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WoW Forever: 9 New Dungeons Coming to Classic Plus

  • WoW Forever: 9 New Dungeons Coming to Classic Plus
WoW Forever: 9 New Dungeons Coming to Classic Plus
WoW Forever 15.09.2026 19 min read 1 views

WoW Forever: 9 New Dungeons Coming to Classic Plus

Written by: Gold Boosting Team

WoW Forever: 9 New Dungeons Coming to Classic Plus

World of Warcraft: Forever is expanding the original Classic Azeroth experience with nine completely new dungeons. Rather than simply increasing the level cap and sending players into another expansion, WoW Forever keeps the game at level 60 and adds new content throughout the existing world.

These nine dungeons are spread across the level 13 to 60 experience range, giving players new group content throughout the leveling journey as well as several high-level destinations near the level cap. Blizzard has confirmed that all nine are part of the launch dungeon lineup, making them one of the most important parts of the WoW Forever Classic Plus experience.

For the complete overview of WoW Forever's zones, classes, professions, raids, progression systems, and other Classic Plus features, visit our WoW Forever Complete Classic Plus Guide.

The new dungeons are also designed around a different philosophy from many modern World of Warcraft instances. Forever keeps the slower combat style associated with Classic, where threat, crowd control, preparation, positioning, resistances, communication, and group composition continue to matter.

What Are the 9 New WoW Forever Dungeons?

WoW Forever launches with nine new dungeons covering almost the entire level 1 to 60 progression path. Instead of concentrating all of the new group content at maximum level, Blizzard has spread the dungeons throughout the leveling experience.

The confirmed dungeon lineup is:

  • The 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

These level ranges were confirmed by Blizzard on September 15, 2026 after correcting an earlier listing for Krol'dok Stronghold. The final confirmed range for Krol'dok is 40-45.

The distribution is important because it means the new dungeons are not simply an endgame feature. Players starting a fresh character can encounter new group content relatively early and continue finding new Forever dungeons as they progress toward level 60.
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The Hall of Thanes

The Hall of Thanes is a level 13-18 dungeon located beneath Ironforge. It is associated primarily with the Alliance and explores a previously inaccessible part of the dwarven capital.

The dungeon is described as the resting place of the dwarven thanes, with ancient treasures and dangers now threatened by an intrusion. Blizzard's presentation specifically describes Alliance players being called upon to protect the Hall, while Horde players may have their own reasons for attempting to enter.

Its placement at levels 13-18 makes it one of the earliest new dungeon experiences in WoW Forever. It also demonstrates one of the central ideas behind the Classic Plus design: taking locations that have existed in Warcraft's world for years and finally turning them into playable adventures.

For players leveling an Alliance character, the Hall of Thanes can become an important early group-content destination alongside the existing Classic dungeon lineup.

Ruins of Lordaeron

Ruins of Lordaeron is a level 15-20 dungeon located in Tirisfal Glades. The instance is closely connected to the Forsaken and the continuing story surrounding the ruined capital of Lordaeron.

Lordaeron has been left in ruins, but the area is far from empty. Scourge forces still remain within the fallen city, creating a new dungeon adventure centered around the Forsaken's efforts to reclaim and secure the area. Blizzard describes Horde players as taking up arms to help reclaim the city, while Alliance characters may also find ways into the dungeon.

This dungeon fits particularly well into Forever's broader Warcraft III-inspired storytelling. Lordaeron, Arthas, Sylvanas, the Forsaken, the Scourge, and the Scarlet Crusade are all important parts of the game's expanded lore.

Rather than creating an unrelated dungeon in a completely new continent, Blizzard is using one of Warcraft's most recognizable locations and exploring what could happen there within the timeline of Forever.

Excavation Site: Wetlands

Excavation Site: Wetlands is a level 24-29 dungeon built around the Wetlands and the Explorer's League's activities around Whelgar's Excavation Site.

The dungeon takes players above the familiar excavation site and expands an area that Classic players already know from the original Wetlands questing experience. Blizzard describes the Explorer's League as having taken an interest in the new excavation, creating another reason for adventurers to investigate what has been uncovered.

This is another example of how WoW Forever approaches Classic Plus dungeon design. The developers are not simply placing nine unrelated instances onto the map. Instead, many of the new dungeons are connected to existing locations, characters, factions, and lore.

