#suggestions

1 messages · Page 11 of 1

quasi lily
#

💡I looked it up and only found 1 post that is 3 months old. This is not about horses but if they were something devs intend on adding I recommend they also include a kelpie enemy.

Location: meadows. Only becuase I can imagine it working/being believable in mist lands with all the cliffs. The kelpie usually lures in its victims and makes them drown. Activation would be triggered after completing something in the world since early game could make some mechanics hard/feel unfair.

Mechanics:

only appears when there is fog. You hear it from a distance and have to go to the water and look for it. From here there are 2 ways devs could do this.

1st would be just making it attack instantly once you get near the water.
OR
2nd option is the kelpie causes a mirage of meadow that the player can walk on up until the water is 5 meters deep then the player will drop off and the mirage will clear thus causing the kelpie to attack the player till they can get back to shore.

In this instance your map would still be showing water even while the kelpie is making a meadow mirage. So you would only be fighting in the water if you were careless about your surroundings and not referring to your map.

Drops:
All drops would float and include
Sea weed, kelpie meat, and some sort of bladder that can be used to craft a personal flotation device that ensure the player will never drown but cant swim as quickly as a player without one. Might need a durability limit or something.

This would only work if horses are even being considered to be added. Otherwise I don’t think this enemy working.

shell mulch
#

💡Some kind of exclusion filter for auto pickup?

I feel like I’m being grieved by toddlers when I open my inventory. I just cleaned up this mess and it’s back already. 😒

agile cape
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💡Back Pack, using different sets of hide and maybe a needle with thread to craft? Back Pack would add an additional row for inventory, and wouldn’t eliminate the use of the carry weight belt or trinkets. Cons: uses more stamina or limits mobility in some way. Pros: gives players more inventory space to carry additional meads, arrows, bolts, and/or loot. Feel free to take this idea and run with it, but the additional row of inventory space is vital

normal iron
#

💡 Shift+E opens doors towards you.

shell mulch
#

💡 I wish we had something to extend our pickup range temporarily… it’d come in handy when trying to pick up building materials out of the water. 😴

signal tendon
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💡 More use for tamed animals.

When do we get something like a cage or w/e to transport our tamed animals through portals or on boats? I am a bit of a nomad and it is such a pain to get animals acros. Especially the big Lox... Why did I tame one if I can't get it off the island? Maybe a magic spell to turn them into ... idk... a soul and unpack the soul elsewhere?

I would also like to be able to maybe have a wolf drag my cart for me because if I do it I am so slow. Some pack animal would be nice. Or maybe give wolfs carry bags?

desert bough
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💡 Craftable travel bags using animal skins.

I think for inventory management and maybe extra carry capacity it would be awesome if we could make a sort of bag out of the different animal skins with the different skins giving more space. Maybe the deer skin only gives 4 or 5 spaces extra and then the next animal skin like maybe bear skin could give 8-10 extra spaces.

Even if it doesn't make you able to lift more it would still be neat to have a tool like this for inventory management and it would also be a cool accessory if you made it equitable like most clothes and armor. You could even take inspiration from real viking age bags and pouches.

Maybe the first thing you craft that only gives you 2 more slots is a little pouch made from 4 leather scraps or so?

normal iron
#

💡 "Search/Filter" function in crafting benches.

worn flame
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💡 pvp focused game mode

I wish there was a pvp mode, instead of isles having multiple biomes, now an island only has one biome, the center line is meadows, the further you go you get forest, further swamp, etc etc, why islands?
So clans can claim an island, when you spawn in a island you can claim it by killing the boss in it 3 times, if multiple clans attemp to take an island they must decide on a location in the island and fight to the death, clans have their own sigil and NOBODY can build there but clan members, in order to expand you must defeat the boss of that island to claim it, this awards you tech tree points, so your clan can unlock weapon tech, so different clans are forced to focus on specific weapons, clans have their own sigil, color and moto, you can decorate your bases with clan banners, clan sails in ships, and all gear has the clans color

  • biomes are now isles
  • when you kill a boss in the island it becomes your clans island, if an enemy clan kills mobs or mines in an island you own they get nothing and they cant build there
  • when you spawn if there are more than x clans you must join one, biggest clan gets locked so we dont have one dominating everything
  • you cant unlock every weapon tech, so each clan will focus on maces, axes, swords, etc
  • more pvp tech (use ravens to spy on other clans, harpoons to raid enemy ships, etc)
  • if you defeat the boss of an island that is owned by an enemy clan 3 times, the defending clan will choose a spot for a fight between clans, you cannot respawn while the fight lasts, the survivor clan keeps the island

Something like that would freshen up the game a lot, as the game is amazing when it comes to combat, building, but the gameplay loop gets a bit tiresome around the mountains stage, the danger of pvp would keep things fresh

normal iron
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💡 "Prime Steak" or some consumable item that can temporarily increase animal health. So your wolves/mounts can prepare for the adventure the same way our Vikings do... sort of.

light oracle
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💡 Wisp update

I understand the wisp is needed for us to traverse the mist lands, but they have so much more potential outside of lights and a blade. Just a few ideas for our spiritual friends to help out,

Wisp wood: Beams and floors, no roofs or walls. Due to the Wisps magical properties, this is the only wood structure that does not take water damage, allowing you to build traditional wooden docks that don't take water damage, as well as beautiful garden walk ways under the rainy sky.

Fey Chest: Any item placed in the chest, is accessible to any crafting station within 10 meters, allowing you to get straight to making blades and armors without running back and forth through storage. (Possibly limit to one chest per 10 meters though, don't want Vikings to get too lazy.)

Wisp Well: Small stone well that acts as a six slot personal chest, with the addition that you can name and link it to another Wisp Well. Two wells over a long distance allow for trading with a friends base, or for an easy equipment swap as you're out in your adventures. (If one chest is in use, then both chests count as being used to prevent duplication glitches)

eternal eagle
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💡 Customizable sails for karves, longboats, and drakkars. To customize, make a regular boat then attempt to build a banner on it. When attempting to build a banner on a boat, placing the banner instead causes the boat sail to change to a pattern based on the banner, consuming the banner materials.

Once you've set a sail style for a specific boat, every subsequent boat of that type you build will automatically have that sail style. To change, apply a different banner. To remove, apply the same banner as previously applied; this doesn't consume banner mats.

faint nimbus
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💡 Simple Improvements #1 8 dedicated inventory slots for Armor (3) + cape + trinket + accessory and 2 slot quiver
for arrows/bolts. Keep weight limits

#2 One of the capes should be resistant to fire

#3 Door piece for floor

#4 Two new tools plains items black metal hammer and black metal hoe, then you can
combine them with Yggrasil wood and Eitr at a 2nd level artisian table.

   1)Combo Pick and Hoe (Dvergr Pathmaker): Combine blackmetal pick and 
   blackmetal hoe  

    2)Combo Axe/Hammer (Dvergr Hatchet) 

#5 Deconstruct items to return material

#6 Craftable Tokens for a boat or portals. Combine materials + Eitr at a lvl 2 Artisan's
table, maybe with a slight 25% weight savings. With a basic crafting table and
hammer, you can build/deconstruct boats and portals from/to the token.

 #7  Spirit Blob crafted from a Wraith Trophy

#8 Ashwood arrows that you can upgrade with secondary damage.
Ectoplam for spirit,
tar for fire,
Bile for poison/fire,
maybe something new from the deep north, for upgraded frost arrows.

frozen skiff
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💡 I'd like to suggest adding new poses to the armor stands, like one holding a bow and aiming, another with a sword stuck in the ground and a shield as well, or with the shield on their back, one with a sword and shield in hand (or two small axes).

high gazelle
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💡 Add a world option to disable water damage from buildings!

raw oracle
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💡 Add Cabbage, this was something the Vikings ate a lot of, and it could become an exciting addition both as a crop and as food.
The required planting distance should be significantly reduced, as it makes little sense to have one meter between each plant when, in reality, everything you grow in this game would typically be planted about 10–20 cm apart.

odd vale
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💡 I would like to suggest a change in controls. On PC when using an xb1 controller, it is necessary to hold block to dodge. Why..? Why does the build menu take precedence over a simple dodge, like just press B? This functionality makes dodging clunky in combat. My idea is; Tap B to dodge(also directional) or, hold B for 1.5 or 2 seconds, to open the build menu. This would make things much smoother. Anyway, just my thoughts...

untold cove
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💡Land enemies shouldn't be able to attack you under water while you can't respond in kind. This is unbalanced.

Had an experience with land mobs running completely submerged under water after my boat, shooting it with bows and hitting it with other weapons. They also didn't slow down in water. They almost destroyed the boat. If players get their weapons sheathed in deep water, land mobs should also have to abide by that game law.

cosmic whale
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💡 Make enemies able to drown when they swim too long. Reason: Greylings make it their habit to use the lake around my base as a permanent swimming pool and harass my boars and whenever I kill one, the next day, another one goes swimming there.

ornate hedge
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💡 Maybe add a backpack, or some kind of extra storage item, because at least in my experience, I only ever have 40% of my inventory open to pick items up due to all the damages i need to cover, my armor, trinkets, food, etc. Maybe even just make armor and wearable items a separate section in the inventory, therefore freeing up space for other items?

charred breach
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💡Black metal to iron conversion recipe

It's oft been lamented how surprisingly iron-hungry a lot of crafting recipes are well beyond the iron age, requiring repeated visits to the swamp or, alternatively, vandalism of mistlands architecture to satisfy. I propose the following recipe be added to the forge:

Iron Ingot x3 = Blackmetal Ingot x2 + Iron Scrap

Nobody seems quite sure what exactly black metal is, but from a little research I'd hazard a guess that it's something like a magical steel, great for some applications while poor for others. What this recipe is is essentially diluting it with impurities, changing its physical properties into a more commonly workable form.

