WoW Forever All Dungeons Guide

Check out all 9 new dungeons in WoW Forever that have been added to the game, along with the old ones. The new dungeons feature new enemies, bosses, and loot.

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WoW Forever All Dungeons Guide Quick Overview:

  • Hall of Thanes: Level 13–18; Ruins of Lordaeron: Level 15–20.
  • Excavation Site: Wetlands: Level 24–29; City of Dalaran: Level 28–33.
  • The Drowned City: Level 35–40; Krol'dok Stronghold: Level 40–45.
  • Alcaz Prison: Level 48–53; Blackmaw Hold: Level 55–60.
  • Shaper's Terrace: Level 58–60.

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WoW Forever Dungeons - All New Dungeons, Levels, and Locations

At BlizzCon 2026, it was revealed (along with the game itself) that there will be new dungeons and raids added to the classic Vanilla roster. So, in other words, if you know what WoW Forever is, it’s basically the original WoW as it was before the first expansion, which was the Burning Crusade. All of the content of the original WoW is there as it was, but since Forever takes place in sort of a parallel timeline, the developers are adding more content to that version of the game. That’s why there is all this new content.

That's basically the idea behind Blizzard's "found photographs" approach to WoW Forever. They want to make it so that whatever new content they put in the game feels like it should have been there in the original game all those years ago. In other words, new content can’t feel the same as it is in retail; it must retain the same vibe. That’s also the reason we aren’t seeing new continents outside of Azeroth, because there’s still plenty of space here that can be expanded or enriched. And that’s cool with me.

Personally, I wasn’t there when the original game came out, so I don’t feel nostalgic about any of the old zones. But I’m sure that everyone who played back then or during Classic will appreciate the expanded world.

The new dungeons are probably the clearest example of that philosophy. We can finally explore the halls beneath Ironforge, enter the Ruins of Lordaeron, see what was hidden inside old Dalaran, venture into Alcaz Prison, and find out what was waiting beyond that gate in Azshara. Even completely new locations are built around stories and ideas that fit into the original world.

I also like that Blizzard is spreading these dungeons across the entire 1–60 journey. The first starts at level 13, while Blackmaw Hold and Shaper's Terrace take us all the way to level 60. They aren't replacing Deadmines, Scarlet Monastery, Uldaman, or the other Classic dungeons either. They're giving us more choices along the way. Blizzard even joked about finally having another option besides running Scarlet Monastery for the 25th time.

Below, I'll cover all nine new WoW Forever dungeons, their level ranges and locations, what we currently know about each one, and early impressions of the dungeons players have already been able to experience.

All Dungeons in WoW Forever

Here are all WoW Forever dungeons available at launch, including the original and the new ones:

