BriefingsOct 23, 2026 · RealmList Editorial

All Nine WoW Forever Dungeons, Mapped: Dalaran Attunements, a Storm-Bound Troll City and the Rest of Blizzard's Official Preview

Blizzard has published the full official preview of WoW Forever's nine new five-player dungeons — level ranges, locations and access quests included — from a level 13 dwarven crypt under Ironforge to a sealed furbolg city in Azshara, with the City of Dalaran finally playable behind an old-fashioned attunement.

Blizzard has published the complete official preview of the nine new five-player dungeons shipping with World of Warcraft: Forever on November 4 — and it fills in the details that mattered: exact level ranges for every instance, the access quests that gate the City of Dalaran, and several mechanics that reach outside the dungeon walls. The lineup spans levels 13 through 60 across both continents, and it finally opens the landmarks Classic Azeroth spent twenty years teasing: the dome in Alterac, the prison on Alcaz Island, the sealed gate in Azshara.

The full list, from Blizzard's table

DungeonLevelsLocation
Hall of Thanes13–18Beneath Ironforge, Dun Morogh
Ruins of Lordaeron15–20Ruins above the Undercity, Tirisfal Glades
Excavation Site24–29Above Whelgar's Excavation, Wetlands
City of Dalaran28–33Alterac Mountains
The Drowned City35–40Off the coast of Stranglethorn Vale
Krol'dok Stronghold40–45Riverglades
Alcaz Prison48–53Alcaz Island, Dustwallow Marsh
Blackmaw Hold55–60Azshara
Shaper's Terrace58–60Northern hills of Un'Goro Crater

Six sit in the Eastern Kingdoms, three in Kalimdor, and almost every stage of the leveling journey now has a brand-new instance attached. The first two — Hall of Thanes and Ruins of Lordaeron — were already playable during the level 30 beta phase; the rest is new information.

Original editorial illustration by RealmList, generated for this article. This is artwork, not game footage or official promotional material.

Dalaran gets a real attunement

The headline item is the City of Dalaran, a level 28–33 dungeon built inside the violet dome that Vanilla players could only stare at. The barrier has fallen and the restoration has gone wrong — constructs running wild, enchantments backfiring — but you cannot walk in the front gate. Alliance characters start the required attunement with An Alarming Request from Emissary Jacques in Southshore; the Horde path begins with Key to the City and Prison Break-In from Magus Wordeen Voidglare in Tarren Mill. Entry itself runs through the city's sewers, which then open into multiple routes toward the source of the disruption.

That is the most old-fashioned thing in the preview, in a good way: preparation folded into the adventure, the way Classic attunements used to work before they became an administrative chore.

The rest of the lineup, briefly

  • Hall of Thanes (13–18) — dwarven royal burial chambers under Ironforge, disturbed by suspected Dark Iron intruders. Alliance reach the entrance from inside their capital; the Horde have to brave the trip through Alliance territory.
  • Ruins of Lordaeron (15–20) — the ruined city above the Undercity, where the Forsaken face a gathering necromantic threat. Mirrored access: easy for the Horde, a trek for the Alliance.
  • Excavation Site (24–29) — the mysteries above Whelgar's Excavation in the Wetlands, with strange mist, flashes of light and errant titan constructs.
  • The Drowned City (35–40) — ancient troll ruins risen off the Stranglethorn coast, entered by diving below the water. It is an open-air dungeon whose weather builds with your progress: mist, then rain, then a full storm for the final confrontation. Environmental escalation as encounter design, not boss abilities.
  • Krol'dok Stronghold (40–45) — an ogre fortress in the new Riverglades zone whose outrunners kidnap travelers; Blizzard hints at "strange chanting heard after nightfall."
  • Alcaz Prison (48–53) — the Dustwallow island long wrapped in rumors about King Varian Wrynn's captivity finally opens, with the Defias Brotherhood and naga fighting over it and "new pieces of a familiar mystery" promised inside.
  • Blackmaw Hold (55–60) — the sealed furbolg city in Azshara we covered from the beta, now confirmed as a substantial max-level adventure with multiple routes — and a deepest-chamber hint at "a path leading even farther below Azeroth."
  • Shaper's Terrace (58–60) — a titan facility above Un'Goro Crater where you bring power crystals gathered in the outdoor zone and spend them at consoles inside. Outdoor exploration feeding dungeon progression is the strongest signal yet that Blizzard wants Forever's world to be one connected place rather than a lobby for instances.

Why the placement matters as much as the content

Blizzard is also steering players toward these dungeons deliberately: ordinary enemy kills have become less rewarding while dungeon quests carry more of the leveling load, pushing groups to finish an adventure and return to the world instead of farming one instance. A leveling journey dotted with nine genuinely new destinations — several of them gated behind quests and outdoor preparation — is the other half of that design. Boss mechanics and loot tables remain under wraps, consistent with how protectively Blizzard has treated Forever's hidden item data; expect those answers to arrive with launch on November 4.

::note Verified on October 23, 2026 against Blizzard's official post "Explore the New Dungeons of World of Warcraft: Forever" (October 20, 2026) and Master of Warcraft's October 23 write-up. All level ranges, locations and access-quest names come from the official post. Boss encounters and loot tables have not been published; the "path farther below Azeroth" and Alcaz mystery lines are Blizzard's own teases, not confirmed content. ::