name: "science" category: "Skills" description: | Science is the skill that powers modules — powerful programs that can be triggered for combat, teleportation, item processing, and enchanting. Key concepts: - Modules are triggered with 'trigger ' - Every module costs a combination of junk items - All modules also cost 1 scrap, UNLESS you have a deck equipped - Wielding a deck (science weapon) removes the scrap requirement and enables autotrigger combat - Elemental decks provide unlimited supply of their junk type Module matching: trigger and autotrigger search by partial name (all words). If ambiguous, the highest-level module you can cast is selected. E.g., "trigger bio" at Science Lv1 picks Bio Strike. Junk types: solarjunk, hydrojunk, ecojunk, biojunk (from scavenging) chaosjunk, deathjunk, bloodjunk (combat module 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. Deck combat: - Equip a deck, set 'autotrigger ', then attack - Deck attacks at its weapon speed - Autotrigger mod fires each round, consuming junk - Without autotrigger or junk: unarmed attack with no bonuses Non-deck combat: - 'trigger ' queues a one-shot mod for your next attack - Only one mod can be queued at a time Science damage formula: Max hit = floor(mod_max_hit * (1 + equipment_science_damage% / 100)) If the target is weak to your mod's element: Max hit += floor(mod_max_hit * target_weakness% / 100) Elemental weakness: Some mobs have an elemental weakness (solar, hydro, eco, bio, chaos) with a weakness percent. If your module's element matches the mob's weakness, you gain +weakness% accuracy and +floor(base * weakness%) damage on top of your equipment bonus. Accuracy roll: EffectiveScience * (ScienceAttack + 64) EffectiveScience = Science level + tech_boosts + 9 The mob's Science level determines its magic defense roll: Defense roll = (mob.Science + 9) * (mob.ScienceDefense + 64) Type 'mods' to see all modules you can currently use. See also: trigger, autotrigger, mods, scavenging, combat