
Quick answer: In World of Warcraft: Forever, dungeon spam will not get you to 60 faster than questing. Questing through the world, plus one run of each dungeon with its full quest chain, is the fastest route on the rules Blizzard tested in the beta. On October 1, 2026 Blizzard cut the bonus XP from dungeon quests by 50%. On October 8 it raised XP from dungeon kills by about 20% and fixed a party-XP penalty, which Blizzard says will "dramatically increase experience earned in dungeons for most players." That makes dungeons a good part of a leveling route again, but not a replacement for questing. Forever has nine new dungeons from level 13 to 60 on top of the Classic ones. All of this was beta tuning, so recheck it when the game launches on November 4, 2026.
The dungeon XP question has been the loudest leveling argument of the whole beta. Thirteen days before launch it is still running: a new r/classicwow thread on October 22 proposed yet another "fix" for dungeon XP, and several replies said players had picked their side weeks ago. Picking a side is fine. Planning your first 60 around a rule Blizzard changed twice in a week is not.
This guide covers what Blizzard actually changed, what those numbers mean for one real dungeon, and a level-by-level plan for using all nine new dungeons without wasting your evenings.
What did Blizzard change about dungeon XP in WoW Forever?
Two beta builds, one week apart, pulled dungeon XP in opposite directions. Both changes come from Blizzard's own WoW Forever Beta Development Notes on the official forums.
October 1 build: dungeon-quest XP went down. The notes say:
"We appreciate the feedback on leveling speed as we continue ongoing discussions about the Beta. As part of those discussions, we've decided to reduce the amount of XP granted from dungeon quests with this release." — Blizzard, WoW Forever Beta Development Notes (October 1, 2026)
The rule itself: "Dungeon quests now reward 50% less extra experience beyond normal quest values." The cut only hits the bonus on top of a normal quest reward. A dungeon quest still pays more than an ordinary quest of the same level.
October 8 build: dungeon kill XP went up. Blizzard made two changes:
- "The experience earned from killing creatures in dungeons has been increased by approximately 20%."
- Fixed a bug that cut XP for players grouped with higher-level characters. Before the fix, Forever based the low-level-kill penalty on the highest-level member of the party. Blizzard reverted it to the Classic Era rule, where "only the individual's level matters."
Blizzard's comment on those two changes: "We believe the combination of these two changes will dramatically increase experience earned in dungeons for most players."
The same build lowered the rarity of "various Dungeon Quest Rewards" from Rare to Uncommon, with stats adjusted to match. The protection against boosting also stays: if any party member is "at a vastly higher level than the enemy being killed, then no player in the party will receive XP."
| Change | Build | Effect on dungeon leveling |
|---|---|---|
| Dungeon-quest bonus XP cut 50% | Oct 1, 2026 | Less XP from turn-ins; first clears are worth less |
| Dungeon kill XP raised ~20% | Oct 8, 2026 | Each run earns more from mobs |
| Party XP penalty reverted to Classic Era rule | Oct 8, 2026 | Mixed-level groups stop losing XP |
| Dungeon quest rewards Rare → Uncommon | Oct 8, 2026 | Quest loot is weaker |
| No XP if a member is far above the enemy level | Unchanged | Boosting by an over-leveled player still earns 0 XP |
How much XP does a dungeon actually give now?
Blizzard did not publish exact dungeon XP numbers, so the best data comes from players who measured it during the beta. The most-cited breakdown is a thread on Blizzard's EU forums that used the Deadmines as its example. These are player measurements, not official values:
- VanCleef quest turn-in, before October 1: 9,750 XP
- VanCleef quest turn-in, after October 1: 6,175 XP, a 36.6% drop
- The same quest in original Classic: 2,600 XP, according to the same thread
- All three Deadmines quests after October 1: 12,825 XP, compared with 5,400 XP in Classic
The math fits Blizzard's wording. If the base quest is worth 2,600 XP, the old total was 3.75 times the base (base plus a +2.75× bonus). Halving the bonus to +1.375× gives 2.375 times the base, which is 6,175 XP. Dungeon quests in Forever still pay more than double their Classic value.
Dungeon mobs are the other half of the story. The same player measured mob XP inside Deadmines at roughly 75% below Classic before October 8. The thread's later update put it at about 70% below Classic once the +20% kill buff landed. Player-measured numbers can be off, and the October 8 party-XP fix also changed results in mixed-level groups. Even so, the direction is clear:
- First clear, with every quest: strong XP, better than Classic for the same run.
- Second and later clears, with no quests: much weaker per kill than Classic.
