***If it is too low, the door will resist your attempt and print the message "Your weak kick has no chance to affect this door" - if you see this message it is very likely you won't be able to kick the door down without leveling your leg strength more or getting better boots.
*** If your kick strength is at least a little greater than the door's material strength, it will apply the kick damage directly to the door's HP. It will now check for whether the door is broken via <pre>RAND() % (100 * KickDamage / SV) >= 100;</pre> which in laymans terms is a check to see if a random number between 0 and your kick damage divided by the door's maximum possible strength value multiplied by 100 is greater than or equal to 100. If it is, the lock is broken allowing you to open the door. If the kick also reduced the door's HP to zero, it will also break the door.
* '''Locked and trapped doors''' are generated at dungeon generation time.
** There is a 33% chance a door will be locked
** There is an additional 20% chance a door will be trapped
** These chances also apply to doors generated via a wand of door creation