diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2c58a3e7c77f3a7c897466d19831ff212cb434fd
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs
@@ -0,0 +1,75 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+using BigSock.Service;
+
+namespace BigSock {
+
+	/*
+		Basic projectile attack for the player..
+	*/
+	public class BasicArrow : BaseAttack {
+		//protected static readonly GameObject PROJECTILE_BASE = new AttackMovement();
+		public const string PROJECTILE_NAME = "bullets/enemy_arrow";
+
+		
+		public override ulong Id => 103;
+		public override string Name => "Basic Player Projectile Attack";
+		public override string Description => "A basic projectile shooting attack the player has.";
+
+		public BasicArrow() {
+			AttackStats = new AttackStats{
+				Damage = 1f,
+				Knockback = 1f,
+				Range = 10f,
+				ProjectileSpeed = 10f,
+				AttackSpeed = 1f,
+				CritChance = 0.1f,
+				CritDamageModifier = 2f,
+			};
+		}
+
+
+
+		/*
+			Activates the ability.
+			Returns true if the ability was successfully activated. 
+				- Even if nothing was hit, used to indicate that cooldowns should be updated.
+			This should be overridden in sub-classes for the actual abilities.
+		*/
+		protected override bool Activate(Character actor, Vector3? target) {
+			if(target == null)
+			 return false;
+
+			var attack = (AttackStats) AttackStats.Calculate(actor.Stats);
+			//var attack = (AttackStats) AttackStats.Apply(actor.Stats);
+			attack.Actor = actor;
+
+
+			var temp = (target.Value - actor.transform.position);
+			var temp1 = temp;
+			temp.z = 0;
+			temp1.z = 90;
+			
+			var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position);
+
+			//bullet.transform.rotation = Quaternion.LookRotation(temp.normalized);
+			bullet.transform.rotation = Quaternion.LookRotation(temp1 ,Vector3.up);
+
+			var bulletScript = bullet.GetComponent<AttackMovement>();
+			//bulletScript.Actor = actor;
+			bulletScript.Stats = attack;
+			bulletScript.Direction = temp.normalized;
+
+
+			//MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation);
+			return true;
+		}
+
+	}
+
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/orc/EnemyController.cs b/MrBigsock/Assets/Code/orc/EnemyController.cs
index 7f8dea4f8f1dda5d17b8b87806a2047e63edac65..9f1019e20b39cdc1b2af0df3f20cfe505ce89d0f 100644
--- a/MrBigsock/Assets/Code/orc/EnemyController.cs
+++ b/MrBigsock/Assets/Code/orc/EnemyController.cs
@@ -12,7 +12,6 @@ namespace BigSock {
 
 		public ContactFilter2D movementFilter;
 		protected List<RaycastHit2D> castCollisions = new List<RaycastHit2D>();
-
 		protected Transform target;
 		protected Animator m_Animator;
 		protected float distance; 
diff --git a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
new file mode 100644
index 0000000000000000000000000000000000000000..42d6936b413aad36b20838c3980bfdbdbbf2ecc1
--- /dev/null
+++ b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
@@ -0,0 +1,154 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Linq;
+using System;
+using BigSock.Service;
+
+
+namespace BigSock {
+
+	public partial class Enemy_orc_range : EnemyController {
+		/*
+			The state 
+		*/
+		public State State { get; protected set; } = State.Idle;
+		
+		public GameObject attack;
+		protected IAttack _testAttack;
+		/*
+			The location of the target when attack start. 
+		*/
+		public Vector3 TargetLocation { get; protected set; }
+
+		/*
+			The next time the state can change.
+		*/
+		public DateTime NextTimeStateCanChange { get; private set; } = DateTime.Now;
+		
+		/*
+			Minimum idle time.
+		*/
+		protected static readonly TimeSpan IDLE_WAIT_TIME = new TimeSpan(0, 0, 0, 1, 0);
+		/*
+			Minimum animation time.
+		*/
+		protected static readonly TimeSpan CHARGE_WAIT_TIME = new TimeSpan(0, 0, 0, 2, 0);
+		/*
+			Maximum time the slime should attack before it can idle.