So the forum math and Blizzard's patch notes agree: the value of a Forever dungeon is in the first run, with its quests. Repeat runs are for loot, not leveling.
Is dungeon leveling or questing faster in WoW Forever?
Questing, with a dungeon run at each bracket, looks like the fastest route on the tested rules. Nobody has published a full 1–60 benchmark yet, so treat this as a recommendation built from Blizzard's rules and player measurements, not a stopwatch result. Here is how the three common approaches compare:
| Route | Expected speed (our read of the beta rules) | Why |
|---|---|---|
| Pure dungeon spam | Slowest | Mob XP is well below Classic and the quest bonus only pays once |
| Pure questing | Solid | 1,000+ new quests fill the old empty level ranges |
| Questing + one run of each dungeon with its quests | Fastest | You collect the inflated quest bonus without the weak repeat runs |
There are three reasons the mixed route wins.
1. Forever filled the questing gaps. Blizzard lists 1,000+ new quests for levels 1–60. In Classic, the mid-30s and late-40s ran short of quests and pushed players into grinding or dungeon farming. Forever's extra quests and new regions such as Mount Hyjal, Zephras Isle and the Riverglades cover much of that ground.
2. Dungeon quest XP is concentrated in one run. Since the quest bonus is still more than double Classic, a first clear with every quest is one of the best XP-per-hour activities at its level. A second clear without quests is one of the worst.
3. There is no automated queue. Forever has a Group Finder listing tool, but no automatic matchmaking and no teleport into the instance. Blizzard's October 15 notes describe fixes to the Looking For Group UI and its dungeon list. You still form the group and travel to the entrance yourself, and that time counts against dungeon XP per hour. See our WoW Forever LFG tool guide for how it works.
One case where dungeon runs come out ahead: a pre-made group of friends at the same level, all on the dungeon's quests, who can start right away. Since October 8 nobody in that group loses XP to a higher-level member, so a quick, coordinated group really can beat solo questing for that stretch. The trouble is that the advantage only lasts one clear.
Which WoW Forever dungeon should you run at each level?
Blizzard's official dungeon overview lists nine new five-player dungeons "for adventurers from level 13 through level 60." These are the level ranges and locations Blizzard published, plus how each one fits a leveling route:
| Dungeon | Levels | Location | Leveling note |
|---|---|---|---|
| Hall of Thanes | 13–18 | Beneath Ironforge, Dun Morogh | Easy for Alliance, a long trip for Horde |
| Ruins of Lordaeron | 15–20 | Above the Undercity, Tirisfal Glades | Easy for Horde, a long trip for Alliance |
| Excavation Site | 24–29 | Wetlands, above Whelgar's Excavation | The October 1 beta notes listed 26–31 |
| City of Dalaran | 28–33 | Alterac Mountains | Needs an attunement questline first |
| The Drowned City | 35–40 | Off Stranglethorn Vale, west of Grom'gol | Entrance is underwater |
| Krol'dok Stronghold | 40–45 | Riverglades | Fits a Riverglades questing stretch |
| Alcaz Prison | 48–53 | Alcaz Island, Dustwallow Marsh | Defias and naga storyline |
| Blackmaw Hold | 55–60 | Azshara | Large max-level dungeon with several routes |
| Shaper's Terrace | 58–60 | Un'Goro Crater | Collect power crystals in Un'Goro first |
Three things to plan ahead for:
- City of Dalaran needs an attunement. Alliance players start with "An Alarming Request" from Emissary Jacques in Southshore. Horde players start with "Key to the City" and "Prison Break-In" from Magus Wordeen Voidglare in Tarren Mill. Do the chain while you quest in Hillsbrad so you can enter at 28 instead of 32.
- Shaper's Terrace uses power crystals from the zone outside. Blizzard says to "bring power crystals gathered throughout Un'Goro and use them at consoles within the terrace." Pick them up while questing in Un'Goro rather than making a separate trip.
- The two lowest new dungeons are each tied to one faction. Hall of Thanes is under Ironforge and Ruins of Lordaeron is above the Undercity. A Horde group heading to Hall of Thanes is walking into Alliance territory, and the reverse is true too, which matters on PvP rulesets.
The Classic dungeons are still in the game as well. The beta offered Ragefire Chasm, Wailing Caverns, the Deadmines, Shadowfang Keep, the Stockade, Blackfathom Deeps, Gnomeregan, Razorfen Kraul, Scarlet Monastery, Razorfen Downs and Uldaman alongside the new ones. Our level-30 beta breakdown covers which were open in which build.
