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+name: "science"
+category: "Skills"
+description: |
+ Science is the skill that powers mods — powerful modules that
+ can be triggered for combat, teleportation, item processing,
+ and enchanting.
+
+ Key concepts:
+ - Mods are triggered with 'trigger <mod>' or 'cast <mod>'
+ - Every mod costs a combination of junk items
+ - All mods also cost 1 scrap metal, UNLESS you have a deck
+ equipped
+ - Wielding a deck (science weapon) removes the scrap
+ requirement
+ - Elemental decks also provide unlimited supply of their junk
+ type
+
+ Junk types:
+ solarjunk, hydrojunk, ecojunk, biojunk (from scavenging)
+ chaosjunk, deathjunk, bloodjunk (combat mod components)
+ lawjunk (transport), cosmicjunk (enchantment)
+ naturejunk (processing)
+
+ Decks: basic deck, solar deck, hydro deck, eco deck, bio deck
+ Advanced versions of each elemental deck also exist.
+
+ Combat: Use 'trigger <mod> <mob>' or set 'autocast <mod>'
+ then 'attack <mob>'
+
+ Type 'mods' to see all mods you can currently use.
+
+ See also: trigger, autocast, mods, scavenging