Dungeon

Level Range

Location

Type

Ragefire Chasm

13–18

Orgrimmar

Classic

Hall of Thanes

13–18

Ironforge, Dun Morogh

New

Ruins of Lordaeron

15–20

Tirisfal Glades

New

The Deadmines

15–22

Westfall

Classic

Wailing Caverns

17–24

The Barrens

Classic

Shadowfang Keep

20–26

Silverpine Forest

Classic

Blackfathom Deeps

22–28

Ashenvale

Classic

Excavation Site: Wetlands

24–29

Wetlands

New

The Stockade

25–29

Stormwind City

Classic

City of Dalaran

28–33

Alterac Mountains

New

Gnomeregan

29–38

Dun Morogh

Classic

Razorfen Kraul

29–38

The Barrens

Classic

Scarlet Monastery: Graveyard

30–38

Tirisfal Glades

Classic

Scarlet Monastery: Library

33–41

Tirisfal Glades

Classic

The Drowned City

35–40

Stranglethorn Vale

New

Uldaman

36–45

Badlands

Classic

Scarlet Monastery: Armory

36–44

Tirisfal Glades

Classic

Razorfen Downs

37–46

The Barrens

Classic

Scarlet Monastery: Cathedral

38–46

Tirisfal Glades

Classic

Krol'dok Stronghold

40–45

Riverglades

New

Zul'Farrak

40–47

Tanaris

Classic

Maraudon

45–51

Desolace

Classic

Alcaz Prison

48–53

Alcaz Island, Dustwallow Marsh

New

Temple of Atal'Hakkar

50–55

Swamp of Sorrows

Classic

Blackrock Depths

52–60

Blackrock Mountain

Classic

Blackmaw Hold

55–60

Azshara

New

Lower Blackrock Spire

57–60

Blackrock Mountain

Classic

Shaper's Terrace

58–60

Un'Goro Crater

New

Dire Maul East

58–60

Feralas

Classic

Stratholme: Living

58–60

Eastern Plaguelands

Classic

Stratholme: Undead

58–60

Eastern Plaguelands

Classic

Scholomance

58–60

Western Plaguelands

Classic

Upper Blackrock Spire

60

Blackrock Mountain

Classic

Dire Maul West

60

Feralas

Classic

Dire Maul North

60

Feralas

Classic

With the 20 original Classic dungeons still available, WoW Forever launches with 29 dungeons in total. So that means that apart from them being new content, we’ll finally have more choices for where to go to level up and get gear from, because the level ranges for the new and old dungeons overlap.

The WoW Forever beta initially opened with a level 20 cap, making Hall of Thanes and Ruins of Lordaeron the first two new dungeons available for testing. Blizzard plans to raise the cap to level 30 later during the beta, with additional dungeon content becoming available as testing progresses. And that means that we can see what players actually think about these new dungeons. At least some of them.

Hall of Thanes

  • Level Range: 13–18
  • Location: Ironforge, Dun Morogh
  • Faction: Alliance

Hall of Thanes is the first new dungeon most Alliance players will encounter in WoW Forever. It's hidden beneath Ironforge and takes us into the old dwarven halls that have existed beneath the city for years without much purpose.

That's probably my favorite thing about the dungeon before even getting into the fights. It doesn't feel like Blizzard picked a random spot for a new instance. Old Ironforge always looked like somewhere we should eventually be able to explore, and Forever finally gives us a reason to head down there.

The dungeon revolves around the Dark Iron presence beneath Ironforge and the ancient dwarven halls they have disturbed. Its current beta boss lineup includes:

  • Faldrim Anvilmar
  • Magmatus
  • Plunder
  • Durgen Dirgehammer

There are also several quests connected to the dungeon, including objectives found inside the instance and a larger chain involving King Magni.

Hall of Thanes Beta Impressions

Hall of Thanes looks like a pretty successful first attempt at adding a completely new low-level dungeon without making it feel out of place in Classic.

Visually, the Old Ironforge setting does a lot of the heavy lifting. The huge stone halls, lava, Dark Iron enemies, and dwarven architecture feel like home to me. One beta player compared the atmosphere to a mixture of old Ironforge and Scarlet Monastery, which feels pretty accurate from what I've seen.

The actual run is relatively straightforward. Trash packs are generally spaced far enough apart that the dungeon doesn't look particularly punishing for inexperienced groups. A decent party can move through it quickly, although some Dark Iron enemies, particularly Engineers, can deal enough damage to punish careless pulls.

Bosses are where things become a little more interesting. They aren't mechanically complicated, but there's more happening than simply standing still and attacking. Later encounters introduce adds, fears, threat drops, and other mechanics that force the group to pay at least some attention. That's probably the strongest part of Hall of Thanes for me. It still looks like a Classic leveling dungeon, just with slightly more involved boss encounters.

The rewards also seem unusually good for such an early instance. Beta runs are showing blue drops from bosses quite consistently, including some very strong low-level weapons and caster items. Quest rewards are similarly competitive.

XP is another good reason to run it. Normal trash doesn't appear to provide huge amounts by itself, but the dungeon quests are much more rewarding. One level 14 beta player received around 4,600 XP from a single quest turn-in and estimated that completing the dungeon quests brought him close to an entire level.

The biggest criticism I've seen is its length, although group quality clearly changes the experience. One run felt overly long because of the amount of movement through the halls, while another organized group cleared it surprisingly quickly. I don't think I'd call Hall of Thanes either particularly short or excessively long yet. The beta experience seems heavily dependent on how prepared the group is.

Overall, I don't think Hall of Thanes is trying to become the new Deadmines. It's a fairly simple early-game dungeon with better-than-expected bosses, strong rewards, and a setting that feels like it should have been explorable years ago. For a first dungeon in WoW Forever, that works.

