Sigmar’s Crypts (Level 40 PvE Dungeon)
Sigmar’s Crypts, a Level 40 PvE Dungeon situated in Altdorf, underwent a significant re-launch in May 2024. This update aimed to deliver a more streamlined and balanced experience for players, featuring six distinct boss encounters. The dungeon is a primary source of Sentinel Gear, which provides the Vanquisher Ward and requires the Conqueror Ward for equipping.
Benefits of Running Sigmar’s Crypts
Engaging with Sigmar’s Crypts offers several compelling advantages:
- Sentinel Armor: Beyond the full Sentinel armor set, completing four full runs of the dungeon rewards a unique Jewelry piece with a specialized Talisman slot. This piece is often considered Best-in-Slot for most classes due to its stat distribution (which varies by class) and the exceptional Talisman slot.
- Sentinel Ring: The most coveted reward from both Sigmar’s Crypts and Tunnels is the Sentinel Ring, obtained as the final Influence Reward for defeating dungeon bosses. This ring is particularly valuable as it accommodates Best-in-Slot 7-day Talismans provided by the Stalwart Soulstone. While the Triumphant Ring can be acquired by grinding 9999 War Crests, the Sentinel Ring offers a considerably more efficient acquisition path.
- Ward Acquisition: For players conserving War Crests for Warlord or Sovereign Sets, the Sentinel Set provides a cost-effective method to acquire the Vanquisher Ward without needing to purchase Vanquisher armor.
- Optimized Set Bonuses: Many players strategically combine two pieces of Sentinel gear with other sets. This approach maximizes set bonus gains while retaining the unique advantages offered by the Talisman slots on the Sentinel Ring and Jewelry piece.
Difficulty Level
Sigmar’s Crypts presents a slightly higher challenge than Mount Gunbad. However, the 2024 re-balance emphasizes predictable mechanics for each boss fight, allowing players to largely mitigate fatalities through understanding and execution. For new players or groups encountering difficulties, comprehensive guides detailing the updated mechanics are available for reference.
Full Dungeon Guide
The following sections provide a detailed guide to navigating Sigmar’s Crypts and overcoming its formidable boss encounters.
Party Composition
Optimal party composition significantly influences success within the dungeon:
- Standard (2 Tanks, 2 DPS, 2 Healers): This classic 2-2-2 setup is recommended for its balance and ease of execution. In this configuration, the off-tank can adopt a more offensive 2-Handed playstyle.
- Veteran (1 Tank, 3 DPS, 2 Healers): Experienced groups may opt for a 1-3-2 setup to increase damage output. However, be advised that this significantly increases the difficulty of the final boss, necessitating a well-geared main tank.
- Top-Tier (1 Tank, 4 DPS, 1 Healer): For highly skilled and geared players seeking rapid clears, a 1-4-1 composition is feasible. This approach demands exceptional gear and mastery of individual classes.
Sigmar’s Crypts Walkthrough
The dungeon entrance is located beneath the Temple of Sigmar in Western Altdorf. Upon entering, proceed through the gate on the right and systematically clear the initial enemy groups. These initial encounters can be challenging, so new groups should advance cautiously.
Boss Encounters
Boss 1: Cryptweb Queen
The Cryptweb Queen serves as an introductory encounter. Key mechanics include:
- Heartstopper: A potent venom that reduces the tank’s HP by 50%.
- Cleave: Tanks must position the boss away from the party to prevent area-of-effect (AoE) damage.
- Debuffing Spiderling: Every 30 seconds, a static Spiderling spawns, applying Silken Strands (a debuff to Strength, Ballistic Skill, and Intelligence) to nearby players.
- Terror: This boss inflicts Terror, preventing resurrection of fallen allies during the fight.
Strategic Considerations:
- Ensure tanks and healers can sustain the significant HP loss from Heartstopper combined with incoming damage.
- Decide whether to relocate the boss away from the Spiderling to avoid the debuff or cleave the Spiderling down with AoE DPS near the Queen. For most groups, especially those with newer players, relocating the tank to keep DPS clear of Silken Strands is recommended.
Reward: Sentinel Belt
Boss 2: The Reaper
Formerly an optional encounter, The Reaper is now a mandatory fight with completely redesigned mechanics.
- Forward Cleave: Similar to the Cryptweb Queen, this boss possesses a frontal cleave.
- Puddles: The Reaper periodically drops persistent purple mist puddles on a random player. These should be placed strategically along the room’s edges to maximize maneuverability.
- Reaper’s Curse: At specific HP thresholds (75%, 50%, and 30%), a random player(s) will be cursed, indicated by a red light. A Fire Brazier simultaneously appears in the room’s center. Cursed players must interact with the Brazier within 12 seconds to avoid death. The number of cursed players increases with each threshold.
Strategic Considerations: The primary mechanics are the Puddles (which recur later) and the Curse, demanding player attention and interaction with the Brazier. Proper puddle placement is crucial to ensure access to the Brazier. Enabling “Center Screen messages” in interface settings is recommended, as this prominently displays cursed players.
Reward: Sentinel Gloves
Boss 3: Necromancer Malcidious
This encounter represents a significant increase in difficulty, particularly for undergeared or unprepared groups.
- AoE Punt: Malcidious has an AoE punt. Many groups opt to tank him near a corner to minimize repositioning.
- Spirit: Every 30 seconds, a Spirit named after a party member spawns and must be quickly defeated by DPS.
