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diff --git a/data/help/science.yaml b/data/help/science.yaml new file mode 100644 index 0000000..7681310 --- /dev/null +++ b/data/help/science.yaml @@ -0,0 +1,32 @@ +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 |
