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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