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Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Gameplay|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate:
Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Getting Started|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate:


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[[../Mines#Frag mines|Frag]], [[../Mines#Plasma mines|Plasma]] and {{s|Mines|Sonic mines}} can also be used to blast locks instead of bashing or {{s|Skills|Security}}: unlike bashing this doesn't result in broken items (although it seems broken items are only ''added'' to inventory rather than ''replacing'' items in it), but unlike Security it doesn't grant any experience. However, according to {{s|Gameplay|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:
[[../Mines#Frag mines|Frag]], [[../Mines#Plasma mines|Plasma]] and {{s|Mines|Sonic mines}} can also be used to blast locks instead of bashing or {{s|Skills|Security}}: unlike bashing this doesn't result in broken items (although it seems broken items are only ''added'' to inventory rather than ''replacing'' items in it), but unlike Security it doesn't grant any experience. However, according to {{s|Getting Started|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:


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Awareness is a [[../Classes|class]] skill for all classes.
Awareness is a [[../Classes|class]] skill for all classes.


According to {{s|Gameplay|Feedback}}, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.  
According to {{s|Getting Started|Feedback}}, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.  


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According to {{s|Gameplay|Feedback}}, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
According to {{s|Getting Started|Feedback}}, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.


Successful use of Security to open a lock normally grants [[../Experience|experience]] equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:
Successful use of Security to open a lock normally grants [[../Experience|experience]] equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:
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Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
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