diff --git a/MrBigsock/Assets/Code/Character.cs b/MrBigsock/Assets/Code/Character.cs
index cbea89e017bb6845e8ae0a51e519b90d3b213d99..47404ef06948065639a12ebf63b9e3734ea88bfd 100644
--- a/MrBigsock/Assets/Code/Character.cs
+++ b/MrBigsock/Assets/Code/Character.cs
@@ -79,6 +79,9 @@ namespace BigSock {
 
 		protected Rigidbody2D rb;
 
+		// The direction the character last moved.
+		protected Vector2 moveDir;
+
 
 		/*
 			The inventory of the character.
@@ -166,6 +169,7 @@ namespace BigSock {
 			Try to move in a given direction.
 		*/
 		protected virtual bool TryMove(Vector2 direction) {
+			moveDir = direction;
 			if(direction != Vector2.zero) {
 				rb.AddForce(direction * (float) MovementSpeed * Time.fixedDeltaTime, ForceMode2D.Impulse);
 				return true;
diff --git a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
index c7afea538003af5394e2d907c0299dfd810f4b2b..ff78922d6c34590ab574eaedb5b229a9e5b60f27 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/AbilityDodge.cs
@@ -28,19 +28,14 @@ namespace BigSock {
 		/*
 			Activates the ability.
 		*/
-		protected override bool Activate(Character actor, Vector3? target) {
-			if(target == null) return false;
-
-			// Get direction.
-			var temp = (target.Value - actor.transform.position);
-			temp.z = 0;
-			var direction = (Vector2) temp.normalized;
-
-			// Get the force.
-			var force = BASE_FORCE * actor.Stats.MoveSpeed;
+		protected override bool Activate(IAbilityParam par) {
+			var actor = par.Actor; 
+			var direction = par.MovementDir;
 
+			if(direction == null) return false;
+			
 			// Apply the push and iframes.
-			actor.KnockBack(force, direction);
+			actor.KnockBack(BASE_FORCE * actor.Stats.MoveSpeed, direction.Value);
 			actor.AddStatusEffect(StatusEffectType.Invincible, IFRAME_DURATION);
 
 			return true;
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs
new file mode 100644
index 0000000000000000000000000000000000000000..33681d7a7f9fca053e5011094f60814236e00d1e
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs
@@ -0,0 +1,34 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock {
+
+	/*
+		The parameters we send to all abilities.
+	*/
+	public class AbilityParam : IAbilityParam {
+
+		/*
+			The position the actor is currently aiming at.
+				Ex.: For player, it's the cursor position.
+		*/
+		public Vector2? TargetPos { get; set; }
+
+		/*
+			The direction the actor is moving.
+		*/
+		public Vector2? MovementDir { get; set; }
+
+		/*
+			The character that activated the ability.
+		*/
+		public Character Actor { get; set; }
+	}
+
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1b3fe5bbdf2b7a907c200e7373a22a3ce43f0620
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/AbilityParam.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b73814bfc110bc94086fae9763407d07
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs
index 9937544a5174bd039b4d913efee1571e0e60cb4a..a652d433eb4271d05740f2d25a5a6df6a8f2a482 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/BaseAbility.cs
@@ -1,6 +1,8 @@
 using System.Collections;
 using System;
 using System.Collections.Generic;
+using System.Text;
+
 using UnityEngine;
 using UnityEngine.InputSystem;
 
@@ -67,7 +69,9 @@ namespace BigSock {
 			Handles cooldown and ability cost here.
 			Returns true if the ability was successfully used.
 		*/
-		public bool Use(Character actor, Vector3? target = null) {
+		public bool Use(IAbilityParam par) {
+			var actor = par.Actor;
+			
 			// Check that the ability is cooled down.
 			if(Ready) {
 				//> Handle checking costs here.
@@ -76,7 +80,7 @@ namespace BigSock {
 				if(HPCost > 0f && actor.HP < HPCost)                return false;
 
 				// Activate the ability.
-				var res = Activate(actor, target);
+				var res = Activate(par);
 
 				// If it succeeded, update cooldown and pay ability cost.
 				if(res) {
@@ -100,7 +104,27 @@ namespace BigSock {
 				- 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 abstract bool Activate(Character actor, Vector3? target);
+		protected abstract bool Activate(IAbilityParam par);
+
+
+
+
+		/*
+			Returns text that represents info about the ability.
+		*/
+		public string GetToolTip() {
+			var sb = new StringBuilder()
+				.AppendLine(Name)
+				.AppendLine()
+				.AppendLine(Description)
+				.AppendLine($"Cooldown: {Cooldown}");
+
+			if(ManaCost != 0)    sb.AppendLine($"Mana Cost: {ManaCost}");
+			if(StaminaCost != 0) sb.AppendLine($"Stamina Cost: {StaminaCost}");
+			if(HPCost != 0)      sb.AppendLine($"HP Cost: {HPCost}");
+
+			return sb.ToString();
+		}
 
