
How to Get All Weapons in Doom The Dark Ages
Image via: Bethesda
Weapons are not just about brute force in Doom: The Dark Ages. The Doom Slayer is a raving manifestation and thus a strategic arsenal in motion. Survival is hence about mastering any weapon the game throws at you, rather than fist-smashing skulls or shield-crushing bones.
And there are plenty of them. Unlocking new weapons in every chapter, here's all of them that can be acquired, and the uses for them.
The Arsenal Begins: Weapons by Chapter
Weapons in Doom:
The Dark Ages are not given away like candy; they are earned with story progression, dropped from pods, or unlocked through environment-based puzzles. Here is a rundown of how weapons enter your hands:
The first chapter opens spectacularly and dishes three must-have weapons: Combat Shotgun, Power Gauntlet, and Shredder. They establish a sort of "mid-range fury and ammo recovery" sort of feeling.
It is between Chapters 2 and 6 that your core playstyle in the Shield Saw, Accelerator, Cycler, and Super Shotgun is put to test-and traditionally help flip armored demons and shielded threats.
Really deadly action starts from Chapter 8 onward when the weightier powers of heavy grenades, rockets, and crushing skulls of Ravager get loaded in your toolkit.
Major late-game power spikes go to weapons from Atlan (Chapters 3 and 11), the Ballistic Force Crossbow (Chapter 14), and Dreadmace (Chapter 15).
Doom: The Dark Ages - BEST Weapon Upgrades to Get First
Choosing the Right Weapon for the Right Demon
Localization of different weapons into different contributors means exploiting enemy weaknesses.
Close-quarters brawlers:
Time hits carefully when the Flail and the Power Gauntlet are face-to-face with demons, because their melee stacks recharge quite slowly. It can get you through the groups easily.
Shield breakers:
Accelerators and Cyclers overheat and wreck the shields so that their defenders cannot shield throw or heavy round.
Crowd control:
When the arenas fill with smaller enemies, the Pulverizer and ironically the Grenade Launcher dominate more. So this is when area-of-effect weapons really stand out.
Precision kills:
The Impaler and Ballistic Force Crossbow are your sniper kits. They should be used after stunning the enemies or clearing the field for breathing room.
Mastering the Mecha: Atlan's Limited-Time Arsenal
These interludes result in a drastic shift in gameplay, with primary emphases on timing and positioning. Perform dodges to charge Atlan's Machine Gun or Shotgun. These are non-customizable but give raw moments of giant-on-demon combat that feels satisfying and cinematic.
DOOM : The Dark Ages - All Weapons Showcase
Late-Game and Legendary Tools
Ravager
: Think Pulverizer, but focused. Good against elites.
Ballistic Force Crossbow:
Short ammo but devastating — keen on one shot against a boss. Hunt for hidden arrows and plan their use
Dreadmace
: The final melee unlock, the Dreadmace is a giant one-shot AoE monster. It has no combos but the big splash damage and style do make up for it.
It's always tempting to get into a single wielding weapon, but mastery in Doom: The Dark Ages is in adaptability. Change your weapons often, read enemy types, and choose strategically rather than savagely. Your weapons are varied for a reason: every gun and every swing has the demon it is supposed to kill.
Get
IPL 2025
match
schedules
,
squads
,
points table
, and live scores for
CSK
,
MI
,
RCB
,
KKR
,
SRH
,
LSG
,
DC
,
GT
,
PBKS
, and
RR
. Check the latest
IPL Orange Cap
and
Purple Cap
standings.
