All items generated with an armory are unenchanted; additionally, if an item is rustable or rottable, its rustiness/rottenness will be set to a random level, ranging from undamaged to "thoroughly" eroded.
Dilapidated armories are not generated above dungeon level 8 or if rust monsters are extinct/genocided.
While dilapidated armories may have useful weapons and armor, a method of repairing erosion or enchanting them will be necessary to use most items usefully.
Rust monsters in the armory may eat rustprone items in the armory before you can pick them up.
As an armory has random R in it, out-of-depth monsters may be generated; this includes disenchanters, which can easily kill most characters at the shallowest possible depth of an armory.
Those playing the 4.0.0 version of UnNetHack beware! The armory can generate disintegrators out of depth.
- You enter a dilapidated armory.
- Message when entering the armory
Dilapidated armories have also been implemented in dNetHack, with several changes relative to the original patch.
Each square in a dNethack armory has a 2⁄3 chance of containing a random weapon, a 2⁄3 chance of containing a random piece of armor, a second 1⁄6 chance of containing a random weapon (~50% of these weapons will have positive enchantment between +1 and +3), and a second 1⁄6 chance of containing a random piece of armor (~50% of which will have positive enchantment between +1 and +3). All forms of damage (rusted, corroded, rotted, or burnt) are eligible to occur to items in dNetHack armories.
dNetHack dilapidated armories may be generated from dungeon level 2–14, but only if rust monsters are not extinct or genocided.
- You hear water dripping onto metal.
- You hear a ceiling tile fall.
- There is an armory on the level.
- You hear iron oxidize.
- You hear a military contractor making out like a bandit.
- As above, while hallucinating.