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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.

KeyGlyphOpens
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):

LockDifficulty+0+2+4+6+8+10+12
A lock of the usual difficulty1445.8%61.8%75%85.4%93.1%97.9%99.3%
Usual, on Brocenburg 21538.2%54.2%68.8%80.6%89.6%95.8%99.3%
Usual, on Brocenburg 31631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Brocenburg 41725%38.2%54.2%68.8%80.6%89.6%95.8%
Usual, on Bānfeld 21538.2%54.2%68.8%80.6%89.6%95.8%99.3%
Usual, on Bānfeld 31631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Bānfeld 41725%38.2%54.2%68.8%80.6%89.6%95.8%
Usual, on Cealdhlāw 21538.2%54.2%68.8%80.6%89.6%95.8%99.3%
Usual, on Cealdhlāw 31631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Cealdhlāw 41725%38.2%54.2%68.8%80.6%89.6%95.8%
Usual, on Cealdhlāw 51819.4%31.2%45.8%61.8%75%85.4%93.1%
Usual, on Cealdhlāw 61914.6%25%38.2%54.2%68.8%80.6%89.6%
Usual, on Dēopgang 21631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Dēopgang 31819.4%31.2%45.8%61.8%75%85.4%93.1%
Usual, on Dēopgang 42010.4%19.4%31.2%45.8%61.8%75%85.4%
Usual, on Dēopgang 5224.2%10.4%19.4%31.2%45.8%61.8%75%
Usual, on Dēopgang 6240.69%4.2%10.4%19.4%31.2%45.8%61.8%
Usual, on Dēopgang 7260.69%0.69%4.2%10.4%19.4%31.2%45.8%
Usual, on Dēopgang 8280.69%0.69%0.69%4.2%10.4%19.4%31.2%
Usual, on Dēopgang 9300.69%0.69%0.69%0.69%4.2%10.4%19.4%
Usual, on Dēopgang 10320.69%0.69%0.69%0.69%0.69%4.2%10.4%
Usual, on Dēopgang 11340.69%0.69%0.69%0.69%0.69%0.69%4.2%
Usual, on Fennmynster 21538.2%54.2%68.8%80.6%89.6%95.8%99.3%
Usual, on Fennmynster 31631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Fennmynster 41725%38.2%54.2%68.8%80.6%89.6%95.8%
Usual, on Fennmynster 51819.4%31.2%45.8%61.8%75%85.4%93.1%
Usual, on Fennmynster 61914.6%25%38.2%54.2%68.8%80.6%89.6%
Usual, on Fennmynster 72010.4%19.4%31.2%45.8%61.8%75%85.4%
Usual, on Fennmynster 8216.9%14.6%25%38.2%54.2%68.8%80.6%
Usual, on Fyrdelf 21631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Fyrdelf 31819.4%31.2%45.8%61.8%75%85.4%93.1%
Usual, on Fyrdelf 42010.4%19.4%31.2%45.8%61.8%75%85.4%
Usual, on Fyrdelf 5224.2%10.4%19.4%31.2%45.8%61.8%75%
Usual, on Fyrdelf 6240.69%4.2%10.4%19.4%31.2%45.8%61.8%
Usual, on Fyrdelf 7260.69%0.69%4.2%10.4%19.4%31.2%45.8%
Usual, on Fyrdelf 8280.69%0.69%0.69%4.2%10.4%19.4%31.2%
Usual, on Fyrdelf 9300.69%0.69%0.69%0.69%4.2%10.4%19.4%
Usual, on Fyrdelf 10320.69%0.69%0.69%0.69%0.69%4.2%10.4%
Usual, on Fyrdelf 11340.69%0.69%0.69%0.69%0.69%0.69%4.2%
Usual, on Fyrdelf 12360.69%0.69%0.69%0.69%0.69%0.69%0.69%
Usual, on The Depths 21538.2%54.2%68.8%80.6%89.6%95.8%99.3%
Usual, on The Depths 31631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on The Depths 41725%38.2%54.2%68.8%80.6%89.6%95.8%
Usual, on The Depths 51819.4%31.2%45.8%61.8%75%85.4%93.1%
Usual, on The Depths 61914.6%25%38.2%54.2%68.8%80.6%89.6%
Usual, on The Depths 72010.4%19.4%31.2%45.8%61.8%75%85.4%
Usual, on The Depths 8216.9%14.6%25%38.2%54.2%68.8%80.6%
Usual, on Ūtgang 21631.2%45.8%61.8%75%85.4%93.1%97.9%
Usual, on Ūtgang 31819.4%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 says The 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 fixtureSturdinessStrength 3Strength 6Strength 9Strength 10Strength 12Strength 15Strength 18Strength 20
Closed door3010%20%30%33%40%50%60%66%
Closed gate2015%30%45%50%60%75%90%100%
Statue2001%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.

See also: Chests, Traps, and Searching.