Iron scrap is used intentionally for gameplay reasons, so that swamp trips aren't rendered completely obsolete (iirc devs have said they still want you to have to revisit earlier biomes), but what iron you do get from swamps is essentially stretched triple with this recipe.

high gazelle
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💡 Add a clumping mechanic for loose items. Pretty sure this already exist to some extent but y’all really need to make this a thing 100%. It would help alot with performance. I have a high end pc and Ashlands can still get noticeable frame drops. Mainly when a Morgen crushes a ton of rocks and leaves all the loose grausten. Not to mention all the other stuff. There should really be a clumping system to help with this. Or just make Morgens not able to break wild rocks…….

maiden tusk
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💡 make all creatures in the game that aren't sea creatures, or water friendly like Necks have an inherent desire to return to land.

Say, after 5 seconds of being in water, all creatures that don't belong there then will abandon their current pathing, and swim to the nearest unobstructed land area to return to.

Makes sense logically, and also solves some previously mentioned problems. And those darn rabbits in Mistlands that love to swim into the ocean! Deer too 🤨

dusk fiber
#

💡 Add a boat that you can live on in the deep north update!

After defeating the final boss, there could be a buildable boat that comes with a cabin, fire and bed, along with storage as most ships do. You can get your rested buff, set your spawn, sleep through the night, and shelter from the rain!

I imagine it could be a steam boat of sorts, maybe requiring wood or coal to be able to move around with the motor, without a sail or paddle. This would mean that it could move the same speed unimpaired by the wind, which would make boat travel less of a hassle. A steam boat might stray a bit from the viking style of Valheim, but I’d love to have a remote base!

sullen trout
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💡Throwable net

Can be thrown at small enemies to capture them. Deals no damage but briefly slows their movement. Unable to catch larger/stronger enemies as to not be too unbalanced.

normal iron
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💡Add keybindable HUD hide key.

Currently locked to: Ctrl+F3 which a) is sort of a hidden feature in the first-place, and b) forcing us to crouch, sometimes spoils an otherwise spontaneous shot, making a player stand up from sitting, break pose etc etc. Nothing wrong with giving players more choice, right?

tender mortar
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💡 Various instruments like lyres, drums and flutes

It gets kind of bland sailing across the oceans so why not spice it up with some music or have something to play for a celebration when killing bosses?

tepid fractal
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💡 Add an option to disable vegsivir the small runestones that put boss locations on the map, a option that means you must find the boss location yourself, it allows the map to still be used, but makes exploration much more vital to find bosses.

crude thorn
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💡I have some cool ideas to improve Hildir's Request. One thing I thought about is amulets, similar to the ones that were included: In the skeleton quest, you would earn the Bone Amulet, which increases by 1 the number of summons you can make. In the ice quest, you unlock two weapons in her shop: One would be the early staff that casts a small poisonous orb on the targets it hits and deals low but crushing area damage, and the other weapon would be a precision bow, whose difference is that you reach maximum accuracy faster—you wouldn’t need to hold it for long. And for the end of the goblin tower, it would be nice to have two weapons as well: the goblin staff that summons a spear-wielding or melee goblin, just one, and if you use the amulet, it would summon two; summoning would use HP. And the other weapon would be a large bone hammer. Maybe just unlocking the components of these items would be more interesting, and then the player could craft them using black metal or iron. Some things that will help players who want to become a mage earlier, for example.

crude thorn
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💡 Maybe, add a vendor for each Biome:
Meadows: Hildir.
Black Forest: Haldor.
Swamp: The Bog Witch.
This way we would have a vendor for the Mountains, Plains, Oceans, Mistlands, Deep North, and Ashlands.
Each with useful items as the game progresses, or even to add decorative items increasing comfort or just beauty. For example, the Oceans vendor could add items that decorate and beautify boats, or even materials for a new boat!
The Mountains vendor could add materials for a mage's staff earlier and also food ingredients with Etir for the early mage; I noticed that my friends wanted to be mages earlier in the game.
The Plains vendor could add something that improves the taming of domesticable animals or also add something like a backpack for Lox so we can use them to carry things, a vendor more focused on taming and farming perhaps.
The Mistlands vendor could be one with the most expensive items but with high utility value, such as effect armor or even enchantments for armor like reducing fall damage or reducing damage from a certain element, etc. The ideas are endless!

mint shuttle
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💡 add all keybinds in game to the keybind menu. Stuff like descend while flying, hide ui, and the f1-12 keys (and anything else im forgetting) should be rebindable in the settings (it also means the game will tell the player about these 'secret' keybinds)

solid walrus
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💡A very rare, consumable item you can find in a couple biomes (like mountains and swamp) that gives you a fourth food space that lasts 10-15 minutes. Would really come in handy

Also can we get more cute decor? 🥺

full zodiac
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💡 sheep. tamable sheep for wool please add sheep

wispy glade
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💡Spears should have a different middle mouse when you're using shields; such as a thrust straight outwards dealing 1.5x damage.

cosmic whale
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💡 A unique animation for Usage of the butchers knife on the different tameable creatures.

boreal glen
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💡 give us different kind of fences, some which fit to each type of wood maybe, being able to only have roundpole fences is kinda lackluster and actually building own fences is a lil tough, i feel like adding an bigger amount of fences really enhances a look of an building even more, having different kind of styles for each wood would be great

slim osprey
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💡 Subtle visual differences in levels of armour, shields and weapons as they increase/upgrade.

Things like extra straps, plates, buckles, slightly longer shoulder pads/pauldrons, additional adornments (like small horns or face-guards on helmets), longer/more intricate hilts/pommels/guards, wraps around the shafts of spears/atgeirs, more ornate heads/blades on polearms/axes/swords etc.

Something to visually tell that the weapons/armour someone is wearing is not "baseline" armour, as well as a visual indicator to yourself if you've made, but forgotten to upgrade your armour.

So your viking goes from looking "badass" (particularly in some of the later-game armours) to "epic badass" if you've upgraded the weapon/armour to its maximum level.

light oracle
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💡 New monster - Troll wives (based off the Scandanavian legends)

So in the Scandanavian lore they were not big brutish monsters, but more like witches that could shape shift and change the weather as well as place curses.

For their appearance, most of the stories depict them as beautiful women with hollow spines and cow tails/hooves but it's not unheard of for them to be as big and hideous as the males.

For their combat in the game they could possibly rely on debuffs and curses rather than direct damage.

turbid grail
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💡 Fire arrows should be able to light unlit bonfires (drenched in tar)

💡 please endow both bear armors with varying player buffs to increase swing speed/proficiency with 2h weapons (axe bare minimum)

mint shuttle
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💡 add a keybind to examine an item further and have the popup stay around after you stop hovering over the item. With this, you can make it so you can scroll on the examined item and read text that doesnt fit on the normal examination screen . this would also help with remember what items you need for stuff since you can have the examine popup stay for as long as you want. to close, just add an x in the corner to close it

normal iron
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💡Longboat: Seated passenger positions could add a small bonus to "paddle power", coupled with an animation that they are assisting with rowing, only for the stage one speed (rowing)

(I was very surprised to see that wasn't default considering what we know of vikings and these vessels)

sleek sinew
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💡 make it so when you are afk in your base for over one day and night cycle there are no raids! <3 that way i can keep my game running all night and not have to worry that drakes will ruin my base.
(i love keeping the game running so i can hear if my friends get on in the morning when they open and close doors) (also this will insure my crops don't get completely destroyed at night by flying creatures who get over the stone wall)

boreal glen
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💡make snappoints toggleable with a press of a button, so u dont need to constandly hold down shift to make free-placing a thing, like, we can choose in the controlls which button we can press to enable or disable snap-points

frosty zinc
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💡 Playable instruments lutes flutes etc . . .using MIDI files or MML code also should have manual play options =]

wraith cobalt
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💡 Core Wood Log Wall + Fence:
I really love the log wall aesthetic and always use it for outpost bases (and on my main base until I get sufficient materials for a more solid upgrade), but despite its height and durability advantage over normal walls, log wall are still often too short and not sturdy enough for my builds. And depending on what biome you are in, or what raid you are up against, you don't necessarily get lasting protection from attacks or sight-lines.

I would love it if there was a Core wood variant of log walls that are slightly taller and sturdier, at the cost of core wood obviously, possibly wider too. I just really want to not have to dig a moat, or raise the ground 9 blocks to stop my loxes from stacking on each other and walking out of their enclosure. It would also hopefully survive a few more lox hits for when they try to hit an enemy through the wall.

A core wood fence structure would be nice too: just a sturdier, and less stick-shaped, fence that doesn't snap but can be used to fence off areas.

edgy quiver
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💡 I think it would be great if there was an option to adjust death-penalty at my character. That way I can play with people who prefer a different setting, but I wouldn't have to worry about corpse-runs.

normal iron
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💡The already existing decoration item "Hay/Straw" on the floor, has animals that are in a "calm" state heal quicker via their existing passive regen, when in close proximity to it.

(Nice reason to build a proper stables for the livestock, and doesn't affect the balance of using them out in the field)

sturdy night
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💡 Let us either jump with mounts, or make them able to climb steeper inclines while mounted. (The kind that doesn't show grass if you grass it with the cultivator)

They can already walk up those inclines on their own, but when mounted, it's like they're suddenly carrying 5 extra tons and can't go up a ramp.
It's frustrating to use if you were to want to forgo portals and go around by boat and mount.
EDIT: To make myself clear, I don't mean to turn the mounts in Skyrim mountain climbing horses, but just to have them be able to go over 1m ledges you sometimes find in the meadows or black forest.

normal iron
#

💡Item stands to have 8 directions of item orientation on Shift+E, for anything place-able in them.

