 end
 
--- Autoadd talents to hotkeys
+-- Auto-add talents to hotkeys
 function _M:hotkeyAutoTalents()
 	for tid, _ in pairs(self.talents) do
 		local t = self:getTalentFromId(tid)
diff --git a/game/engines/default/engine/interface/PlayerMouse.lua b/game/engines/default/engine/interface/PlayerMouse.lua
index 03837607230e3d45381547e86f968783759b58da..1137e85922e4e288fd949adced274aa32905ce67 100644
--- a/game/engines/default/engine/interface/PlayerMouse.lua
+++ b/game/engines/default/engine/interface/PlayerMouse.lua
@@ -53,7 +53,7 @@ function _M:mouseMove(tmx, tmy, spotHostiles)
 
 		local a = Astar.new(game.level.map, self)
 		local path = a:calc(self.x, self.y, tmx, tmy, true)
-		-- No Astar path ? jsut be dumb and try direct line
+		-- No Astar path ? just be dumb and try direct line
 		if not path then
 			local d = DirectPath.new(game.level.map, self)
 			path = d:calc(self.x, self.y, tmx, tmy, true)
@@ -101,11 +101,11 @@ function _M:mouseScrollMap(map, xrel, yrel)
 end
 
 --- Handles global mouse event
--- This will handle events like this:<ul>
--- <li>Left click: player mouse movement</li>
--- <li>Shift + left click: map scroll</li>
--- <li>Any other click: pass on the click as a key event, to allow actiosnto be bound to the mouse</li>
--- </ul>
+-- This will handle events like this:
+-- Left click: player mouse movement
+-- Shift + left click: map scroll
+-- Any other click: pass on the click as a key event, to allow actions to be bound to the mouse
+-- 
 -- @param key the Key object to which to pass the event if not treated, this should be your game default key handler probably
 -- @param allow_move true if this will allow player movement (you should use it to check that you are not in targetting mode)
 function _M:mouseHandleDefault(key, allow_move, button, mx, my, xrel, yrel, event)
diff --git a/game/engines/default/engine/interface/PlayerRest.lua b/game/engines/default/engine/interface/PlayerRest.lua
index eda0e5cd8f7049eb10a6acb268a65d01d3681a80..40b8d2ad14d80a217ce5431cb3a86cbd241ec325 100644
--- a/game/engines/default/engine/interface/PlayerRest.lua
+++ b/game/engines/default/engine/interface/PlayerRest.lua
@@ -63,7 +63,7 @@ function _M:restStep()
 end
 
 --- Can we continue resting ?
--- Rewrite this method to check for mana, life, whatever. By default we alawys return false so resting will never work
+-- Rewrite this method to check for mana, life, whatever. By default we always return false so resting will never work
 -- @return true if we can continue to rest, false otherwise
 function _M:restCheck()
 	return false, "player:restCheck() method not defined"
diff --git a/game/engines/default/engine/interface/PlayerRun.lua b/game/engines/default/engine/interface/PlayerRun.lua
index 42e812c2c66138ee91bcdba939d2e055fee62f9a..dda8b87948f8cf32ce31347b0c526bd140cc910f 100644
--- a/game/engines/default/engine/interface/PlayerRun.lua
+++ b/game/engines/default/engine/interface/PlayerRun.lua
@@ -163,7 +163,7 @@ function _M:runStep()
 end
 
 --- Can we continue running ?
--- Rewrite this method to hostiles, interresting terrain, whatever.
+-- Rewrite this method to hostiles, interesting terrain, whatever.
 -- This method should be called by its submethod, it tries to detect changes in the terrain.<br/>
 -- It will also try to follow tunnels when they simply change direction.
 -- @return true if we can continue to run, false otherwise
diff --git a/game/engines/default/engine/interface/WorldAchievements.lua b/game/engines/default/engine/interface/WorldAchievements.lua
index ea66c12f9c549732c79e49ff69a2dad25ca72097..77ce3c666fd62e716eec68a9e68afc80041da934 100644
--- a/game/engines/default/engine/interface/WorldAchievements.lua
+++ b/game/engines/default/engine/interface/WorldAchievements.lua
@@ -20,7 +20,7 @@
 require "engine.class"
 local Dialog = require "engine.ui.Dialog"
 
---- Handles archievements in a world
+--- Handles achievements in a world
 module(..., package.seeall, class.make)
 
