Doors
A closed door (+) blocks your way, your sight, and
light, and muffles sound. To open it, walk into it or press
o and a direction. To close an open door ('), press c and a direction. See
Terrain for how doors block and are remembered.
Locked doors
Some doors are locked. A locked door looks exactly like any other closed door, and you only find out when you try to open it:
The door is locked.
Trying takes no time. To get through, you need its key, a thief’s touch (picking the lock), or a strong leg (kicking it in).
Keys
Keys are tools (() you carry. Each key is made for one kind of lock.
A skeleton key opens every lock. Some locks have no key of their own: only a skeleton key opens
them.
When you open a locked door (o, or walking into it) while you carry a key that fits, you unlock
it and open it in one go:
You unlock the door with your iron key and open it.
That takes as long as unlocking and opening together: 12 seconds at a normal pace (see Turns and movement). You keep the key, and the door stays unlocked, so after you close it, it opens like any door. If you carry both the key made for a lock and a skeleton key, you use the one made for it.
| Key | Glyph | Opens |
|---|---|---|
| Brass key | ( | locks named guard_post |
| Bronze key | ( | locks named barrow_chamber |
| Copper key | ( | locks named treasury |
| Iron key | ( | locks named pantry |
| Lead key | ( | locks named barrow_seal |
| Rusty key | ( | locks named depths |
| Skeleton key | ( | every lock |
Picking locks
If you are trained in the Open lock skill
(thieves are), the abilities menu (a) has
Pick lock. Choose it, then a direction, and you try the lock of the closed door there without a
key.
- A try is a check: two twelve-sided dice, plus your Dexterity modifier, plus what Open lock gives (+8 at 100, see Skills), against the lock’s difficulty. The modifier is half of what your Dexterity is over 10, rounded down: 14 gives +2, 18 gives +4, 8 gives −1. Two ones always fail and two twelves always work.
- Locks are of difficulty 14 unless the place says otherwise; a vault’s or a level’s lock may be harder or easier. In a generated dungeon, each level down makes a lock one harder: 15 on the second level, 21 on the eighth.
- A try takes 12 seconds at a normal pace, whatever comes of it.
If it fails,
You fail to pick the lock.and the door stays locked. You may try again as often as you like. Only time is lost, and nothing about the lock changes. - When it works, the lock is gone and you open the door at once, as a key would:
You pick the lock and open the door.That takes another 6 seconds, as opening a door does. The door stays unlocked. - A trapped door sets its trap off at you as you open it, picked or not (see Traps). A failed try sets nothing off.
- Every try may earn Open lock a
training mark. Trying a door that is not locked, or anything else,
takes no time:
That door is not locked.,There is no lock there.Without the skill:You do not know how to pick locks.
How often a try works, by the lock’s difficulty and what you add (your Dexterity modifier plus Open lock’s bonus):
| Lock | Difficulty | +0 | +2 | +4 | +6 | +8 | +10 | +12 |
|---|---|---|---|---|---|---|---|---|
| A lock of the usual difficulty | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| Usual, on Brocenburg 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Brocenburg 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Brocenburg 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Bānfeld 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Bānfeld 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Bānfeld 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Cealdhlāw 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Cealdhlāw 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Cealdhlāw 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Cealdhlāw 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Cealdhlāw 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on Dēopgang 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Dēopgang 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Dēopgang 4 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Dēopgang 5 | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% |
| Usual, on Dēopgang 6 | 24 | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% |
| Usual, on Dēopgang 7 | 26 | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% |
| Usual, on Dēopgang 8 | 28 | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% |
| Usual, on Dēopgang 9 | 30 | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% |
| Usual, on Dēopgang 10 | 32 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% |
| Usual, on Dēopgang 11 | 34 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% |
| Usual, on Fennmynster 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Fennmynster 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Fennmynster 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Fennmynster 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Fennmynster 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on Fennmynster 7 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Fennmynster 8 | 21 | 6.9% | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% |
| Usual, on Fyrdelf 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Fyrdelf 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Fyrdelf 4 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Fyrdelf 5 | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% |
| Usual, on Fyrdelf 6 | 24 | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% |
| Usual, on Fyrdelf 7 | 26 | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% |
| Usual, on Fyrdelf 8 | 28 | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% |
| Usual, on Fyrdelf 9 | 30 | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% |
| Usual, on Fyrdelf 10 | 32 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% |
| Usual, on Fyrdelf 11 | 34 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% |
| Usual, on Fyrdelf 12 | 36 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% |
| Usual, on The Depths 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on The Depths 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on The Depths 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on The Depths 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on The Depths 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on The Depths 7 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on The Depths 8 | 21 | 6.9% | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% |
| Usual, on Ūtgang 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Ūtgang 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
A force spell’s blast breaks every shut door it reaches, locked or trapped, however sturdy (see spell types).
