diff --git a/Assets/Prefab/Characters/MainCharacter.prefab b/Assets/Prefab/Characters/MainCharacter.prefab
index ad7260d..f6dc667 100644
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diff --git a/Assets/Prefab/HUD/Inventory/InventorySlot.prefab b/Assets/Prefab/HUD/Inventory/InventorySlot.prefab
index f0fbab9..f611d07 100644
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diff --git a/Assets/Scenes/Town1/BlackSmithShop.unity b/Assets/Scenes/Town1/BlackSmithShop.unity
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diff --git a/Assets/Scenes/Town1/Prototype.unity b/Assets/Scenes/Town1/Prototype.unity
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diff --git a/Assets/Scripts/Items/Potion.cs b/Assets/Scripts/Items/Potion.cs
deleted file mode 100644
index f0f6830..0000000
--- a/Assets/Scripts/Items/Potion.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using MyCollections.DesignPatterns.Visitor;
-using MyCollections.Stats;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using System;
-
-[CreateAssetMenu(menuName = "Item/Potion")]
-public class Potion : Item, IVisitor
-{
-    public enum OperatorType { Add, Multiply }
-
-    [SerializeField] private StatType statType = StatType.Attack;
-    [SerializeField] private OperatorType operatorType = OperatorType.Add;
-    [SerializeField] private int value = 10;
-    [SerializeField] private float duration = 5f;
-
-    public void Visit<T>(T visitable) where T : Component, IVisitable
-    {
-        if (visitable is PlayerController controller)
-        {
-            if(CanApply(statType, controller))
-                ApplyStatsEffect(controller);
-        }
-    }
-
-    private void ApplyStatsEffect(PlayerController controller)
-    {
-        StatModifier modifier = operatorType switch
-        {
-            OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value),
-            OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value),
-            _ => throw new ArgumentOutOfRangeException()
-        };
-
-        controller.Stats.Mediator.AddModifier(modifier);
-        Debug.Log($"Added modifier: {modifier}");
-    }
-
-    private bool CanApply(StatType statType, PlayerController controller)
-    {
-        switch (statType)
-        {
-            case StatType.Attack:
-                return true;
-
-            case StatType.Health:
-                return controller.Health != controller.MaxHealth;
-
-            case StatType.Mana:
-                return true;
-        }
-
-        return true;
-    }
-}
\ No newline at end of file
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diff --git a/Assets/Scripts/Items/Potions/AttackPotion.asset b/Assets/Scripts/Items/Potions/AttackPotion.asset
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@@ -0,0 +1,22 @@
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+  operatorType: 0
+  value: 10
+  duration: 1.5
diff --git a/Assets/Scripts/Items/Potions/AttackPotion.asset.meta b/Assets/Scripts/Items/Potions/AttackPotion.asset.meta
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diff --git a/Assets/Scripts/Items/StatPotion.cs b/Assets/Scripts/Items/StatPotion.cs
new file mode 100644
index 0000000..90baf95
--- /dev/null
+++ b/Assets/Scripts/Items/StatPotion.cs
@@ -0,0 +1,38 @@
+using MyCollections.DesignPatterns.Visitor;
+using MyCollections.Stats;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+[CreateAssetMenu(menuName = "Item/Potion")]
+public class StatPotion : Item, IVisitor
+{
+    public enum OperatorType { Add, Multiply }
+
+    [SerializeField] private StatType statType = StatType.Attack;
+    [SerializeField] private OperatorType operatorType = OperatorType.Add;
+    [SerializeField] private int value = 10;
+    [SerializeField] private float duration = 5f;
+
+    public void Visit<T>(T visitable) where T : Component, IVisitable
+    {
+        if (visitable is PlayerController controller)
+        {
+            ApplyStatsEffect(controller);
+        }
+    }
+
+    private void ApplyStatsEffect(PlayerController controller)
+    {
+        StatModifier modifier = operatorType switch
+        {
+            OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value),
+            OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value),
+            _ => throw new ArgumentOutOfRangeException()
+        };
+
+        controller.Stats.Mediator.AddModifier(modifier);
+        Debug.Log($"Added modifier: {modifier}");
+    }
+}
\ No newline at end of file
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+guid: 10fe509893a028c48b0b85c8e65fbfb6
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Managers/InventoryManager.cs b/Assets/Scripts/Managers/InventoryManager.cs
index 42dc72f..e6edff1 100644
--- a/Assets/Scripts/Managers/InventoryManager.cs
+++ b/Assets/Scripts/Managers/InventoryManager.cs
@@ -84,12 +84,12 @@
         {
             switch (item)
             {
-                case Potion potion:
+                case StatPotion potion:
 
                     Debug.Log("Try to apply effect");
                     //Apply Potion Effects
                     potion.Visit(controller);
-                    slot.Amount--;
+                    slot.Owner.RemoveItemAmount(index, 1);
                     return;
             }
         }
@@ -121,11 +121,12 @@
         }
     }
 
+
     public void SwapInventorySlot(InventorySlot slotA, InventorySlot slotB)
     {
         if (slotA.Owner != slotB.Owner)
         {
-            //Inventory slotAinventory
+            Inventory.SwapInventoriesSlot(slotA, slotB);
         }
 
         else
diff --git a/Assets/Scripts/Player/Inventory/Inventory.cs b/Assets/Scripts/Player/Inventory/Inventory.cs
index 9c0aafd..fac0d5b 100644
--- a/Assets/Scripts/Player/Inventory/Inventory.cs
+++ b/Assets/Scripts/Player/Inventory/Inventory.cs
@@ -17,7 +17,8 @@
     public int Capacity => items.Capacity;
 