Ruins of Lordaeron

  • Level Range: 15–20
  • Location: Tirisfal Glades
  • Faction Focus: Horde

Ruins of Lordaeron turns the destroyed capital above Undercity into a proper leveling dungeon. Scourge forces have taken over the streets and graveyards, with the necromancer Rath'mael operating from deeper inside the ruins. 

The entrance is in northern Tirisfal Glades at approximately:

/way Tirisfal Glades 71.6 11.4

Several bosses wander or hide away from the obvious route, while others have to be deliberately triggered.

The current beta includes encounters such as:

  • Witherfang
  • The Baron
  • Bjork
  • The Abandoned
  • Viktor the Vile
  • Rath'mael
  • Lordaeron Captain as a rare spawn

Two encounters are particularly easy to miss. The Abandoned only appears after clearing the enemies around its courtyard, including nearby enemies inside the tower. Viktor the Vile is started by interacting with a campfire and surviving several waves of undead before the boss joins the fight.

There are also plenty of dungeon quests. Horde players currently have six connected to Ruins of Lordaeron, while Alliance players have three. Some begin outside the dungeon, while others come from items or NPCs found while exploring it.

Ruins of Lordaeron Beta Impressions

From the full beta runs I've watched, Ruins of Lordaeron seems much more focused on exploration than Hall of Thanes.

It’s much less linear. Groups have to search buildings, courtyards, graveyards, and towers for objectives and encounters. Even experienced players running it for the second time have ended up backtracking for bosses, quest items, or objectives they missed.

That freedom has a downside. A lot of the ruined streets and towers look similar, and it can become surprisingly difficult to tell where you are. One beta tank specifically called navigation the hardest part of the dungeon because so many sections of the ruins look alike. I can definitely see this being one of those instances that becomes much easier once everyone learns the route.

The hidden encounters are pretty awesome though. I especially like Viktor the Vile's event. Instead of finding another boss standing around waiting to be attacked, the group interacts with a campfire and has to survive several consecutive undead waves before Viktor appears. The players I've watched found that event noticeably more demanding than the regular trash.

Some individual enemies can hit hard as well. The Baron was singled out as a particularly heavy hitter, while larger trash pulls required considerably more attention from the tank than most of Hall of Thanes.

Rewards are another major reason to come here.

Bosses are dropping strong blue items across several armor and weapon types, including some unusually powerful caster gear. There are also six Horde quests tied to the dungeon, many with excellent equipment rewards.

The XP from doing everything is huge. One Horde beta run started at level 17 and finished all the related quest turn-ins halfway through level 19. That's roughly two and a half levels from one dungeon run plus its surrounding quest chain.

Alliance players have a very different experience before they even reach the entrance. Ruins of Lordaeron sits directly outside Undercity, so Horde characters can reach it almost immediately. Alliance groups have to travel through Hillsbrad and Tirisfal, with hostile players potentially waiting around the entrance on PvP realms. Players have already worked out some ridiculous mountain-jumping and corpse-running routes just to get inside safely.

That faction imbalance actually feels very Classic to me.

Overall, Ruins of Lordaeron looks more interesting than Hall of Thanes mechanically. It's less straightforward, easier to get lost in, and much more willing to hide encounters and objectives around the environment. That can make the first run messier, but it also gives the dungeon more of that old-school feeling where learning the place is part of the experience.

 

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Excavation Site: Wetlands

  • Level Range: 24–29
  • Location: Wetlands

Excavation Site takes one of the more recognizable landmarks in the Wetlands and turns it into a full dungeon. It's located around Whelgar's Excavation Site, where the Explorer's League has been digging through ancient ruins. The premise naturally leans into one of Classic WoW's recurring mysteries: Titan structures buried beneath Azeroth. Blizzard hasn't revealed enough of the dungeon yet for me to start listing bosses, routes, or mechanics with confidence. What we do know is that the Explorer's League has taken an interest in whatever has been uncovered there.

The level range also makes sense.