+		*/
+		protected static readonly TimeSpan ATTACK_WAIT_TIME = new TimeSpan(0, 0, 0, 4, 0);
+
+		protected Animator m_Animator_bow;
+
+			protected override void Start(){
+				base.Start();
+				_testAttack = (IAttack) AbilityService.SINGLETON.Get(103);
+				m_Animator_bow = gameObject.transform.GetChild (2).GetComponent<Animator>();
+
+			}
+
+
+		protected override void Update() {
+			if(State == State.Idle) {
+				// If it has a target and has idled long enough.
+				if(target != null && DateTime.Now >= NextTimeStateCanChange && isInMelee) {
+					// Store target location.
+					TargetLocation = target.position;
+
+					// Update the state.
+					State = State.Charging;
+					NextTimeStateCanChange = DateTime.Now + CHARGE_WAIT_TIME;
+					m_Animator.SetTrigger("walk");
+				}
+				if(target != null &&  !isInMelee){
+					TryMove((new Vector2(target.position.x, target.position.y) - rb.position).normalized);
+				}
+			} 
+			
+			else if(State == State.Charging) {
+				// If it has charged long enough.
+				m_Animator_bow.SetTrigger("attack");
+				if(DateTime.Now >= NextTimeStateCanChange && target != null) {
+					m_Animator_bow.SetTrigger("none");
+					_testAttack.Use(this, target.position);
+					
+					State = State.Attacking;
+					NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME;
+				}
+			} 
+			
+			else if(State == State.Attacking) {
+				// If it has charged long enough.
+				if(DateTime.Now >= NextTimeStateCanChange || rb.velocity == Vector2.zero) {
+					// Update the state.
+					
+					State = State.Idle;
+					NextTimeStateCanChange = DateTime.Now + IDLE_WAIT_TIME;
+					m_Animator.SetTrigger("idle");
+
+				}
+			}
+
+		}
+
+	}
+
+
+	
+
+	/*
+		Movement
+	*/
+	public partial class Enemy_orc_range { 
+
+		protected override void Move_OnColliderEnter2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("walk");
+				target = other.transform;
+			}
+		}
+
+
+		protected override void Move_OnColliderExit2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("idle");
+				target = null;        
+			}      
+		}
+			
+	}
+	/*
+		Attack
+	*/
+	public partial class Enemy_orc_range { 
+
+		protected override void Attack_OnColliderEnter2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("walk");
+				isInMelee = true;
+				target = other.transform;
+			}
+		}
+
+		protected override void Attack_OnColliderStay2D(Collider2D other){
+
+		}
+
+
+		protected override void Attack_OnColliderExit2D(Collider2D other) {
+			if (other.gameObject.tag == "Player") {
+				//m_Animator.SetTrigger("idle");
+				isInMelee = false;    
+			}      
+		}
+			
+	}
+
+	/*
+		The different states the slime can be in.
+	*/
+	public enum State {
+		Idle, Charging, Attacking
+	}
+}
diff --git a/MrBigsock/Assets/Prefabs/Bullets/enemy_arrow.prefab b/MrBigsock/Assets/Prefabs/Bullets/enemy_arrow.prefab
new file mode 100644
index 0000000000000000000000000000000000000000..03366c80798fdd5bd3243f6947b92bd7d1452798
--- /dev/null
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@@ -0,0 +1,162 @@
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new file mode 100644
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diff --git a/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/bow/bow_animation_controller.controller.meta b/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/bow/bow_animation_controller.controller.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8311236c4f772be8e1e668a8a7ca52914d2e2b0d
--- /dev/null
+++ b/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/bow/bow_animation_controller.controller.meta
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diff --git a/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/orc_warrior.controller b/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/orc_warrior.controller
index 4fb0e13d0d26e28ede870e510c10501000bbf311..37fd410cffb2f21b2841647ea24cbb5128533f7b 100644
--- a/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/orc_warrior.controller
+++ b/MrBigsock/Assets/Sprites/Enemy/Animations/orc_warrior/orc_warrior.controller
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