 	}
 
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs
index 0bcd5fcb83f78cd5b80672dda1b88646759954c4..99cdd8be4802e1dc6c659749aa756838bba06c73 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbility.cs
@@ -75,6 +75,12 @@ namespace BigSock {
 		/*
 			Try to use the ability.
 		*/
-		bool Use(Character actor, Vector3? target);
+		bool Use(IAbilityParam par);
+		
+		/*
+			Returns text that represents info about the ability.
+		*/
+		string GetToolTip();
+		
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs
new file mode 100644
index 0000000000000000000000000000000000000000..9741d18714665f4fa1f049ae9c49a2a83b75c801
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock {
+
+	/*
+		The parameters we send to all abilities.
+	*/
+	public interface IAbilityParam {
+
+		/*
+			The position the actor is currently aiming at.
+				Ex.: For player, it's the cursor position.
+		*/
+		Vector2? TargetPos { get; set; }
+
+		/*
+			The direction the actor is moving.
+		*/
+		Vector2? MovementDir { get; set; }
+
+		/*
+			The character that activated the ability.
+		*/
+		Character Actor { get; set; }
+
+	}
+
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..793dffb54b9dd82ef1ad18d076a86cd416541148
--- /dev/null
+++ b/MrBigsock/Assets/Code/Core/Abilities/Base/IAbilityParam.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 337bd5294aa3e514f853b1a94eeb4c32
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs
index 9520f11020b5f67f80ac312d3c27b232652d48fd..f5a4686db6ffd33bf4a19492b8414934a9b5c348 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/BasicArrow.cs
@@ -41,31 +41,24 @@ namespace BigSock {
 				- 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) {
+		protected override bool Activate(IAbilityParam par) {
+			var actor = par.Actor; 
+			var target = par.TargetPos;
+
 			if(target == null)
-			 return false;
+				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;
+			bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized;
 
 
 			//MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation);
diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
index c8e0f73b6b65ee02839044964c9115ea70fd4942..60a935cce60c039ea89e06f2ebf7fbdef32bf157 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
@@ -42,25 +42,20 @@ namespace BigSock {
 				- 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) {
+		protected override bool Activate(IAbilityParam par) {
+			var actor = par.Actor; 
+			var target = par.TargetPos;
+
 			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);
-			temp.z = 0;
-
 			var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position);
 			var bulletScript = bullet.GetComponent<AttackMovement>();
-			//bulletScript.Actor = actor;
 			bulletScript.Stats = attack;
-			bulletScript.Direction = temp.normalized;
-
+			bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized;
 
-			//MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation);
 			return true;
 		}
 
diff --git a/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs b/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs
index ffd0050cc6c93c01a070c1bc12bdd2040b40c578..ce60bcde11b763ed7dc900d3a5abcb2f6ade2ec2 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/BiggerSlowerProjectile.cs
@@ -45,25 +45,20 @@ namespace BigSock {
 				- 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) {
+		protected override bool Activate(IAbilityParam par) {
+			var actor = par.Actor; 
+			var target = par.TargetPos;
+
 			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);
-			temp.z = 0;
-
 			var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position);
 			var bulletScript = bullet.GetComponent<AttackMovement>();
-			//bulletScript.Actor = actor;
 			bulletScript.Stats = attack;
-			bulletScript.Direction = temp.normalized;
-
+			bulletScript.Direction = (target.Value - (Vector2) actor.transform.position).normalized;
 
-			//MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation);
 			return true;
 		}
 
diff --git a/MrBigsock/Assets/Code/Core/CharacterStats.cs b/MrBigsock/Assets/Code/Core/CharacterStats.cs
index d60f46760873e5c4f78d9037949ffc998f66d342..9580ee1b8081cbe8a350c7f8ac61f21bc84abdcf 100644
--- a/MrBigsock/Assets/Code/Core/CharacterStats.cs
+++ b/MrBigsock/Assets/Code/Core/CharacterStats.cs
@@ -1,6 +1,8 @@
 using System.Collections;
 using System;
 using System.Collections.Generic;
+using System.Text;
+
 using UnityEngine;
 using UnityEngine.InputSystem;
 
