| "What Exactly IS Classic+?" Thumbnail. |
With Blizzcon 2026 starting (and ending; I was slacking), I wanted to archive every post I wrote for The Classic+ Project just before this mystical Classic+ gets an official announcement, which obviously didn't work out for me. This is a community initiative that tried to put together people's opinions on what's currently known as World of Warcraft: Forever should be like with plethora of surveys and hosting for people's concepts and ideas. It was a good excuse to write down some of my own thoughts and see how they can be perceived by the crowd that disagrees on everything.
Regardless of what happens next with this project, I wanted to archive all of my suggestions somewhere and don't rely on Internet Archive to pick up my walls of text. I'm going to literally just copy-and-paste all posts in this "article" and add the current score for each of them to give you an additional context. Some posts are great, some were kind of lazy... I think they speak for themselves.
I don't think I would write any posts there at this point. I had many ideas I didn't get to share due to my own procrastination and struggles, but I feel like it's pretty much too late at this point to offer a meaningful contribution to the project like that.
[Dungeon] Alterac Ravine.
Originally published on January 27, 2026. 551 upvotes & 64 downvotes as of September 16, 2026.
Level 35-45.
Narrative Premise.
Located nearby Alterac Valley, this Ravine was once a lair of black dragon known as Searinox. He was slain by a group of dwarves a few years ago, but now dragon's corpse has attracted the attention of Argus Wake. They intent to reanimate Searinox and unleash him onto the Valley to weaken Stormpike Guard and Frostwolf Clan.
Bosses:
- Twilight Scouts (Optional) - a group of cultists from Twilight's Hammer were tasked with observing the current situation in Alterac Ravine, but not interfere.
- Jubei'Thos - this fallen Fel Orc Blademaster is a leader of Scourge group that was sent by Kel'Thuzad to locate and secure the remains of Searinox.
- Morbent Fell - rogue lich joined the ranks of Argus Wake some time after Balnazzar's defeat in Lordaeron. He's the one who supposed to rise Searinox from his grave and the ritual has already began...
- Searinox - adventures failed to stop the return of Searinox, so now they must fight undead dragon to save Alterac Valley.
[Elite Zone] The Highlands.
Originally published on January 27, 2026. 221 upvotes & 27 downvotes as of September 16, 2026.
Level 60, for groups of players only.
Narrative Premise.
Before the Cataclysm and Twilight's Hammer changing this region, the Wildhammer and Dragonmaw fought all over The Highlands. Their main bases are Northeron (destroyed in Cataclysm) and Dragonmaw Port respectively. In the south, there's a Vermillion Forest (Obsidian Forest in Cataclysm) where local red dragons live. Ogres from Glopgut's Hollow are hostile to everyone. All of these dangers make The Highlands a very dangerous place for lone adventurers. While local Wildhammer clans begrudgingly accept Alliance's help thanks to their Hinterlands brethern, Revantusk Tribe assist the Horde in the area, using one of nearby islands as their base of operation (The Krazzworks in Cataclysm).
Note.
Most of the current popular posts about (Twilight) Highlands miss the mark by treating it as if Twilight's Hammer always had a strong presence in the region, which is simply not true. The cult arrived there only after Cataclysm happened. Not only it's narratively incorrect to associate this zone with Twilight's Hammer, but it would also ultimately be a sort-of repeat of what was done in Cataclysm. More details on that can be read on Twilight Highlands page on Warcraft Wiki.
This proposal tries to provide The Highlands a unique identity for Classic+, which (I would assume) is what most people would likely prefer. Rather than yet another questing zone, it would be a good fit for an elite zone where even the neutral wild life is elite. Focus on Wildhammer Clan (Alliance) & Revantusk Tribe (Horde) is meant to revisit Blizzard's original intent to make them as proper factions in original WoW, especially considering that (at the time) Dragonmaw clan were on their own and hostile to Alliance and the Horde. Ogres and red dragons are another natural fit due to their presence in Loch Mogan & Wetlands.
Appropriate Cataclysm Subzone Backporting.
Originally published on January 27, 2026. 20 upvotes & 83 downvotes as of September 16, 2026.
Cataclysm expanded on many existing zones by adding new areas to them that previously weren't present/accessable in original World of Warcraft. Not all of them would be a good fit for Classic+ since they were formed due to Cataclysm, but certain subzones could be a good extension to Classic zones.