     // Event triggered when inventory changes
-    public event Action InventoryChanged;
+    public event Action<int> OnSlotChanged;
+    public event Action<int, int> OnSlotsChanged;
 
     //Constructor
     public Inventory(int capacity, GameObject gameObject)
@@ -25,7 +26,8 @@
         items = new List<InventorySlot>(capacity);
         for (int i = 0; i < capacity; i++)
         {
-            items.Add(null); // or `new InventorySlot(this);` if you want empty slots
+            InventorySlot slot = new InventorySlot(this);
+            items.Add(slot);
         }
 
         this.gameObject = gameObject;
@@ -35,7 +37,7 @@
     public bool AddItem(Item item, int amount = 1)
     {
         // Find the first empty slot or slot with the same item type
-        InventorySlot existentSlot = FindSlotByItem(item);
+        InventorySlot existentSlot = FindAvailableSlotByItem(item);
         if (existentSlot != null && !existentSlot.IsSlotFull())
         {
             // Increment existing item amount if possible
@@ -45,7 +47,7 @@
 
             if (amount <= 0)
             {
-                InventoryChanged?.Invoke();
+                OnSlotChanged?.Invoke(existentSlot.SlotIndex);
                 return true;
             }
         }
@@ -54,8 +56,8 @@
         {
             if (items[i] == null || items[i].IsEmpty())
             {
-                items[i] = new InventorySlot(this, item, amount);
-                InventoryChanged?.Invoke();
+                items[i].AddItemSlot(item, amount);
+                OnSlotChanged?.Invoke(items[i].SlotIndex);
                 return true;
             }
         }
@@ -69,8 +71,8 @@
     {
         if (index >= 0 && index < items.Count && items[index] != null)
         {
-            items[index] = null;
-            InventoryChanged?.Invoke();
+            items[index] = new InventorySlot(this); // Replace with an empty
+            OnSlotChanged?.Invoke(index);
         }
         else
         {
@@ -78,7 +80,7 @@
         }
     }
 
-    private void RemoveItem(int index, int amount)
+    public void RemoveItemAmount(int index, int amount)
     {
         if (items[index] != null)
         {
@@ -94,11 +96,58 @@
                 items[index].Amount -= amount;
             }
 
-            InventoryChanged?.Invoke();
+            OnSlotChanged?.Invoke(items[index].SlotIndex);
 
         }
     }
 
+    public static bool TryMergeSlotsInventoriesSlots(InventorySlot slotA, InventorySlot slotB)
+    {
+        if (slotA.Item.Equals(slotB.Item))
+        {
+            int mergeResult = slotA.Amount + slotB.Amount;
+            if (mergeResult <= slotB.MaxAmount)
+            {
+                slotB.AddItemSlot(slotA.Item, slotA.Amount + slotB.Amount);
+                slotA.Clear();
+                return true;
+            }
+
+            return false;
+        }
+
+        return false;
+    }
+
+    public static void SwapInventoriesSlot(InventorySlot slotA, InventorySlot slotB)
+    {
+        // Validate inputs
+        if (slotA == null || slotB == null || slotA.Owner == null || slotB.Owner == null)
+        {
+            Debug.LogError("Invalid slots or owners for swapping!");
+            return;
+        }
+
+        // Store original ownership
+        Inventory ownerA = slotA.Owner;
+        Inventory ownerB = slotB.Owner;
+
+        // Store temporary data for swapping
+        Item tempItem = slotA.Item;
+        int tempAmount = slotA.Amount;
+
+        // Swap content
+        slotA.AddItemSlot(slotB.Item, slotB.Amount);
+        slotB.AddItemSlot(tempItem, tempAmount);
+
+        // Notify both inventories about the change
+        ownerA.OnSlotChanged?.Invoke(slotA.SlotIndex);
+        ownerB.OnSlotChanged?.Invoke(slotB.SlotIndex);
+
+        //Debug.Log($"Swapped items between Inventory A (Slot {slotA.SlotIndex}) and Inventory B (Slot {slotB.SlotIndex})");
+    }
+
+
     public int GetSlotIndex(InventorySlot inventorySlot)
     {
         return items.FindIndex(0, slot => slot == inventorySlot);
@@ -107,26 +156,36 @@
     //Swaps items to another slot
     public void SwapItemSlot(int index, int swapIndex)
     {
-        InventorySlot slot = items[index];
+        // Perform the swap
+        InventorySlot temp = items[index];
         items[index] = items[swapIndex];
-        items[swapIndex] = slot;
-        InventoryChanged?.Invoke();
+        items[swapIndex] = temp;
+
+        Debug.Log($"Perform swap between index {index} and index {swapIndex}");
+
+        // Notify observers of the change
+        OnSlotsChanged?.Invoke(index, swapIndex);
     }
 
     public void SplitSlot(int index)
     {
         if (!IsFull())
         {
-            if (CanSplitItemSlot(index, out InventorySlot slot))
+            if (CanSplitItemSlot(index))
             {
-                int amountToTransfer = CalculateStackDivision(slot.Amount);
-                slot.Amount = amountToTransfer;
+                InventorySlot newSlot = FindEmptySlot();
 
-                // Creates a new slot with the split amount and adds it to inventory
-                InventorySlot newSlot = new InventorySlot(this, slot.Item, amountToTransfer);
-                items.Add(newSlot);
+                if (newSlot == null)
+                    return;
 