@@ -92,5 +94,36 @@ namespace BigSock {
 			The range of the character.
 		*/
 		public float Accuracy { get; set; }
+
+
+		
+		/*
+			Returns text representing the modifications it does in percent.
+		*/
+		public string GetToolTip() {
+			var sb = new StringBuilder();
+			if(MaxHP != 0)              sb.AppendLine($"Max HP: {MaxHP:P0}");
+
+			if(MaxMana != 0)            sb.AppendLine($"Max Mana: {MaxMana:P0}");
+			if(RegenMana != 0)          sb.AppendLine($"Regen Mana: {RegenMana:P0}");
+
+			if(MaxStamina != 0)         sb.AppendLine($"Max Stamina: {MaxStamina:P0}");
+			if(RegenStamina != 0)       sb.AppendLine($"Regen Stamina: {RegenStamina:P0}");
+
+			if(Damage != 0)             sb.AppendLine($"Damage: {Damage:P0}");
+			if(Knockback != 0)          sb.AppendLine($"Knockback: {Knockback:P0}");
+
+			if(Range != 0)              sb.AppendLine($"Range: {Range:P0}");
+			if(ProjectileSpeed != 0)    sb.AppendLine($"Projectile Speed: {ProjectileSpeed:P0}");
+			if(Accuracy != 0)           sb.AppendLine($"Accuracy: {Accuracy:P0}");
+
+			if(MoveSpeed != 0)          sb.AppendLine($"Move Speed: {MoveSpeed:P0}");
+			if(AttackSpeed != 0)        sb.AppendLine($"Attack Speed: {AttackSpeed:P0}");
+
+			if(CritChance != 0)         sb.AppendLine($"Crit Chance: {CritChance:P0}");
+			if(CritDamageModifier != 0) sb.AppendLine($"Crit Damage Modifier: {CritDamageModifier:P0}");
+			
+			return sb.ToString();
+		}
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Core/ICharacterStats.cs b/MrBigsock/Assets/Code/Core/ICharacterStats.cs
index da7c4ae6fa3d5f308527cc553dd56b84ebf14bdb..92356b43f72a29cb17e7b06dec4671b11a8ccf12 100644
--- a/MrBigsock/Assets/Code/Core/ICharacterStats.cs
+++ b/MrBigsock/Assets/Code/Core/ICharacterStats.cs
@@ -82,6 +82,12 @@ namespace BigSock {
 		*/
 		float Accuracy { get; }
 
+
+		/*
+			Returns text representing the modifications it does in percent.
+		*/
+		string GetToolTip();
+
 	}
 
 	/*
diff --git a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs
index f49b48f3f0cbaa962b8f1ee038bac2d687b069a2..89c493d1d35acb35f29384f391e1fb27c6830d7a 100644
--- a/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/ActiveItemBase.cs
@@ -1,6 +1,8 @@
 using System.Collections;
 using System;
 using System.Collections.Generic;
+using System.Text;
+
 using UnityEngine;
 using UnityEngine.InputSystem;
 
@@ -18,5 +20,21 @@ namespace BigSock.Item {
 		public abstract IAbility Ability { get; }
 
 
+		/*
+			The type of the item.
+		*/
+		public override string ItemType => "Active";
+
+		/*
+			Returns a string used to inform the user about this item in greater detail.
+		*/
+		public override string GetToolTip() {
+			return new StringBuilder()
+				.AppendLine(base.GetToolTip())
+				.AppendLine()
+				.AppendLine(Ability.GetToolTip())
+				.ToString();
+		}
+
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
index 3b9ba9764b075de08cf612aa1752e3eb11283be8..d60ad11816ac4f5d375579f3be095e0d68dc3d4d 100644
--- a/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/ConditionalItemBase.cs
@@ -19,10 +19,18 @@ namespace BigSock.Item {
 		*/
 		public abstract TriggerType Trigger { get; }
 
+
+		/*
+			The type of the item.
+		*/
+		public override string ItemType => "Conditional";
+
 		/*
-			The handler to activate when the condition is triggered.
+			Returns a string used to inform the user about this item in greater detail.
 		*/
-		//public Action<ICharEventParams> Handler { get; set; }
+		public override string GetToolTip() {
+			return $"{base.GetToolTip()}\n\nTrigger: {Trigger}";
+		}
 
 	}
 } 
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/IItem.cs b/MrBigsock/Assets/Code/Item/Base/IItem.cs
index 5782cedef3c7797cf0e43daa654d1b894b01845c..53c4c0948c6e1a71681d072e26eb4b6f9f96124d 100644
--- a/MrBigsock/Assets/Code/Item/Base/IItem.cs
+++ b/MrBigsock/Assets/Code/Item/Base/IItem.cs
@@ -32,5 +32,12 @@ namespace BigSock.Item {
 		Sprite Icon { get; }
 
 
+
+		/*
+			Returns a string used to inform the user about this item in greater detail.
+		*/
+		string GetToolTip();
+
+
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/ItemBase.cs b/MrBigsock/Assets/Code/Item/Base/ItemBase.cs
index 606f8ef5ea714fa8e391f049ad223746d410c3e2..f0a6760f13ff55d7fe2eae0ae85c3eb9af7efb41 100644
--- a/MrBigsock/Assets/Code/Item/Base/ItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/ItemBase.cs
@@ -40,12 +40,25 @@ namespace BigSock.Item {
 		public virtual string IconName { get; } = "item/tilesetnice";
 