At 24–29, Excavation Site lands among dungeons like Blackfathom Deeps, The Stockade, and the beginning of the Gnomeregan/Razorfen Kraul range. It gives players another reason to stay in the Wetlands instead of immediately moving elsewhere for group content. It also falls beneath the eventual level 30 beta cap. That makes this one of the dungeons worth watching as Blizzard opens more beta content.

City of Dalaran

  • Level Range: 28–33
  • Location: Dalaran, Alterac Mountains

This is probably the dungeon concept I'm most curious about. We're talking about old Dalaran here. In original WoW, the city sits behind its enormous magical dome in the Alterac Mountains. Players could see it, quest around it, and wonder what was inside, but there wasn't much else to do.

Forever finally changes that. The barrier has come down, but Dalaran isn't exactly doing well. The restored city is dealing with unstable magic and other threats, leaving the Kirin Tor in need of help.

What's especially interesting is that Blizzard hasn't presented Dalaran as nothing more than an instance portal. The city itself appears to have a broader role, with exploration, NPCs, and quest interactions around it. The dungeon is part of that larger return to Dalaran rather than the entire purpose of the location. Its 28–33 level range also places it directly in one of Classic's busiest dungeon brackets.

Players will already have options such as Gnomeregan and Razorfen Kraul around these levels. Adding Dalaran makes this portion of leveling noticeably less repetitive.

City of Dalaran also partially falls within the planned level 30 beta cap. I'll be watching this one closely once Blizzard opens more testing.

The Drowned City

  • Level Range: 35–40
  • Location: Off the coast of Stranglethorn Vale

The Drowned City is an ancient troll settlement that sank beneath the ocean and has somehow risen again off the coast of Stranglethorn Vale.

It's also one of the few higher-level WoW Forever dungeons we've actually seen people play. The Drowned City isn't available in the current beta, but Blizzard made it playable with premade characters during the BlizzCon demo.

That footage gives us a much better idea of what to expect here than we have for most of the remaining dungeons.

The Drowned City starts relatively linearly before opening into a much larger area. There are flooded sections, ruined troll structures, and plenty of Makrura, Naga, undead, and other creatures occupying the city.

The BlizzCon build featured four known bosses:

  • Zul'Alai
  • Zin'aka
  • Deathless Marrow
  • Min'loth the Serpent

Once the dungeon opens up, groups aren't forced through every encounter in one strict order. You can explore different parts of the city and choose where to head next, including diving underwater to reach some encounters.

BlizzCon Impressions

From the BlizzCon runs I've watched, The Drowned City looks considerably bigger than other new dungeons.

That's the first thing that stood out to me. There are large rooms, long stretches of ruins, water sections, side paths, and enough going on in the distance that the dungeon actually feels like you're exploring a drowned settlement rather than running through a sequence of connected boss rooms.

The atmosphere looks great too. The music gets noticeably darker as groups move deeper into the city, and the combination of submerged ruins, rain, water, and troll architecture gives the dungeon a pretty distinct identity.

Trash packs can be tightly positioned, and bad pulls can quickly turn into several enemies attacking at once. In the footage I've watched, groups actually had reasons to use crowd control, retreat from bad pulls, manage mana, and think about what they were engaging next.

I wouldn't read too much into individual wipes, though. The BlizzCon characters were premade, and some players were learning unfamiliar classes, keybinds, and gear while playing. One healer in particular spent part of the run wearing the wrong equipment before realizing it, so that's probably not the best evidence that Blizzard has made an incredibly difficult dungeon.

Even with that caveat, The Drowned City clearly looks less forgiving than the first two Forever dungeons we've seen in the beta.

Krol'dok Stronghold

  • Level Range: 40–45
  • Location: Riverglades

Krol'dok Stronghold is the first new dungeon connected directly to Riverglades, one of WoW Forever's completely new leveling zones.

It's an ogre stronghold tied to the conflicts happening throughout the region. There's also been mention of darker activity around the stronghold, including possible connections to the Twilight's Hammer. That fits neatly with the type of cult activity already scattered across Classic Azeroth. One important detail here is the level range. Some early BlizzCon material listed Krol'dok Stronghold as level 40–55. Blizzard later corrected that information.