 _M.achiev_defs = {}
@@ -39,10 +39,10 @@ function _M:loadDefinition(dir)
 	end
 end
 
---- Make a new achivement with a name and desc
+--- Make a new achievement with a name and desc
 function _M:newAchievement(t)
-	assert(t.name, "no achivement name")
-	assert(t.desc, "no achivement desc")
+	assert(t.name, "no achievement name")
+	assert(t.desc, "no achievement desc")
 
 	t.mode = t.mode or "none"
 	t.id = t.id or t.name
@@ -75,7 +75,7 @@ end
 
 --- Gain Personal achievement for player only
 -- @param silent suppress the message to the player
--- @param id the achivement to gain
+-- @param id the achievement to gain
 -- @param src who did it
 function _M:gainPersonalAchievement(silent, id, src, ...)
 	local a = self.achiev_defs[id]
@@ -97,7 +97,7 @@ function _M:gainPersonalAchievement(silent, id, src, ...)
 end
 
 --- Gain an achievement
--- @param id the achivement to gain
+-- @param id the achievement to gain
 -- @param src who did it
 function _M:gainAchievement(id, src, ...)
 	local a = self.achiev_defs[id]
diff --git a/game/engines/default/engine/utils.lua b/game/engines/default/engine/utils.lua
index 99500dc35c8e4131eedfabfe339454c9c75d1cb0..a0ec173ed316cd41e8c27cca7d60522ebd5f74b2 100644
--- a/game/engines/default/engine/utils.lua
+++ b/game/engines/default/engine/utils.lua
@@ -168,7 +168,7 @@ function string.bookCapitalize(str)
 	for i = 1, #words do
 		local word = words[i]
 
-		-- Don't capitalize certain words unless they are at the begining
+		-- Don't capitalize certain words unless they are at the beginning
 		-- of the string.
 		if i == 1 or (word ~= "of" and word ~= "the" and word ~= "and" and word ~= "a" and word ~= "an")
 		then
diff --git a/game/engines/default/modules/boot/class/Actor.lua b/game/engines/default/modules/boot/class/Actor.lua
index 643ff412a8046bae8e6199f31a33a4d1c2a3f0cf..a2bf25f9b9a44deb579059c5424a48dfc6de7deb 100644
--- a/game/engines/default/modules/boot/class/Actor.lua
+++ b/game/engines/default/modules/boot/class/Actor.lua
@@ -119,7 +119,7 @@ end
 function _M:levelup()
 	self.max_life = self.max_life + 2
 
-	-- Healp up on new level
+	-- Heal upon new level
 	self.life = self.max_life
 end
 
diff --git a/game/engines/default/modules/boot/class/Game.lua b/game/engines/default/modules/boot/class/Game.lua
index 6b1aac54151263eee1cae0d74993eb3b0c77f3ae..f862817ee65eb4e1470d41aaa7d26a69fd8a008c 100644
--- a/game/engines/default/modules/boot/class/Game.lua
+++ b/game/engines/default/modules/boot/class/Game.lua
@@ -216,7 +216,7 @@ function _M:tick()
 	if self.stopped then engine.Game.tick(self) return false end
 	if self.level then
 		engine.GameEnergyBased.tick(self)
-		-- Fun stuff: this can make the game realtime, although callit it in display() will make it work better
+		-- Fun stuff: this can make the game realtime, although calling it in display() will make it work better
 		-- (since display is on a set FPS while tick() ticks as much as possible
 		-- engine.GameEnergyBased.tick(self)
 	end
@@ -237,7 +237,7 @@ function _M:display(nb_keyframes)
 	-- If switching resolution, blank everything but the dialog
 	if self.change_res_dialog then engine.GameEnergyBased.display(self, nb_keyframes) return end
 
-	-- If background anim is stopped, thigns are much simplied
+	-- If background anim is stopped, things are greatly simplified
 	if self.stopped then
 		if self.background then self.background:toScreenFull(0, 0, self.w, self.h, self.background_w, self.background_h) end
 		self.tooltip:display()
@@ -262,7 +262,7 @@ function _M:display(nb_keyframes)
 	-- Draw it here, inside the FBO
 	self.flyers:display(nb_keyframes)
 
