Rise Primers · 08 — Dungeons and Group Play
Nine new dungeons, run properly.
Published ranges, access notes, and the group craft that makes a first clear a good clear: roles stated, pulls scripted, wipes reviewed without blame.
Last verified: October 30, 2026
The nine new dungeons
From Blizzard's dungeon article (fact wf-0167). Published ranges are advertised level bands — not verified portal minimums or optimal farming levels — and this table covers the new additions, not the entire catalogue.
Hall of Thanes
13–18 · Ironforge, Dun Morogh. Horde travelers are in Alliance territory — treat the approach as part of the run.
Ruins of Lordaeron
15–20 · Undercity, Tirisfal. The reverse problem for Alliance travelers.
Excavation Site
24–29 per Blizzard's October 20 dungeon article, Wetlands. Shown both ways, as the database carries it: October 1 beta notes listed 26–31 (facts wf-0168, wf-0169, contradiction-flagged). Plan around the overlap until the live client settles it.
City of Dalaran
28–33 · Alterac Mountains. Attunement required — the chain starts in Tarren Mill for Horde and Southshore for Alliance (fact wf-0171).
The Drowned City
35–40 · Stranglethorn coast.
Krol'dok Stronghold
40–45 · Riverglades.
Alcaz Prison
48–53 · Dustwallow Marsh.
Blackmaw Hold
55–60 · Azshara.
Shaper's Terrace
58–60 · Un'Goro. Bring Un'Goro power crystals for the consoles (fact wf-0170).
The group model
One tank, one healer, three damage dealers. The tank establishes control and positions enemies; the healer manages recovery and triage; damage dealers kill priority targets while using control, interrupts, and survival tools. Everyone owns positioning and avoiding preventable trouble. Before the run, confirm the destination, prerequisites, quests, role, travel plan, supplies, and available time — a good-looking level number does not prove access or preparation. Players arriving from solo questing adopt the party's assignments explicitly; leveling roles do not carry over automatically, and pet behavior aligns with the tank's plan.
The pull script, and the wipe review
The leader names the first target, the controlled target, and any dangerous caster. The healer confirms readiness. The designated player initiates. If a new enemy joins, someone names it and the leader gives one clear response. After the pull: recover, confirm the next action. When a run fails, establish what happened, then identify the earliest error the group could reasonably have corrected — depleted resources at the pull, an unnoticed patrol, broken control, a missed assignment, a separated group. Change one controllable part of the plan and try again. Damage totals are not a complete diagnosis: a high-output player can still cause a loss through target choice, and a low total may reflect a valuable control assignment.
Forming a dungeon group?
Guild groups form nightly in Discord from launch — state your role and your access status, and the officers keep the attunement tracker current.
Join the Discord