-                InventoryChanged?.Invoke();
+                InventorySlot s = GetSlot(index);
+                int amountToTransfer = CalculateStackDivision(s.Amount);
+                int leftOver = s.Amount - amountToTransfer;
+                s.Amount = amountToTransfer;
+                s.AddItemSlot(s.Item, amountToTransfer);
+                newSlot.AddItemSlot(s.Item, leftOver);
+
+                OnSlotsChanged?.Invoke(s.SlotIndex, newSlot.SlotIndex);
                 return;
             }
 
@@ -140,13 +199,26 @@
     //Check if the item is stackable
     //Returns true if the item is stackable
     //And also returns the slot of the item
-    private bool CanSplitItemSlot(int index, out InventorySlot slot)
+    private bool CanSplitItemSlot(int index)
     {
-        Item item = items[index].Item;
-        slot = items[index];
-        return item != null && item.IsStackable && slot.Amount > 1;
+        InventorySlot slot = items[index];
+
+        return CanSplitItemSlot(slot);
     }
 
+    private bool CanSplitItemSlot(InventorySlot slot)
+    {
+        if(IsFull())
+            return false;
+
+        //Tries to find a slot that contains an empty slot
+        InventorySlot avalableSlot = FindEmptySlot();
+
+        return avalableSlot != null && slot.Item.IsStackable && slot.Amount > 1;
+
+    }
+
+
     //Gets an item
     public Item GetItem(int index) => items[index].Item;
 
@@ -156,11 +228,11 @@
     private int CalculateStackDivision(int amount) => Mathf.CeilToInt(amount / 2f);
 
     //Checks if a slot exists with same item
-    private InventorySlot FindSlotByItem(Item item)
+    private InventorySlot FindAvailableSlotByItem(Item item)
     {
         foreach (InventorySlot slot in items)
         {
-            if (slot != null && slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull())
+            if (slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull())
             {
                 return slot;
             }
@@ -168,15 +240,20 @@
         return null;
     }
 
-    public void SetSlot(int index, InventorySlot slot)
+    public bool TryMergeSlots(InventorySlot slotA, InventorySlot slotB)
     {
-        items[index] = slot;
+        if (TryMergeSlotsInventoriesSlots(slotA, slotB))
+        {
+            OnSlotsChanged.Invoke(slotA.SlotIndex, slotB.SlotIndex);
+            return true;
+        }
+
+        return false;
     }
 
-    //public static void SwapSlotInventory(Inventory inventory, InventorySlot slot)
-    //{
-    //    if(inventoryA)
-    //}
+    //Finds an empty slot
+    private InventorySlot FindEmptySlot() => GetSlot(items.FindIndex(x => x.IsEmpty()));
+
 
     //public void DropItem(int index, int amount)
     //{
@@ -221,6 +298,9 @@
     [SerializeField] private Item item;
     [SerializeField] private int amount;
     [SerializeField] private int maxAmount;
+    //Testing purposes
+    [SerializeField] private string ownerName;
+    [SerializeField] private int slotIndex;
 
     [NonSerialized]
     private Inventory owner;
@@ -240,19 +320,36 @@
     {
         get => amount;
         set => amount = value;
+
     }
 
-    //Constructor
-    public InventorySlot(Inventory owner, Item item = null, int amount = 0)
+    public void AddItemSlot(Item item = null, int amount = 0)
     {
         this.item = item;
         this.amount = amount;
-        maxAmount = item.StackAmount;
-        Owner = owner;
+
+        if (item != null)
+        {
+            maxAmount = item.StackAmount;
+        }
+    }
+
+    //Constructor
+    public InventorySlot(Inventory owner)
+    {
+        ownerName = owner.ToString();
+        this.owner = owner;
     }
 
     //Checks id the slot is full
     public bool IsSlotFull() => amount == maxAmount;
 
+    public void Clear()
+    {
+        item = null;
+        amount = 0;
+        maxAmount = 0;
+    }
+
     public bool IsEmpty() => item == null;
 }
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs
index a69b7e7..be958aa 100644
--- a/Assets/Scripts/Player/PlayerController.cs
+++ b/Assets/Scripts/Player/PlayerController.cs
@@ -4,7 +4,6 @@
 using MyCollections.Stats;
 using System;
 using System.Collections;
-using System.Reflection;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
@@ -21,8 +20,6 @@
     [SerializeField]
     public float flashCounter = 0f;
 
-    [Header("Stats: ")]
-    [SerializeField] private BaseStats baseStats;
     public Stats Stats { get; private set; }
 
     [Header("Attribute Settings: ")]
@@ -74,12 +71,6 @@
         set => canMove = value;
     }
 
-    public int CurrentPlayerAttack
-    {
-        get => currentPlayerAttack;
-        set => currentPlayerAttack += value;
-    }
-
     public int Health
     {
         get => health;
@@ -109,6 +100,12 @@
         set => currentPlayerDefense += value;
     }
 
+    public int CurrentPlayerAttack
+    {
+        get => currentPlayerAttack;
+        set => currentPlayerAttack += value;
+    }
+
     public InventoryManager InventoryManager => inventoryManager;
 
     private void Awake()
@@ -129,10 +126,8 @@
             Destroy(gameObject);
         }
 
-        Stats = new Stats(new StatsMediator(), baseStats);
-
-        currentPlayerAttack = baseStats.attack;
-        currentPlayerDefense = baseStats.defense;
+        Stats = new Stats(new StatsMediator(), this);
+        currentPlayerAttack = Stats.Attack;
     }
 
     void Start()
@@ -145,6 +140,12 @@
         if (!Stats.Mediator.IsEmpty)
             Stats.Mediator.Update(Time.deltaTime);
 
