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 ' or 'cast ' - 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 ' or set 'autocast ' then 'attack ' Type 'mods' to see all mods you can currently use. See also: trigger, autocast, mods, scavenging