What is the best dungeon-plus-questing route from 1 to 60?
This route follows the rules Blizzard confirmed above: quest as your base, and run each dungeon once at the right level with its quests.
- Levels 1–13: quest only. No new dungeon opens before 13. Skyborne players start on Zephras Isle; everyone else starts in their usual race's zone.
- Levels 13–20: one faction-side dungeon. Alliance players run Hall of Thanes and Horde players run Ruins of Lordaeron, with all quests picked up first. Add a Classic dungeon such as the Deadmines or Wailing Caverns if you can find a group quickly.
- Levels 24–33: Excavation Site, then Dalaran. Gather the Wetlands quests, run Excavation Site once, then finish the Dalaran attunement in Hillsbrad and run the city near 30.
- Levels 35–45: The Drowned City, then Krol'dok. Combine The Drowned City with Stranglethorn questing, then move to the Riverglades for Krol'dok Stronghold.
- Levels 48–53: Alcaz Prison. Run it with the Dustwallow Marsh quest hubs, the way Classic players used Theramore.
- Levels 55–60: Blackmaw Hold and Shaper's Terrace. These are the last two leveling dungeons, and as max-level dungeons they are also natural gearing stops before raids unlock on December 9, 2026.
Three habits make the biggest difference to leveling speed:
- Get every quest before you zone in. A clear without its quests gives you mainly the reduced mob XP.
- Group with people at the same level. The October 8 fix means a higher-level friend no longer lowers your XP, but the "vastly higher level" rule still sets everyone's XP to zero.
- Stop running dungeons once the quests are done. Repeat runs are for a specific item drop, not for XP.
For class choice, see our best class to level tier list. For the overall leveling pace, see how WoW Forever leveling works.
Will dungeon XP change again before the November 4 launch?
It could. Every number in this guide comes from beta builds, and Blizzard changed dungeon XP twice in eight days in response to feedback. The beta was capped at level 30 and was scheduled to end on October 21, 2026, so no public beta player could level through the dungeons from 35 to 60 under these rules. Blizzard has not announced a launch XP change. If one comes, it will be in the launch patch notes.
What matters more is the direction. The October 1 note shows that Blizzard treats leveling speed as a deliberate design choice and adjusts it in response to feedback.
Before launch, check three things:
- Reserve your names during the October 27 – November 3 window (name reservation guide).
- Set up your launch-night plan with the WoW Forever launch day checklist.
- Read the launch patch notes before committing to a dungeon-heavy route.
If you played the Classic+ rumor cycle, our earlier fresh-realm prep guide still covers the basics of planning a fresh start.
Short on evenings before raids open on December 9? timesaver.gg can take part of the leveling and dungeon grind off your schedule while you play the parts you enjoy.
- WoW Forever Powerleveling: skip part of the 1–60 grind and reach max level sooner.
- WoW Forever Dungeon Boost: Blackmaw Hold, Shaper's Terrace and other runs for gear and quest chains.
- WoW Forever Gold: cover your mount, training and repair costs on a fresh economy.
FAQ
Is dungeon leveling faster than questing in WoW Forever? Not on its own. Since the October 1 beta change, dungeon quests give 50% less bonus XP, and players measured dungeon mob XP well below Classic. The fastest route is questing plus one run of each dungeon with all of its quests.
How much was dungeon XP nerfed in WoW Forever? Blizzard cut the extra XP from dungeon quests by 50% on October 1, 2026, then raised dungeon kill XP by about 20% on October 8. One player's Deadmines measurement put the VanCleef turn-in at 6,175 XP after the cut, down from 9,750 XP, which is still more than double the 2,600 XP it gave in original Classic.
Does a higher-level friend reduce my XP in a WoW Forever dungeon? Not anymore. The October 8 build restored the Classic Era rule, where only your own level affects XP from low-level kills. If a party member is far above the enemy's level, though, nobody in the group gets XP.
How many new dungeons does WoW Forever have? Nine new five-player dungeons for levels 13 to 60: Hall of Thanes, Ruins of Lordaeron, Excavation Site, City of Dalaran, The Drowned City, Krol'dok Stronghold, Alcaz Prison, Blackmaw Hold and Shaper's Terrace. The Classic dungeons are still in the game too.
Does WoW Forever have a Dungeon Finder? It has a Group Finder listing tool, but no automatic queue and no teleport into the dungeon. You form the group and travel to the entrance yourself, as in Classic.
Will beta dungeon XP carry over to launch? The tuning might, but your beta characters will not. Every beta character is wiped, and Blizzard can still change XP values in the launch build on November 4, 2026.


