logo

WoW Forever Dungeons Guide: All 9 New Dungeons, Levels, Loot and Runs

Updated 2026-09-29 · 10 min read · by LFCarry PRO team

World of Warcraft: Forever adds 9 new dungeons, all open on 4 November 2026, from Hall of Thanes at levels 13 to 18 to Shaper’s Terrace at 58 to 60. Every dungeon boss item is blue, bosses drop Blueprint recipes, and dungeon quests pay more XP while repeat runs pay less. This guide covers each dungeon, why they are harder than Classic 5-mans, the loot rules, and runs with a Pro from $12.

WoW Forever Dungeons Guide: All 9 New Dungeons, Levels, Loot and Runs

9 new dungeons from 4 November

4 NovLaunch, all 9 dungeons open
20, then 30Beta level cap, 17 Sep to 21 Oct
9 Dec3 raids unlock

World of Warcraft: Forever launches on 4 November 2026 at 3:00 PM PST with 9 new dungeons on top of the Classic ones. All 9 are open from launch day. In the beta, capped at 20 and then 30, players can test Hall of Thanes, the Ruins of Lordaeron, the Excavation Site and the start of the City of Dalaran.

The raids open on 9 December, 5 weeks after launch, and every raid needs a level 60 character. The 2 dungeons for 55 to 60 are where a fresh 60 collects its 1st blue gear before that date. Blizzard’s roadmap adds 2 more dungeons in spring 2027 and 2 more in summer 2027, unnamed so far.

Every dungeon cleared once on the way to 60

1 clear per dungeon for its quest XP and blue gear is part of every leveling order.

Orc Hunter in WoW Forever
Limited offer
WoW Forever

WoW Forever Power Leveling & Gearing

Pre-order WoW Forever Power Leveling & Gearing
−25% pre-order
From $299$399
Build your Starter Pack →

Levels 13 to 33: the 4 low dungeons

Hall of Thanes lies under Ironforge, the resting place of the dwarven monarchs. Someone broke in, and Blizzard points at the Dark Irons. It is an Alliance story, and a Horde group has to sneak or fight its way in.

Ruins of Lordaeron is the Forsaken reclaiming their capital. Scourge still lurk in the corners and a necromancer has moved in. Horde players take up arms with the Forsaken; Alliance players find a way in uninvited.

Excavation Site: Wetlands sits above Whelgar’s Excavation. A strange mist comes down from the mountains, lights flash on the horizon and Titan constructs guard whatever is up there.

City of Dalaran is the whole city as a dungeon. The Kirin Tor raised a barrier to hide the restoration after the Third War, the barrier is down, and enchantments, arcane constructs and demonic energy are running wild inside.

Levels 35 to 60: the 5 high dungeons

The Drowned City is a troll city that rose out of the ocean off the Stranglethorn coast. Trolls and naga hold it, and a pirate ship crashed into it. It was the playable dungeon on the BlizzCon show floor.

Krol’dok Stronghold is an outdoor dungeon in the Riverglades, run by an ogre clan that kidnaps travellers. Strange chanting comes from it at night. Blizzard built it as the alternative to running Scarlet Monastery again.

Alcaz Prison is the island prison where the Defias once held nobles for ransom. The Defias and the naga are fighting inside, and you can finally go in.

Blackmaw Hold is the furbolg city behind the gate you could never open in Classic. The furbolgs are fighting a corruption, and the tunnels under the hold run deep into the mountain, toward the Barrow Deeps.

Shaper’s Terrace is a Titan site in the hills of Un’Goro Crater: old Titan buildings, power crystals and wildlife running between them. It is the last dungeon before the raids.

The 9 new dungeons and their level ranges. Blizzard walks through the new dungeons from the City of Dalaran to Blackmaw Hold and names the level range for each. World of Warcraft · Watch on YouTube ↗
The re-itemization pass: blue boss loot and new rewards. Blizzard's items designer explains why every dungeon boss drop was re-examined, upgraded to rare quality, and why quest rewards were added across the old world. World of Warcraft · Watch on YouTube ↗

Why the dungeons are harder

There is no level scaling. A dungeon is as hard as its level says, and the levels above are Blizzard’s own.

Blizzard designed dungeon gameplay to be tactical. Crowd control matters: you polymorph, banish, root and trap to keep the healer alive and the tank standing. Threat matters: a tank holds 3 or 4 targets at once, so nobody pulls a whole dungeon. Combat pacing is a little slower, and a solo player takes about 15 seconds to kill a normal mob.

So a group wants a class that can sheep, sap, fear or trap, and it wants to talk before the pull. Blizzard has not announced the group size for the new dungeons yet.

Loot: blue boss items, Blueprints, transmog

Blizzard re-examined the loot of every dungeon boss in the game. Every unique boss item is now blue, many new items were added, weak items were improved and the old favourites stay. Quest rewards were added across the board too.

Dungeon bosses drop Blueprint recipes. Those unlock the advanced camping objects that give 1-hour buffs at a campsite, so a level 60 still has a reason to run Alcaz Prison. How camping works is in the camping guide.

Transmog changed the loot rules in your favour. An uncommon or rare bind-on-pickup item from a dungeon boss unlocks its appearance for every eligible looter, so nobody rolls against you for the look. Epic raid items unlock their look only for the player who loots them. Healing items now carry bonus damage as well, so a healer can quest in dungeon gear.

XP: 1 clear each, then back to quests

Blizzard confirmed 3 XP facts. The XP curve from 1 to 60 is unchanged from Classic. Dungeon mob-kill XP is reduced. Quest XP for the 1st run of a dungeon is raised.

The consequence is simple. Pick up every dungeon quest before you zone in, clear the instance once, turn in, and go back to the zone. The 2nd and 3rd clears are for a specific blue item or a Blueprint, and they pay little XP. Chain-running Scarlet Monastery to 60 is over.

Blizzard's posts announce no dungeon finder. Groups form in the zone, in cities and at campfires, which is why a leveling character on a quiet ruleset wants a group it can count on. The full 1 to 60 route with the hours per bracket is in the leveling guide.

That route is about 150 hours of play, and the 9 new dungeons are stops along it.

All 3 calendars reach the dungeons in level order, from Hall of Thanes to Shaper’s Terrace.

Dungeon runs with a Pro from $12

$12Leveling dungeon, 13 to 55, per run
$55Endgame dungeon, 55 to 60, per run
4 NovRuns start on launch day

A dungeon run is a full clear of the instance you name in chat, self-play or piloted, from 4 November 2026. The Pro plays on your ruleset and your faction, because Blizzard allows no cross-ruleset and no cross-faction grouping. Extra runs of the same dungeon are priced as a multiplier on the constructor, for a specific blue item or a Blueprint.

Every leveling order already includes 1 clear of each dungeon on the way to 60. The 55 to 60 runs are the pre-raid gear before the raid spots from $299 on 9 December. Cancel any order before the 1st session for a full refund.

FAQ

9, all open from launch on 4 November 2026. The Classic dungeons stay in the game. Blizzard's roadmap adds 2 more in spring 2027 and 2 more in summer 2027.
What changed
  • The dungeon finder line now matches Blizzard's posts: no finder has been announced, and none has been ruled out.
  • Guide rebuilt: 1 paragraph per dungeon with Blizzard's story hooks, the tactical design, the loot and XP rules, live run prices. Plain copy rules, a big-text level ladder, official screenshots, video chapters that open at the dungeon tour and the loot pass.
  • XP rules added: the curve to 60 is unchanged, dungeon mob XP is down, 1st-run dungeon quest XP is up.
ShareXReddit