For players leveling through the mid-20s, the Excavation Site provides another group-content option between the early leveling dungeons and the larger collection of mid-level instances.

City of Dalaran

City of Dalaran is a level 28-33 dungeon that takes players into the mysterious mage city of Dalaran.

After the events of Warcraft III, Dalaran was concealed behind a magical barrier. In WoW Forever, that barrier has come down. The city has been restored, but the Kirin Tor have not completely brought the situation under control, creating the circumstances for players to enter the city and help resolve the magical problems inside.

The dungeon is particularly interesting from a lore perspective because it explores Dalaran during a period that Classic players have never experienced as a playable dungeon environment.

Instead of waiting for later Warcraft history to transform Dalaran into one of Azeroth's major magical centers, Forever explores an earlier version of the city and asks what was happening there during the period between Warcraft III and the established Classic timeline.

The Drowned City

The Drowned City is a level 35-40 dungeon located among ancient ruins off the coast of Stranglethorn Vale.

The dungeon is described as an ancient Troll ruin that has emerged as a dangerous location for adventurers. Naga and pirates are among the threats associated with the area, giving the instance a distinctly coastal and underwater atmosphere.

The Drowned City was also one of the new dungeons available for players to experience during the BlizzCon 2026 demonstration, making it one of the more visually showcased Forever dungeon environments so far.

Its level range places it directly in the middle of the Classic leveling experience. Players moving through the mid-30s and early 40s will therefore have a new dungeon option that fits naturally alongside the existing Classic instances from this part of Azeroth.
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Krol'dok Stronghold

Krol'dok Stronghold is a level 40-45 dungeon and one of the higher-level instances introduced with WoW Forever.

The dungeon is associated with the new Riverglades region and an Ogre stronghold. It therefore connects one of Forever's major new zones with its dungeon progression, giving players another reason to explore the new world instead of simply returning to the same Classic instances.

There was initially conflicting information about the dungeon's level range. Some early materials listed Krol'dok Stronghold as level 40-55, but Blizzard explicitly corrected that information on September 15, 2026. The confirmed range is 40-45.

This correction is important for players planning their leveling routes because Krol'dok is positioned as a mid-to-high-level dungeon rather than a broad level 40-55 instance.

Alcaz Prison

Alcaz Prison is a level 48-53 dungeon located on Alcaz Island in Dustwallow Marsh.

Alcaz Island is already a recognizable location to longtime Classic players, but Forever expands its role by turning the prison into a full dungeon experience. The instance is associated with a Defias-controlled prison and important prisoners, giving players another reason to travel into the northeastern part of Dustwallow Marsh.

The level range makes Alcaz Prison particularly relevant for characters approaching the final stretch of the leveling journey. It sits between the mid-level dungeons and the two new level 55-60 destinations, giving players another group-content step before reaching the level cap.

It also follows the broader Forever approach of expanding existing corners of Azeroth rather than replacing them with entirely separate expansion zones.

Blackmaw Hold

Blackmaw Hold is a level 55-60 dungeon and one of the most important new instances for players approaching maximum level.

The dungeon is located in furbolg territory and is described as a great furbolg city with deep underground tunnels. Current information places Blackmaw Hold behind the Furbolg Gates in northern Azshara.

Because the dungeon covers levels 55-60, it forms part of the final leveling stretch and can also become relevant as players begin preparing for level 60 content.

Blackmaw Hold also demonstrates the scale of Forever's approach to previously underused parts of Azeroth. Rather than treating the original map as complete, Blizzard is opening up locations that can support completely new adventures while remaining recognizable within the Classic world.

Shaper's Terrace

Shaper's Terrace is a level 58-60 dungeon located in Un'Goro Crater. It is the highest-level dungeon in the new lineup alongside Blackmaw Hold, making it particularly relevant to players preparing for the level 60 endgame.

The dungeon is connected to the Titan mysteries beneath Un'Goro, expanding one of Classic's most important archaeological and ancient-world themes into a new group adventure.

Its 58-60 level range is particularly significant for progression. Players can enter Shaper's Terrace before reaching the level cap and continue using it as part of their level 60 gearing and preparation journey.

For players interested in the ancient history of Azeroth, the dungeon also provides another example of Forever using existing lore as the foundation for new Classic Plus content.
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How the Nine Dungeons Fit Into WoW Forever Leveling

One of the most important things about the new dungeon lineup is its distribution across the leveling experience.