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Time of India
3 days ago
- Time of India
3 mistakes Rockstar can't afford to make with GTA 6's launch
Image via Rockstar The hype around GTA 6 is unreal . After two trailers, a confirmed 2026 release, and fan theories flooding every corner of the internet, Rockstar is officially sitting on the most anticipated game of the decade. But with sky-high expectations comes zero room for error. Here are three major mistakes Rockstar simply can't afford to make when GTA 6 finally hits shelves. 1. Launching with Broken Gameplay or Bugs Gamers are done giving free passes to buggy launches. Just ask CD Projekt Red ( Cyberpunk 2077 ) or Bethesda ( Fallout 76 ). One game-breaking bug is all it takes for social media to turn the hype train into a meme fest. Rockstar's reputation has always leaned on polish and performance. GTA V and Red Dead Redemption 2 launched strong for the most part. GTA 6 needs to match, or better yet, exceed that bar. With over a decade of development time and delays, players expect a flawless experience on Day 1. No crashes, no rubberbanding NPCs, no disappearing cars. Just pure, immersive chaos, like it's meant to be. Why GTA 6 Can't Afford to Be Bad 2. Neglecting Single-Player Content If GTA Online made Rockstar billions, it also made players worried that story mode would take a backseat. And that's the one thing fans don't want. Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Buy Brass Idols - Handmade Brass Statues for Home & Gifting Luxeartisanship Buy Now Undo Lucia and Jason's Bonnie-and-Clyde narrative has fans intrigued. But if Rockstar decides to cut corners and funnel most of its energy into the online grind, the backlash will be loud. Really loud. Players want a cinematic, choice-driven, emotionally punchy campaign, not a half-baked tutorial for Online. Rockstar needs to deliver an unforgettable story mode, or risk alienating a huge chunk of their core fanbase. 3. Forgetting Why Vice City Matters Vice City isn't just a setting. It's a vibe. A whole mood. One drenched in neon, music, palm trees, and attitude. But nostalgia alone won't carry GTA 6 . If Rockstar focuses too much on realism and forgets the signature satirical tone, wild side missions, and bizarre characters that made Vice City legendary, it'll feel hollow. The world of GTA 6 needs personality. It needs chaos. It needs heart. A beautiful map is great. But what players really want is to feel something every time they boot up the game. GTA 6 isn't just another game, it's a cultural moment in the making. The trailers have set the tone, and now Rockstar has to deliver . Messing up any of the above could tarnish not just a launch, but a legacy. Here's hoping Rockstar knows what's at stake and nails every last pixel.


Time of India
4 days ago
- Time of India
Crystal of Atlan tier list: Best classes for PvE and PvP
Crystal of Atlan is filled with stunning visuals, flashy skills, and smooth combat. But picking the right class early on can make a big difference. There are five base classes and 11 subclasses, each bringing something different to the table. Some are great at supporting the team, others love to get up close and deal big damage, and a few can control the battlefield with crowd control skills. If you are stuck at the class selection screen, this tier list should help. We've broken it down into two parts – one for PvE and another for PvP – so you can pick the perfect class depending on how you want to play. This is the most updated Crystal of Atlan tier list for May 2025. Crystal of Atlan PvE tier list Global Launch PV | FatebreakerTeam Up! Combo for the Win💥Feel the rush of explosive combos! Watch as magic and tech collide in breathtaking visuals – every frame shines with jaw-dropping action you won't want to missGlobal Launch is coming! Dive into Atlan's magicpunk… If you love grinding dungeons, soloing mobs, or clearing group content, PvE will matter most. Here's how the classes rank for that: Top Tier (T0) Warlock – The best solo class for PvE. Has high damage, lifesteal, and crowd control. Can clear content alone with ease. Scytheguard – Great for group content. Supports the team with heals and buffs, but also deals good damage. Elementalist – Massive AoE and elemental damage. Works best in a party, but very squishy. Strong Tier (T1) Gunner – Good balance of AoE and single-target damage. Great at breaking shields. Bounty Hunter – Fast, mobile, and powerful. Can kite enemies easily and works well solo or in a party. Magiblade – High mobility and solid DPS over time. Great for solo play but takes time to master. Cloudstrider – Has a mix of skills for every situation. Slightly hard to play and doesn't survive hits well. Average Tier (T2) Blademaiden – Big burst damage and good kiting. But long cooldowns and weak boss damage hold her back. Magician – Can do a bit of everything but very hard to play. Other DPS classes are easier and more effective. Low Tier (T3) Starbreaker – Has burst and can tank, but long cooldowns and low sustained DPS hurt in PvE. Berserker – Needs low HP to shine, which makes him risky. Works better in PvP than in PvE. Crystal of Atlan PvP tier list 🎁 Atlan Global Launch Bonuses! Log In to Claim Limited-Time Rewards!PRE - REG Rewards & 7 - Day Login BountyUnlock exclusive loot (in-game items, outfits, and more) by pre-registering before and logging into Crystal of Atlan Now. These bonuses will supercharge your magicpunk… PvP in Crystal of Atlan is mostly 1v1, so it all comes down to combos, movement, and damage. Here's how the classes rank in May 2025: Top Tier (T0) Berserker – Easy to play and very strong. Invincibility makes him deadly in duels. Bounty Hunter – Fast, hard to catch, and all his skills are tough to dodge. Perfect for PvP. Magician – Balanced, tricky, and full of combos. One of the best PvP classes, but very hard to master. Strong Tier (T1) Starbreaker – Burst-focused and easy to use. Great melee fighter in PvP. Scytheguard – Tanky with good damage. Can't match the top PvP picks but holds her own. Cloudstrider – Fast and flashy, but needs skill and has low defense. Magiblade – Excellent burst and mobility. Hard to master but strong in the right hands. Average Tier (T2) Gunner – Good damage and range. But once enemies get close, things fall apart. Warlock – Solid crowd control and combos. Still, some classes are just easier and more powerful. Low Tier (T3) Blademaiden – Cool skills and damage, but poor mobility and long cooldowns make PvP tough. Elementalist – Very weak in 1v1. Long casting time and low mobility are a big problem. What each Class specialises in Crystal of Atlan Light once again shimmers inside the temporal rift. The time has come—the gates to a magicpunk world of challenge and glory are about to open! Crystal of Atlan pre-downloads are now available on all platforms! Servers will open on May 28, 2025 (UTC+0) at 03:00.[Download… Each base class has its own feel, and subclasses unlock at level 15. You can switch subclasses until level 45. Once you hit Awakening, you're locked in. Here's what each one does best: Musketeer – Turns into Gunner or Bounty Hunter. Great at ranged damage and very mobile. Fighter – Becomes Cloudstrider or Starbreaker. Cloudstrider is fast and combo-heavy. Starbreaker is bursty and easier to use. Swordsman – Offers Magiblade and Berserker. Magiblade is smooth but tricky. Berserker is simple and brutal. Puppeteer – Unlocks Scytheguard and Blademaiden. Scytheguard supports teams. Blademaiden fights from range and uses a companion. Magister – Has Warlock and Magician. Warlock is self-sustaining and powerful in PvE. Magician is the hardest class but super flexible


Time of India
5 days ago
- Time of India
Doom: The Dark Ages does what Doom does best, forging carnage in a forge of chaos
Don't you think video games are getting too complicated? Every title coming out these days feel compelled to drop me into a 200-hour increasingly cinematic sandbox filled with fetch quests that demand dozens of hours exploring vast open worlds for what, just to kill off the bad guy for world peace? Well, Doom: The Dark Ages is exactly that but it's honest about it, and bluntly effective. After years of watching the franchise from the sidelines, occasionally nodding along to Mick Gordon's brutal soundtracks without context, I finally dove headfirst into it. What I discovered wasn't just my entry point into the series, but a reminder of why sometimes the most sophisticated gaming experiences come wrapped in the simplest packages. The Dark Ages positions itself as a prequel to the modern Doom trilogy, casting the legendary Slayer in a medieval-meets-sci-fi setting where alien overlords, demonic hordes, and humanity's last defenders clash across sprawling battlefields. The premise couldn't be more straightforward: you are an unstoppable force of nature, demons exist, and your job is to make them not exist anymore. No moral complexity, no branching dialogue trees, no companion approval ratings to manage. Just pure, undiluted aggression channeled through increasingly creative methods of digital violence. What struck me immediately was how liberating this clarity felt. In a gaming landscape increasingly obsessed with cinematic storytelling and player choice consequences, The Dark Ages presents a different philosophy entirely. The Slayer speaks exactly one word throughout the entire campaign, yet his character development through body language and environmental storytelling proves more compelling than most fully-voiced protagonists. There's something profoundly satisfying about a character who solves every problem by hitting it really, really hard with medieval weaponry. Rip and tear, stand and fight by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Click Here - This Might Save You From Losing Money Expertinspector Click Here Undo The Dark Ages' isn't very good with it's storytelling but let's honest it doesn't really need to be. Instead, it is the Doom's ages old combat formula, which is subtly evolved but still maintain its frenetic DNA. The introduction of the Shield Saw fundamentally changes how encounters unfold, shifting from Doom Eternal's emphasis on constant movement to a "stand and fight" mentality that initially sounds counterintuitive to everything the franchise represents. Yet somehow, it works brilliantly. While shields have mostly been known to be defensive equipment to humans, for the Slayer, it's a weapon, traversal tool, and tactical game-changer rolled into one circular buzzsaw of destruction. Parrying incoming attacks feels satisfying in a way that transcends mere mechanical feedback; there's a rhythm to combat that emerges naturally as you learn to balance aggression with precise timing. Unlike the rigid resource management that sometimes made Doom Eternal feel like solving an equation under pressure, The Dark Ages allows for more improvisational approaches to demon disposal. The weapon roster adapts familiar tools to the medieval setting without losing their essential character. The Super Shotgun remains the close-quarters king, but new additions like the skull-spitting gatling gun and chain-attached railgun offer fresh approaches to crowd control and armour piercing. Each weapon feels purposeful rather than redundant, contributing to a combat system that rewards experimentation without punishing players who develop preferences. What impressed me most was how the game manages to feel both more accessible than its predecessor while maintaining tactical depth. The shield bash's traversal capabilities replace Eternal's air dash system seamlessly, while the parry mechanics add a layer of skill expression that never feels mandatory for success. It's a delicate balance that many action games struggle with, providing systems that enhance experienced