One example I would like to highlight are Shattershore & The Red Reaches in Blasted Lands. Classic version of the zone is surrounded by mountains. Opening the zone to the sea could serve as a good callback to Warcraft 2 by littering its shores with crashed Elven Destroyers and dead Giant Turtles.
[Instanced Zone] Barrow Deeps.
Originally published on January 27, 2026. 69 upvotes & 38 downvotes as of September 16, 2026.
Level 50-60. A mix of Deepwind Tram & Deadwind Pass: small instanced area with barely any quests.
Narrative Premise.
Deep within Mount Hyjal, there're Barrow Deeps: a vast cave system. This sleeping place for Druids of the Claw and location of Watchers Prison, entrances to Deeps are guarded by Timbermaw tribe and only their trusted allies can pass. These caves allow to reach Azshara from Felwood, Winterspring & Moonglade, and vice versa (as suggested in posts like "Timbermaw Hold Tunnel").
Additionally, Watchers Prison is a new dungeon (with its own dedicated post) that can entered from here.
[Dungeon] Watchers Prison.
Originally published on January 27, 2026. 145 upvotes & 15 downvotes as of September 16, 2026.
Level 55-60. Accessible from Barrow Deeps zone (with its dedicated post).
Narrative Premise.
It was originally a prison for Illidan Stormrage, but now Watchers Prison is a place for criminals of Night Elf society captured during the Third War and its aftermath. The corruption from Emerald Nightmare started to take root within these vaults, leading to serious unrest. Watchers are only able to keep all prisoners inside and most of them are too proud to ask for help.
Bosses:
- Lieutenant Alverold - following the orders of Admiral Proudmoore, part of Kul Tiras fleet managed to reach the shores of Ashenvale as part of their expedition. Detained for invading the sacred lands of Kalimdor, Lieutenant Alverold and his remaining crew were sentenced to eternal imprisonment. Uncertainty about the fate of their Admiral and Kul Tiran brethren became a source of great despair.
- Iskar - Sentinels managed to capture a small group of fel orcs from Warsong clan not long after Cenarius' fall. Once an advisor to Grom Hellscream, Iskar was one of the first to taste Mannoroth's blood for the second time. Feeling abandoned and betrayed by their Warchief, these warriors once again embraced their rage.
- Baron Felblade - during an ambush by the Watchers, Baron Felblade sacrificed himself to help Amnennar the Coldbringer escape the captivity. He would rather die a second death than reveal the location and plans of his undead friend.
- Asprah Serpus - while Nendis still lays in ruins, this crime wasn't left unpunished. A group of nagas led by Asprah Serpus was supposed to delay any reinforcements for Maiev Shadowsong. Sea Witch and some of her trusted followers are currently jailed in Watchers Prison.
- Felhala Starmoon - not every Watcher managed to leave the Prison when Emerald Nightmare started taking over. Believing that everything is under control, Felhala Starmoon will attack any trespasser in her sight.
- Califax - as a sickening joke, Emerald Nightmare has brought back fallen Keeper of the Grove who once guarded the Betrayer. He is still confused and terrified by the actions of Tyrande Whisperwind.
- Flameseeker & Painkiller - some night elves were inspired by Illidan Stormrage and tries to follow his example in becoming Demon Hunters. Flameseeker and Painkiller were successful and they even aided Sentinel forces in various skirmishes during and after the Third War. Such help wasn't tolerated for long, however, and both Demon Hunters were brought into Betrayer's prison cell. Their sense of injustice was too easy to exploit for the Nightmare.
Summoning Stone.
Originally published on January 28, 2026. 83 upvotes & 57 downvotes as of September 16, 2026.
Summoning Stone in its more popular form came to be with The Burning Crusade expansion, serving as an alternative to Warlock's Ritual of Summoning. To honor the journey & exploration aspects of Classic world, my proposition is to make Summoning Stones accessible only after defeating all bosses (or most; accounting for exceptions like rotating and rare ones) in each dungeon.
This means that Summoning Stones would only be usable for repeated dungeon runs. Players would still need to travel for their first run. I would even dare to suggest that this restriction should be implied to the summoning process itself: you can't be summoned by the Stone if you haven't cleared the dungeon before. Just to ensure that Ritual of Summoning still has some benefit over Summoning Stone, but it's also something that can be discussed.