- Healer/Ranged DPS Positioning: These roles can position themselves behind and slightly away from the boss to avoid his AoE attacks, typically near the damaged floor in the room’s center.
- Add Groups: At 80%, 60%, 40%, and 20% health, Malcidious spawns large groups of adds. Tanks must immediately challenge these, and DPS must eliminate them rapidly before re-engaging the boss. AoE knockdowns or stuns are highly beneficial for managing adds. In a two-tank composition, the off-tank should prioritize add control.
- Damage Spikes: Tanks and melee DPS will experience rapid and substantial damage spikes, especially when both the boss and adds are active. Utilize defensive abilities such as Morale 3 Bellows (tanks) and Melee Absorb Morale 3 (healers), along with any other damage reduction cooldowns, to ensure survival.
Reward: Sentinel Shoulders
Upon defeating Malcidious, return to the dungeon’s starting point. The left gate will now be accessible. Proceed into the left wing, which branches into three corridors. Prioritize the leftmost corridor, as the other two contain Hero encounters.
Boss 4: Seraphine ‘Pale-Eye’
This fight requires specific mechanics previously avoidable. Attempting to pull Seraphine out of her room now results in a stacking enrage buff.
- Add Spawn: Every 25 seconds, Level 41 Champion Tomb Robber adds spawn and must be eliminated by DPS before re-focusing the boss.
- Chest Mechanic: Seraphine spawns Chests as she takes damage. DPS must prioritize destroying these quickly.
- Armor Debuff: The boss applies an armor debuff to the tank.
Encounter End: At 20% health, Seraphine will cease combat and offer assistance with a lock-picking task in exchange for her life, becoming a friendly NPC.
Boss 5: Sister Eudocia
This Wraith boss, found in a bat-filled room, also features new mechanics that discourage pulling her into the corridor.
- Pit of Shades: Eudocia generates ground AoE effects similar to the Sorcerer’s Pit of Shades. Players must quickly move out of these to avoid heavy damage.
- AoE Knockback: The boss frequently uses an AoE punt. Proper positioning is essential to avoid being knocked into damaging shade pits.
- Add Spawn: A Bat add periodically spawns. This can be cleaved down with AoE or ignored if the tank can manage it.
- Stun: The boss periodically applies a 4-second crowd control stun to the tank.
- Eudocia’s Memories: At 30% health, a glowing skull object, Eudocia’s Memories, appears in an antechamber behind the boss room. While active, the boss takes 90% reduced damage. DPS must quickly destroy this object (Champion adds are present in this room; send an off-tank if available).
- Winds of Insanity: At 50% and 15% health, the boss emanates swirling winds, knocking back all players (similar to the Zealot’s ability). This can be interrupted by a tank’s taunt. If uninterrupted, the boss will move and continue punting the party.
Strategic Considerations: This fight is significantly more complex than its previous iteration. However, all mechanics are straightforward and have clear counterplay. Success hinges on party awareness and timely reactions.
Reward: Sentinel Boots
Boss 6: Tobias the Fallen
Tobias the Fallen is primarily a positioning-based encounter.
- Field of Screams: The boss drops persistent fire puddles on the primary tank. The tank (and nearby players) must quickly move out of these to avoid lethal damage.
- Spreading Flames: At 75%, 50%, and 25% health, flames appear in the room’s center and spread outwards, with the spread increasing as the boss’s HP lowers.
- AoE Punt: An AoE punt can send players into fire puddles. Careful positioning, especially as the fight progresses, is crucial.
- True Damage: The boss periodically inflicts 20% of the tank’s HP as true damage, bypassing defenses.
Strategic Considerations: This fight demands excellent positioning, constant movement, and quick reactions. The tank should maintain the boss along the outer ring of the room, slowly rotating as the fight progresses. The room’s center must be avoided, as this is the origin point for the spreading flames (also marked by “Burning Oil”).
Reward: Sentinel Helmet
With these three bosses defeated, Seraphine will open the eastern gate, granting access to the final boss of Sigmar’s Crypts: The Arch Lector Twins.
Boss 7: The Arch Lector Twins
The final boss encounter reintroduces and layers several mechanics encountered earlier in the dungeon.
- Puddles: The puddles from The Reaper fight return. In this encounter, they consistently drop on the player furthest from the group. A healer or ranged DPS should maintain distance to strategically place these puddles, preventing the room from being overwhelmed. (Note: The Twins have a maximum targeting range; moving too far away may cause them to target a closer player.)
- Brother’s Power: If the Twins are in close proximity, they both gain a buff that increases all outgoing damage by 50%. This bonus also applies to puddle damage. Two tanks can easily manage this by splitting the Twins. A solo tank can still manage but will face significantly increased pressure.
- Dual Tank: In a two-tank setup, each tank should engage one Twin, keeping them separated on opposite sides of the room.
- Split HP: The Twins’ health bars must remain within 10% of each other. Failure to do so will result in both bosses rapidly healing to full HP, effectively resetting the encounter.
- Melee DPS Positioning: Melee DPS can position themselves exactly 30 meters away to hit both bosses if they are in close proximity without losing abilities. This may require precise adjustment.
- Winds of Insanity: At 50% and 10% health, the Winds knockback mechanic from Eudocia’s fight returns. Tanks can similarly taunt to interrupt this, allowing DPS to re-engage.
Strategic Considerations: This new Twins fight demands consistent attention to several key mechanics from all players. Proper management of the furthest-player puddles and meticulous monitoring of boss health are paramount for a successful clear.
Reward: Sentinel Chestpiece