


- WoW Forever Dungeons: New Locations and Level Ranges
WoW Forever Dungeons: New Locations and Level Ranges

WoW Forever adds nine new five-player dungeons across levels 13–60. Your group can head beneath Ironforge, enter Dalaran through its sewers, and travel to ruins off the Stranglethorn coast long before reaching the level cap.
If you're buying items before a dungeon run, check the required level and the role you'll play. A piece that suits solo questing may do little for the healing or tanking set you plan to bring.
Below are all nine additions, their locations, and Blizzard's published level ranges. There's also a closer look at access requirements, faction travel, and the preparation worth doing before your party sets off.
WoW Forever Dungeons Summary
Nine new five-player dungeons cover leveling and level-cap content across both original continents.
Hall of Thanes starts the new roster at levels 13–18, and Shaper's Terrace sits at 58–60.
Published level ranges aren't a list of minimum entry levels. Use them to plan a suitable run, then check quest and access requirements separately.
City of Dalaran has faction-specific access quests. Pick these up before gathering at the entrance.
Your party must share a faction and ruleset. An accessible dungeon in enemy territory doesn't allow cross-faction grouping.
Classic dungeons remain part of the roster. The nine additions give you more destinations between familiar stops.
All Nine New WoW Forever Dungeons

Six new dungeons are in the Eastern Kingdoms. The other three are in Kalimdor, covering the later levels.
Dungeon | Published Level Range | Location | Continent |
|---|---|---|---|
Hall of Thanes | 13–18 | Beneath Ironforge, Dun Morogh | Eastern Kingdoms |
Ruins of Lordaeron | 15–20 | Ruined city above the Undercity, Tirisfal Glades | Eastern Kingdoms |
Excavation Site | 24–29 | Above Whelgar's Excavation, Wetlands | Eastern Kingdoms |
City of Dalaran | 28–33 | Alterac Mountains | Eastern Kingdoms |
The Drowned City | 35–40 | Off Stranglethorn Vale's coast, west of Grom'gol | Eastern Kingdoms |
Krol'dok Stronghold | 40–45 | Riverglades | Eastern Kingdoms |
Alcaz Prison | 48–53 | Alcaz Island, Dustwallow Marsh | Kalimdor |
Blackmaw Hold | 55–60 | Azshara | Kalimdor |
Shaper's Terrace | 58–60 | Northern hills of Un'Goro Crater | Kalimdor |
These are Blizzard's published ranges for the new dungeons. Treat them as planning brackets; the first number doesn't establish a universal minimum entry requirement, and the last number doesn't mean the entrance closes when you outlevel it.
For a first visit, choose a dungeon that suits the whole party. A tank near the bottom of a bracket and a group still learning the route may prefer to gain another level or two before attempting a full clear.
Where to Find the New Dungeons
Hall of Thanes
Hall of Thanes lies beneath Ironforge, in Old Ironforge near the High Seat. It's a convenient early outing for Alliance characters already questing around Dun Morogh and Loch Modan.
The dungeon includes Dark Iron dwarves, undead, and elemental guardians. Horde groups can make the trip too, but reaching an entrance inside the opposing capital calls for more planning than a walk from the inn.
Ruins of Lordaeron
This entrance sits in the ruined city above the Undercity. Horde players have the easier approach; Alliance parties need to plan their travel into Tirisfal Glades.
The surrounding quest options differ by faction, so compare quest logs before entering. Don't assume every player has the same objectives just from choosing the same dungeon.
Excavation Site
The Wetlands addition sits above Whelgar's Excavation. Titan constructs and wildlife feature in its setting.
When organizing a run, use the dungeon's name and location together. That saves confusion between the outdoor excavation area and the instance your group intends to enter.
City of Dalaran
Dalaran's dungeon is in the Alterac Mountains, with access through the sewers. This is one destination where arriving without checking your quest progress can hold up the group.
Sort out the access steps before you advertise for the final party member. The faction starting points are covered below.
The Drowned City
Look off the Stranglethorn coast, west of Grom'gol. Its entrance requires going underwater, even though the dungeon includes open-air ruins.
Tell newcomers about that approach before departure. A meeting point on the coast is more useful than five players swimming toward five different bits of scenery.
Krol'dok Stronghold
Krol'dok Stronghold is the new dungeon in the Riverglades. Blizzard's current published range is 40–45.
Keep that bracket in mind when arranging a visit alongside your outdoor quests. Use the official range when an older preview gives a wider one.
Alcaz Prison
Alcaz Prison is on Alcaz Island in Dustwallow Marsh. It's a later leveling destination, with Defias and naga among its occupants.
Before making the trip, agree on where everyone will gather and who still needs to reach the region. An island destination deserves a little more coordination than a nearby roadside entrance.
Blackmaw Hold
Blackmaw Hold lies in Azshara and takes you into a furbolg city. Its 55–60 bracket puts it near the end of leveling.
Discuss the group's aim before starting: a first visit, particular quest objectives, or a full clear. That conversation matters when players have different amounts of time available.
Shaper's Terrace
Shaper's Terrace sits in northern Un'Goro Crater. The titan facility includes consoles that use crystals gathered in the surrounding zone.
Check your supplies before leaving Un'Goro for a long stretch. Outdoor questing and dungeon preparation can share the same trip here.
City of Dalaran Access Quests