Raids? No Summoning Stones for any raid.
[World? Boss] Eranikus, Tyrant of the Dream.
Originally published on January 29, 2026. 74 upvotes & 21 downvotes as of September 16, 2026.
Level 60. Requires 20-40 players. Lockout on loot lasts 3 days.
This open world encounter with Eranikus was originally created as a part of The Scepter of the Shifting Sands storyline. My proposal is treat Tyrant of the Dream similarly to Prince Thunderaan in Season of Discovery: turn him into a regularly accessible world boss (in open world and/or instanced, like in SoD) with unique loot to offer.
Additionally, the boss could serve as a final step in an extended Eranikus questline that starts with his Essence from Sunken Temple and abruptly ends with Umbranse the Spiritspeaker in Winterspring. Considering that Green Scepter Shard questline already revolves around Eranikus, its alterate version can be created and incorporated into Essence of Eranikus storyline with the full focus on freeling Yzera's consort from the corruption of Emerald Nightmare as opposed to retrieving the Shard.
[Elite Zone] Mount Hyjal.
Originally published on January 29, 2026. 59 upvotes & 24 downvotes as of September 16, 2026.
Level 60, for groups of players only.
Narrative Premise.
Years after Archimonde's defeat, Hyjal's Summit still bear scars of the battle that preceded it. Regrowing ruins of Alliance Base, Horde Encampment & Night Elf Village (faction camps from Battle for Mount Hyjal raid) serve as a reminder of everyone who was lost during that fight. What remains of Scourge's Base (Whistling Grove, Inferno/Regrowth & Leyara's Sorrow in Cataclysm) is also taken over by nature in spite of strong demonic presence. Newly formed Guardians of Hyjal managed to secure a couple of footholds in Hyjal (Nordrassil Inn and Scorched Plain in Cataclysm), cutting off remaining forces of Burning Legion from Darkwhisper Gorge.
Dark Trolls of the Shadowtooth Clan managed to recover after the Third War and established a new village (The Throne of Flame in Cataclysm) in south forests of Hyjal, guarded by mountains and reachable only through caves. While Guardians of Hyjal are focused on fighting against demons, Shadowtooth Clan is troubled by the threat of Emerald Nightmare that they can sense from (at the moment) dormant Gates of Sothann and how it tries to slowly spread throughout the mountain. Between resilient wild life and scattered demons of the Burning Legion, Mount Hyjal is a place where travelers need to watch each other's back.
Note.
My submission aims to better emphasize the nostalgia for the end of Warcraft 3: Reign of Chaos by putting more focus on it through environmental storytelling and putting dark trolls on the spotlight. In current canon, they've been practically wiped out off screen at the start of Cataclysm. Season of Discovery highlighted Blizzard's interest in Shadowtooth Clan by their involvement with earning certain Runes and helping players get access to Demon Fall Canyon dungeon. I believe it would be great to see dark trolls play an important role in Hyjal's restoration and safety to make up for their current status in Modern version of World of Warcraft.
Mercenary Race.
Originally published on January 30, 2026. 17 upvotes & 45 downvotes as of September 16, 2026.
Player's starting experience (Level 1-20) is already quite solid and the idea of adding even more starting zones within Classic+ feels potentially problematic. Having too many starting zones can divide the player base and hurt the long-term population of these locations. If some new races are to share a zone like Dun Morogh & Durotar, Blizzard would have to create them with this in mind and that would limit their options as some race pairs can end up feeling too odd to players.
My proposition to deal with this is something I call "Mercenary Race" and I'll use High Elves (Alliance) & Goblins (Horde) as an example because I want to write dedicated posts for each of them later on. Factions representing these races within Horde and Alliance can't be a major force. The fate wasn't kind to high elves, as you can see in Warcraft 3. They also generally don't get along with blood elves. Goblins are sort of split into various cartels that complete against each other in their own way. Not much of a proper unity there either. Instead of getting their own area, you simply get to choose one of already existing starting zones as your starting point. This way, you reassure their healthy long-term population and offer players some flexibility in leveling new alts.