+        if (Input.GetKeyDown(KeyCode.M))
+        {
+
+            TakeDamage(5);
+        }
+
         if (!IsDead() && canMove)
         {
             if (!isRuning)
@@ -341,10 +342,14 @@
 
     public void TakeDamage(int amount)
     {
-        Health = Mathf.Max(0, Health - amount);
+        Health = Mathf.Max(0, health - amount);
         anim.SetTrigger("Hurt");
     }
-    public void Heal(int amount) => health += amount;
+    public void Heal(int amount)
+    {
+        // Trigger health-changed event to update observers (e.g., UI)
+        OnHealthChanged?.Invoke(Health);
+    }
     public int CurrentHealth() => health;
     public bool IsDead() => health <= 0f ? true : false;
 
diff --git a/Assets/Scripts/Player/PlayerHUD.cs b/Assets/Scripts/Player/PlayerHUD.cs
index f3cc032..ce350e1 100644
--- a/Assets/Scripts/Player/PlayerHUD.cs
+++ b/Assets/Scripts/Player/PlayerHUD.cs
@@ -1,6 +1,8 @@
+using MyCollections.Stats;
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using System.Linq;
 using TMPro;
 using UnityEngine;
 using UnityEngine.SceneManagement;
@@ -26,8 +28,16 @@
     [Header("Currency")]
     [SerializeField] private TextMeshProUGUI goldAmount;
 
+    [Header("Stats Modifiers: ")]
+    [SerializeField] private GameObject statsModifierParent;
+    [SerializeField] private GameObject modifierPrefab;
+    [SerializeField] private float spacingX = 2f;
+    [SerializeField] private float timerAnim = 1.2f;
+
     [SerializeField] private float barSpeed = 0.5f;
 
+    private List<Tuple<GameObject, StatModifier>> modifiers = new List<Tuple<GameObject, StatModifier>>();
+
     //Player Controller
     PlayerController controller;
 
@@ -42,8 +52,8 @@
     // Start is called before the first frame update
     void Start()
     {
-        controller = PlayerController.Instance;
         gameManager = GameManager.Instance;
+        controller = gameManager.PlayerController;
 
         goldAmount.text = gameManager.PlayerGold.ToString();
         lvlAmountTMP.text = gameManager.PlayerLevel.ToString();
@@ -52,10 +62,13 @@
 
         controller.OnHealthChanged += UpdateHealthBar;
         controller.OnManaChanged += UpdateManaBar;
+        controller.Stats.Mediator.OnModifierAdded += AddStatModifierUI;
+        controller.Stats.Mediator.OnModifierRemoved += RemoveStateModifierUI;
 
         gameManager.OnXpGained += UpdateXPBar;
         gameManager.OnLevelUp += UpdateLvlNumber;
         gameManager.OnGoldAdded += UpdateGoldAmount;
+        
     }
 
     private void OnDestroy()
@@ -67,7 +80,6 @@
     // Update is called once per frame
     void Update()
     {
-
     }
 
     private void UpdateHealthBar(int newHealth)
@@ -160,4 +172,103 @@
         healthBar.fillAmount = targetFillAmount;
         healthAmountTMP.text = $"{newHealth} / {controller.MaxHealth}";  // Ensure final text update matches target health
     }
+
+    private void AddStatModifierUI(StatModifier modifier)
+    {
+        RectTransform parentRt = statsModifierParent.GetComponent<RectTransform>();
+        Vector2 parentSize = parentRt.rect.size;
+
+        // Instantiate and add the stat modifier to the UI
+        GameObject instance = Instantiate(modifierPrefab, parentRt);
+        RectTransform instanceRt = instance.GetComponent<RectTransform>();
+        instanceRt.anchoredPosition = new Vector2(parentSize.x / 2, 0); // Place new modifier at initial position
+        modifiers.Insert(0, new Tuple<GameObject, StatModifier>(instance, modifier));
+
+        // Recalculate positions for all modifiers
+        RepositionModifiers();
+    }
+
+    // Repositions all stat modifiers sequentially
+    private void RepositionModifiers()
+    {
+        float currentXOffset = 0f; // Start from the parent's right edge
+        for (int i = 0; i < modifiers.Count; i++)
+        {
+            RectTransform rtModifier = modifiers[i].Item1.GetComponent<RectTransform>();
+            Vector2 size = rtModifier.rect.size;
+
+            // Calculate the new anchored position
+            Vector2 newPosition = new Vector2(currentXOffset - (size.x / 2), 0);
+
+            // Move the modifier with animation
+            StartCoroutine(MoveTheStatModifierObjectAnim(rtModifier, newPosition));
+
+            // Update the current offset for the next modifier
+            currentXOffset -= size.x + spacingX;
+        }
+    }
+
+    // Handles the Stat Modifiers UI elements' animations
+    private IEnumerator MoveTheStatModifierObjectAnim(RectTransform modifierRt, Vector2 finalPosition)
+    {
+        float elapsedTime = 0f;
+        Vector2 startPosition = modifierRt.anchoredPosition;
+
+        while (elapsedTime < timerAnim)
+        {
+            elapsedTime += Time.deltaTime;
+            float t = elapsedTime / timerAnim;
+            modifierRt.anchoredPosition = Vector2.Lerp(startPosition, finalPosition, t);
+            yield return null;
+        }
+        modifierRt.anchoredPosition = finalPosition;
+    }
+
+    private void RemoveStateModifierUI(StatModifier modifier)
+    {
+        // Find the Tuple to remove
+        Tuple<GameObject, StatModifier> result = modifiers.FirstOrDefault(tuple => tuple.Item2.Equals(modifier));
+
+        if (result == null)
+        {
+            Debug.LogError("Modifier not found in the list.");
+            return;
+        }
+
+        GameObject go = result.Item1;
+
+        if (go == null)
+        {
+            Debug.LogError("GameObject doesn't exist");
+            return;
+        }
+
+        RectTransform modifierRt = go.GetComponent<RectTransform>();
+        if (modifierRt == null)
+        {
+            Debug.LogError("RectTransform not found on the GameObject.");
+            return;
+        }
+
+        // Visual effect: Move up before removing
+        Vector2 finalPosition = modifierRt.anchoredPosition + new Vector2(0, 50);
+
+        StartCoroutine(RemoveModifierAfterAnimation(result, modifierRt, finalPosition));
+    }
+
+    // Coroutine to handle animation and destruction
+    private IEnumerator RemoveModifierAfterAnimation(Tuple<GameObject, StatModifier> result, RectTransform modifierRt, Vector2 finalPosition)
+    {
+        yield return MoveTheStatModifierObjectAnim(modifierRt, finalPosition);
+
+        // Remove the modifier from the list after animation completes
+        modifiers.Remove(result);
+
+        // Destroy the GameObject after it's no longer needed
+        Destroy(result.Item1);
+
+        // Reposition remaining modifiers
+        RepositionModifiers();
+    }
+
 }
diff --git a/Assets/Scripts/Player/Stats/Stats.cs b/Assets/Scripts/Player/Stats/Stats.cs
index 7c82616..1fda582 100644
--- a/Assets/Scripts/Player/Stats/Stats.cs
+++ b/Assets/Scripts/Player/Stats/Stats.cs
@@ -11,8 +11,8 @@
 