play without alienating newcomers. Hell on earth (but make it medieval) Beyond the moment-to-moment combat, The Dark Ages succeeds in creating environments that justify their existence beyond being demon-killing arenas. The level design strikes an excellent balance between linear progression and exploratory freedom, with larger hub areas offering multiple objectives and secrets to discover at your own pace. These aren't the overwhelming open worlds that dominate modern gaming, but focused playgrounds that reward curiosity without overwhelming players with busy work. The medieval aesthetic could have easily felt like a gimmicky departure from the series' established visual language, but id Software wisely blends fantasy elements with the technological underpinnings that define Doom's universe. Watching massive mechs stomp across castle battlefields while dragons soar overhead creates moments of genuine spectacle that feel earned rather than manufactured. These setpiece moments, while not always mechanically perfect, serve their purpose as palate cleansers between the more intense combat encounters. The game's approach to progression also deserves mention for how it respects player time. Upgrades feel meaningful without being overwhelming, and the currency systems are straightforward enough that you're never confused about what you need or where to get it. Secrets are well-integrated into level design, offering genuine rewards for exploration without requiring exhaustive searching to find every hidden item. When glory kills actually feel glorious Perhaps what surprised me most about The Dark Ages was how it made me reconsider my relationship with action games in general. I've spent years gravitating toward narrative-heavy experiences, convinced that emotional investment required complex storytelling and character development. The Dark Ages demonstrates that engagement can come from perfectly tuned mechanics and clear, achievable goals just as effectively as any branching storyline. The game's violence is cartoonish in the best possible way—so over-the-top that it transcends any concerns about real-world implications and becomes pure digital catharsis. There's an almost meditative quality to chaining together perfect parries, weapon swaps, and glory kills that creates its own form of flow state. The feedback loop is immediate and satisfying: see demon, devise elimination method, execute plan, admire results, repeat. This isn't to say The Dark Ages completely abandons narrative ambition. The wordless characterisation of the Slayer, the environmental storytelling embedded in each level, and the broader mythology all contribute to a surprisingly coherent world. But these elements serve the gameplay rather than demanding attention in their own right, creating a more integrated experience than many games that pride themselves on their storytelling. The campaign's 22-chapter structure maintains excellent pacing throughout its roughly 20-hour runtime, never allowing any single element to overstay its welcome. Even the occasional mech and dragon sequences, while mechanically simpler than the core combat, provide necessary variety and spectacle without derailing the overall experience. The sound of silence (and chainsaws) If there's one area where The Dark Ages stumbles, it's in the audio department. While I haven't really spent hours slaying on Mick Gordon's composition, yet somehow his absence is immediately noticeable, and I guess it would be even more so for someone who have been a regular of series' previous entires. While Finishing Move's soundtrack is competent, it lacks the driving intensity that made Gordon's work such an integral part of the Doom experience. The music often fades into background noise rather than amplifying the on-screen chaos, a significant departure from how seamlessly audio and gameplay integrated in previous entries. This isn't a fatal flaw, but it does represent a missed opportunity to elevate already excellent gameplay with equally excellent audio design. The sound effects themselves remain top-tier, every shotgun blast, demon roar, and shield clang carries appropriate weight, but the musical backing never quite matches the energy of what's happening on screen. Until it is done (for now) Doom: The Dark Ages succeeds as both an entry point for newcomers and a worthy addition to an established franchise by remembering that complexity and sophistication aren't synonymous. It knows exactly what it wants to be and executes that vision with laser focus. Now I understand what I'd been missing all these years. The Dark Ages doesn't just serve as my belated introduction to the series, it's a masterclass in why Doom has endured for over three decades. What I initially dismissed as mindless violence revealed itself as carefully orchestrated chaos, where every system works in harmony to create something greater than the sum of its parts. The sophistication I'd been seeking in complex narratives and sprawling worlds was here all along, hidden beneath layers of demon viscera and shotgun shells. This realisation feels almost embarrassing in hindsight. I'd spent years chasing elaborate gaming experiences, convinced that depth required complexity, when Doom was quietly perfecting the art of elegant simplicity. The Dark Ages strips away every unnecessary element to focus entirely on what matters: the pure joy of interactive entertainment. No padding, no filler, no respect for your time wasted on anything that doesn't contribute to the core experience. In a year likely to be dominated by sprawling open worlds and narrative epics, Doom : The Dark Ages offers something increasingly rare: a game that respects your time, trusts your intelligence, and never forgets that fun should be the primary objective. Sometimes that's exactly what hell ordered. Our rating: 4/5 AI Masterclass for Students. Upskill Young Ones Today!– Join Now