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 Type 'mods' to see all modules you can currently use. See also: trigger, autotrigger, mods, scavenging