 
+		/*
+			The type of the item.
+		*/
+		public abstract string ItemType { get; }
+
+
+
 		public ItemBase() {
 			//Icon = SpriteService.SINGLETON.Get(IconName);
 		}
 
 
 
+		/*
+			Returns a string used to inform the user about this item in greater detail.
+		*/
+		public virtual string GetToolTip() {
+			return $"{Name} ({ItemType})\n\n{Description}";
+		}
 
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
index c5a96e9964a3f0b2e0cbde0ea655137a98f84e47..a38822381d8434e2830714b28c5061141e52821c 100644
--- a/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
+++ b/MrBigsock/Assets/Code/Item/Base/PassiveItemBase.cs
@@ -1,6 +1,8 @@
 using System.Collections;
 using System;
 using System.Collections.Generic;
+using System.Text;
+
 using UnityEngine;
 using UnityEngine.InputSystem;
 
@@ -17,5 +19,23 @@ namespace BigSock.Item {
 		public ICharacterStats Modifier { get; set; }
 
 
+
+		/*
+			The type of the item.
+		*/
+		public override string ItemType => "Passive";
+
+		/*
+			Returns a string used to inform the user about this item in greater detail.
+		*/
+		public override string GetToolTip() {
+			var stats = Modifier.GetToolTip();
+			var sb = new StringBuilder().AppendLine(base.GetToolTip());
+
+			if(stats.Length > 0) sb.AppendLine($"\n{stats}");
+
+			return sb.ToString();
+		}
+
 	}
 }
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs
new file mode 100644
index 0000000000000000000000000000000000000000..15d221c156b001b26caabc218aaa1ee28e84d0da
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+
+namespace BigSock.Item {
+	
+	/*
+		A passive item that increases user's running speed by 50%.
+	*/
+	public class ItemElixir : PassiveItemBase {	
+		public override ulong Id => 105;
+		public override string Name => "Elixir of Speed";
+		public override string Description => "10% increase to all speed and stamina related stats, but at a cost.";
+
+		public ItemElixir() {
+			Modifier = new CharacterStats{
+				MaxStamina      =  0.1f,
+				RegenStamina    =  0.1f,
+				ProjectileSpeed =  0.1f,
+				MoveSpeed       =  0.1f,
+				AttackSpeed     =  0.1f,
+
+				Damage          = -0.1f,
+				Range           = -0.1f,
+			};
+		}
+
+	}
+}
\ No newline at end of file
diff --git a/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e0896ed78609c3da1e636005d7febae6c4900b50
--- /dev/null
+++ b/MrBigsock/Assets/Code/Item/Items/ItemElixir.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ce44b7b8b125d254cbb9333a9ade0477
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs
index ef3aafccc18e4c0a78a3e63fad1d4d0ce1e63d19..80c3773093e9c08ba0284932105fa532ff3cc747 100644
--- a/MrBigsock/Assets/Code/PlayerController.cs
+++ b/MrBigsock/Assets/Code/PlayerController.cs
@@ -34,6 +34,7 @@ namespace BigSock {
 
 
 
+
 		protected IAttack _testAttack;
 		protected IAttack _testAttack2;
 		protected IAbility _dodge;
@@ -44,7 +45,7 @@ namespace BigSock {
 		public PlayerController()
 		{
 			TryPickUpItem(ItemService.SINGLETON.Get(201));
-			TryPickUpItem(ItemService.SINGLETON.Get(201));
+			TryPickUpItem(ItemService.SINGLETON.Get(105));
 			TryPickUpItem(ItemService.SINGLETON.Get(202));
 			TryPickUpItem(ItemService.SINGLETON.Get(101));
 		}
@@ -118,30 +119,32 @@ namespace BigSock {
 
 			}
 
+
 			private void Update() {
+				// Regenerate mana & stamina.
 				Regenerate();
 
-				if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) {
-					// Manage attack cooldown.
-					if(NextTimeCanAttack <= DateTime.Now) {
-						//NextTimeCanAttack = DateTime.Now.AddSeconds(AttackCooldown);
+				// Object w/ parameters for abilities.
+				var par = new AbilityParam{
+					Actor = this,
+					TargetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition),
+					MovementDir = moveDir,
+				};
 
-						//var bullet = Instantiate(attack, new Vector3(transform.position.x, transform.position.y, transform.position.z), attack.transform.rotation);
-						//bullet.GetComponent<AttackMovement>().Actor = this;
 
-						_testAttack.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
-					
-					}
+				// If pressed Soace or LMB: Regular attack.
+				if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) {
+					_testAttack.Use(par);
 				}
 
 				// If pressed Z: Big attack.
 				if(Input.GetKey(KeyCode.Z)) {
-					_testAttack2.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
+					_testAttack2.Use(par);
 				}
 
