Detecting Secret Doors

Secret doors may look like anything in game, from a bookshelf to a side wall. They need to be detected first, before they can be opened. Secret doors might hide treasures or optional quests, and some are even needed to progress the story, notably one shortly after entering the Cloakwood Mine level 4.
Anyone in the party is able to open secret doors, but the ability to detect them varies by race and class. Activating Find Traps/Detect Illusion will always reveal them within one round period, other possibilities will need a check each round for the success rate.
Secret doors can have an assigned "Detection difficulty" percentile from 0 to 100%. 
Race 	Warrior/Priest	Wizard	Rogue
Dwarf 	20% 	15% 	25%
Elf 	30% 	25% 	35%
Halfling	15% 	10% 	20%
Other 	10% 	5% 	15%
; Enhanced Editions only
If the detection keeps failing, you could try to use the related console command to force it:
C:Eval('DetectSecretDoor("Door01")')
The exact door code depends on location.
If the above command doesn't work, try the following to open the door directly:
C:Eval('OpenDoor("Door01")')
Secret doors elaboration 1.png|Detected secret door, glittering purple on map
secret doors elaboration 2.png|Door dispelled, so that the passage behind it can be accessed
== Sources & references ==
* argent77's and elminster's comments on the No hidden door at Davaeorn map... thread at the Beamdog forums
* Adventurer's Guide
Category:Game mechanics