-	-- Display using Framebuffer, sotaht we can use shaders and all
+	-- Display using Framebuffer, so that we can use shaders and all
 	if self.fbo then
 		self.fbo:use(false)
 		_2DNoise:bind(1, false)
@@ -314,7 +314,7 @@ function _M:commandLineArgs(args)
 	end
 end
 
---- Ask if we realy want to close, if so, save the game first
+--- Ask if we really want to close, if so, save the game first
 function _M:onQuit()
 	if self.is_quitting then return end
 	self.is_quitting = Dialog:yesnoPopup("Quit", "Really exit T-Engine/ToME?", function(ok)
diff --git a/game/engines/default/modules/boot/dialogs/UpdateAll.lua b/game/engines/default/modules/boot/dialogs/UpdateAll.lua
index 7cbf75140da4f1962a77ae472a1ba869c97a6de0..1f8f932bd73f2037d7e85b25a86022c2e04023f4 100644
--- a/game/engines/default/modules/boot/dialogs/UpdateAll.lua
+++ b/game/engines/default/modules/boot/dialogs/UpdateAll.lua
@@ -37,7 +37,7 @@ All those components will be updated:
 ]]}
 
 	self.c_list = ListColumns.new{width=self.iw, height=self.ih - self.c_desc.h, scrollbar=true, columns={
-		{name="Compoment", width=80, display_prop="name"},
+		{name="Component", width=80, display_prop="name"},
 		{name="Version", width=20, display_prop="version_string"},
 	}, list=self.list or {}, fct=function(item) end, select=function(item, sel) end}
 
diff --git a/game/modules/example/class/Actor.lua b/game/modules/example/class/Actor.lua
index b19d11c69fe4a84c0a9887dbd2b7f464054d64cb..86c4c6308aa0f18b1d71fdbdd5ddaf08198d87a1 100644
--- a/game/modules/example/class/Actor.lua
+++ b/game/modules/example/class/Actor.lua
@@ -132,7 +132,7 @@ function _M:levelup()
 
 	self:incMaxPower(3)
 
-	-- Healp up on new level
+	-- Heal upon new level
 	self.life = self.max_life
 	self.power = self.max_power
 end
diff --git a/game/modules/example/class/Game.lua b/game/modules/example/class/Game.lua
index 704a947e4be5eebe343c32e8871c5f403c37cd88..f1c4b0a13db673d32703e2a67bfbcef142b0157a 100644
--- a/game/modules/example/class/Game.lua
+++ b/game/modules/example/class/Game.lua
@@ -185,7 +185,7 @@ function _M:tick()
 		self:targetOnTick()
 
 		engine.GameTurnBased.tick(self)
-		-- Fun stuff: this can make the game realtime, although callit it in display() will make it work better
+		-- Fun stuff: this can make the game realtime, although calling it in display() will make it work better
 		-- (since display is on a set FPS while tick() ticks as much as possible
 		-- engine.GameEnergyBased.tick(self)
 	end
@@ -373,7 +373,7 @@ function _M:setupCommands()
 
 		LOOK_AROUND = function()
 			self.flash:empty(true)
-			self.flash(self.flash.GOOD, "Looking around... (direction keys to select interresting things, shift+direction keys to move freely)")
+			self.flash(self.flash.GOOD, "Looking around... (direction keys to select interesting things, shift+direction keys to move freely)")
 			local co = coroutine.create(function() self.player:getTarget{type="hit", no_restrict=true, range=2000} end)
 			local ok, err = coroutine.resume(co)
 			if not ok and err then print(debug.traceback(co)) error(err) end
@@ -403,7 +403,7 @@ function _M:setupMouse(reset)
 	self.mouse:setCurrent()
 end
 
---- Ask if we realy want to close, if so, save the game first
+--- Ask if we really want to close, if so, save the game first
 function _M:onQuit()
 	self.player:restStop()
 
diff --git a/game/modules/example/class/Player.lua b/game/modules/example/class/Player.lua
index 7ec5bee734ef86f2095b7a5a1ba68f6acc649db4..f23226fd5618bae0db0ea93d34f8f2b582d4e060 100644
--- a/game/modules/example/class/Player.lua
+++ b/game/modules/example/class/Player.lua
@@ -166,22 +166,22 @@ end
 function _M:restCheck()
 	if spotHostiles(self) then return false, "hostile spotted" end
 