Massive QoL for decorative builds orientating random cups and such.
You could now place cross swords/weapons.
I can personally finally wall mount a bow correctly instead of by the string xD

tranquil path
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💡 When using the no map setting, the map table should still allows the players to view the explored map but without player location markers and only while standing at the map table.

mint shuttle
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💡 id like to see some of the lower level building materials have some of the variants higher level ones do. For example, inverted stone archways, decorative walls for regular wood (like the decorative walls for the plains wood), normal wood arches and decorative windows, stone column, stone 2x2x2, stone floor triangles, etc etc (and whatever else would make sense. building in early biomes is a lot less fun than later)

azure rock
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💡 can we get a secondary attack for the crossbows where we can do close range physical dmg like the way the dverger crossbow guys hit?

glossy rose
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💡 a rare pool like terraria shimmer or a way to were you can throw old gear in and get some the the stuff back like spending 80 iron on a chest plate u should be able to scrape it for half

limber zealot
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💡 A honey tamed bear as an early game mount. Bronze age. A companion to keep greydwarves away while mining. Turn them from purely a bother into something to be sought out early game for the sake of safer exploration, while making use of the Ride skill before midgame.

tranquil storm
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💡Hey I saw on a YouTube video recently some guy was begging to make wood weatherproof which I don't really agree with... Even though I love building. I think a good compromise would be for us to weatherproof wood for like docks etc with some sort of beeswax or maybe even resin? Resin would be better because you wouldn't have to create a new item for it. But maybe some sort of paint brush that we could apply the resin to the wood with to make it water and weather resistant? Or just through the hammer tool 💡

sharp panther
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💡I feel like the shields that certain enemies wield shouldn’t just be for looks… they should use them! They can do less damage when holding a shield, but block in between attacks. The shields absorb a few hits and then get dropped (not for the player to use but just dropped and then disappear) and then heavy hitting weapons like battle axe and heavy swords are strong against their shields, knocking them out of their hands and maybe even staggering them when it gets knocked away!
Seems like it would change a lot, but I think it would add much variety that only a few enemies carry.

cosmic whale
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💡Add an option to turn the battle brother off, making it passive, but inhibiting XP gain.

rugged sequoia
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💡 I would love to see the combination of Spear and Long Sax in this game.

wary cape
#

💡While using a bow, the middle mouse button could do a kick to keep the enemies away

haughty edge
#

💡 Let us equip rocks and throw them like greydwarves.

cosmic whale
#

💡 A recipe for bear meat.

lucid prism
#

💡 Let crossbows reload when the player jumps / is in the air (so we can do sick trickshots)

lucid prism
#

💡 Add a wooden bolt for crossbows

grand meadow
#

💡Add an increase to Honey cultivation when bee hives are built near planted crops. If normally it would produce 4; have it produce 6 when near crops. Vice Versa for the crops, when near bee hives, add a premium to the crop yield.

sick solstice
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💡 Introduce one or two earlier Crossbows.

Edit: Let us craft Bone Bolts from Workbench/Forge.

drifting yarrow
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💡 Add cabbages (and recipes that use them). Just because in my country there's this song we all learn in our childhood which goes like "Do you how to plant cabbages in the manner, in the manner... Do you how to plant cabbages in the manner of our place ?"

fluid venture
#

💡 Instead of adding a backpack/inventory expansion item, introduce «Worn equipment» slots. Each time you equip an item it gets taken out from the inventory and put in the worn equipment slots separated from your inventory. And vice versa when you take them off they get put back in the inventory. And if you die then all of the worn equipment will be put into these slots but you still have to right click to properly equip them again so you can quickly claim your items

silver rover
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💡I would love a fill button for the forge or any station ,my keyboard is not happy when me and my friend get a ship full of iron

marsh otter
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💡 It would be awesome if we could have NPCs that we can adopt into our base. Once recruited, they could help with basic labor like farming, smelting, woodcutting, or organizing storage, so your base feels more alive and functional. It would add a cool management layer and make bigger settlements feel more purposeful instead of everything being solo grind

south panther
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💡 Carrot seeds and turnip should have the same rule as onions. We should be finding carrot seed in troll caves and turnip seeds in sunken crypts. Why? Running around looking for carrots or turnips, is not beneficial sometimes you find abundance and most times your on swamp biome #6 and find a lonely turnip ...

static sandal
#

💡 We can bow, but cannot curtsy. We have dresses now, let me curtsy in them please :}

static sandal
#

💡 Can we get dry faster with top sailing wind speed please :} (maybe not fire dry speed, but faster than non-fire drying speed?) For example you should be able to get dry faster with full sun at top speeds of the karve & longship. Leave the normal dry time the same for if you're wet at night with no wind.

rugged sequoia
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💡 I would love to see more recipes for meads. Not perse new kind of potions just more recipes to make meads. Perhaps mead types that can count as a food?

fluid shadow
#

💡
Please remove the air chamber beneath the wells on the snowy mountain. You can fall in and be trapped for several reasons: 1. It prevents you from mining beyond the well's circle. 2. If you don't have enough wood to climb up, you're stuck because you can't mine higher up; 3. If a golem falls down and breaks the floor, you still can't climb out because the rock in the well is too thick. Also, please remove the detector that marks objects in the center of the well and the air chamber beneath the wells. Thank you.

tender mortar
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💡 Armor customizations like certain shields have. Purely visuals like having different colors/patterns. Saw a post on reddit of someone's wolf cape bugging and turning black and I thought it looked pretty nice

boreal blade
#

💡 they should add first person into the game so we can experience everything in the eyes of our characters that would be fun

sonic herald
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💡Idk Who am I supossed to tell this but anyway. Yall soud make a quote channel. I think I woud be nice.

humble orbit
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💡 Could we please get a horn we can use to make a battle cry? We have the celebration horn and it would be cool if we could have a horn used to sound a call to your fellow vikings before charging into battle.

tardy remnant
#

💡 add an option to turn off rain damage

maiden tusk
#

💡 Healing staff. You summon a branch of Yggdrasil and it creates a small green mist bubble that gives you HP ticks over time by standing in it. Something like 75-100 Eitr per use and a small healing bonus, doesn't need to be broken just a cool potential addition to magic.

slim socket
#

💡Earlier access to magic (so people who prefer magic don't need to wait until so far into the game to change playstyle)

Keep it simple probably, so it can only do what you see monsters do early game.
purely for example:
Basic Wand: Dwarf eyes, amber pearl, bones, simple autoattack, faster than, but weaker than bow
Shaman staff: Fine Wood, Ancient Seed, Shaman Trophy, shoots some basic poison for flat + ticking damage. middle click for very weak heal over time
Surtling staff: Ancient Bark, Surtling Trophy, Iron, shoots a weak firebolt with short duration burn

Would need to rework eitr a bit, but some very base eitr once magic is 'discovered' with some max eitr and eitr regen scaling with magic skill could be really nice for people who prefer the mage playstyle to have access for a longer portion of the game.

visual raft
#

💡Skills not visible in menu until character has gained experience in it.
Skills kinda spoil certain features right now, magic being the main one.

neat monolith
#

💡 A simple one. There should be Thistle in the Mistlands.

runic stag
#

💡 cooperative healer build for the gang. Tank build for the gang. the cooker and the musician.

lyric bridge
#

💡option to turn off only cartography table copied map logos

turbid grail
#

💡 please introduce blueprint material list memory system. Essentially, it would be a notebook where I can save whatever recipes or blueprints I’m wanting to get resources for , maybe even have UI that will fly out on command to show me what I need

The notebook idea could also aggregate material total materials for us in case multiple recipes and blueprints require the same items

The pain point I want to alleviate is having to pull out my hammer or go to the workbench to remember them things I need in order to build or craft what I want. Especially if I am out hunting for ingredients or materials where that isn’t possible.

neat monolith
#

💡 more lore Stones in mistlands.

static sandal
#

💡 Could we have a Chef hat and Apron that give +25 Cooking Skill while worn together? Just like the Straw hat with Harvest tunic or dress do :) Doesn't even need the cooking skill, just the clothing items while cooking would be fun. (I guess this is a repeat suggestion that I didn't see yet)

stoic wind
#

💡 I'm sure many people have said something about this but there should 100% be an official creative mode. I personally don't want to go through the hastle of downloading Vortex or any of mod website just for one game. I never really play with mods so a fully fledged creative mode, including every bush, tree, and structure available would be REALLY nice to see some day.

And yes I know you can do the majority of these things with console commands but seriously who is trying to do that.

turbid grail
#

💡 please give us the ability to push our boats off rocks

vivid moth
#

💡 Can you please make starred wolves (spawned at night) do not despawn during day when they are being tamed at player's territory? 🥺 Well we can stare at them the whole taming process, preventing despawn, but this is so annoying.

sharp lily
#

💡 Sort crafting recipes by middle-clicking on the item in your inventory.

haughty edge
versed bear
#

💡 buff the bloodstone to ramp up exponentially.

cosmic whale
#

💡 Make item stands a bit smaller

cedar kraken
#

💡 Make more boat's, more starter boats and late game boats after the longboat and more customisation for boats like armoured ships and ships bigger then the longboat with more storage

upbeat rover
#

💡make sailing a skill

cedar kraken
#

💡 In-game shaders in the settings where you can choose from more kinds of shaders like vanilla, cinematic (stronger lighting, deeper shadows, warmer sunsets), Nordic (foggy atmosphere, colder tones, harsher storms) and more.

turbid grail
#

💡 please make district trophies of 1 and 2 star creatures

💡 give us a tower shield we can mount the trophies of our enemies on

graceful mortar
#

💡Please add more monsters.. Especially sea monsters..
It would also be great if we get special loot from boss, that way players will visit them more often to farm and the journey will be worth it... Thankssss

fresh palm
#

💡Based on their design, some polearms should also deal slash damage on their secondary attack.

tired trellis
#

💡 floor hatches

sharp panther
#

💡when 1.0 is out, yall should totally add the little greydwarf on the Title Screen again.

cedar kraken
#

💡 make a app (like curse forge) that is made for easy valheim modding

manic lichen
#

💡 Every forsaken boss drops an extra amount of inventory slots, this links the progression to the amount of inventory space. By the time that you reach the ashlands, you need a slot for: 3 food spots, 1 barley wine slot, 2 (optional) health and stamina potion, shield and weapon, arrows/bolts, long range weapon, armor, meginjord and a trinket. Almost all of these are essential to survive. Not every boss needs the same amount of slots nor has to even drop some.

steel meteor
#

💡 after a five second delay, allow traps to automatically reset until they break. This will allow traps to remain useful and not have Vikings pause their combat to reset them during raids.

tacit sage
#

💡 Better reward option for defeating Geirrhafa.

