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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
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