     public class Stats
     {
-        private readonly BaseStats baseStats;
         private readonly StatsMediator mediator;
+        private readonly PlayerController controller;
 
         public StatsMediator Mediator => mediator;
 
@@ -20,7 +20,7 @@
         {
             get
             {
-                Query query = new Query(StatType.Attack, baseStats.attack);
+                Query query = new Query(StatType.Attack, controller.CurrentPlayerAttack);
                 mediator.PerformQuery(this, query);
                 return (int)query.value;
             }
@@ -30,37 +30,17 @@
         {
             get
             {
-                Query query = new Query(StatType.Defense, baseStats.defense);
+                Query query = new Query(StatType.Defense, controller.CurrentPlayerAttack);
                 mediator.PerformQuery(this, query);
                 return (int)query.value;
 
             }
         }
 
-        public int Health
-        {
-            get
-            {
-                Query query = new Query(StatType.Health, baseStats.health);
-                mediator.PerformQuery(this, query);
-                return (int)query.value;
-            }
-        }
-
-        public float Mana
-        {
-            get
-            {
-                Query query = new Query(StatType.Health, baseStats.mana);
-                mediator.PerformQuery(this, query);
-                return query.value;
-            }
-        }
-
-        public Stats(StatsMediator mediator, BaseStats baseStats)
+        public Stats(StatsMediator mediator, PlayerController controller)
         {
             this.mediator = mediator;
-            this.baseStats = baseStats;
+            this.controller = controller;
         }
 
         //Debugging purposes
diff --git a/Assets/Scripts/Player/Stats/StatsMediator.cs b/Assets/Scripts/Player/Stats/StatsMediator.cs
index 8a68d9f..1aeb939 100644
--- a/Assets/Scripts/Player/Stats/StatsMediator.cs
+++ b/Assets/Scripts/Player/Stats/StatsMediator.cs
@@ -10,6 +10,8 @@
         private readonly LinkedList<StatModifier> modifiers = new LinkedList<StatModifier>();
 
         public event EventHandler<Query> Queries;
+        public event Action<StatModifier> OnModifierAdded;
+        public event Action<StatModifier> OnModifierRemoved;
 
         public bool IsEmpty => modifiers.IsEmpty();
         public void PerformQuery(object sender, Query query) => Queries?.Invoke(sender, query);
@@ -17,10 +19,12 @@
         public void AddModifier(StatModifier modifier)
         {
             modifiers.InsertAtBegin(modifier);
+            OnModifierAdded?.Invoke(modifier);
             Queries += modifier.Handle;
 
             modifier.OnDispose += callback =>
             {
+                OnModifierRemoved?.Invoke(modifier);
                 modifiers.Remove(modifier);
                 Queries -= modifier.Handle;
             };
diff --git a/Assets/Scripts/UI/HUDManager.cs b/Assets/Scripts/UI/HUDManager.cs
index c6ebed9..8bc4f23 100644
--- a/Assets/Scripts/UI/HUDManager.cs
+++ b/Assets/Scripts/UI/HUDManager.cs
@@ -6,7 +6,7 @@
     private GameStateManager gameStateManager;
 
     [SerializeField] private GameObject pauseMenuPanel;
-    [SerializeField] private GameObject inventoryPanel;
+    [SerializeField] private PlayerInventoryUI playerInventoryUI;
 
     [SerializeField] private HUDMode currentHUDMode;
 