Right now geirrhafa is the only hildirs quest miniboss that has the weakest rewards compared to the other two minibosses.

Silver chest just rewards you cosmetics, while Brennas reward is the harvest set and Zil & Thundrs rewards are eggs, maybe iron and possibly fireworks. Geirrhafa needs a better cloth reward.

Probably a cloth set similar to harvest that boost certain cloth stats other than just stamina.

Maybe woodcutter set that increases chop damage and wood cutting skill if both head and chest are weared. Vikings were known for been woodcutters historically so it would make sense.

Other suggestions for silver chest cosmetics other than wood cutting would be cooking, crafting or mining (all of them household btw and not combat) though I'm not certain which I'd pick or come up with. Some of the mentioned could be added for bronze chest if it lacks as well but silver is the one that needs the most.

valid zealot
#

💡 you should be able to wear throphies as a hat for vanity purposes

fresh palm
#

💡Add a craftable water bucket to extinguish fires and create small decorative ponds.

cosmic whale
#

💡 Proper snap points for feylight and garlands

viscid totem
#

💡 when 1.0 releases please let the achievements work when adding QoL mods

mystic basin
#

💡 Put native support for custom VRM characters in the game.

humble orbit
#

💡 The windmill should require sharpening stones as a recipe, as you can see the round stones inside grinding the barley. We get many from fuling villages and they are rather cheap to make, so it wouldn't limit players when making farms.

sharp panther
#

💡Bear paws should be used in upgrading bear chest piece and bear claws, because right now I believe it’s just for crafting them, and after that they’re just obsolete.

solid walrus
#

💡There should be a search tab in the forge and workbenches so you can type what you want to craft and it comes right up (after you've unlocked it, of course). When you get late into the game, your forge list is pretty massive and it takes forever to scroll through to find each item. A search bar in the forge UI would be time-saving and life-changing!

snow perch
#

💡Have food retain its maximum bonuses to health, stamina, and eitr for longer (possibly half the duration of any particular food?), but have those bonuses depreciate more aggressively to compensate once that time threshold is met. Especially in late game when health bonuses are at or near 100 per item, getting the full benefit of food is rather difficult simply because it takes so long to heal up to that point. Making food retain its maximum bonuses longer would ensure players can actually have the health, stamina, and eitr values that basic addition tells them they should expect to have.

crude thorn
#

💡Add a knife similar to Skoll and Hati, and an elemental version of it, such as thunder, etc.

ornate plank
#

💡 I would love to see the unique feature of trophies from the forsaken carried on character models back ... The Valheim "Hearth & Home" cinematic trailer was released on August 25, 2021. It was premiered during Gamescom Opening Night Live to announce the update's release date.. That day and every day since I've been anticipating this feature, that scene with Moder on the back was brilliant! PLEASE go back and watch the trailer yourself and see what Valheim has been missing for years.

keen gull
#

💡 hello, I think itd be neat for bows to have a special attack, something like a triple shot or arrow stab. 2Handed Clubs getting something like a spin to win would be cool. In addition, I think modifiers for weapons at higher skill levels such as 50 and 100 would be great. Damage oriented such as ; axes getting pure damage based off chop damage, swords getting a bleeding chance ( base damage over 5 seconds) , clubs getting slightly more staggering. For less damage and more utility ; knives cause a chance to get additional drops, bows have a chance to recover arrows, crossbows apply a weakspot ( slight weakness to pierce for 10 seconds). That's all I got, thanks for everything, you guys are awesome.

urban crypt
#

💡I think after changing bolts on a loaded arbalest it should need to load again. Just makes more sense.

edgy flare
#

💡 I've been trying immersive preset (no maps or portals). Now I'm up to finding the queen, but I keep getting lost in mistlands. There is no good way to get your bearings there, and I keep going in cirlcles. Having some kind of compass that you can craft would be great. Maybe add a lodestone to the game and make it craftable.

jaunty fractal
#

💡 An item or potion to help with some xp recovery after dying in the later biomes.

Reason∶ in the later biomes (Mistlands/Ashlands) not only we die more, but our skills are also higher, so, everytime we die, we lose a lot of levels and then getting them back is a very slow and sometimes expensive process.

So, my suggestion would be a potion with just a few mins of duration
 OR
An item with a specific duration that would break after a few uses/after being equiped for a certain time. (like a temporary trinket that couldn't be repaired after using)

The potion/item would allow a small percentage of xp gain while the effect is active.
In this way, we would have some help to gain back some xp just a little faster.

And this wouldn't feel like a free help, since we would gain it from consumables that take time and resources to make, and also have a limited duration.
And the resources to craft it would only be available starting in the Mistlands or in the Ashlands, for example, so it would be a very late game mechanic to help a little with the late game xp losses.

ocean elbow
#

💡 Hello Devs
Just a "small" Suggestion from a german Valheim enjoyer.
Its possible in "ARK Survival Ascended" to download mods from a intern mod menu on PC AND console, this works due to a cooperation with curseforge and really boosts the time you are able to play the game as you can explorer nearly thousands of New mods over and over again.
This would be a really big Addition to valheim, which already has a big team of moders and people, who enjoy them.
Please think about that:(I'm not a developer, maybe its a bigger "quest" than I expect. sry for my english, I'm from germany as I already said).💡

young needle
#

💡 Clothes from Hildir for which the set bonus is +25 cooking, for example a chef’s hat and a chef’s apron

wise abyss
#

💡 Add a Forsaken Boss to the Ocean like a Kraken that could be done sometime after the plains? Or perhaps a mini Boss of sorts..

Something big and exciting that has a reward that floats on the water.

Boss can be found in random dynamic locations

exotic token
#

💡 We should be able to trade with the mistland and ashland dwarfs for goods and rare resources.
The things we could use to trade with them would be food and gold coins.

snow perch
#

💡Add a food mechanic similar to Bloodstained: Ritual of the Night. For those unfamiliar, the first time, and only the first time, you eat any unique food item, it gives a small but permanent bonus to your character in some way. The following are purely intended as examples of this point, and are not necessarily intended as part of the suggestion itself:

Eating cooked meat or other health-primary foods might permanently increase your base health by 0.5, stacking for each such unique item your character has consumed over the course of the game. Stamina foods could likewise increase your base stamina by 0.5 or 1. Eitr foods might provide you with a small eitr pool per food item, as the character metabolizes and internalizes a small amount of the magic. Feasts, being more difficult to craft and fewer in number, could provide slightly larger bonuses, or bonuses similar to the power of the Forsaken whose biome they come from. The meadow feast, for example, might make running, jumping, and swimming take 2-5% less stamina.

This would encourage players to explore and seek out more types of food, as well as give characters a small amount of permanent progression that isn't tied to what's in their pockets or their skills. In the end, if a character has eaten literally everything they can, base health and stamina might get as much as double that of a completely new character, possibly with some other tiny bonuses to other stats.

ornate compass
#

💡 Hello to everyone. I have this problem where I sheath my weapond but I still have it equiped. but when I press M1 my character gives a punch and I whant her to unsheath her weapond. I there any mod for this. can devs make it a feature??

shadow vapor
#

💡 I would like bone building peaces like in fulling villages.

sterile dust
#

💡 Hello from Argentina! I love this game i played +500 hs, so i want to give some suggestions that i would like a lot. Talking with my friends, we agreed that having instruments in the game would be great for the experience, something like flutes, drums and horns that we could play before a battle, they could give a buff like "motivation" in area (that can stack for every different type of instrument played) for some minutes and every instrument could be improved with its own progression (like flute of noble wood: 30s motivation, flute of iron and wood 1 minute motivation, etc), so if we play this instruments we could have like 5-10 min motivation and a pretty mystic experience before a battle.

sterile dust
#

💡 Also, i know that it could be technically hard to do, but i think that a mobile fort could be awesome for Deep North; i thought something like a mount for a big animal that allows you to walk over it and throw things while the animal is fighting or something like siege tower that also could be used in ashlands. Thank you for your time

proper pawn
#

💡 not a huge deal, but you should increase the interaction distance with cauldrons / mead ketills by a little bit so you can properly place them in the middle of a stone fireplace without having to jump on top of the stones to use it.

summer rain
#

💡 just some Ambiance living villages, perhaps other vikings who have failed sort of like the Dvergr but with mix utility.
Like lets say a lumberjack, a tamer, a farmer, a hunter, or just someone like me as a reminder who got stuck in comfort on a certain biome.
Can have items to loot but isnt necessary, just some passive NPCs to scarcely populate the world with their own thing and simple routine.
It gets lonely exploring valheim alone(could also throw joke comments about the player or game).

fresh palm
#

💡Let Fuling villages respawn with Berserkers and Shamans over time, or add dedicated Plains dungeons with new enemies so the biome has repeatable combat areas like other biomes.

safe nexus
#

💡 Increase the confort bonus range for the furniture,that way we can build bigger and more distinct rooms. One or two meters more would be ok

fluid shadow
#

💡Could you add more marker options to the map? It makes things easier to have a marker for each type, and a couple more would be great.

steady mango
#

💡 I believe a''Server Bound Character' feature is needed. Basically, a server setting that binds a character to that specific world. It would prevent people from bringing in high-tier items from other saves and keep the survival experience 'fair' and challenging for everyone on the server.

eager dirge
#

💡 Gnomes!!! They don’t even have to do anything but it would be cool to have a little gnome colony near your base that you could watch. Maybe they even live in little mushroom houses?

sturdy stratus
#

💡 Remove increased inventory space for corpse run. It results in extra loot getting picked up and overencumbering a likely fleeing player and allows them to be killed unfairly

maiden tusk
#

💡 The 'Chosen Codex', a buildable base structure akin to a library that, when interacted with, will list all the creature types discovered up to the current biome of the trophy hung in that world, and a number next to each creature to show how many of those creatures the player/players has slain.