-	-- Check ressources, make sure they CAN go up, otherwise we will never stop
+	-- Check resources, make sure they CAN go up, otherwise we will never stop
 	if self:getPower() < self:getMaxPower() and self.power_regen > 0 then return true end
 	if self.life < self.max_life and self.life_regen> 0 then return true end
 
-	return false, "all resources and life at maximun"
+	return false, "all resources and life at maximum"
 end
 
 --- Can we continue running?
--- We can run if no hostiles are in sight, and if we no interresting terrains are next to us
+-- We can run if no hostiles are in sight, and if we no interesting terrains are next to us
 function _M:runCheck()
 	if spotHostiles(self) then return false, "hostile spotted" end
 
-	-- Notice any noticable terrain
+	-- Notice any noticeable terrain
 	local noticed = false
 	self:runScan(function(x, y)
-		-- Only notice interresting terrains
+		-- Only notice interesting terrains
 		local grid = game.level.map(x, y, Map.TERRAIN)
 		if grid and grid.notice then noticed = "interesting terrain" end
 	end)
diff --git a/game/modules/example/data/damage_types.lua b/game/modules/example/data/damage_types.lua
index 9854ec9176e4c4e76d1e462edb6655b9911f3574..6f3df702d22335b082e95e194b8861e2fcc49178 100644
--- a/game/modules/example/data/damage_types.lua
+++ b/game/modules/example/data/damage_types.lua
@@ -47,7 +47,7 @@ newDamageType{
 	name = "physical", type = "PHYSICAL",
 }
 
--- Acid detroys potions
+-- Acid destroys potions
 newDamageType{
 	name = "acid", type = "ACID", text_color = "#GREEN#",
 }
diff --git a/game/modules/example/data/zones/dungeon/zone.lua b/game/modules/example/data/zones/dungeon/zone.lua
index d3b7a486ac662b17b140f6eba8b1422db88bcc90..ec08a4a8c4bc602ee00caa53ccbf2ed99d13c31b 100644
--- a/game/modules/example/data/zones/dungeon/zone.lua
+++ b/game/modules/example/data/zones/dungeon/zone.lua
@@ -39,7 +39,7 @@ return {
 		actor = {
 			class = "engine.generator.actor.Random",
 			nb_npc = {20, 30},
---			guardian = "SHADE_OF_ANGMAR", -- The gardian is set in the static map
+--			guardian = "SHADE_OF_ANGMAR", -- The guardian is set in the static map
 		},
 	},
 	levels =
diff --git a/game/modules/example/dialogs/DeathDialog.lua b/game/modules/example/dialogs/DeathDialog.lua
index 26a6e1c6cea140704afe88b7ebe58b1075de5c53..6f04045da823c1287ed772fa751178ca519be395 100644
--- a/game/modules/example/dialogs/DeathDialog.lua
+++ b/game/modules/example/dialogs/DeathDialog.lua
@@ -80,7 +80,7 @@ function _M:cleanActor()
 	end
 end
 
---- Restore ressources
+--- Restore resources
 function _M:restoreRessources()
 	self.actor.life = self.actor.max_life
 	self.actor.power = self.actor.max_power
@@ -88,7 +88,7 @@ function _M:restoreRessources()
 	self.actor.energy.value = game.energy_to_act
 end
 
---- Basic resurection
+--- Basic resurrection
 function _M:resurrectBasic()
 	self.actor.dead = false
 	self.actor.died = (self.actor.died or 0) + 1
diff --git a/game/modules/example/load.lua b/game/modules/example/load.lua
index dcdd2a744fe41717c0cd6d2c1980b3f5f8e8a98e..0353c6c88d70ba856505810bef546ca5372b7f3a 100644
--- a/game/modules/example/load.lua
+++ b/game/modules/example/load.lua
@@ -28,7 +28,7 @@ local ActorLevel = require "engine.interface.ActorLevel"
 local ActorTemporaryEffects = require "engine.interface.ActorTemporaryEffects"
 local Birther = require "engine.Birther"
 
--- Usefull keybinds
+-- Useful keybinds
 KeyBind:load("move,hotkeys,inventory,actions,interface,debug")
 
 -- Damage types
@@ -46,7 +46,7 @@ ActorResource:defineResource("Power", "power", nil, "power_regen", "Power repres
 -- Actor stats
 ActorStats:defineStat("Strength",	"str", 10, 1, 100, "Strength defines your character's ability to apply physical force. It increases your melee damage, damage with heavy weapons, your chance to resist physical effects, and carrying capacity.")
 ActorStats:defineStat("Dexterity",	"dex", 10, 1, 100, "Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks and your damage with light weapons.")
-ActorStats:defineStat("Constitution",	"con", 10, 1, 100, "Constitution defines your character's ability to withstand and resist damage. It increases your maximun life and physical resistance.")
+ActorStats:defineStat("Constitution",	"con", 10, 1, 100, "Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.")
 