@@ -80,12 +80,12 @@
                 break;
 
             case HUDMode.Inventory:
-                if (inventoryPanel == null)
+                if (playerInventoryUI == null)
                 {
                     Debug.LogError("Inventory Panel is null in SetHUDMode.");
                     return;
                 }
-                inventoryPanel.SetActive(true);
+                playerInventoryUI.DisplayGrid(true);
                 Cursor.visible = true;
                 break;
 
@@ -103,7 +103,7 @@
     {
         // Deactivate all HUD panels
         pauseMenuPanel.SetActive(false);
-        inventoryPanel.SetActive(false);
+        playerInventoryUI.DisplayGrid(false);
     }
 
     public void OnDestroy()
diff --git a/Assets/Scripts/UI/Inventory/InventoryButton.cs b/Assets/Scripts/UI/Inventory/InventoryButton.cs
index 1f3fedb..4e53f99 100644
--- a/Assets/Scripts/UI/Inventory/InventoryButton.cs
+++ b/Assets/Scripts/UI/Inventory/InventoryButton.cs
@@ -1,5 +1,8 @@
+using System.Reflection;
+using TMPro;
 using UnityEngine;
 using UnityEngine.EventSystems;
+using UnityEngine.UI;
 
 public class InventoryButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
 {
@@ -16,25 +19,20 @@
 
     private Vector3 originalPosition;
     private InventoryButton overlappingButton;
+
     [SerializeField] private InventorySlot data;
+    [SerializeField] private PlayerInventoryUI playerInventoryUI;
 
     private void Start()
     {
         originalPosition = transform.position;
-    }
-
-    public void ButtonInit(InventoryManager inventoryManager, int slotIndex, InventorySlot data)
-    {
-        this.slotIndex = slotIndex;
-        this.inventoryManager = inventoryManager;
-        this.data = data;
+        inventoryManager = GameManager.Instance.PlayerController.GetComponentInChildren<InventoryManager>();
     }
 
     public void OnPointerDown(PointerEventData eventData)
     {
         if (eventData.button == PointerEventData.InputButton.Left)
         {
-            Debug.Log($"IsEmpty: {data.IsEmpty()}");
             if (!data.IsEmpty())
             {
                 pressStartTime = Time.time;
@@ -42,6 +40,15 @@
                 isBeingDragged = false;
             }
         }
+
+        else if (eventData.button == PointerEventData.InputButton.Right)
+        {
+            if (!data.IsEmpty())
+            {
+                data.Owner.SplitSlot(data.SlotIndex);
+            }
+
+        }
     }
 
     public void OnPointerUp(PointerEventData eventData)
@@ -82,10 +89,20 @@
 
     private void OnSingleClick()
     {
-        if (buttonOptions != null && data != null)
+        if (data.Item != null)
         {
-            buttonOptions.SetActive(true);
-            buttonOptions.transform.position = transform.position;
+            //if (playerInventoryUI.currentButtonOptions == null)
+            //{
+            //    playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform);
+            //    playerInventoryUI.currentButtonOptions.transform.position = transform.position;
+            //}
+
+            //else
+            //{
+            //    playerInventoryUI.currentButtonOptions = null;
+            //    playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform);
+            //    playerInventoryUI.currentButtonOptions.transform.position = transform.position;
+            //}
         }
     }
 
@@ -102,17 +119,44 @@
         }
     }
 
+    public void ChangeData(InventorySlot d)
+    {
+        data = d;
+
+        Image[] images = gameObject.GetComponentsInChildren<Image>();
+        TextMeshProUGUI tmp = gameObject.GetComponentInChildren<TextMeshProUGUI>();
+
+        foreach (Image image in images)
+        {
+            if (image.gameObject.transform.childCount == 0)
+            {
+                if (data.Item != null)
+                {
+                    image.color = Color.white;
+                    image.sprite = data.Item.ItemImage;
+                    tmp.text = data.Amount > 1 ? d.Amount.ToString() : string.Empty;
+                }
+                else
+                {
+                    image.color = Color.clear; // Reset to transparent
+                    image.sprite = null;
+                    tmp.text = string.Empty;  // Clear text
+                }
+            }
+        }
+    }
+
     private void OnHoldRelease()
     {
         if (isOverlapping && overlappingButton != null)
         {
-            // Swap only the inventorySlot data with the overlapping button
-            //inventoryManager.SwapTransferItem(slotIndex, overlappingButton.slotIndex);
-            inventoryManager.SwapInventorySlot(data, overlappingButton.data);
 
-            // Optionally, update visual elements if they depend on inventorySlot data
-            UpdateSlotDisplay();
-            overlappingButton.UpdateSlotDisplay();
+            if (!data.Owner.TryMergeSlots(data, overlappingButton.data))
+            {
+                // Perform the swap in the inventory data
+                inventoryManager.SwapInventorySlot(data, overlappingButton.data);
+            }
+
 
             isOverlapping = false;
             overlappingButton = null;
@@ -121,19 +165,15 @@
         transform.position = originalPosition; // Return to original position visually
     }
 
-    private void UpdateSlotDisplay()
-    {
-        // This method updates the UI display for the slot, such as icons or item quantities,
-        // based on the current inventorySlot data.
-        // Example: Update the icon or item quantity shown on the button.
-    }
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
-        if (collision.TryGetComponent(out InventoryButton button) && button != this)
+        // Check if the current button is being dragged and the collision is with another button
+        if (isBeingDragged && collision.TryGetComponent(out InventoryButton button) && button != this)
         {
             overlappingButton = button;
             isOverlapping = true;
+            Debug.Log($"Started overlapping with button at index {button.slotIndex}");
         }
     }
 
diff --git a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
index 6894f9f..6bb8fde 100644
--- a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
+++ b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs
@@ -34,7 +34,7 @@
             Debug.Log($"Inventory: {inventory}\nInventory Capacity: {inventory.Capacity}");
             