Somewhat of a glossary that you can also show to your friends, or review yourself and say 'Wow I really killed 1,000 greydwarves! But only 39 serpents. I could really use some more serpent meat.'

There could also be a little tidbit of info on each creature like once you kill 100 of that creature you reveal their weakness and their strengths.

blazing heath
#

💡Finally make a separate window for the character's armor and accessories, armor takes up space in the inventory and this is annoying

cloud coral
#

💡 Let us pay dvergr 500 coins to follow and fight with us for X minutes so coins aren't useless anymore after buying the eggs.

limber rover
#

💡 Make discovery area on your map be dependent upon line of sight. Out on the ocean (assuming no fog/rain) the radius of discovery should be longer than say a swamp or mist lands.

solid walrus
#

💡This has absolutely been asked before no doubt, but repetition may convince. We really need to be able to put things like refined Eitr, thunderstones, and crystalson item stands. Those are the only things I would want on an item stand, the shiny and glowing stuff. It doesn't make sense why you can't

vivid moth
#

💡 Add linseed oil made from flax. Linseed oil would be used to protect wood that isn't covered by roofs from rain.
Realistically it would need to be reapplied once in a while, (or not cause that could become a chore).

Additionally, linseed oil could be mixed with things like flowers and fruits to make colourful linseed oil paint, that could be used to paint wooden walls and objects.

Linseed oil could also be combined with bees wax, to create a tool protecting wax. This kind of mixture has been used to protect tools for millennia and could be applied to tools for additional non permanent durability points. This points would work as a sort of "over heal", where they would not be regained by repair, and the wax would need to be applied again.

royal field
#

💡 I don't know how the community feels about this tbh maybe we can reach an agreement on this

Having the equiping of armor be a channeled ability is ultra frustrating when running away, I wish it could be lowered to essentially nothing or just straight up removed

the fact you not only can't sprint, but get slowed down, is super intuitive and makes it so looting your corpse sometimes is ultra annoying.

Even if it's super annoying, I still think it gives a bit of roleplay to take a second to equip your amor, if this was the case, we could make corpse run make you equip armor instantly, meanwhile whenever you change armor out of combat it takes a second of channeling.

This way whenevr Im looting my corpse I can loot it and equip my armor as I run away with the corpse-run buff

Id be happy to hear everyone's thought on this

slim socket
#

💡 max HP and max stamina should not start to diminish the second you eat food.

Currently food degrades immediately and at the moment food becomes consumable again, players are compelled to eat food as soon as they can.

Food buffs should start degrading when food becomes edible again, leaving an actual player choice between degraded food buffs and using more food.

eager dirge
#

💡finewood logs. Basically just another type of log but it’s rectangular and pale colored.

vale plover
#

💡 Armour slots in the inventory. Deciding what items to bring out is fun but wearing armour isn't a choice.

sturdy stratus
#

💡 Add 'Abort' option to portal travel, so If you accidentally went back into a portal you can cancel if you need to

sleek sinew
#

💡 tameable hares and hare traps to help tame them

sturdy stratus
#

💡 Add difficulty option to hide healthbars of enemies for extra challenge

primal bane
#

💡 show on the health bar how much damage is going to be taken from a damage over time effect.
for example if you have 50 queued fire damage, there will be a new colour on the health bar covering the top 50 points of health, and this could show on enemy/boss bars too?

slim socket
#

💡 magical rain protection.

It's come up many many times the frustration people have with non roof attached pieces taking weather damage and it is annoying to need to run around your base repairing wood because it turns all Grey and yucky.

Suggesting to either add rain protection to the dome wards already provide or add a build piece(very small, could fit on top of the square on a vertical wood trim piece like an item stand.) Draw a perimeter and anything inside is not affected by rain.

I don't think using materials to modify and fundamentally change build pieces is a good play, but some kind of wx protection for outdoor build pieces is overdue.

blazing heath
#

💡I understand that you developers are trying to maintain the Viking style, but I'm surprised there's so little furniture and decorations in the game. Seriously, as a builder, I'm not satisfied. There are so many different things that could make a house 100 times more comfortable that you'd never want to leave it. I want an update with decorations!

midnight tinsel
#

💡We need new staircases. For tight spaces the ladder we currently have is a pain to work with, and a variety of different angles and design would be welcome. Hopefully with the new deep north update we might get a 67 degree stair that climbs smoother than the current ladder

shell mulch
#

💡 an idea for increasing discovery radius

A spyglass available from Haldor. Equips in place of something, doubles discovery while sailing boat only, only active while holding fast or sailing…something to that extent.

sharp panther
#

💡Can we get a small durability bar under the protection bubble status when we have the bubble shield from the protection staff?

maiden tusk
#

💡 I hope some weapon, magic, or bomb can be added that in some way uses a bounce mechanic. One of the most satisfying visual effects in any game is when something bounces.

You shoot a lava ball at the floor, and it bounces then hits a greydwarf. Or you shoot a bouncing arrow, and it ricochets off a tree and hits a troll in the back of the head. Throw an eitr bomb and it bounces and explodes on a wolf, knocking them off a cliff.

The game already has funny ragdolls, this just adds a further physics element for players to explore😃

wise abyss
#

💡 How about a way to craft a runestone that could be placed on the ground like a sign. You could write much more like the lore stones found around the game. But a smaller version that would still display the words in red text.
Could be fun for servers or custom worlds or just to leave around.

sly remnant
#

💡 Player-made Vegvisirs?
10 Stone
3 Ectoplasm
5 Greydwarf Eye

The stone can have a name set, like a portal, using Shift+E.

Interacting with E makes it bring up the map and show the location of the matching vegvisir. In mapless, it turns the camera toward the matching vegvisir.

This would let players share locations without sharing an entire map. In mapless, this would let players point themselves in a particular direction. The ectoplasm requirement would keep its use rather limited, so marking a lot of places would require either very lucky raid RNG, or exploring a lot of Black Forest, even with boosted resource rates.

burnt needle
#

💡 How about a new build piece, "boat in a bottle". Used with the same recipe as the corresponding boat and maybe a new purchasable bottle from the bog witch so you can quickly break with the hammer to take your boat on an adventure but you also have a cool decoration for your home!

granite canopy
#

💡 Few special weapons in earlier biomes like Early Axes that would require exploring around finding specific materials in certain point of interests. Those special weapons could be:

  • Black forest tier crossbow (material being some kind of mechanical component, also would require bronze)
  • Swamp tier 2h sword (material being special hilt, also would require iron).
rugged knoll
#

💡 Please could we have centre snapping points for roof pieces that would go directly in the middle along the support beam that runs along the underside, this would make building 1m overhanging roofs much easier

shadow anchor
#

💡 Remove the "there are enemies nearby" that blocks you from sleeping near animals in the process of being tamed.

sturdy stratus
#

💡 Allow glass to be build at the same angles as angled wood to allow, for example; sunroofs that actually count as roofing.

ebon birch
#

💡 Ice breaker ship

For the deep north update large chunks of ice sit in the water and similar to the ash lands you need a proper boat to get passed them without taking too much damage to a normal boat, new biome new boat something to use it for that fits the region.

dense chasm
#

💡 dvergr raids if you kill to many of them in mistlands/ashlands

safe nexus
#

💡 Carnivore/Hostile plant in the mistlands or black florest. Both are magical forests that have magical creatures living in them and using magic from the natural resources to cast spells ( Dvergrs have the needle to farm eithir, and you have the shamans in the black forest ). I think in atleast one of them you should be able to find a plant tha defends itself

modern ingot
#

💡 Make a seperate dirty lens toggle in the settings and remove it from the bloom toggle

burnt needle
#

💡 A few suggestions that I think would be good are to add capes for each armor set unique in style. Maybe allow early ones to be upgradable with silver later for cold resist.

Neck armor, this seems like an armor that could increase swim speed or negate wet buff but be super light armor.

Missing pieces, especially as console has no mod support, for corner stairs, slopped stone cubes in 26 45 and 72 degrees.

Stacks of smelted bars for new build pieces, to deck out your forges.

Greenhouse mechanics for plantable areas in the mountains and deep north to give an additional use for crystal.

Buildable ponds would also be cool I know this is technically possible but only at sea level so a structure could allow for more flexible builds.

"Bearial" chambers for bjorn and unborn to and new POI's in black forest and plains biomes, maybe freezing lakes in mountains to introduce the ice blobs as an enemy.

Missing trophies, ie bat, crow, seagull, ash crow, twitcher greyling for completionists and trophy hunts.