The actual range is: Level 40–45. That's a huge difference. Instead of serving as a dungeon players might revisit across fifteen levels, Krol'dok sits firmly in the early 40s. It should also help break up a leveling stretch where many Classic players traditionally spend a lot of time repeating Scarlet Monastery, Razorfen Downs, or Uldaman. We still don't know enough about its bosses or final structure to go much further.

 

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Alcaz Prison

  • Level Range: 48–53
  • Location: Alcaz Island, Dustwallow Marsh

Alcaz Island has always been one of those strange Classic WoW locations. It's sitting northeast of Dustwallow Marsh, it's clearly important, and yet most players have very little reason to spend much time there. Forever turns it into a proper dungeon.

Alcaz Prison occupies the 48–53 bracket and finally gives the island a larger gameplay purpose. Early information points toward both Defias prisoners and Naga being involved. That's an interesting combination and already suggests there may be more happening here than a simple prison break. The level bracket puts it around the same part of progression as Zul'Farrak, Maraudon, and the transition toward later Classic dungeons. For now, bosses, quests, layout, and rewards haven't been properly revealed.

Blackmaw Hold

  • Level Range: 55–60
  • Location: Northern Azshara

Blackmaw Hold is one of two new dungeons aimed directly at the end of the leveling journey. It's located behind the furbolg gates in northern Azshara. This is another example of Forever taking something that always looked important and finally letting players go inside. Blackmaw Hold is described as a great furbolg city dealing with corruption. The complex also extends deep underground, tying the area into the larger story surrounding the Barrow Deeps.

Barrow Deeps is one of Forever's new raids, so Blackmaw Hold could act as part of the broader story leading players toward endgame content. Its 55–60 range also means it competes directly with some of Classic's biggest instances. At these levels, players already have Blackrock Depths, Lower Blackrock Spire, Upper Blackrock Spire, Scholomance, Stratholme, and Dire Maul. Blackmaw Hold therefore has a lot to live up to.

We don't currently know enough about its bosses or structure to judge whether it can stand alongside those dungeons. But I like the decision to make the new endgame content part of Azeroth instead of sending players somewhere completely separate.

Shaper's Terrace

  • Level Range: 58–60
  • Location: Un'Goro Crater

Shaper's Terrace is the highest-level new dungeon announced for WoW Forever. It takes players into a Titan-related facility in Un'Goro Crater.

Un'Goro has always been full of clues pointing toward something bigger. There are pylons, crystals, strange ruins, enormous creatures, and obvious Titan connections scattered throughout the zone. Shaper's Terrace finally lets Forever push deeper into that story. At 58–60, this is clearly designed as endgame dungeon content rather than something players run once while leveling. Blizzard hasn't revealed its bosses yet. We also don't have enough confirmed information about the route, quests, or loot. What we do know is enough to understand its purpose. Shaper's Terrace takes one of Classic WoW's biggest unexplained locations and turns it into a playable piece of the Titan storyline.

Check out more WoW Forever guides:

F.A.Q.

How many new dungeons are in WoW Forever?

 

WoW Forever adds nine new dungeons at launch. They span most of the leveling journey, from level 13 to level 60.

Are there new low-level dungeons in WoW Forever?

 

Yes. Hall of Thanes is aimed at levels 13–18, while Ruins of Lordaeron covers levels 15–20. Excavation Site: Wetlands and City of Dalaran add more options later in the leveling journey.

Are there new endgame dungeons in WoW Forever?

 

Yes. Blackmaw Hold is designed for levels 55–60, while Shaper's Terrace covers levels 58–60. Both add new dungeon options near the end of the 1–60 progression.

Are the new WoW Forever dungeons good?

 

So far, they look promising. Hall of Thanes is fairly straightforward but has solid bosses and rewards, while Ruins of Lordaeron offers more exploration and hidden encounters. The Drowned City also looked much larger and more dangerous in its BlizzCon demo.

How to get to the Ruins of Lordaeron as an Alliance in WoW Forever?

 

Alliance players have a much longer trip than Horde players:

  1. Travel to Southshore.
  2. Head north through Hillsbrad Foothills toward Dalaran.
  3. Continue toward Lordaeron and Undercity.
  4. Reach the dungeon portal outside Undercity.

On PvP realms, the entrance can be dangerous because it sits deep in Horde territory, so corpse runs or PvP around the portal are possible.

 

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