             //inventory.InventoryChanged += UpdateUI;
-            inventory.InventoryChanged += UpdateSlots;
+            //inventory.InventoryChanged += UpdateSlots;
         }
 
         else
@@ -49,7 +49,7 @@
         {
             if (uiSlots[i].TryGetComponent(out InventoryButton button))
             {
-                button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i));
+                //button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i));
                 UpdateUI(i);
             }
         }
@@ -135,12 +135,12 @@
         if (inventory != null)
         {
             // Subscribe to inventory changes when the UI is active
-            inventory.InventoryChanged += UpdateSlots;
+            //inventory.InventoryChanged += UpdateSlots;
         }
     }
 
     private void OnDisable()
     {
-        inventory.InventoryChanged -= UpdateSlots;
+        //inventory.InventoryChanged -= UpdateSlots;
     }
 }
\ No newline at end of file
diff --git a/Assets/UI/Inventory/DynamicInventoryUI.cs b/Assets/UI/Inventory/DynamicInventoryUI.cs
index 3687f41..cbd8ca2 100644
--- a/Assets/UI/Inventory/DynamicInventoryUI.cs
+++ b/Assets/UI/Inventory/DynamicInventoryUI.cs
@@ -36,7 +36,7 @@
             inventory = inventoryManager.Inventory;
 
             // Subscribe to inventory changes when the UI is active
-            inventory.InventoryChanged += UpdateUI;
+            //inventory.InventoryChanged += UpdateUI;
             CreateInventoryGrid();
         }
 
@@ -235,7 +235,7 @@
         if (inventory != null)
         {
             // Subscribe to inventory changes when the UI is active
-            inventory.InventoryChanged += UpdateUI;
+            //inventory.InventoryChanged += UpdateUI;
             CreateInventoryGrid();
         }
     }
@@ -243,7 +243,7 @@
     private void OnDisable()
     {
         ClearInventoryGrid();
-        inventory.InventoryChanged -= UpdateUI;
+        //inventory.InventoryChanged -= UpdateUI;
     }
 
