Disarm Trap: +3.0
Pick Lock: +2.0
The Security skill lets you open locked doors and containers with lockpicks, disarm traps with probes, and re-seal sealed documents after reading them. This skill is essential for agents and thieves alike. Unlocking locked objects is a crime, so make sure you don't let anyone see you do it.
The following races receive bonuses to their Security skill:
- +5 bonus: Khajiit
The following classes have Security as a Major skill:
The following classes have Security as a Minor skill:
The following factions include Security as one of their favored skills:
The Master Trainer of Security is Hecerinde, who has a house in Balmora. You will need to be a member of the Thieves Guild and have reached at least Operative rank, however. Nileno Dorvayn in Balmora's Hlaalu Council Manor, while considerably less skilled, offers her training to anyone and will do so at a low price due to her very low Mercantile. There are no other trainers of note. See Security Trainers for the complete list.
Your chance of success can be described as a percentage value calculated as
(Stats Modifier * Equipment Modifier * Fatigue Modifier) - Lock Difficulty.
If the result of that formula is 0% or less, you will get the message "lock too complex". However, your failed attempt will still deduct one use from the tool you're holding.
This is simply the quality of your lockpick or probe; better quality tools increase your chance of success.
0.75 + (0.5 * Current Fatigue/Maximum Fatigue) This typically ranges from .75, when your Fatigue is depleted, to 1.25, when you have full Fatigue. Fortifying your Fatigue beyond its maximum value can increase this even further.
The is simply the lock level, which ranges from 1 to 100. Traps, on the other hand, have no difficulty, so this does not apply. Also, as a result, you will never receive a "trap too complex" message when attempting to disarm a trap.
One other minor use of the Security skill relates to reading sealed scrolls (of which there are a grand total of 4 in the game). You are given the option to open and read the scrolls, and after doing so attempt to re-seal them to conceal your tampering.
Your chance of success is simply calculated as
Security - 1. Thus, even with maxed Security, you still have a one in a hundred chance of damaging the seal, which will have negative effects on the related quests.
There are several alternatives to using thieves' tools, for those who are less skilled in Security.
- Use the correct key. Not all locks have keys, of course, but quite a few of them do, though often well hidden. Using the correct key opens the lock as well as disarms any trap if there is any. However, it will not raise any of your skills.
- Use the Detect Key spell effect to help with your search.
- Use the Open spell effect; its magnitude should match (or exceed) the lock level. Note that this will not disarm traps.
- Use an Open spell. You'll need to be sufficiently skilled in Alteration as well as have enough magicka to cast it, which makes this option more feasible for the magically gifted.
- Use an enchanted item. An Amulet of Opening can open up to level 20 locks. For higher-level locks, you'll need to make your own enchanted items. Using enchanted items frequently may also increase your Enchant skill.
- Use a scroll. A Scroll of Ondusi's Unhinging, which is be easily bought from vendors or found as random loot, can open up to level 50 locks. For higher-level locks, you'll need the much rarer Scroll of Ekash's Lock Splitter, which can open any lock.
- Use the Telekinesis spell effect. This complements the preceding spell effect; it allows you to open doors or containers from a safe distance, preventing traps, if there are any, from inflicting you with negative spell effects. While it requires some skill in Mysticism, Telekinesis is one of the easiest spells to cast, making this option accessible even for those without much magical aptitude.