 				// If pressed X: dodge.
 				if(Input.GetKey(KeyCode.X)) {
-					_dodge.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
+					_dodge.Use(par);
 				}
 
 
@@ -152,9 +155,8 @@ namespace BigSock {
 					TryPickUpItem(item);
 				}
 
-				
-				if (Input.GetKeyDown(KeyCode.I))
-				{
+				// Code for opening the menu.
+				if (Input.GetKeyDown(KeyCode.I)) {
 					GameObject canvas = GameObject.Find("Canvas");
 					if(canvas != null) {
 						var playerMenu = PrefabService.SINGLETON.Instance("UI/PlayerMenu", canvas.transform);
diff --git a/MrBigsock/Assets/Code/UI/InventoryPanel.cs b/MrBigsock/Assets/Code/UI/InventoryPanel.cs
index 958473c7cd15b8fe6cd48979f7b6398e6ded05ed..c17694bfd5aee6e1901f72023c4305c57e113a9c 100644
--- a/MrBigsock/Assets/Code/UI/InventoryPanel.cs
+++ b/MrBigsock/Assets/Code/UI/InventoryPanel.cs
@@ -1,9 +1,13 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
+using TMPro;
+
+
 using BigSock.Item;
 using BigSock.Service;
-using UnityEngine.UI;
+
 
 namespace BigSock.UI
 {
@@ -18,88 +22,112 @@ namespace BigSock.UI
 		public GridLayoutGroup gridAccessory;
 		public GridLayoutGroup gridEquipment;
 
+    public TextMeshProUGUI toolTip;
+
+
 		public void Start() {
 			GenerateInv();
+
+			// Get the tooltip child-component if it's not set in the prefab.
+			toolTip ??= transform.Find("ToolTip")?.GetComponent<TextMeshProUGUI>();
 		}
 
-		public void GenerateInv()
-		{
+		/*
+			Generates the GUI elements for the player's inventory.
+		*/
+		public void GenerateInv() {
+			if(player == null) return;
 			var inventory = player.Inventory;
 			
-			for (int i = 0; i < inventory.Backpack.Count; ++i)
-			{
-					var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridBackPack.transform);
-					var invScript = invSlot.GetComponent<ItemSlot>();
-					invScript.inventory = inventory;
-					invScript.inventoryType = InventoryType.Backpack;
-					invScript.position = i;
-					var item = inventory.Backpack[i];
-					if (item != null)
-					{
-							var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
-							var itemScript = itemPref.GetComponent<ItemPref>();
-							itemScript.item = item;
-							itemScript.itemSlot = invScript;
-							invScript.item = itemScript;
-							itemScript.transform.position = invScript.transform.position;
-					}
+			for (int i = 0; i < inventory.Backpack.Count; ++i) {
+				var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridBackPack.transform);
+				var invScript = invSlot.GetComponent<ItemSlot>();
+				invScript.inventory = inventory;
+				invScript.inventoryType = InventoryType.Backpack;
+				invScript.position = i;
+				var item = inventory.Backpack[i];
+				if (item != null) {
+					var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
+					var itemScript = itemPref.GetComponent<ItemPref>();
+					itemScript.item = item;
+					itemScript.Place(invScript);
+				}
 			}
-			for (int i = 0; i < inventory.Tools.Count; ++i)
-			{
-					var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridTools.transform);
-					var invScript = invSlot.GetComponent<ItemSlot>();
-					invScript.inventory = inventory;
-					invScript.inventoryType = InventoryType.Tool;
-					invScript.position = i;
-					var item = inventory.Tools[i];
-					if (item != null)
-					{
-							var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
-							var itemScript = itemPref.GetComponent<ItemPref>();
-							itemScript.item = item;
-							itemScript.itemSlot = invScript;
-							invScript.item = itemScript;
-							itemScript.transform.position = invScript.transform.position;
-					}
+
+			for (int i = 0; i < inventory.Tools.Count; ++i) {
+				var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridTools.transform);
+				var invScript = invSlot.GetComponent<ItemSlot>();
+				invScript.inventory = inventory;
+				invScript.inventoryType = InventoryType.Tool;
+				invScript.position = i;
+				var item = inventory.Tools[i];
+				if (item != null) {
+					var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
+					var itemScript = itemPref.GetComponent<ItemPref>();
+					itemScript.item = item;
+					itemScript.Place(invScript);
+				}
 			}
-			for (int i = 0; i < inventory.Equipment.Count; ++i)
-			{
-					var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridEquipment.transform);
-					var invScript = invSlot.GetComponent<ItemSlot>();
-					invScript.inventory = inventory;
-					invScript.inventoryType = InventoryType.Equipment;
-					invScript.position = i;
-					var item = inventory.Equipment[i];
-					if (item != null)
-					{
-							var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
-							var itemScript = itemPref.GetComponent<ItemPref>();
-							itemScript.item = item;
-							itemScript.itemSlot = invScript;
-							invScript.item = itemScript;
-							itemScript.transform.position = invScript.transform.position;
-					}
+
+			for (int i = 0; i < inventory.Equipment.Count; ++i) {
+				var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridEquipment.transform);
+				var invScript = invSlot.GetComponent<ItemSlot>();
+				invScript.inventory = inventory;
+				invScript.inventoryType = InventoryType.Equipment;
+				invScript.position = i;
+				var item = inventory.Equipment[i];
+				if (item != null) {
+					var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
+					var itemScript = itemPref.GetComponent<ItemPref>();
+					itemScript.item = item;
+					itemScript.Place(invScript);
+				}
 			}
-			for (int i = 0; i < inventory.Accessories.Count; ++i)
-			{
-					var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridAccessory.transform);
-					var invScript = invSlot.GetComponent<ItemSlot>();
-					invScript.inventory = inventory;
-					invScript.inventoryType = InventoryType.Accessory;
-					invScript.position = i;
-					var item = inventory.Accessories[i];
-					if (item != null)
-					{
-							var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
-							var itemScript = itemPref.GetComponent<ItemPref>();
-							itemScript.item = item;
-							itemScript.itemSlot = invScript;
-							invScript.item = itemScript;
-							itemScript.transform.position = invScript.transform.position;
-					}
+
+			for (int i = 0; i < inventory.Accessories.Count; ++i) {
+				var invSlot = PrefabService.SINGLETON.Instance(INVSLOT, gridAccessory.transform);
+				var invScript = invSlot.GetComponent<ItemSlot>();
+				invScript.inventory = inventory;
+				invScript.inventoryType = InventoryType.Accessory;
+				invScript.position = i;
+				var item = inventory.Accessories[i];
+				if (item != null) {
+					var itemPref = PrefabService.SINGLETON.Instance(ITEM, transform);
+					var itemScript = itemPref.GetComponent<ItemPref>();
+					itemScript.item = item;
+					itemScript.Place(invScript);
+				}
 			}
 