Instead of giving players a collection of new level 60 instances, Blizzard has placed dungeons throughout the journey:

  • Levels 13-20: Hall of Thanes and Ruins of Lordaeron
  • Levels 24-33: Excavation Site: Wetlands and City of Dalaran
  • Levels 35-45: The Drowned City and Krol'dok Stronghold
  • Levels 48-53: Alcaz Prison
  • Levels 55-60: Blackmaw Hold and Shaper's Terrace

This creates a much broader dungeon progression path for a fresh character. Players are not expected to ignore the new instances until reaching level 60. Instead, the dungeons become part of the leveling journey itself.

That design fits the overall philosophy of WoW Forever. The game is intended to remain a permanent level 60 version of Azeroth, so progression needs to exist horizontally rather than relying on repeated level-cap increases.

New Dungeons Are Part of the Classic Plus World, Not Separate Content

One of the strongest themes across the nine dungeons is their connection to the existing world.

The Hall of Thanes expands Ironforge. Ruins of Lordaeron explores the fallen capital of the Forsaken. Excavation Site expands Whelgar's Excavation in the Wetlands. City of Dalaran explores a version of the mage city during an earlier point in Warcraft's history.

The same approach continues at higher levels. The Drowned City expands the coastal ruins of Stranglethorn Vale. Krol'dok connects to Riverglades. Alcaz Prison expands Alcaz Island. Blackmaw Hold explores furbolg territory, while Shaper's Terrace uses Un'Goro's Titan mysteries as its foundation.

This is consistent with Blizzard's broader Forever philosophy of asking what stories could exist within the original world rather than simply replacing Azeroth with a new continent. The developers have discussed revisiting existing zones and locations to add quests, NPCs, factions, rewards, mysteries, and previously inaccessible areas.

WoW Forever Dungeons and Classic Combat

The new dungeons are also being introduced into a game that deliberately retains many of the characteristics of Classic combat.

Forever emphasizes preparation, threat management, crowd control, resistances, immunities, positioning, communication, and meaningful group composition. These elements are important because the game is not being redesigned around the faster and more streamlined combat model associated with modern WoW.

That means players should not approach the nine new dungeons assuming that raw damage output is the only thing that matters.

Tanks still need to manage threat. Healers need to manage their resources and positioning. DPS players can contribute more than damage through crowd control, interrupts, utility, and target selection. Groups also need to consider which classes and specializations they bring when preparing for difficult content.

This becomes even more relevant because all 27 talent trees are being updated in Forever. Talents are being moved, improved, redesigned, or supplemented with new options, with the stated goal of making more specializations worthwhile for group content.

Dungeon Groups and Party Composition

The traditional five-player dungeon structure remains important to the Classic experience, and the new Forever instances are designed around the same general group dynamic.

A balanced group normally needs a tank, a healer, and damage dealers, but the exact class combination can vary depending on the content and the strengths of the players involved.

Forever's class changes make this more interesting because the original Classic meta is being deliberately changed. New talents, abilities, race and class combinations, and itemization all interact with dungeon performance.

A specialization that was traditionally ignored for certain group content may have additional tools in Forever. The developers have specifically stated that they want every class and specialization to be a viable option while preserving meaningful differences between them.

This does not mean every specialization will perform identically. Instead, different classes can bring different strengths, weaknesses, utility, and reasons to be included in a group.

New Dungeon Loot and Itemization

Dungeon rewards are another important part of the WoW Forever experience because Blizzard is changing itemization alongside the new content.

Forever introduces new items, new item effects, new rewards, and more specialized itemization. The developers have indicated that the new itemization is intended to change the established Classic gearing environment rather than simply adding a few higher-stat items.

Current reporting also indicates that dungeon drops are being upgraded as part of the broader loot overhaul, with dungeon drops receiving at least rare-quality treatment and boss loot tables being reworked. Trinkets are also being designed with more situational effects rather than simply functioning as straightforward stat upgrades.

This means old Classic Best in Slot lists should not automatically be treated as the final answer for WoW Forever. New dungeon drops, new raid rewards, revised talents, new class abilities, and changed statistics all contribute to a different theorycrafting environment.
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Do the New Dungeons Have Confirmed Boss Lists?