Let's talk about the requirements. If we look at the current state of Allied Races in Modern WoW, you only really need to have a character of specific level and the completion of dedicated quests for unlocking access to them. Doing the exact same thing would basically mean adding Allied Races to Classic+ and that's not the goal here. Then I reminded myself about Divine Apprehension from Season of Discovery: an option for Priests to learn a class trait of another race. This option is unlocked to entire server after a completion of a questline where players of both factions had to work together.
Gates of Ahn'Qiraj is a more obvious example, but I think a "faction-wide" questline for unlocking a new race (in this case, High Elves and Goblins) shouldn't be as demanding. After all, I'm talking about two events here: one for Alliance, one for Horde. Just something that can be completed by one guild. Once the questline is complete, Mercenary Race would be unlocked to all players on the server right away. Despite this, I think that the event itself should still be accessible afterwards and offer more conventional rewards (loot or something). Just so players could still experience whatever storyline it told in the future.
[Mount] Core Hound.
Originally published on January 31, 2026. 39 upvotes & 68 downvotes as of September 16, 2026.
Level 60. Has a 1% chance to drop from Ragnaros in Molten Core.
Inspired by its Modern counterpart that was originally introduced as a part of World of Warcraft's 10th Anniversary with its take on Molten Core. Originally I thought about proposing the deathless run in Season of Discovery's Molten Heat difficulty (or however Blizzard would revision it for Classic+) as a requirement for mount drop, but it doesn't necessarily needs to be this complicated.
[Mount] Spawn of Chromaggus.
Originally published on January 31, 2026. ?? upvotes & ?? downvotes as of September 16, 2026.
Level 60. Has a 1% chance to drop from Nefarian in Blackwing Lair.
An equivalent of Core Hound mount (with its own dedicated post) based on Chromaggus' model. Similarly, my initial thought was to tie this mount to the deathless completion of All Trials run from Season of Discovery (or different take on "hard mode" created for Classic+), but I figured that a simple low drop rate would be more than enough.
[Solo] Tavern Brawl.
Originally published on February 2, 2026. 13 upvotes & 9 downvotes as of September 16, 2026.
Level 60. An equivalent to Mage Tower & Brawler's Guild for Classic+.
Narrative Premise.
Not much is known about Black Flame. Seeing the insurgence of adventurers all over Azeroth, Landro Longshot decides to attract their attention by gladiatorial combat. His agents move from one hotspot to another, covering their tracks and collecting profit for selling the opportunity to fight peculiar mercenaries that were highly popular among local factions in a period of unrest following the end of the Third War.
Details.
Tavern Brawl is a proposed take on "Brawler's Guild/Mage Tower-like" challenge for Classic+ where players signs in for a difficult solo encounter. Every week, an Agent of Black Flame appears in one of the following locations nearby an Innkeeper:
- Ratchet, Barrens.
- Booty Bay, Stranglethorn Vale.
- Gadgetzan, Tanaris.
- Everlook, Winterspring.
- Light's Hope Chapel, Eastern Plaguelands.
- Cenarion Hold, Silithus.
All level 60 characters can pay an upfront payment of 500 gold to gain permanent and unlimited access to full Tavern Brawl roaster, directly inspired by Tavern in Warcraft 3 that was introduced in The Frozen Throne expansion where players can hire neutral heroes:
Every boss is available at any given time to every class with variations of encounter for Damage, Tank and Healer (depending on a class) roles being present. Upon queuing, players gets teleported into a unique arena with a theme matching the chosen boss. Models of theses bosses (gear and weapons included) and their summons should also be based directly on their original(!) Warcraft 3 version as opposed to using World of Warcraft ones as a foundation. Fights built in a way where bosses utilize their abilities from Warcraft 3 to the fullest. Most of Heroes' voice lines from Warcraft 3 are to be reused throughout the fights as well.
Rewards.
Should player defeat chosen boss, they'll be rewarded with a "Third War Trophy" - new currency for purchasing exclusive rewards (that may also have additional gold cost attached to them). Here are some examples of Tavern Brawl rewards that could be offered to players:
- All 8 tabards from Trading Card Game.
- Cosmetic gear & weapons used by bosses (when/if transmogrification is introduced). Think of Dark Ranger's Bow and Brewmaster's Hat, stuff like that.
- Lava Spawn, Clockwerk Goblin, Hawk & Dark Minion pets.
- Steam Tank & Ballista mounts for Alliance players.