 		}
+
+		/*
+			Sets the text of the tooltip.
+				(Current version is just a basic test of the concept)
+		*/
+		public void SetToolTip(string text) {
+			toolTip?.SetText(text);
+
+			/*
+				Planned changes:
+					- Take in position.
+					- Give it a background.
+					- Place it where we indicate.
+					- Way to remove it when we move.
+				Vision:
+					- When player hovers over/clicks on the item, tooltip shows up.
+						- If we use hover: have delay and tooltip goes away when mouse moves away.
+						- If we use click: have it go away if user clicks elsewhere or again.
+					- Have tooltip either spawn based on cursor, or like a dropdown for the slot.
+				Ambitious:
+					- Have toolbox fade based on cursor distance from source.
+						- When cursor moves away from the item that caused it to appear, have it fade for a certain distance before it is removed.
+						+ When cursor leaves the item slot, for a radius of 1x the slot size, fade from 100% to 0%, then remove if further.
+					- Have a way to color/bold part of the text.
+						- Bold the name.
+						- Use effects (color, italic, underline, ...) on key points of text to highlight.
+			*/
+		}
 	}
 }
 
diff --git a/MrBigsock/Assets/Code/UI/ItemPref.cs b/MrBigsock/Assets/Code/UI/ItemPref.cs
index d918cc5617a6fd6fc7aa89876138918cc9dbfb64..4b15eef06ae833edd852a13c345e592e6dece523 100644
--- a/MrBigsock/Assets/Code/UI/ItemPref.cs
+++ b/MrBigsock/Assets/Code/UI/ItemPref.cs
@@ -1,66 +1,98 @@
+using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
+
+
 using BigSock.Item;
 
 
 namespace BigSock.UI
 {
-	public class ItemPref : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler
+	public class ItemPref : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IPointerClickHandler
 	{
 		public IItem item;
 		public ItemSlot itemSlot;
 		private RectTransform rectTransform;
 		private CanvasGroup canvasGroup;
-		public Vector2? position;
 
-		void Start()
-		{
+
+		void Start() {
+			rectTransform = GetComponent<RectTransform>();
+			canvasGroup = GetComponent<CanvasGroup>();
+
 			// Change the sprite if the item has one.
 			var sprite = item?.Icon;
 			if(sprite != null)
 				GetComponent<UnityEngine.UI.Image>().overrideSprite = sprite;
 		}
 