Not all boss information for the nine dungeons has been published in detail yet.

Some Forever dungeon environments have been shown or demonstrated, but Blizzard has not released complete encounter guides covering every boss, ability, loot table, and mechanic for every new instance.

For that reason, it is better to treat currently published dungeon names, locations, level ranges, and broad themes as confirmed information while avoiding unofficial boss lists presented as final.

This will become increasingly important during the beta period, when players can test the actual encounters and dungeon mechanics. As more data becomes available, dungeon guides can be updated with confirmed bosses, mechanics, loot, routes, and recommended strategies.

Why the Nine Dungeons Matter for Level 60 Progression

Although most of the new dungeons are leveling instances, their importance does not end when a character reaches level 60.

WoW Forever uses horizontal progression rather than repeatedly increasing the level cap. Gear, professions, reputations, achievements, exploration, talents, collectibles, and character development can continue providing goals after reaching maximum level.

That makes the new dungeon system part of a much larger progression loop.

A character can use the lower-level dungeons while leveling, move into the higher-level instances toward 60, and then continue using dungeon content alongside raids, professions, PvP, world content, and other systems.

The level 58-60 Shaper's Terrace and level 55-60 Blackmaw Hold are particularly relevant here because they bridge the gap between traditional leveling dungeons and the level 60 endgame.

New Dungeons and the WoW Forever Social Experience

Dungeons also support one of the central social goals of Forever.

Blizzard has emphasized the importance of persistent communities, recognizable players, guilds, grouping, professions, and spontaneous interactions. The goal is for Azeroth to feel like a persistent world where players encounter the same people repeatedly instead of simply being matched with anonymous players and immediately moving on.

The Camping system is another part of this philosophy. Players can establish campsites where adventurers can gather, use profession utilities, repair, prepare, trade, and receive temporary benefits.

The new dungeons fit naturally into this structure. A leveling group can form around a dungeon, travel through the world together, encounter other players along the way, and potentially continue playing together after the dungeon is finished.

How to Prepare for WoW Forever Dungeons

Players coming from Vanilla or Classic should approach the new dungeons with the same general preparation mindset that made Classic group content successful.

  • Know your role: Understand whether your character is expected to tank, heal, deal damage, or provide additional utility.
  • Learn your class changes: The 27 updated talent trees and new abilities can change how familiar classes function.
  • Bring consumables: Food, potions, and other useful consumables can make difficult dungeon runs considerably smoother.
  • Manage pulls carefully: Classic-style threat and crowd control remain important, so uncontrolled pulls can quickly become dangerous.
  • Communicate: Discuss crowd control, dangerous enemies, positioning, and boss mechanics before problems occur.
  • Upgrade gradually: New dungeon loot provides opportunities to replace older gear as you progress.
  • Do not blindly follow old BiS lists: Forever's new itemization means Classic gearing assumptions may no longer apply.
  • Explore the world: Several dungeons are closely connected to new zones, existing locations, factions, and storylines.

New Dungeons, Professions, and Exploration

Dungeon progression is also connected to Forever's wider world systems.

Professions are being expanded with more than 600 new recipes, new materials, crafted items, profession utilities, and objects that can affect gameplay. Recipe discovery is also intended to encourage players to explore the world and interact with NPCs, locations, and content.

This means a dungeon-focused character does not necessarily have to treat professions and exploration as completely separate activities.

Players may encounter recipes, materials, quests, factions, and other progression opportunities while traveling between dungeon locations. This reinforces the broader Forever design of exploration leading to discovery, progression, and rewards.

New Dungeons and the Long-Term Classic Plus Experience

The nine new dungeons are especially important because WoW Forever is not designed as a short seasonal experiment.

The game's level cap remains at 60, and Blizzard's long-term approach is to keep expanding the same version of Azeroth rather than moving players into another expansion every few years.

The Legacy System adds another layer of long-term progression, while new professions, items, talents, zones, quests, PvP systems, dungeons, and raids provide additional activities for established characters.

This gives the nine launch dungeons a role beyond simply filling gaps in the leveling experience. They become part of the foundation on which future Classic Plus content can build.

What Comes After the Nine New Dungeons?

The nine dungeons are only part of the initial WoW Forever content package.

