DOOM The Dark Ages Wiki – Items & Equipment Guide

Complete reference for weapons, armor, collectibles, and upgrades in DOOM The Dark Ages. Stats, locations, lore notes, and combat tips from an experienced player.

**Key Takeaways**
  • The Arsenal of the Lost includes 7 unique weapons, each with a primary and alt-fire mode that changes how you approach combat.
  • Sentinel Armor has three tiers – Iron, Steel, and Argent – each providing different resistances and mobility trade-offs.
  • Collectibles are split into 4 categories: Lore Tablets, Demon Effigies, Weapon Mods, and Secret Encounters.
  • Upgrades are permanent once found; you cannot respec, so choose carefully (or reload a save). ---

    Weapons – The Arsenal of the Lost DOOM The Dark Ages takes place centuries before the first DOOM game. You are not the Doom Slayer yet – you are a Sentinel warrior who stumbles into the Hell-forge. The weapons reflect that era: no plasma rifle, no super shotgun. Instead, you get brutal medieval-future hybrids. ### 1. Hell-Breaker (Warhammer) Your first weapon and your best friend. Slow swings but massive stagger. Charged alt-fire slams the ground, creating a shockwave that knocks back imps and cultists.
  • **Damage per hit:** 45 (light), 120 (charged slam)
  • **Stagger chance:** 60% on light, 100% on charged ### 2. Soul Reaper (Scythe) Found in the Catacombs of Nekravol. Lightweight, fast combos. Alt-fire throws the scythe like a boomerang – it returns after hitting two enemies or a wall.
  • **DPS:** ~90 (full combo)
  • **Range:** 3 meters (melee), 12 meters (throw) ### 3. Argent Crossbow Your first ranged weapon. Fires bolts that explode after a short delay. Not great for close quarters, but perfect for thinning crowds from ledges.
  • **Ammo:** 6 bolts per pickup
  • **Explosion radius:** 4 meters ### 4. Chain-Sword (Boss Reward – The Dread Knight) A chainsaw blade mounted on a longsword handle. Primary attack is a horizontal sweep that hits multiple enemies. Alt-fire revs the blade for 2 seconds – next hit deals 3x damage and dismembers.
  • **Overheat mechanic:** Alt-fire builds heat; if it maxes, the weapon jams for 4 seconds.
  • **Best use:** Against shielded enemies – the revved attack bypasses shields. ### 5. Doomstick (Shotgun-Spear Hybrid) This is not the super shotgun. It's a spear with a shotgun barrel attached. Thrust (primary) is a quick stab. Fire (alt) is a single shot that consumes 1 shell. You can stab, then fire immediately for a combo.
  • **Shell capacity:** 4
  • **Combo damage:** 70 (stab) + 80 (shot) = 150 ### 6. Hellfire Launcher Found in the Forge of Suffering. Fires globs of green hellfire that stick to surfaces and enemies. After 1.5 seconds, they erupt into a lingering flame pool.
  • **Burn damage:** 15 per tick over 5 seconds
  • **Stacking:** Enemies can have up to 3 fire pools active at once ### 7. The Last Word (Unique Pistol) Secret weapon. You need to find all 9 Lore Tablets to unlock its location. It fires argent energy bolts that ignore armor. Alt-fire is a charged beam that stuns even barons for 3 seconds.
  • **Ammo:** Infinite (yes, really – but it has a cooldown on the beam)
  • **Beam cooldown:** 12 seconds **Comparison Table: Ranged Weapons vs Melee Weapons** | Weapon | Type | Range | Best Against | Ammo/Cooldown | |--------|------|-------|--------------|---------------| | Hell-Breaker | Melee | Melee | Staggerable enemies | None | | Soul Reaper | Melee | Melee/Short | Groups of weak enemies | None | | Argent Crossbow | Ranged | Long | Mid-tier demons | Bolt pickup | | Chain-Sword | Melee | Melee | Shielded enemies | Overheat (4 sec) | | Doomstick | Hybrid | Melee/Short | Single tough enemy | Shells (4) | | Hellfire Launcher | Ranged | Medium | Crowd control | Ammo pickup | | The Last Word | Ranged | Long | High-armor enemies | Beam cooldown (12 sec) | ---