- Catapult & Meat Wagon mounts for Horde players.
- Bear, Polar Bear, Quilbeast and Goblin Shredder mounts for all players.
[Spell] Scroll of Town Portal.
Originally published on February 2, 2026. 8 upvotes & 19 downvotes as of September 16, 2026.
Level 55 Spell. Taught by Portal Trainers for 5-7 gold.
Give Mages the ability to create Scroll of Town Portal for each faction city that can given to other players. Requires Mana, Rune of Portals and Blank Parchment to make. Unlike Conjured Food and Water, they won't disappear after logging out for extensive period of time. These Scrolls stack to 5 and you can only have five of them at any given moment. For example, two for Stormwind, and two for Ironforge and one for Darnassus.
[Raid] Blackfathom Deeps.
Originally published on February 2, 2026. 26 upvotes & 41 downvotes as of September 16, 2026.
Level 25. Requires 10 players. Lockout on loot lasts 3 days.
Backport the Season of Discovery's revamp of Blackfathom Deeps and all new content that was added to it. With adjustments to encounters & loot where they're needed to better fit Classic+ gameplay.
[Raid] Gnomeregan.
Originally published on February 2, 2026. 5 upvotes & 19 downvotes as of September 16, 2026.
Level 40. Requires 10 players. Lockout on loot lasts 3 days.
Reintroduce the reworked version of Gnomeregan that was introduced in Season of Discovery, including all additional content added alongside it. With some rebalancing and alterations if they're needed.
[Raid] Sunken Temple.
Originally published on February 2, 2026. 19 upvotes & 62 downvotes as of September 16, 2026.
Level 50. Requires 10-20 players. Lockout on loot lasts a week.
Carry over the Season of Discovery's take on Temple of Atal'Hakkar. Tune it for 10 players with an option to bring 20 characters into the raid. Be open to making any other tweaks if it seems necessary.
[Dungeon] Karazhan Crypts.
Originally published on February 2, 2026. 80 upvotes & 13 downvotes as of September 16, 2026.
Level 60.
Reintroduce the Karazhan Crypts from Season of Discovery with its Oppressive Darkness mechanic. Same attunement quests, same encounters and same loot. Just rebalance it all in order to make it "less crazy" or whatever the vision for Classic+ ends up being.
[Battleground] Silvershard Mines.
Originally published on February 3, 2026. 4 upvotes & 11 downvotes as of September 16, 2026.
Level 30-39 and above. Requires 10 players.
Narrative Premise.
The last secret of Venture Company in Strangethorn Vale has been discovered! Rumors about Silvershard Mines and its riches turned out to be true, attracting the attention of Gnomeregan Covert Ops and Darkfuse Marauders. Both groups started infiltrating the Mines to recover its resources.
Details.
While Silvershard Mines were originally introduced in Mists of Pandaria expansion, its established location makes it a good candidate for backporting into Classic+ with some alterations. I think its core mechanic of securing moving mine carts on different tracks and collecting resources would translate well into Classic-esque gameplay.
Aside from visual tweaks to make the mines look less 'exhausted' compared to their future version, there're two ideas for gameplay tweaks that came to my mind. Have all spawning mine carts initially guarded by Venture Company brawlers to reinforce the idea of Mines being under Company's control instead of them being completely driven out like in Mists of Pandaria. Secondly, some mine carts could spawn with Power-ups (similar to the ones from Warsong Gulch, but more global and balanced accordingly) that would provide buffs to first few players who got close to them.
It seems logical to center Silvershard Mines around the conflict between gnomes and goblins. This proposition is also made with an assumption of goblins being introduced as an additional Horde race in Classic+ (I intend to have "The Player" post about that written in the future). Gnomeregan Covert Ops had its debut in Cataclysm, but this could be a retroactive establishment of their existence prior to it.
[World? Boss] Tainted Scar.
Originally published on February 7, 2026. 20 upvotes & 10 downvotes as of September 16, 2026.
Level 60. Requires 20-40 players. Lockout on loot lasts 3 days.
Reintroduce the instanced version of Lord Kazzak from Season of Discovery, so that more players can have a chance to challenge him at any point in time.
[World? Boss] Storm Cliffs.
Originally published on February 7, 2026. 9 upvotes & 8 downvotes as of September 16, 2026.
