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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 <module>'
- 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 <mod>', 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 <mod>' 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
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