     public void SplitItemStack(int index) => inventory.SplitSlot(index);
diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs b/Assets/UI/Inventory/PlayerInventoryUI.cs
new file mode 100644
index 0000000..0aa75ce
--- /dev/null
+++ b/Assets/UI/Inventory/PlayerInventoryUI.cs
@@ -0,0 +1,186 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using UnityEngine.UI;
+
+public class PlayerInventoryUI : MonoBehaviour
+{
+    [SerializeField] private GameObject uiSlotPrefab;
+    [SerializeField] private GameObject[] uiSlots; //Slots for the quick inventory
+    [SerializeField] private GameObject inventoryUIObject;
+    [SerializeField] private GameObject slotsOptions;
+    [SerializeField] private GameObject insertAmountPanelprefab;
+    [SerializeField] private Inventory inventory, quickInventory;
+
+    //Inventory settings
+    [SerializeField] private float gridSpacingX, gridSpacingY; //the space between each tile of the matrix
+    [SerializeField] private int columns = 5;  // Number of columns in the inventory grid
+    private int rows;
+
+    public GameObject currentButtonOptions;
+
+    //UI Inventory Matrix Size
+    GameObject[,] inventorySlots = null;
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        inventory = GameManager.Instance.PlayerController.InventoryManager.Inventory;
+        quickInventory = GameManager.Instance.PlayerController.InventoryManager.QuickInventory;
+
+        CreateInventoryGrid();
+
+        // Populate UI slots with initial data
+        for (int i = 0; i < inventory.Capacity; i++)
+        {
+            UpdateGridUI(i);
+        }
+        for (int i = 0; i < quickInventory.Capacity; i++)
+        {
+            UpdateQuickInventoryUI(i);
+        }
+
+
+        inventory.OnSlotChanged += UpdateGridUI;
+        inventory.OnSlotsChanged += UpdateGridUI;
+
+        quickInventory.OnSlotChanged += UpdateQuickInventoryUI;
+        quickInventory.OnSlotsChanged += UpdateQuickInventoryUI;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+    
+    }
+
+    public void DisplayGrid(bool enable)
+    {
+        for (int row = 0; row < rows; row++)
+        {
+            for (int col = 0; col < columns; col++)
+            {
+                inventorySlots[row, col].SetActive(enable);
+            }
+        }
+    }
+
+    //Creates an inventory grid
+    private void CreateInventoryGrid()
+    {
+        // Get the inventory size from the player
+        int inventorySize = inventory.Capacity;
+
+        // Calculate number of rows needed based on the inventory size and number of columns
+        rows = Mathf.CeilToInt((float)inventorySize / columns);
+
+        // Initialize the 2D array based on rows and columns
+        inventorySlots = new GameObject[rows, columns];
+
+        // Calculate total width and height of the grid
+        float gridWidth = columns * gridSpacingX;
+        float gridHeight = rows * gridSpacingY;
+
+        // Calculate the starting position for centering the grid
+        Vector3 startPosition = new Vector3(-gridWidth / 2 + gridSpacingX / 2, gridHeight / 2 - gridSpacingY / 2, 0);
+
+        // Start drawing the inventory grid
+        for (int row = 0; row < rows; row++)
+        {
+            for (int col = 0; col < columns; col++)
+            {
+                // Calculate the slot index (linear inventory index)
+                int index = row * columns + col;
+
+                // Ensure we don't create extra slots beyond the inventory size
+                if (index >= inventorySize) break;
+
+                // Calculate the position for each slot based on row, column, and spacing
+                Vector3 position = startPosition + new Vector3(col * gridSpacingX, -row * gridSpacingY, 0);
+
+                // Instantiate the slot at the calculated position
+                GameObject slot = Instantiate(uiSlotPrefab, inventoryUIObject.transform);
+                slot.GetComponent<RectTransform>().anchoredPosition = position;
+                slot.SetActive(false);
+
+                // Store the slot reference in the array
+                inventorySlots[row, col] = slot;
+            }
+        }
+    }
+
+    private void UpdateQuickInventoryUI(int index)
+    {
+        InventorySlot slot = quickInventory.GetSlot(index);
+
+        GameObject inventorySlot = uiSlots[index];
+
+        InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>();
+
+        slotButton.ChangeData(slot);
+    }
+
+    private void UpdateQuickInventoryUI(int indexA, int indexB)
+    {
+        InventorySlot slotA = quickInventory.GetSlot(indexA);
+        InventorySlot slotB = quickInventory.GetSlot(indexB);
+
+        GameObject inventorySlotA = uiSlots[indexA];
+        GameObject inventorySlotB = uiSlots[indexB];
+
+        InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>();
+        InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>();
+
+        //Updates the data of the slots
+        slotButtonA.ChangeData(slotA);
+        slotButtonB.ChangeData(slotB);
+    }
+
+    //Updates a single index
+    private void UpdateGridUI(int index)
+    {
+        Tuple<int, int> gridIndex = CalculateIndexPosition(index);
+        InventorySlot slot = inventory.GetSlot(index);
+
+        GameObject inventorySlot = inventorySlots[gridIndex.Item1, gridIndex.Item2];
+
+        InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>();
+
+        slotButton.ChangeData(slot);
+    }
+
+    //Update 2 indexes
+    //Used 2 items swap positions on the inventory
+    private void UpdateGridUI(int indexA, int indexB)
+    {
+        //Calculates the index on the grid based on the index of the inventory
+        Tuple<int, int> gridIndexA = CalculateIndexPosition(indexA);
+        Tuple<int, int> gridIndexB = CalculateIndexPosition(indexB);
+
+        //Get Inventory Data
+        InventorySlot slotA = inventory.GetSlot(indexA);
+        InventorySlot slotB = inventory.GetSlot(indexB);
+
+        //Get the ui inventorySlots
+        GameObject inventorySlotA = inventorySlots[gridIndexA.Item1, gridIndexA.Item2];
+        GameObject inventorySlotB = inventorySlots[gridIndexB.Item1, gridIndexB.Item2];
+
+        //Get the inventory button components
+        InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>();
+        InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>();
+
+        //Change the data
+        slotButtonA.ChangeData(slotA);
+        slotButtonB.ChangeData(slotB);
+    }
+
+    //Calculates the index position
+    private Tuple<int,int> CalculateIndexPosition(int index)
+    {
+        //Calculate the column
+        int row = index / columns;
+        int col = index % columns;
+        return Tuple.Create(row, col);
+    }
+}
diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs.meta b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta
new file mode 100644
index 0000000..a6b9ec3
--- /dev/null
+++ b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d1a0226d1ad316a4c8dcdc4845aa6083
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/README.md b/README.md
index 8107b64..80a198b 100644
--- a/README.md
+++ b/README.md
@@ -1,28 +1,43 @@
 
 # The Vengeance
 
-The Vengeance is a Unity 2D vertical slice project that i developed for my 3rd semester in University.
-
+The Vengeance is a Unity 2D vertical slice project that I originally developed for my 3rd semester in university. This repository showcases the game and my ongoing efforts to rework and improve it.
 
 ## About the Game
 
-The Vengeance is a 2D action-adventure single-player game in a Medieval fantasy.
-In the game the player is on an adventure and to level up and upgrade the equipment must kill monsters that are around the map.
+The Vengeance is a 2D action-adventure single-player game set in a medieval fantasy world.  
+Players embark on an adventure to level up and upgrade equipment by defeating monsters scattered across the map.
+
+---
+
+## Features
+
+- **Genre**: 2D Action-Adventure  
+- **Key Mechanics**:  
+  - Combat: Engage with various enemies.  
+  - Progression: Level up and enhance your character's combat power.  
+- **Visual Style**: 2D Hand Painted medieval fantasy.  
+- **Platform**: PC  
+
+---
+
 ## Project Contributions
 
 The project originally was developed by me and other 2 colleagues. Currently i'm reworking on a new version of the project.
 
-Project implementations:
-
 ### Game Mechanics
-- Main Character Movement;
-- Main Character Combat Mechanics
-- NPC Pathfinding (Sebastian League A* Pathfinding adaptation);
+- Character movement system.  
+- Combat mechanics for the main character.
+- Combat mechanics for the NPC's.  
+- NPC pathfinding (adapted from *Sebastian Lague's A* Pathfinding*).  
 
 ### Game Systems
-- Inventory System;
-- Dialogue System (using Ink);
-- Combat System;
-- Finite State Machine;
-- Level System;
+- Modular Inventory system for item management.  
+- Dialogue system implemented with **Ink**. 
+- Finite State Machine for NPC behavior.  
+- Experience and level progression system.
+
+### UI
+
+- Menus