Level 60. Requires 20-40 players. Lockout on loot lasts 3 days.
Repurpose the instanced version of Azuregos from Season of Discovery for Classic+, making him more accessible to players.
[World? Boss] Nightmare Grove.
Originally published on February 7, 2026. 7 upvotes & 6 downvotes as of September 16, 2026.
Level 60. Requires 20-40 players. Lockout on loot lasts 3 days.
In Season of Discovery, Dragons of Nightmares were combined into one raid called Nightmare Grove that players enter through Emerald Dream portals in Ashenvale, Feralas, Duskwood or Hinterlands. Raid's first boss depends on the location from which players entered the raid.
Reintroduce this idea into Classic+, but without the loot from Blackwing Lair & Temple of Ahn'Qiraj. Expand this raid by creating a Classic version of Emerald Dreamway for it as a hub of sorts. After players defeat the first Dragon of Nightmare, they unlock the Dreamway where they get to choose who to attack next.
Free Trial/Starter Edition + Experience Elimination.
Originally published on February 20, 2026. 11 upvotes & 3 downvotes as of September 16, 2026.
Level 1-25. Limited free version of Classic+ & bringing over XP pause option.
During Cataclysm expansion (Patch 4.2.0 Rage of the Firelands, to be specific), Blizzard introduced a Starter Edition for World of Warcraft. It's a free version of a game client where players can play indefinitely without a subscription with certain restrictions. This mode was later renamed into Free Trial version, which is what modern WoW has nowadays.
Providing an equivalent option for Classic+ could not only lower the barrier of entry for new players by letting them try out the game directly, but also ensure that there's a consistent low-level population in this version of WoW. I would also suggest reintroduction of Behsten & Slahtz in Classic+ to allow subscribed users to stay on the same levels as free players.
Unlike current version of WoW, I suggest to keep the level cap at 25 instead of 20. SoD's version of Blackfathom Deeps (should it be reintroduced, which feels likely to me) could serve as a great PvE endgame content, potentially alongside another Level 25 raid to bring in some variety to it. Meanwhile, PvP players would have access to both Warsong Gulch & Arathi Basin.
It's worth noting that free players in Classic+ would likely face the same restrictions as the ones placed in modern WoW, which include no access to any form of trading with other players, being locked from joining Guilds and limited access to in-game chat. You can read about all the restrictions of Starter Edition and Free Trial on dedicated Warcraft Wiki pages to get a sense of where things could be set for Classic+. Personally, it seems more likely that it will be closer to Starter Edition version than current Free Trial.
[Raid] Winterchill's Hideout.
Originally published on July 14, 2026. 5 upvotes & 3 downvotes as of September 16, 2026.
Level 60. Requires 10-20 players. Lockout on loot lasts 3 days.
Narrative Premise.
There's a cave in dried-out and overgrown lake that serves as the last base of the Burning Legion. It serves as a hiding spot for Rage Winterchill and his phylactery. After years of hiding, he's ready to execute a plan that's meant to help the Burning Legion restart its invasion on Kalimdor.
Bosses.
- Fel Lord Zakuun - after leading the cover for potential flanking maneuvers during the Battle of Mount Hyjal, Fel Lord Zakuun was tasked with guarding Rage Winterchill and making sure that Rage will finish the summoning ritual.
- Rage Winterchill - while most Liches had to play along with Legion's usurpers, Rage Winterchill's devotion to his demonic masters was genuine. Even after Archimonde's defeat, Rage Winterchill remained loyal to the Burning Legion. Now, reborn and empowered by Fel energies, he's using his own phylactery to summon a powerful demon who will prepare a new demonic invasion.
- Lord Jaraxxus - the Eredar Lord of the Burning Legion was summoned by Rage Winterchill to regroup all remaining demonic forces in Kalimdor and establish a foothold on Mount Hyjal to restart Legion's invasion.
Note.
This is one of the raids for my "[Elite Zone] Mount Hyjal" concept. Originally intended as a World Boss (proper or instanced), I thought that it may be best to expand on it just a little bit for a small demonic raid instead of sole fight against the fanatical Lich. Its entrance should replace the known Onyxia's Lair cave placed in Vanilla/Classic version of the zone (Ashen Lake in Cataclysm) with all-new cave system created specifically for this raid.
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