Sorry if I add 6 months to development 😂

graceful gazelle
#

💡 buff the base building outfits hidir sells by adding increased carryweigjt to them, balance this by significantly reducing resistances so people will only where it in safe locations.

uncut galleon
#

💡Make console commands able to be used in dedicated servers.

tribal fern
#

💡 Taming upgrade, why wolfs of 1-2 stars disapear??? 🫩

potent hemlock
#

💡 Needle Bolt for the Arbalest.

past egret
#

💡 Swamp Update
Add new arrows for the Swamp biome crafted from Surtling cores that deal Blunt damage. Since Surtling spawners are found in the Swamps, gathering the materials wouldn't be too problematic.

past egret
#

💡 Chains could also be used to craft new weapons. For example, add double axes for the Swamp stage connected by a chain, where the alternate attack could be either a wide area-of-effect swing or a long-range thrust.

past egret
#

💡 Craft new armor from the Wraith trophy (an upgrade to the Troll hide armor set)

pearl stream
#

💡 A crossbow buildable from pieces found in plains POIs, and early bolts craftable at forge. Plains are ideal for this as they have zero new ranged weapons, and this would introduce crossbow before mistlands, where it kinda competes for ranged option with magic.

lusty cedar
#

💡I think it’d be super cool to have the map should update depending on what you’ve done, ie tree clearing, changing terrain or base building. It doesn’t have to be anything major but anything at all would be nice

slim socket
#

💡 Bears/Viles are in need of some adjustments/mini rework.

In current state, bears and viles very often choose their lunge attack to try to attack players in melee. The animation and hit box are such that it is often nearly impossible for the player to parry the enemy or even take damage(it is honestly difficult to take damage from bears and viles on purpose). With the game physics the way they are, the lunging bear also pretty often ends up on top of the player and floating in mid air(again, not requiring blocking or rolling to avoid.)

Not sure exactly what needs to happen, but either some animation tweaks or adjustments to attack selection logic would help improve the feel of combat with bear types.

runic stag
#

💡 The proposal involves improving the fishing rod in the artist table. You will be able to produce, using (1 fishing rod + 1 mechanical spring + x), an improved fishing rod that allows for less stamina use while fishing, greater resistance, and other benefits or disadvantages chosen by the developers.

wraith cobalt
#

💡 Construction Hotkey & Favourites
It would be really nice if there was a hotkey for repair, just the same as there is one for deconstructing. If I want to quickly slap up a worktable and repair by boat I have to menu select twice to do that, then deconstruct my table. It would be nice if you could just press a button while hovering an object to repair it too.

I would also like it if I could favourite objects that I build a lot. Toggling between crafting to place a table, and them to misc to build a portal is more menuing than I want to have to do when I'm trying to get a quick portal up.

shadow anchor
#

💡 Maps update based on what you've explored. Like minecraft!

mortal needle
#

💡 boat speed in world modification.

left harbor
#

💡 Ocean NPC

maiden tusk
#

💡 I think there could be some little Dverger that sits on Leviathans and tells you not to bother him 😏

Of course when you disobey, he shows up at another random leviathan and says 'I see you made a mistake there. No worries, it happens. Just don't do it again'

When you see him on the 3rd Leviathan he says 'Alright son, I'm warning ya. If you do that 1 more time there's gonna be consequences'

On the 4th leviathan: consequences XD

languid flicker
#

💡 Could we have some way of having npcs in our bases, I LOVE having davergers live in my base, it really brings life and always makes me happy to see them mumbling with a lantern🤣 or your taller then I remember 🤣 🤣 it would be awesome if we could somehow make our bases more life like in that way, 😊 I end up building a village... and it's just me there😂

sturdy night
#

💡ingame proximity voice chat would be nice to have.

safe nexus
#

💡 Unarmed trinket, 10 adrenaline to use. Just gigabuff your unarmed damage, maybe to some low tier mountains weapon type of damage. Just for the fun of punching bosses until death, kinda like the ring of conqueror in ds2

distant gazelle
#

💡Craft from containers should be part of the base game. Only chests within the crafting bench radius would be pulled from.

sullen trout
#

💡Additional ocean weather phenomena.

This could include something like currents, whirlpools, or waterspouts

gritty lava
#

💡 hey, it would be nice, if you would make it possible to combine the megingjord and the dvergr lantern so that the lantern could be constantly attached to your waist as a lightsource.

tribal fern
#

💡 Method/functional mechanism for transporting animals or animal carriers

ionic perch
#

💡 Native typeface support for Germanic characters, so that Norse server names may be spelled correctly. S’il vous plaît. 🙏

gentle atlas
#

💡 A new woven rug made from bark/roots that can be built and placed as decoration/comfort in a base (this came to me in a dream)

rustic glacier
#

💡. A new type of bear that spawn in cold biomes like a cold polar bear 🐻‍❄️ . That is stronger amd more dangerous than the normal one

Or just a dark black. bear
That can rarely spawn in the dark forest like normal bears do

wispy rain
#

💡the discovery radius when sailing is bogus. i can see several times that distance with my eyes most of the time and the radius is so small that i have to risk crashing into rocks because i have to hug to shoreline so close in order to get it mapped. this makes mapping shorelines far more tedious than it should be, especially since i can see the shore most of the time but it doesn't get mapped. Increase discovery radius when sailing. It would be a great QoL change for mapping the world and we wouldnt have to smack into rocks all the time just to keep record of what shores we have seen.

ebon fern
#

💡 Rework of the storage system: Maintaining items is tedious most of the time, especially when your friends are chaos personified. Give us a cellar building where you can store all items in an orderly fashion. Mechanically you'd have a centralized menu when you enter the cellar where you can pick up items sorted by biome / by category. Storage space starts tiny and can be upgraded with a lot of ressources in each biome to a fixed amount of total slots.

granite canopy
#

💡 Vilebone spear for cool weapon addition and some more uses for bear and vile mats.
-# Original idea by @last oxide

slim socket
#

💡 Nightwalker Potion
emanates a horrible musk, attracting creatures of the night

Potion enables nighttime mob spawn mechanics within appropriate distance of the drinker. Ingredients up to developer's choice.

balmy socket
#

💡 probably has already been suggested, but we should be able to bind our dodge to a separate button rather than just holding block and then pressing space.

left harbor
#

💡 Deviger raid dwarfs

burnt needle
#

💡 Not sure if it's been suggested, but I think there should be a hot menu for 4 items for controller to make potions more viable in sticky situations, opening a menu or scrolling the hotbar often takes to long and that potion you needed in a pinch undrunk and your vikings resting in Valhalla.

The only way I can see to implement this is holding the use/interact button and a directional d-pad key for chosen option. Conflicts with the farming hold use function potentially but I'd rather press for each pickable to be able to make combat more satisfying.

I say that as on console you are pretty much a sitting duck if ever you need to open your inventory in combat as you can't move!

tardy tapir
#

💡 catapult emoji

fresh palm
#

💡Elemental Trinkets that temporarily imbue weapons with elemental effects for 120 seconds.

During this time, any weapon you use gains Additional elemental damage like spirit, fire, frost, poison etc...

This effect should be applied separately on hit (not added to the weapon’s base stats).

Trinkets unlock progressively by biome (for example: Fire in Black Forest, Poison in Swamp, Frost in Mountains).

*Should work with all weapon types

azure rock
#

💡 tamed lox, asksvin and wolves to have their own faction which is allied with a larger variety of mobs across the biomes.
One example I can think of is deathsquitoes to not attack tamed loxes.

Currently the pace at which any of the tames can react and attack mobs is quite slow and they just die easily making the purpose of riding mounts or taking along followable pets (wolves) not a very lucrative option.

mental harbor
#

💡Sailing should be a skill just like riding and should affect your speed

bold lagoon
#

💡 Iron Gate/Coffee Stain, please for the love of all that is Valheim! give yourselves a Kudos Tab/Page/Channel/Podcast or E-Mail so that I can spam it with positive feedback over what an incredible piece of software genius Valheim has become, not only is it one of the most unique titles I’ve ever had the pleasure of building a love hate relationship with, gamer of 30yrs here, but also for your studios continuity with Valheim’s player base, you hear us, you support us, you even allow yourselves to be persuaded by us in the continued development of this outstanding title, from a die hard fan, with a spawn date of 06/08/23, and loyal member of your player base, I present to you Kudos, from me Dr_Anonymous, for a timeless masterpiece that I know will spike my blood pressure, in surprise, frustration and excitement through an an unparalleled gaming experience for years to come.
Thank you, please lead by example.

thin sierra
#

💡You can plant regular trees in Ashland and when they grow they become the burn trees from the biome so you can get Ashwood

obtuse sierra
#

💡In the next big update, add more summoning staves for mage, perhaps with bats or fulings

burnt needle
#

💡 It would be nice to have a flip symmetry option for some build pieces to better layout your builds, ie the blast furnace or the spinning wheel, sometimes you want them facing eachother in tight spaces but it blocks the usability.

solid walrus
#

💡You know the skeletons in the black forest that carry bronze swords? It would be neat and would make a lot of sense for them to have a low percentage chance to drop 1 refined bronze bar

languid flicker
#

💡 fix cart dealing damage to structures and self when going from flat surface to up stairs, and stairs to flat surface. Maybe make the back of the carts damage physics null, or redesign it, I assume you wouldn't change the hitbox to not be the same shape as the cart.

polar raft
#

💡 Back side of the Black Forge has invisible colliders and acts as if the forge is rectangle and not Ring segment, can that be fixed?

raw oracle
#

💡Rare Majestic Moose Encounter in the Black Forest.

I’d like to suggest adding an extremely rare wildlife encounter in the Black Forest: a Majestic Moose.
The idea is not to add a common mob, but a very rare, almost mythical creature that players might only see once in a very long playthrough. It would enhance the atmosphere and sense of wilderness that Valheim already does so well.
Concept:
A large, majestic moose that can occasionally spawn deep in the Black Forest.
Very rare spawn chance.
Non-aggressive unless attacked.
Extremely skittish, it will try to flee if players approach.