-		private void Awake()
-		{
-			rectTransform = GetComponent<RectTransform>();
-			canvasGroup = GetComponent<CanvasGroup>();
+		private void Awake() {
+		}
+
+		
+		/*
+			Moves the item to be centered on it's ItemSlot
+		*/
+		public void ResetPosition() {
+			if(itemSlot != null) transform.position = itemSlot.transform.position;
 		}
-		public void OnBeginDrag(PointerEventData eventData)
-		{
+
+		/*
+			Place this item in the given slot.
+				Only does GUI stuff here, inventory code is handled elsewhere.
+		*/
+		public void Place(ItemSlot slot) {
+			// Cannot pass it null.
+			if(slot == null) throw new ArgumentNullException(nameof(slot));
+
+			// Inform our current slot that we've moved.
+			if(itemSlot != null) itemSlot.item = null;
 			
-			position = transform.position;
+			itemSlot = slot;
+			slot.item = this;
+			ResetPosition();
+		}
+		
+		/*
+			When the item is getting dragged, make it semi-transparent.
+		*/
+		public void OnBeginDrag(PointerEventData eventData) {
 			canvasGroup.alpha = .6f;
 			canvasGroup.blocksRaycasts = false;
 		}
 
-		public void OnDrag(PointerEventData eventData)
-		{
-				
+		/*
+			Update its position while it's getting dragged.
+		*/
+		public void OnDrag(PointerEventData eventData) {
 			rectTransform.anchoredPosition += eventData.delta;
-
 		}
 
-		public void OnEndDrag(PointerEventData eventData)
-		{
-			
-			if (position != null)
-			{
-					transform.position = position.Value;
-			}
+		/*
+			When the item has been let go, make it opaque and center it on its slot.
+		*/
+		public void OnEndDrag(PointerEventData eventData) {
+			ResetPosition();
 			
 			canvasGroup.alpha = 1f;
 			canvasGroup.blocksRaycasts = true;
 		}
 
-		public void OnPointerDown(PointerEventData eventData)
-		{
-				
+		public void OnPointerDown(PointerEventData eventData) {
 		}
 
-		
+
+		/*
+			When the user clicks on this box, display the tooltip.
+				(OnPointerClick only triggers if you press and release on the same object)
+		*/
+		public void OnPointerClick(PointerEventData eventData) {
+			if(itemSlot != null && item != null)
+				itemSlot.DisplayToolTip();
+    }
+
 	}
 }
 
diff --git a/MrBigsock/Assets/Code/UI/ItemSlot.cs b/MrBigsock/Assets/Code/UI/ItemSlot.cs
index d4cbdcd1dc3120f3a1e7e43423c6088fc9f7dc15..c611d0597827b01fcf372ab8ffcdd30c181e18e3 100644
--- a/MrBigsock/Assets/Code/UI/ItemSlot.cs
+++ b/MrBigsock/Assets/Code/UI/ItemSlot.cs
@@ -2,6 +2,8 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
+
+
 using BigSock.Item;
 
 
@@ -14,48 +16,70 @@ namespace BigSock.UI
 		public ItemPref item;
 		public Inventory inventory;
 
+		// Indicates if the special update code has ran yet.
 		bool firstRan = false;
 
 		public void Start() {
+			// Set the change indicator to false.
 			transform.hasChanged = false;
-			if(transform.hasChanged) {
-				//Debug.Log($"[ItemSlot.Start({GetInstanceID()})] {transform.position}");
-				
-			}
 		}
 
 		public void Update() {
-			// If it hasn't ran before, and the position has changed, update the ItemPref.
+			/*
+				If it hasn't ran before, and the position has changed, update the ItemPref.
+				- This is to move the item to the item slot when it starts
+				- This has to be this way because the item slot is hoisted in the corner until this point.
+			*/
 			if(!firstRan && transform.hasChanged) {
 				transform.hasChanged = false;
 				firstRan = true;
 				
-				if(item != null) {
-					//Debug.Log($"[ItemSlot.Update({GetInstanceID()})] Item: {item?.transform?.position}, Slot: {transform.position}");
-					item.transform.position = transform.position;
-				}
+				item?.ResetPosition();
 			}
 		}
 