    Armor – Sentinel Gear Armor works differently here. You have a health bar and an armor bar, but armor also affects your movement speed and dodge distance. ### Iron Armor Starting set. Balanced. No special resistances.
  • **Armor rating:** 50
  • **Speed penalty:** -5%
  • **Dodge distance:** 3 meters ### Steel Armor Found in the second level, The Bastion. Heavy but high protection.
  • **Armor rating:** 80
  • **Speed penalty:** -15%
  • **Dodge distance:** 2 meters
  • **Special:** 50% fire resistance ### Argent Armor Late game, from the Argent Spire. Light, fast, but low armor.
  • **Armor rating:** 30
  • **Speed penalty:** 0%
  • **Dodge distance:** 5 meters
  • **Special:** Health regen starts 2 seconds faster **My recommendation:** Use Iron until you feel comfortable with enemy patterns. Switch to Argent for boss fights where mobility matters more than tanking. Steel is only worth it in the fire-heavy levels (The Furnace, The Chasm). ---

    Collectibles – What to Find and Why There are 36 collectibles total. Here's the breakdown. ### Lore Tablets (9) Stone slabs with carvings. They tell the story of the Sentinel civilization and the first Hell incursion. Finding all 9 unlocks The Last Word. ### Demon Effigies (12) Small statues of various demons. Collecting them unlocks lore entries in the Codex. No gameplay benefit, but the flavor text is genuinely creepy – one entry describes the first encounter with a Baron of Hell. ### Weapon Mods (6) Hidden in optional paths. Each mod adds an alt-fire to a weapon that doesn't normally have one (or upgrades an existing one). For example, the Soul Reaper mod makes the thrown scythe explode on impact.
  • **Mod locations:** Usually behind breakable walls or after a platforming challenge.
  • **Missable:** Yes. Once you leave a level, you cannot return. Save before each exit. ### Secret Encounters (9) Arena fights that spawn extra enemies. Beat them to get upgrade tokens (used at the Forge between levels).
  • **Tokens per encounter:** 1-3 depending on difficulty
  • **Rewards:** Health upgrades, armor upgrades, or ammo capacity increases ---

    Upgrade System – The Forge Between levels, you visit the Forge. Here you spend upgrade tokens to improve your stats or unlock abilities.
  • **Health:** 100 base. Each upgrade adds 25. Max is 200.
  • **Armor:** 50 base. Each upgrade adds 20. Max is 150.
  • **Ammo capacity:** Increases per-weapon. Each weapon has 2 upgrades.
  • **Abilities:** Double jump, wall climb (for the scythe), and a ground pound (Hell-Breaker only). **Costs:**
  • Health/armor: 1 token per upgrade
  • Ammo: 2 tokens per upgrade
  • Abilities: 3 tokens each You will not get enough tokens to buy everything in one playthrough. Prioritize abilities first (they open up new paths), then health. Ammo upgrades are nice but not essential if you switch weapons often. ---

    FAQ **Q: Can I replay levels to find missed collectibles?** A: No. DOOM The Dark Ages does not have a level select. If you miss a collectible, you have to start a new game or reload an earlier save. I recommend checking a guide before exiting each level. **Q: Is there a New Game Plus mode?** A: Yes, but it only unlocks after beating the game on any difficulty. You keep all upgrades and weapons from your first playthrough. Collectibles reset, so you can get the ones you missed. **Q: Which weapon is best for the final boss?** A: The Last Word, if you have it. Its charged beam stuns the boss for 3 seconds, letting you unload with the Chain-Sword's revved attack. If you don't have it, use the Doomstick combo (stab + fire) and keep your distance.