Kicking a door open
Press k and a direction to kick. A kick takes a normal action (6 seconds).
-
A closed door, locked or not, may break. The chance is your Strength against the door’s sturdiness. Against a sturdiness of 30, Strength 9 breaks it three kicks in ten, Strength 15 one in two, and Strength 30 every time. Your Athletics skill adds to your Strength for this (see Skills), and kicking doors trains it. The Lockbreaker talent adds 6 (see Talents), and magic boots that kick harder add their number (see Magic items), for doors and chests alike. Kicking a door takes its 6 seconds whatever your stance.
A door that holds says
WHAMM!. One that breaks saysThe door crashes open!and stays a broken door (,, splinters in the doorway) for good. You can walk and see through it, and it can never be closed or locked again. -
Every kick at a door is loud. It bangs on the door itself, so it is heard on both sides, and creatures that hear it come to look (see Hearing).
-
A creature you kick takes an unarmed blow, whatever you wield (“You kick the giant rat.”). Your bare foot hits like a fist, with your Strength (see Combat), and uses and trains your Unarmed skill (see Weapon skills). Kicking a creature that is not hostile attacks it all the same. Like every attack, a kick takes longer in a cowardly stance and less time with magic that quickens your attacks.
-
A statue of something turned to stone can be kicked too, but it is far sturdier than a door (the table’s last row). Most kicks only thud against the stone, though each trains you as a door’s does, Strength with it. Broken, it falls to rubble and leaves what it held.
-
Anything else takes no time. Where you could walk, an open or broken door included, it says
You kick at empty space.Kicking a wall would only hurt your foot.
| Door or fixture | Sturdiness | Strength 3 | Strength 6 | Strength 9 | Strength 10 | Strength 12 | Strength 15 | Strength 18 | Strength 20 |
|---|---|---|---|---|---|---|---|---|---|
| Closed door | 30 | 10% | 20% | 30% | 33% | 40% | 50% | 60% | 66% |
| Closed gate | 20 | 15% | 30% | 45% | 50% | 60% | 75% | 90% | 100% |
| Statue | 200 | 1% | 3% | 4% | 5% | 6% | 7% | 9% | 10% |
These chances follow your Strength score itself, which never shows as a bonus anywhere in the game (see Stats).
Chests are kicked open the same way, and their locks are picked and opened as a door’s (see Chests).
Wedging a door
Anyone trained in Woodcraft can wedge a closed door shut, which is handy for a rest or a retreat. Choose Wedge a door in the abilities menu and a direction. It takes a turn (a normal action), and the door stays wedged until it is opened or broken.
- A creature that opens doors cannot open a wedged one. It kicks it instead, one kick a turn. Its chance to break the door is its Strength against the door’s sturdiness plus the wedge’s points, as when you kick a locked door in. Woodcraft makes the wedge hold better: +8 at Woodcraft 100, +12 at 200, nothing at 0. Your own kicks are rolled against the same.
- You open it as usual:
You pull the wedge free and open the door.The wedge is not an item. - A wedge that is refused takes no time and says why: you lack Woodcraft, there is no closed door that way, or the door is already wedged.
- Every wedge earns Woodcraft a training mark.
Secret doors
Some doors are secret. They look like the wall around them, and are that wall to you, until you find them by searching or in passing (see Searching). A secret door is never locked. Once found, it is a closed door like any other, and you remember it.
Trapped doors
Some doors are trapped. Opening or kicking one sets off the trap on it; walking through the open doorway does not. See Traps.
Creatures and doors
Some creatures open closed doors: kobolds do, rats do not. A locked door stops them unless they carry a key that fits it; then they unlock it as they open it, as you do. A kobold guard carrying the key to the room it guards will walk right through. No creature picks locks, and none kicks a door unless it is wedged (see Wedging a door).
Where you find them
- In a generated dungeon, a few rooms with a single door are locked. The level’s rusty key always lies somewhere you can reach without opening a locked door, and you never need a key to find the stairs.
- A guard post in a dungeon, with its guard and company, keeps its store room locked. The kobold on guard carries the brass key, and a skeleton key lies in the store room.