Why this fits Valheim: Moose are iconic to Scandinavian forests and would strengthen the Nordic feel of the biome. The Black Forest already has deer and bear, even trolls - but encountering a massive moose unexpectedly would create memorable “wow” moments.
Possible gameplay elements (optional, just a thought):
Unique and huge Moose Trophy.
Rare meat type.
Possibly a cosmetic cloak or decorative antlers.
The key point is that it should remain rare and special, not something players farm regularly. A brief glimpse of a huge moose moving silently through the forest would make the world feel even more alive.
Valheim’s environments are beautiful, and rare wildlife encounters could add another layer of immersion.
Skål 🍻

languid flicker
#

💡 flame metal stage of stuff like, flame metal chest, maybe even a flame metal pickaxe that maybe hits faster to make teraforming easier. Maybe a flame metal hoe🤣 make it give you a radius option and consume less stamina than the stone hoe😂

twilit timber
#

💡 I would like to see more cosmetic variations on armor and weapons. Like how you can customize your shields; It would be cool to have different varieties of troll armor for example. Maybe you could dye the armor to change its color. Use raspberries for red, coal for black, cloudberries for white, guck for green, etc. It would add personality to your character which I think would be especially cool in multiplayer.

proper urchin
#

💡 Suggestion to make Battleaxes deal 6x stagger damage(same as atgeirs can do to multiple)
using special poking atack.
My justification is simple: battleaxes have the worst speed debuf, the longest atack animation.This will make it little more versatile.

maiden tusk
#

💡 have a sword or axe that 'charges' (just gets stronger) from movement. As you walk around it slowly begins to glow, and when you sprint it charges quickly. When you release an attack, it deals extra stagger and perhaps has an elemental bonus (similar to Ocarina of Time flame sword attack)

Currently there are no melee weapons except knives that you are encouraged to run around with. You preload Crossbows and Dundr so you can walk/run around with ranged weapons but with the exception of a knife it's a pure downside to run with melee weapons.

Plus it would be so cool let's be real!

oblique pewter
#

💡Probably suggested before but: Friendlies before mistlands dvergr. Camps that can provide safety for you, maybe tie them with earlier magic. Pilgrims or wanderers that visit your base and offer gifts or trading basic resources. Just more to make the world feel alive.

tribal sandal
#

💡Add deer sinew to the game
How to get it?
-You get this by leaving deer meat on the fire for too long, instead of turning into coal, it turns into sinew (boar meat still turns into coal as to not lock crafting of signs behind Charcoal kiln)

What it does?
-You craft the bow and spear with it instead of leather scraps, prevents staling in the early game so you have more for armour or the tanning rack.

mystic grotto
#

💡 adding text to speech support. this way blind and low vision people would be able to play too!

tardy tapir
#

💡 Deaf Players support. Screen shake, or noise indicators around the edge of the screen in direction of noise. Most of the speech is done in text so that works.

solid walrus
#

💡Add anchors to longship and up please so everybody doesn't have to jump off at the same time 🙏

granite canopy
#

💡 Please tweak the look of Evasion mantle, it looks bit gooey and not so much like a scarf. Pic for reference: #screenshots message

valid turret
#

💡 make it so you can hold down left click to auto repair whatever you hover over

smoky pine
#

💡 I noticed dverg lanterns pole lights can be seen much further than dverg wall lanterns. Please make wall lanterns be seen as far as dverg pole lanterns. It looks presently weird when you approach your house or castle.

tawdry quarry
#

💡 hatches, ladders, more variation of wooden walls
I think if we could rotate doors in all 3 axis we could simulate the hatches, but having separate things also fine

pallid lake
#

💡 telescope

maiden tusk
#

💡 so I went through and looked at how many creatures each biome has: here's what I have
Meadows 5
BF 10
Swamp 9
Mountain 7
Plains 8
Mistlands 8
Ashlands 11

Makes me think, Mountains could use 1 more creature.

In Norse mythology, Garmr is "a wolf or dog associated with both Hel and Ragnarök, and described as a blood-stained guardian of Hel's gate"
What if we got a red, bloody wolf spawn in the mountains that's slightly faster and higher health, but not by much, than a regular wolf. It's an aggressive variant.

Alternatively, a few people have mentioned foxes, and a snow fox could be an excellent addition. A more passive creature in the biome, it would run and hide once it spots a player, but not to safety. It would hide behind another enemy, alerting that enemy to your presence. Foxes are known in norse mythology for their cunning and trickery and Loki had a fox companion associated with him.

Just 2 options for an additional mob for the mountains😃

dense chasm
#

💡 what if we add some kind of dungeon to the meadows ?

balmy socket
#

💡 make the small sofas outside Hildir’s wagon a craftable furniture piece, maybe with colour customisation like the banners have

solid walrus
#

💡 I would really love it if the 2 star enemies that look visually different from their base animal had their own trophies. Namely the purple lvl 2 Necks, I would love a trophy of that color!

grave night
#

💡 Why do drakes fly all the time? Let drakes be grounded when idling, but take flight when moving or aggrod

azure rock
#

💡 can moder be made more aggressive as a dragon? Faster pursuing and maybe some tail swipes, on par with some fader moves

vast dawn
#

💡 Oars for the boat, so you can go faster in co-op mode – essentially as a boost, and it uses stamina

timber pewter
#

💡 World modifier slider: Map
Options: On, Cartography table, No map

With cartography table, you open the map only when interacting with a cartography table. I think this would then tie in nicely with immersive mode preset.

obtuse falcon
#

💡 waterspouts as an environmental hazard in the oceans or at least some nice visual flare.

mental harbor
#

💡 I want to be able to turn into a bird and fly just like Odin.

raw laurel
#

💡 If the game has the nausea berry, then where is the diarrhea(dresnik) berry? NEED TO ADD (On April 1)

light trench
#

💡New Trinket Idea: Sunstone Watch
Based on the likely real Viking sunstone used by Norse sailors to locate the sun on cloudy days.

  • Can be used to determine the time between dawn and dusk
  • Helpful if you want to get home before night or cancel a quest due to sunset

Crafting: Passive Trinket Item (no Adrenaline needed) that can be upgraded
Level 1 (Meadows / Black Forest): 10 Ruby, 6 Deer Hide, 3 Leather Scraps, 1 Bronze
Level 2 (Mountains / Plains) : 20 Crystal, 6 Wolf Hide, 3 Leather Scraps, 2 Silver
Level 3 (Mistlands and Beyond) : 30 Crystal, 10 Scale Hide, 5 Silver, 1 Black Core

When equipped as trinket: Icon appears at top with other status effects with the icon of the sunstone watch. Between dawn and dusk the suns position will be shown as a beam of light towards its direction. When facing north the light beam will act as a watch/sundial (beam to left-west means dusk, beam moves when turning like player icon on minimap).

Level 1 Effect: Brightness 1 (Poor visibility overall from Ruby, works fine in clear sky/clear night, dims or maybe doesn't work with clouds/rain/snow/night, no indication before/after dawn/dusk) (indication meaning a sunbeam vs moonbeam or icon of sun/moon)
Level 2 Effect: Brightness 2 (better brightness, works in clouds/rain/snow/clear nights, still dims but not as much, indication before/after dawn/dusk)
Level 3 Effect: Brightness 3 (superior brightness in clouds/rain/snow/night, still dims but not as much, indication before/after dawn/dusk) (does not* work at night time in Ocean biome during rainstorms)

*Doesn't work indoors/under roofs or in dungeons/caves

valid turret
#

💡When hovering over a boar, you a should be able to see or be able to click on them to see them to see there habitat. This would show you if they can bread, and why they are not breading. It could also show you why the boars are not becoming tamed. ALSO ADD A WAY TO LURE BOARS WITH A BERRIE OR CARROT OR SOMETHING

knotty surge
#

💡 corner roof ridges would be really nice

solid walrus
#

💡I feel like it would be so awesome if after you defeat Yagluth, you can sometimes find wisps in the wild without the fountain. It would be extremely rare, but it would add so much mystery and wonder.....imagine this, you're sprinting through the biomes, annoyed with the wet buff, eager to get home to a warm fire...when suddenly, you catch a glimmer of the soft glow of a wisp, dancing in the rain....if you're quick and time it just right, you can catch the elsuive wisp in the wild :)

summer vapor
#

💡 Make Troll Hide stack to 50 instead of 20.

Really simple suggestion because all other pelts stack to 50 and it makes troll hide fill my pelt chest's slots unresonably quickly. Even other big enemies like Bears and Loxes have pelts that stack to 50, so why not troll hide?

forest otter
#

💡 Add workshop with mods to valheim.

fallen token
#

💡 A workbench or a way to get some resources back from tools, weapons, and clothing that are not needed anymore.

neat monolith
#

💡 Drawbridges! I know I'm not the first, but they would be cool to have a few small ones as game progresses!

nimble flume
#

💡 Dead whales 🐋
Sometimes, huge whale carcasses wash up on the shore. You can get meat, bones and the items, the whale ate in life (money for example)

pearl stream
#

💡 Hide drapes. Like rugs, but hung on the wall, with more variety. Hopefully with troll hide variant too.

south panther
#

💡 Add attack-buffing meads/potions (fire, ice, poison, etc.).
Not sure if this has been discussed before, but the idea is that when you drink a potion—for example, a fire attack potion—it temporarily adds something like +10 fire damage to whatever weapon you currently have equipped.
This could add more build variety and make potions more useful in combat.

smoky spindle
#

💡 Change the effect for bloodgem to something more useful. There is no reason to use it besides looking cool, you put yourself at great risk just to end up doing less damage than the Iolite chain lighting procs.