The game also introduces new zones, the Skyborne race, new race and class combinations, updated talent trees, revised itemization, expanded professions, Camping, Legacy progression, PvP content, and new raids.

The two new raids, Barrow Deeps and Hyjal Summit, are separate from the launch dungeon lineup and are scheduled to unlock on December 9, 2026, five weeks after the November 4 launch.

This means the initial dungeon progression gives players time to explore the expanded world, level their characters, experiment with the revised class system, and prepare for the first raid release.
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WoW Forever 9 New Dungeons FAQ

How many new dungeons are coming to WoW Forever?

WoW Forever launches with nine new dungeons covering levels 13 through 60.

What are the nine new WoW Forever dungeons?

The nine confirmed dungeons are The Hall of Thanes, Ruins of Lordaeron, Excavation Site: Wetlands, City of Dalaran, The Drowned City, Krol'dok Stronghold, Alcaz Prison, Blackmaw Hold, and Shaper's Terrace.

What level is Krol'dok Stronghold?

Krol'dok Stronghold is confirmed for levels 40-45. Blizzard corrected an earlier incorrect listing that gave the dungeon a wider 40-55 level range.

What is the lowest-level new WoW Forever dungeon?

The Hall of Thanes is the lowest-level new dungeon, designed for characters from level 13 to 18.

What is the highest-level new WoW Forever dungeon?

Blackmaw Hold and Shaper's Terrace are the highest-level new dungeons. Blackmaw Hold covers levels 55-60, while Shaper's Terrace covers levels 58-60.

Are the nine dungeons available at launch?

Yes. Blizzard has confirmed all nine dungeons as part of the launch lineup. The raids are separate and unlock later, with the first new raids scheduled for December 9, 2026.

Do the new dungeons replace Classic dungeons?

No. They are additional dungeons added alongside the existing Classic dungeon experience.

Will the new dungeons have new loot?

Yes. WoW Forever includes revised dungeon and itemization systems, with dungeon drops and boss loot tables being updated as part of the broader loot overhaul. Exact boss-by-boss loot information is still developing as the beta progresses.

Will old Classic dungeon guides still be useful?

They can still help with general Classic dungeon fundamentals, but they should not be assumed to describe Forever's new instances or its updated class and item systems. The nine new dungeons have their own locations, encounters, progression ranges, and rewards.

Are complete boss lists available for every new dungeon?

Not yet. Blizzard has confirmed the nine dungeons and their level ranges, while detailed boss, mechanic, and loot information is still being developed and tested for some instances.

Get Ready for WoW Forever's New Dungeons

The nine new dungeons are one of the clearest examples of what makes WoW Forever different from original Vanilla WoW.

Instead of leaving Azeroth behind when players reach level 60, Forever expands the existing world. Ironforge gets a new dungeon beneath the city. Lordaeron becomes a new group adventure. The Wetlands receive a new excavation instance. Dalaran opens its magical secrets. Stranglethorn gains the Drowned City. Riverglades connects to Krol'dok Stronghold. Alcaz Island becomes a dungeon destination. Furbolg territory expands through Blackmaw Hold, and Un'Goro gains Shaper's Terrace.

For players who want to progress through the new level 1-60 journey more quickly, GoldBoosting offers a WoW Forever Leveling Boost.

You can also explore the complete WoW Forever Boosting Services catalog as new dungeon, raid, PvP, gearing, and progression services become available.

Final Thoughts on the 9 New WoW Forever Dungeons

The nine new dungeons are more than a collection of extra instances added to Classic WoW.

They represent the core idea behind WoW Forever: keep Classic Azeroth intact while giving it room to grow.

The new dungeon lineup covers almost the entire leveling journey, from the level 13-18 Hall of Thanes to the level 58-60 Shaper's Terrace. Each dungeon expands an existing part of Azeroth or explores a location connected to Warcraft's established history.

Just as importantly, these dungeons arrive alongside new talents, new class combinations, revised itemization, expanded professions, new zones, Camping, Legacy progression, and future level 60 content.

For Classic players, that means the familiar dungeon-focused gameplay loop is still there, but the destinations are no longer completely solved. There are new locations to discover, new encounters to learn, new rewards to collect, and new reasons to travel through Azeroth.

WoW Forever keeps the Classic dungeon experience alive while giving Azeroth nine new places to explore.

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