-		public void OnDrop(PointerEventData eventData)
-		{
-				if (eventData.pointerDrag != null)
-				{
-						var itemPref = eventData.pointerDrag.GetComponent<ItemPref>();
-						if (itemPref != null)
-						{                    
-								var didMove = inventory.MoveItem(itemPref.item, itemPref.itemSlot.inventoryType, 
-										itemPref.itemSlot.position, inventoryType, position);
-								if (didMove)
-								{
-										itemPref.itemSlot.item = null;
-										itemPref.itemSlot = this;
-										item = itemPref;
-										eventData.pointerDrag.transform.position = transform.position;
-										itemPref.position = null;
-								}
-						}
-				}
+		/*
+			When the user drops an item on this slot, try to move them
+		*/
+		public void OnDrop(PointerEventData eventData) {
+			// Get the item prefab that was dropped.
+			var itemPref = eventData?.pointerDrag?.GetComponent<ItemPref>();
+
+			// Cancel if we didn't move an item prefab, or it was empty.
+			if(itemPref?.item == null) return;
+
+			// Try to move the item in the inventory.
+			var didMove = inventory.MoveItem(
+				itemPref.item, itemPref.itemSlot.inventoryType, 
+				itemPref.itemSlot.position, inventoryType, 
+				position
+			);
+			
+			// If we successfully moved the item in the inventory: update the gui.
+			if (didMove) itemPref.Place(this);
+
+			/*
+			Notes:
+			- This doesn't handle what to do if this slot already had an item.
+				- This isn't a problem currently, since the inventory system will refuse to move an item into an occupied slot.
+				- If we want to add features to swap 2 items, this will need to be addressed.
+			*/
+		}
+
+		/*
+			Display the tooltip for our item onto the screen.
+		*/
+		public void DisplayToolTip() {
+			// We must have an item.
+			if(item?.item == null) return;
+
+			// Find the inventory pannel we belong to.
+			var inventoryPanel = transform.parent?.parent?.GetComponent<InventoryPanel>();
+			if(inventoryPanel == null) return;
+
+			// Set the tooltip.
+			inventoryPanel.SetToolTip(item.item.GetToolTip());
 		}
+
 	}
 }
diff --git a/MrBigsock/Assets/Code/attack/AttackMovement.cs b/MrBigsock/Assets/Code/attack/AttackMovement.cs
index aa7795a3385fed211ac5008c6d464885cd9634fa..544246477882d1ba0c2d97b74e987cd0929497de 100644
--- a/MrBigsock/Assets/Code/attack/AttackMovement.cs
+++ b/MrBigsock/Assets/Code/attack/AttackMovement.cs
@@ -14,7 +14,7 @@ namespace BigSock {
 		public float speed = 10.0f;
 		bool moved = false;
 		//Vector3 direction;
-		Vector3 startingPos;
+		Vector2 startingPos;
 
 		/*
 			Damage of the character.
@@ -38,7 +38,7 @@ namespace BigSock {
 		/*
 			The direction of the attack.
 		*/
-		public Vector3 Direction { get; set; }
+		public Vector2 Direction { get; set; }
 
 
 		// Start is called before the first frame update 
@@ -51,12 +51,6 @@ namespace BigSock {
 		{
 			if (!moved)
 			{
-				//var mouse = Camera.main.ScreenToWorldPoint(Input.mousePosition);
-				//var pos = transform.position;
-				//var temp = (mouse - pos);
-				//temp.z = 0;
-				//direction = temp.normalized;
-				//print($"[AttackMovement.Update()] {mouse} - {pos} = {direction}");
 				startingPos = transform.position;
 				moved = true;
 			}
diff --git a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
index dff603f831b4253698b87d0ce832fa3d52827576..869611fd2f1796182c3e978d6ac8428265d3f3a0 100644
--- a/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
+++ b/MrBigsock/Assets/Code/orc/Enemy_orc_range.cs
@@ -71,7 +71,16 @@ namespace BigSock {
 				m_Animator_bow.SetTrigger("attack");
 				if(DateTime.Now >= NextTimeStateCanChange && target != null) {
 					m_Animator_bow.SetTrigger("none");
-					_testAttack.Use(this, target.position);
+
+					
+					// Object w/ parameters for abilities.
+					var par = new AbilityParam{
+						Actor = this,
+						TargetPos = target.position,
+						MovementDir = moveDir,
+					};
+					
+					_testAttack.Use(par);
 					
 					State = State.Attacking;
 					NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME;
diff --git a/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs
index 91a18ee92673bda152b95ca3949ffa5945522d0b..fbab9a4eeabfc4906c2ed8ff6d37c843713b473e 100644
--- a/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs
+++ b/MrBigsock/Assets/Code/skeleton/Enemy_skeleton_range.cs
@@ -71,7 +71,14 @@ namespace BigSock {
 				
 				if(DateTime.Now >= NextTimeStateCanChange && target != null) {
 					
-					_testAttack.Use(this, target.position);
+					// Object w/ parameters for abilities.
+					var par = new AbilityParam{
+						Actor = this,
+						TargetPos = target.position,
+						MovementDir = moveDir,
+					};
+					
+					_testAttack.Use(par);
 					
 					State = State.Attacking;
 					NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME;
diff --git a/MrBigsock/Assets/Prefabs/UI/Inventory.prefab b/MrBigsock/Assets/Prefabs/UI/Inventory.prefab
index 5ceaa0e7ee72e16a6ab35658cfe25754d8b3b060..508537f04f02a3c7e2dc96733d524af36f0a4600 100644
--- a/MrBigsock/Assets/Prefabs/UI/Inventory.prefab
+++ b/MrBigsock/Assets/Prefabs/UI/Inventory.prefab
@@ -1,5 +1,146 @@
 %YAML 1.1
 %TAG !u! tag:unity3d.com,2011:
+--- !u!1 &2098029998679132253
+GameObject:
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