Kenshi.zoneWorld Encyclopedia

Lost ArmouryReport

English:Lost Armoury · Locations

Five Second Empire armouries holding well-preserved ancient weapons and armour. The locks are among the highest in the game and Security Spiders may be waiting behind them — do not come without Lockpicking and Stealth.

🗺 See this place on the map ↗

Lost Armouries are the weapon stores the Second Empire left behind. Structurally they are Outposts S-IV buildings, scattered across the continent, and they are known to house some very well-preserved ancient weapons and armours.

Unlike most ruins, their value is not in components or research items. This is an arms depot.

Where the five are

Location
Deadlands
Iron Valleys
Leviathan Coast
The Pits East (north of that actual region)
Shun

The five have one thing in common: all of them are empty country. The Iron Valleys are the poisoned barrier along the Holy Nation's eastern flank, where the rain and the ground are both acid. The Leviathan Coast has no towns and no bandits — only the giants strolling through the ruins. Shun is the most thoroughly forgotten corner of the south-west. The Second Empire put its weapons where nobody lived, and a thousand years later nobody still does.

Finding one

Ancient Military Documents are the only shortcut. This map item is found in ancient locations, weighs 0.2 kg, is worth 1,000 Cats, and on use it always reveals a Lost Armoury — a flat 100%.

The item text is blunt about it: "This looks like it could be a valuable find, it details the location of an Old Empire military cache. It might have some valuable equipment."

What to bring

This is one of the few locations in the game where Lockpicking matters more than combat.

ImportantThe armoury doors carry some of the highest locks in the game. Without the skill, standing at the door achieves nothing.

Beyond the locks there is one more variable: these sites can be inhabited by Security Spiders. Their Melee Attack, Melee Defence, Strength, Dexterity and Toughness are all 60, and they spawn in groups. The wiki's advice is explicit — bring high Stealth, avoid them, do not fight.

So the packing list for this expedition is not armour and medkits. It is two skills: Lockpicking and Stealth.

What is inside

Lost Armouries produce finished equipment, and the grade band is deliberately high:

CategoryGrade range
WeaponsCatun No.3 – Edge Type 2
ArmourHigh – Masterwork

Three manufacturers are possible: Skeleton Smiths, Edgewalkers and Catun Scrapmaster.

That range is worth spelling out. Weapons bought in towns usually top out around Mid-Grade Salvage or Refitted Blade; an armoury's floor is Catun No.3, and its ceiling — Edge Type 2 — is not something a normal shop stocks at all. The same goes for armour, since Masterwork grade is effectively unbuyable on the open market.

TipIf you want a good crate without wrestling high-level locks, go to an Armoury Ruin instead. It is the damaged version of the same building — the locks are already broken and no Security Spiders guard it — at the cost of some of the contents having been taken already.

Why the player cares

Lost Armouries are a shortcut through the mid-game equipment wall.

A squad that has just left the starting region is usually bottlenecked on gear rather than skills — it cannot afford good equipment and cannot craft it yet. Behind an armoury door sits a batch of high-grade armour and weapons that can be worn immediately, and the price is simply having levelled Lockpicking.

For a stealth-focused player the fit is close to perfect. You never have to beat anyone; pick the lock, avoid the spiders, and carry an entire loadout home.

See also