aboutsummaryrefslogtreecommitdiff
path: root/data/help/science.yaml
blob: 901b2f33b8971f663b5717adc2770bec5f8d89a2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
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