Traps

In every game of Wizardry, two types of traps can be basically distinguished:

Dungeon Traps
In the early games of the series, a dungeon trap is usually a pit or a spiked pit. Dungeon traps cannot be disarmed by thief skills, though there are sometimes mechanisms to turn off a trap. In the early Wizardry games of the Llylgamyn saga, dungeon traps are best avoided by the levitation spell.

Chest Traps
The second type of traps is used to secure chests against looters (= the characters). It takes a character with a thief skill to identify and disarm a chest trap.

In Wizardry I - V, the priest spell CALFO can identify, though not disarm, a chest trap.

List of Chest Traps in Wizardry I - V:

 * Alarm
 * Poison Needle
 * Crossbow Bolt
 * Stunner
 * Exploding Box
 * Gas Cloud
 * Teleport
 * Mage Blaster
 * Priest Blaster