Morrowind:Security

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Skill: Security
Security
Governing Attribute:
Intelligence
Specialization:
Stealth
Increase:
Disarm Trap: +3.0
Pick Lock: +2.0

Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike.

These tools come in various levels of quality. (See charts below.) Picking locks and disarming traps is considered a crime, even if the locked item is not owned by anyone. Thus you should try to avoid doing so in front of witnesses. (Other than followers, who don't seem to mind.)

One thing to note is that while locks come in a wide range of difficulties, from as low as 1 to as high as 100 points, traps are all the same in terms of difficulty. Any character has an equal chance of successfully disarming any trapped lock in the game, regardless of the difficulty of its accompanying lock. The only things that determine your chance to disarm a trap are your Security skill and the quality of your Probe. (And probably a bit of Luck.)

Contents

[edit] Character Creation

The following races receive bonuses to their Security skill:

The following classes have Security as a Major skill:

The following classes have Security as a Minor skill:

[edit] Trainers

The Master Trainer of Security is Hecerinde, who has a house in Balmora. There are no other trainers of note. See Security Trainers for the complete list.

[edit] Books

The following books will increase your Security skill:

[edit] Alternatives

There are several alternatives to using Security, for those less inclined towards using this skill.

  • Use the Open spell. You'll need sufficient skill in Alteration, and a spell strong enough to open the given lock, as well as enough Magicka to cast it. Still a decent alternative for those more magically gifted. This will not disarm trapped locks, however.
  • Find a key. Not all locks have keys, of course, but quite a few of them do, though often well hidden. Using a Detect Key spell can save you a bit of searching. Unlike the Open spell or using a pick, having the key will both open the lock, and disarm the trap if there is one. However, you will not raise any skills by opening locks with a key.
  • Use the Telekinesis spell. This will not help open locks, but it can be a useful way to disarm traps from a safe distance, preventing the trapped containers/doors from hexing your character with their damaging or debilitating spells. It does require some skill in Mysticism, but Telekinesis is one of the easiest spells to cast, so even those without much magical aptitude can use this technique.
  • Use an enchanted item. You may be able to find an Amulet of Opening, which can open some easier locks (up to 20pts). Or, you can Enchant your own item, either by yourself or by paying someone for the service. Using an enchanted item will also increase your Enchant skill, a side benefit.
  • Use a scroll. Scrolls with Open spells on them are readily available loot it most places, and it's usually not difficult to acquire a good supply of them. The disadvantage to this is that using scrolls does not raise any skills at all.

[edit] Tools

Name Weight Value Quality Uses
Apprentice's Lockpick
pick_apprentice_01
0.25 10 1.0 25
Journeyman's Lockpick
pick_journeyman_01
0.25 50 1.1 25
Master's Lockpick
pick_master
0.25 100 1.3 25
Grandmaster's Pick
pick_grandmaster
0.25 200 1.4 25
Secret Master's Lockpick
pick_secretmaster
0.25 500 1.5 25
The Skeleton Key
skeleton_key
0.50 1000 5.0 50
Name Weight Value Quality Uses
Bent Probe
probe_bent
0.25 2 0.25 5
Apprentice's Probe
probe_apprentice_01
1.00 10 0.5 25
Journeyman's Probe
probe_journeyman_01
0.25 50 0.75 25
Master's Probe
probe_master
0.25 100 1.0 25
Grandmaster's Probe
probe_grandmaster
0.25 200 1.25 25
Secret Master's Probe
probe_secretmaster
0.25 500 1.5 25
Skills in Morrowind
Combat: Armorer | Athletics | Axe | Block | Blunt Weapon | Heavy Armor | Long Blade | Medium Armor | Spear
Magic: Alchemy | Alteration | Conjuration | Destruction | Enchant | Illusion | Mysticism | Restoration | Unarmored
Stealth: Acrobatics | Hand-to-hand | Light Armor | Marksman | Mercantile | Security | Short Blade | Sneak | Speechcraft
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