The Dalaran Sewers Key is part of preparing for this dungeon. Each faction starts its access steps in a different Hillsbrad settlement.
Faction | Starting Location | NPC | Starting Quest |
|---|---|---|---|
Alliance | Southshore | Emissary Jacques | An Alarming Request |
Horde | Tarren Mill | Magus Wordeen Voidglare | Key to the City |
Blizzard also lists Prison Break-In alongside the Horde starting quests. Follow the available quest steps and check that your party has the access it needs before heading to the sewer gate.
For a mixed group of experienced players and first-timers, ask about the key when forming the party. Someone saying they know where Dalaran is doesn't necessarily mean they've completed its access steps.
If you're purchasing gold for supplies and training, budget around your next few runs. Check what you already own before spending on replacements, and compare equipment requirements before committing to a purchase.
Can Both Factions Run the New Dungeons?
Hall of Thanes is easier for Alliance to reach, and Ruins of Lordaeron is easier for Horde. Blizzard's access notes describe the opposing faction making the trip too, so their locations don't make them faction-exclusive instances.
Horde and Alliance still can't form a dungeon party together. Your characters also need to share a ruleset; a Normal character can't join a PvP character for the same run.
Check those choices with friends before leveling toward a shared dungeon night. Matching character levels won't help if the characters can't group.
Travel through opposing territory is a separate problem. Consider the route, nearby guards, and the risks of your ruleset before committing to a distant entrance.
Are Classic Dungeons Still Available?
Yes. The new dungeons sit alongside familiar destinations such as Ragefire Chasm, Wailing Caverns, the Deadmines, Shadowfang Keep, Gnomeregan, and Scarlet Monastery.
Later options also include places such as Zul'Farrak, Maraudon, Blackrock Depths, and Scholomance. Your leveling plan can mix familiar runs with the new additions.
Don't treat a Vanilla route or loot list as a complete Forever reference. Check the version of the game a guide covers before relying on its quest levels, equipment recommendations, or encounter advice.
For choosing your next run, start with nearby quests and the party you can actually assemble. A dungeon across the continent may be less convenient than another suitable option near everyone's current zone.
How to Prepare for Your First Dungeon Run
Settle roles before departure. A conventional five-player group brings a tank, a healer, and three damage dealers. Tell the party if you're learning a role or bringing equipment you've mostly used for questing.
The class you choose affects what you can contribute, including tanking, healing, crowd control, and buffs. Agree on those jobs before the first pull rather than expecting someone to improvise after trouble starts.
Repair, clear bag space, and bring food, drinks, and any reagents your abilities require. Review your quest log too. Missing a prerequisite can leave you following the group through a run without completing the objective you came for.
For the first few pulls, give the tank time to gather enemies and let the healer call for drinking breaks. Agree on a crowd-control target when a pack looks awkward. A short pause usually costs less time than recovering from a preventable wipe.
You can also collect useful benefits from a campsite before setting off. Check which buffs your group already provides so the features you use cover something missing.
FAQs About WoW Forever Dungeons
Final Words
Pick your next dungeon around the whole outing: the group's levels, available quests, travel time, and any access steps still unfinished. The table gives you a starting point, and a quick conversation with your party fills in the rest. You don't need a rigid route through every instance to make progress.
For the new locations, prepare before the group gathers. Get Dalaran's access sorted, explain the underwater approach to The Drowned City, and agree on a meeting point for distant destinations. Those small checks save everyone from waiting at an entrance with no idea where the fifth player has gone.
Once you're inside, leave room to learn. Tell the group when an encounter is new to you, give people time to finish their objectives, and keep track of players you enjoy running with. A dependable party makes the next dungeon much easier to organize, wherever your quests take you next.
WoW: Forever & GameBoost Products
“ Filip Premuš is a seasoned gaming content writer specializing in titles like Steal a Brainrot, Old School RuneScape, and other popular online games. With a sharp focus on accuracy, updates, and in-game strategy, he creates comprehensive guides that help players stay ahead of the meta and make informed decisions.”