 -- Actor AIs
 ActorAI:loadDefinition("/engine/ai/")
diff --git a/game/modules/example_realtime/class/Actor.lua b/game/modules/example_realtime/class/Actor.lua
index b19d11c69fe4a84c0a9887dbd2b7f464054d64cb..86c4c6308aa0f18b1d71fdbdd5ddaf08198d87a1 100644
--- a/game/modules/example_realtime/class/Actor.lua
+++ b/game/modules/example_realtime/class/Actor.lua
@@ -132,7 +132,7 @@ function _M:levelup()
 
 	self:incMaxPower(3)
 
-	-- Healp up on new level
+	-- Heal upon new level
 	self.life = self.max_life
 	self.power = self.max_power
 end
diff --git a/game/modules/example_realtime/class/Game.lua b/game/modules/example_realtime/class/Game.lua
index fd6d2fde5e014d1d89f2c4138134d37bb9b04ff5..d6fb11730cff9b7e57bcd4f80e1aca81ef987bd8 100644
--- a/game/modules/example_realtime/class/Game.lua
+++ b/game/modules/example_realtime/class/Game.lua
@@ -185,7 +185,7 @@ function _M:tick()
 		self:targetOnTick()
 
 		engine.GameEnergyBased.tick(self)
-		-- Fun stuff: this can make the game realtime, although callit it in display() will make it work better
+		-- Fun stuff: this can make the game realtime, although calling it in display() will make it work better
 		-- (since display is on a set FPS while tick() ticks as much as possible
 		-- engine.GameEnergyBased.tick(self)
 	end
@@ -372,7 +372,7 @@ function _M:setupCommands()
 
 		LOOK_AROUND = function()
 			self.flash:empty(true)
-			self.flash(self.flash.GOOD, "Looking around... (direction keys to select interresting things, shift+direction keys to move freely)")
+			self.flash(self.flash.GOOD, "Looking around... (direction keys to select interesting things, shift+direction keys to move freely)")
 			local co = coroutine.create(function() self.player:getTarget{type="hit", no_restrict=true, range=2000} end)
 			local ok, err = coroutine.resume(co)
 			if not ok and err then print(debug.traceback(co)) error(err) end
@@ -402,7 +402,7 @@ function _M:setupMouse(reset)
 	self.mouse:setCurrent()
 end
 
---- Ask if we realy want to close, if so, save the game first
+--- Ask if we really want to close, if so, save the game first
 function _M:onQuit()
 	self.player:restStop()
 
diff --git a/game/modules/example_realtime/class/Player.lua b/game/modules/example_realtime/class/Player.lua
index 68fcf3e1d27a4a1b6d7fc79fae06a8917882e8ea..7e8b04a3cc1f3059526250e0bd351d6e3c799d61 100644
--- a/game/modules/example_realtime/class/Player.lua
+++ b/game/modules/example_realtime/class/Player.lua
@@ -165,22 +165,22 @@ end
 function _M:restCheck()
 	if spotHostiles(self) then return false, "hostile spotted" end
 
-	-- Check ressources, make sure they CAN go up, otherwise we will never stop
+	-- Check resources, make sure they CAN go up, otherwise we will never stop
 	if self:getPower() < self:getMaxPower() and self.power_regen > 0 then return true end
 	if self.life < self.max_life and self.life_regen> 0 then return true end
 
-	return false, "all resources and life at maximun"
+	return false, "all resources and life at maximum"
 end
 
 --- Can we continue running?
--- We can run if no hostiles are in sight, and if we no interresting terrains are next to us
+-- We can run if no hostiles are in sight, and if we no interesting terrains are next to us
 function _M:runCheck()
 	if spotHostiles(self) then return false, "hostile spotted" end
 
