diff --git a/MrBigsock/Assets/Code/UI/InventoryPanel.cs b/MrBigsock/Assets/Code/UI/InventoryPanel.cs
index 958473c7cd15b8fe6cd48979f7b6398e6ded05ed..d8d3512e56e03be99c443f4e9c827bed5920b741 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
 {
@@ -18,8 +22,15 @@ 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()
@@ -100,6 +111,36 @@ namespace BigSock.UI
 			}
 
 		}
+
+		/*
+			Sets the text of the tooltip.
+				(Current version is just a basic test of the concept)
+		*/
+		public void SetToolTip(string text) {
+			//Debug.Log($"[InventoryPanel.SetToolTip()]");
+
+			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..8295d5d4a2fa909c72104cdbc650da7050e6e947 100644
--- a/MrBigsock/Assets/Code/UI/ItemPref.cs
+++ b/MrBigsock/Assets/Code/UI/ItemPref.cs
@@ -2,12 +2,14 @@ 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;
@@ -55,11 +57,21 @@ namespace BigSock.UI
 			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) {
+			//Debug.Log($"[ItemPref.OnPointerClick()] button: {eventData.button}, dragging: {eventData.dragging}");
+			if(itemSlot != null && item != null)
+				itemSlot.DisplayToolTip();
+    }
+
 		
 	}
 }
diff --git a/MrBigsock/Assets/Code/UI/ItemSlot.cs b/MrBigsock/Assets/Code/UI/ItemSlot.cs
index ae690099aa3b3a466346c040c777d220b25abfc2..28f68084537029fedabdebbef0a27b2eac407c38 100644
--- a/MrBigsock/Assets/Code/UI/ItemSlot.cs
+++ b/MrBigsock/Assets/Code/UI/ItemSlot.cs
@@ -2,12 +2,14 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
+
+
 using BigSock.Item;
 
 
 namespace BigSock.UI
 {
-	public class ItemSlot : MonoBehaviour, IDropHandler
+	public class ItemSlot : MonoBehaviour, IDropHandler, IPointerClickHandler
 	{
 		public InventoryType inventoryType;
 		public int position;
@@ -72,5 +74,32 @@ namespace BigSock.UI
 				- If we want to add features to swap 2 items, this will need to be addressed.
 			*/
 		}
+
+
+		/*
+			When the user clicks on this box, display the tooltip.
+				(OnPointerClick only triggers if you press and release on the same objectS)
+		*/
+		public void OnPointerClick(PointerEventData eventData) {
+			Debug.Log($"[ItemSlot.OnPointerClick()] button: {eventData.button}, dragging: {eventData.dragging}");
+			//DisplayToolTip();
+    }
+		
+
+		/*
+			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/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:
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+  m_TagString: Untagged
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+  m_paragraphSpacing: 0
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+  m_enableWordWrapping: 1
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@@ -278,6 +419,7 @@ RectTransform:
   - {fileID: 6567380451709996422}
   - {fileID: 6567380451432847410}
   - {fileID: 6567380451696418669}
+  - {fileID: 7180107143627715269}
   m_Father: {fileID: 0}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -303,6 +445,7 @@ MonoBehaviour:
   gridTools: {fileID: 6567380451709996423}
   gridAccessory: {fileID: 6567380451696418666}
   gridEquipment: {fileID: 6567380451432847411}
+  toolTip: {fileID: 0}
 --- !u!1 &6567380452847058112
 GameObject:
   m_ObjectHideFlags: 0
diff --git a/MrBigsock/Assets/Prefabs/UI/InventorySlot.prefab b/MrBigsock/Assets/Prefabs/UI/InventorySlot.prefab
index bc8415168258f064f070eae14d31bf39c7ff3947..a97b6a52ea8c3436baf5843b51ee51b100ec0ac3 100644
--- a/MrBigsock/Assets/Prefabs/UI/InventorySlot.prefab
+++ b/MrBigsock/Assets/Prefabs/UI/InventorySlot.prefab
@@ -12,6 +12,7 @@ GameObject:
   - component: {fileID: 1755892659853653914}
   - component: {fileID: 103736067984069905}
   - component: {fileID: -7233777641745108413}
+  - component: {fileID: -7226931710873331521}
   m_Layer: 5
   m_Name: InventorySlot
   m_TagString: Untagged
@@ -89,3 +90,32 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 9aa096919f2d6524e975802354e1093c, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  inventoryType: 0
+  position: 0
+  item: {fileID: 0}
+--- !u!61 &-7226931710873331521
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7982190919252781434}
+  m_Enabled: 1
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+    newSize: {x: 0, y: 0}
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+  m_Size: {x: 1, y: 1}
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diff --git a/MrBigsock/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/MrBigsock/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
index e85143257a739c972c247f7fa9716340394a4b34..f1a530f85f45e3523dba7e70fc00ef5642b47e63 100644
--- a/MrBigsock/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset	
+++ b/MrBigsock/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset	
@@ -9,7 +9,8 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: LiberationSans SDF Material
   m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
-  m_ValidKeywords: []
+  m_ValidKeywords:
+  - OUTLINE_ON
   m_InvalidKeywords: []
   m_LightmapFlags: 1
   m_EnableInstancingVariants: 0
@@ -28,16 +29,16 @@ Material:
     m_Floats:
     - _ColorMask: 15
     - _CullMode: 0
-    - _FaceDilate: 0
+    - _FaceDilate: 1
     - _GradientScale: 10
     - _MaskSoftnessX: 0
     - _MaskSoftnessY: 0
     - _OutlineSoftness: 0
-    - _OutlineWidth: 0
+    - _OutlineWidth: 0.666
     - _PerspectiveFilter: 0.875
-    - _ScaleRatioA: 0.9
+    - _ScaleRatioA: 0.48556784
     - _ScaleRatioB: 1
-    - _ScaleRatioC: 0.73125
+    - _ScaleRatioC: 0
     - _ScaleX: 1
     - _ScaleY: 1
     - _ShaderFlags: 0
@@ -59,9 +60,9 @@ Material:
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     m_Colors:
     - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
-    - _FaceColor: {r: 1, g: 0, b: 0, a: 1}
+    - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
     - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
-    - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
+    - _UnderlayColor: {r: 0.6226415, g: 0, b: 0, a: 0.5}
   m_BuildTextureStacks: []
 --- !u!114 &11400000
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