-	-- Notice any noticable terrain
+	-- Notice any noticeable terrain
 	local noticed = false
 	self:runScan(function(x, y)
-		-- Only notice interresting terrains
+		-- Only notice interesting terrains
 		local grid = game.level.map(x, y, Map.TERRAIN)
 		if grid and grid.notice then noticed = "interesting terrain" end
 	end)
diff --git a/game/modules/example_realtime/data/damage_types.lua b/game/modules/example_realtime/data/damage_types.lua
index 9854ec9176e4c4e76d1e462edb6655b9911f3574..6f3df702d22335b082e95e194b8861e2fcc49178 100644
--- a/game/modules/example_realtime/data/damage_types.lua
+++ b/game/modules/example_realtime/data/damage_types.lua
@@ -47,7 +47,7 @@ newDamageType{
 	name = "physical", type = "PHYSICAL",
 }
 
--- Acid detroys potions
+-- Acid destroys potions
 newDamageType{
 	name = "acid", type = "ACID", text_color = "#GREEN#",
 }
diff --git a/game/modules/example_realtime/data/zones/dungeon/zone.lua b/game/modules/example_realtime/data/zones/dungeon/zone.lua
index d3b7a486ac662b17b140f6eba8b1422db88bcc90..ec08a4a8c4bc602ee00caa53ccbf2ed99d13c31b 100644
--- a/game/modules/example_realtime/data/zones/dungeon/zone.lua
+++ b/game/modules/example_realtime/data/zones/dungeon/zone.lua
@@ -39,7 +39,7 @@ return {
 		actor = {
 			class = "engine.generator.actor.Random",
 			nb_npc = {20, 30},
---			guardian = "SHADE_OF_ANGMAR", -- The gardian is set in the static map
+--			guardian = "SHADE_OF_ANGMAR", -- The guardian is set in the static map
 		},
 	},
 	levels =
diff --git a/game/modules/example_realtime/dialogs/DeathDialog.lua b/game/modules/example_realtime/dialogs/DeathDialog.lua
index 26a6e1c6cea140704afe88b7ebe58b1075de5c53..6f04045da823c1287ed772fa751178ca519be395 100644
--- a/game/modules/example_realtime/dialogs/DeathDialog.lua
+++ b/game/modules/example_realtime/dialogs/DeathDialog.lua
@@ -80,7 +80,7 @@ function _M:cleanActor()
 	end
 end
 
---- Restore ressources
+--- Restore resources
 function _M:restoreRessources()
 	self.actor.life = self.actor.max_life
 	self.actor.power = self.actor.max_power
@@ -88,7 +88,7 @@ function _M:restoreRessources()
 	self.actor.energy.value = game.energy_to_act
 end
 
---- Basic resurection
+--- Basic resurrection
 function _M:resurrectBasic()
 	self.actor.dead = false
 	self.actor.died = (self.actor.died or 0) + 1
diff --git a/game/modules/example_realtime/load.lua b/game/modules/example_realtime/load.lua
index 229cd6ae37b612b931e8a472036a6facaad5d114..9594af4cb6b64fa37babbafb85f4c727c8a9c551 100644
--- a/game/modules/example_realtime/load.lua
+++ b/game/modules/example_realtime/load.lua
@@ -28,7 +28,7 @@ local ActorLevel = require "engine.interface.ActorLevel"
 local ActorTemporaryEffects = require "engine.interface.ActorTemporaryEffects"
 local Birther = require "engine.Birther"
 
--- Usefull keybinds
+-- Useful keybinds
 KeyBind:load("move,hotkeys,inventory,actions,interface,debug")
 
 -- Damage types
@@ -46,7 +46,7 @@ ActorResource:defineResource("Power", "power", nil, "power_regen", "Power repres
 -- Actor stats
 ActorStats:defineStat("Strength",	"str", 10, 1, 100, "Strength defines your character's ability to apply physical force. It increases your melee damage, damage with heavy weapons, your chance to resist physical effects, and carrying capacity.")
 ActorStats:defineStat("Dexterity",	"dex", 10, 1, 100, "Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks and your damage with light weapons.")
-ActorStats:defineStat("Constitution",	"con", 10, 1, 100, "Constitution defines your character's ability to withstand and resist damage. It increases your maximun life and physical resistance.")
+ActorStats:defineStat("Constitution",	"con", 10, 1, 100, "Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.")
 
 -- Actor AIs
 ActorAI:loadDefinition("/engine/ai/")