An idea is that it should do additional damage to enemies with more health. For example, hitting an enemy that has 100 health will do 135 + 0 = 135 damage, while hitting a major enemy with 1500 health will do 135 + 65= 200 damage per swing. There should be a cap to the additional damage, or else it will trivialize boss fights. (just random examples, numbers may not be balanced).

This will perfectly fit in with the other two gemstones. You have the Iolite for clearing crowds, Jade for immobilizing enemies and making space, and now the Bloodgem will serve as a great choice for going against individual tough enemies. Especially since the next biome might have quite a few of those…

humble tapir
#

💡 Allow us to rebind the button for pinging on the map, to another mouse button (or keyboard).

rigid tiger
#

💡Have a second wind direction on the mini-map, in parentheses maybe, when the Moder power is active, showing what direction the wind is blowing outside of the enchantment.

Say for example there’s a landmass ahead and you can go either east or west, but you know in 30 seconds the wind will start blowing from the west, you can steer accordingly.

near ether
#

💡This is more of a code change suggestion. Currently items' primary and secondary attack share one damage type variable, meaning that it's very hard for mods to make items that deal completely different types of damage on primary and secondary attack (like only slash on primary, only pierce on secondary). If there are different damage type variables for different attacks, then it will be easy to have more customized items, as well as the potential of melee weapons that deals very different types of damage depending on the types of attacks.

sullen trout
#

💡Some sort of humorous payload for catapults that doesn’t do any damage.

timid rune
#

💡 Seen a lot of suggestions of how to add a Shovel, but here's my take.

Shovel (Equippable Item, 2 hands): 4 Core Wood, 3 Leather Scraps & 2 Iron to craft. Crafted and upgraded at a level 1 Forge.

Three types of functions:

  • Dig Hole: Requires Workbench proximity. Digs 2x2 hole 1 layer straight down into ground. Does not break rocks.
  • Extract Bush: target an unpicked Raspberry, Blueberry or Cloudberry to pull up the Bush (as an item, stackable to 10) and the berries attached.
  • Plant Raspberry/Blueberry/Cloudberry Bush: Plants choice of Bush from inventory. Can plant regular green, non-Berry foliage with Wood.

For various gardening applications.

turbid sapphire
#

💡 I really want an excuse to use my harpoon in single player, non-sea combat, and at later parts of the game.

You could add little notches to boats where after you throw the harpoon you can attach it to your ship like an item-stand. And in lieu of stamina it starts to slowly lose durability.
Same vein, if you're fighting a flying enemy and you harpoon it, maybe you can special attack to stick the harpoon in the ground to bind it for a little while. This could also be useful for temporarily CCing a large ground enemy.
Taking advantage of monsters in little ways to do your bidding is fun. E.g having trolls mine copper/cut down trees for you. Having golems act as bodyguards against drakes/wolves.
Similarly, harpooning a vulture/drake or other large flying enemy could have it drag you up as it tries to flee opposite your direction, acting like a temporary taxi until your stamina runs out. It'd be a fun way to get out of a dangerous situation or return across lava to your base from afar.
On the extreme end, you could even temporarily mount flying enemies with it in a brief 1-button stabbing mini-game, like in monster hunter.

The harpoon is really cool and I feel like there's a lot of ways to make it fun and relevant for more of the game. It seems a shame to leave it as a livestock transporting tool and semi-useful multiplayer sea combat weapon. Please expand on the weapon's utility and add more/higher tier variants.

maiden tusk
#

💡 Having a hookshot tool, similar to the one in Ocarina of Time, where you aim at a specific place and it drags your character to it, would be a great way to climb buildings in the Ashlands, and traverse Mistlands slopes, and Mountains. And Black Forest towers.

devout junco
#

💡 In the "Radial Menu" settings have an option to show all emotes in one wheel with it's name under each icon.
You should be able to see clearly and direcly want you want to select and not have to "look/spin" around.
The emote wheel is clearly made for console but for PC I think this option would be great.

wraith cobalt
#

💡 Radial menu for favourited items
A separate menu for setting item favourites so we can use or equip items without reaching for faraway keys, or needing mods to allow separate hotkeys. I'd much rather use my Q key for quick access of items instead of walking forward automatically.

shrewd palm
#

💡Add the gained Elemental Damage of Iolite and Jade Weapons as the fitting physical Damage for Bloodstone Weapons, while keeping the Effekt the same.

devout junco
#

💡Make some emotes available while sitting on a chair.

crude thorn
#

💡 For the final biome, you can create a magic spear that, when thrown, returns to the thrower's hand. Alternatively, by pressing the throw button, the character can launch a lightning bolt or a magic fire spear that, upon hitting something, allows the throw to be recast.

summer vapor
#

💡 Ancient Bark Stacks, every other wood type has stacks except ancient bark. Kinda silly we got bone piles before bark piles.

jolly current
#

💡 Close the gaps in damage resistances that make some weapons too much of a no-brainer while others are almost useless, by adding some creatures with damage resistances and weaknesses which are kind of left out. In any biome, not just the DN.

The game lacks enemies that have immunity to Lightining or Blunt, resist Slash, or are weak to Pierce or Poison.

Some examples: a golem made of some metal (copper would be realistic) that doesn't interrupt lightning chains but is itself immune to the damage; a big fish or reptile with slimy but brittle scales that resist Slash but are weak to Pierce; some sort of mollusk that breathes through its skin and is therefore weak to Poison but it's very flexible and is immune to Blunt. And so on.

hexed pebble
#

💡 Improving UI and Inventory system to a better one this one looks kinda outdated make it more viking immersive type with a better looking one like the hotbar health and food bars

rugged knoll
#

💡Please consider re-evaluating the material cost of dvergr stakewalls (not dvergr sharp stakes). The cost of 8 iron and 8 yggdrassil does not seem commensurate with 1000 extra durability vs a standard wall, which costs only 4 wood. I've over 1600 hours in the game and have played on numerous multiplayer servers and I don't think I've ever built them myself or seen them built by others (outside of hammer mode).

undone minnow
#

💡 This constant music change between meadows and my base's every 5 seconds is really starting to piss me off, pls make it so that if you are near a crafting station or fire the music takes longer to change to a different one

smoky flume
#

💡 Would kindly request an endgame, possibly flametal Battle axe, ideally with the classic fantasy double headed axe look. Started a new playthrough some weeks ago and tried out the battle axe as a main weapon and thoroughly fell in love with it.. BattleAxe BattleAxe

maiden tusk
#

💡 multipurpose 'chain net' not exactly sure what it should be, use your imagination. Flail, net, grabber, hook, magnet, whatever is best.

For me, I see it serving 2 main purposes.
1: Break down Guck formations on Swamp trees and automatically brings them to you
2: Since it's a hefty metal, you can fling it a controlled distance into the water to retrieve items that are too deep for you to pickup

Side benefits include;
-Breaking down beehives
-Funny weapon for Deathsquito combat
-Could latch onto enemies on a ledge and drag them down to you? (if it's a desired feature, like Fulings that stay in their raised huts)

graceful gazelle
#

💡 a setting in the server options to adjust the ratio of specialty wood to regular wood dropped.

summer vapor
#

💡 Ore/Ingot stacks for building, we got rock stacks so why not piles of copper ore or iron to flex and decorate a smithing area?

summer vapor
#

💡 Condense Melee Skills into One-Handed and Two-Handed skills.

As it stands currently, melee players are punished more heavily than archers or mages for switching damage types for different encounters.

Archers have access to different damage typing through their ammo, which is incredibly helpful for managing different kinds of encounters all while using a single skill.

Mages have access to a large variety of weapons that scale off of only two different combat skills, making it very easy to switch between them depending on the situation.

Unfortunately though, melee doesn't have this luxury, as your damage typing is entirely dependent on the melee of choice. What further complicates this is that most 1 handed melees play nearly identically, with the only real exceptions being spears and daggers.

Therefore I think it'd help encourage melee diversity by changing the skills to simply be One-Handed and Two-Handed melees, that way someone who likes Battleaxes, Greatswords, Atgeirs, etc. can swap between them freely without missing out on their XP gains, and someone who likes Sword & Board or dual wielding with Early Axes can also freely gain XP across their weapon classes.

EDIT: Forgot to mention dual wield melees like the axes and daggers. I think they should be in the One-Handed skill since they play similarly but either One-Handed or Two-Handed is fine. They shouldn't have their own skill since there are very few of them and it would lead to levelling issues.

sweet zinc
#

💡 Make two Rockies produce new Rock, not stone. I want my stoned farm to be full of those little buggers!

languid flicker
#

💡Add statistics please, I am building a huge thing, using a lot of stone, I have used well over 30 black metal chests full of stone, and I'm so curious on how much stone I have collected or used etc.🤣

dense zealot
#

💡I know for a fact I’m not the first and definitely not the last to say we need a way to dismantle or destroy unused items such as tools, clothing, weapons! Maybe even a dismantling bench or something that would give us a little bit a materials back!

Does not have to be like 1-1 ratio or anything crazy but the ability to dismantle unused items would be a god send 🙏

runic marten
#

💡Downward swimming/diving. Would be helpful in retrieving items that have fallen to the ocean floor in shallow waters which aren’t usually retrievable from the surface.

tardy tapir
#

💡 Shaman Staff (Spirit Damage) - Wisps circle and surround caster and then float off to attack stuff. - Could be "Spirit Summoning" skill or something?

hazy quiver
#

💡 If the player is not wearing any piece of heavy armor, crouching when landing could make the player make a roll and reduce fall damage. This would be a nice perk of using light armor that could make players that always go for the most defensive gear to give a try to other type of armor

sudden geode
#

💡Can we make an upgraded version of blood pudding in the Deep north by combining it with ||lingonberries|| in the food preparation table to create blood pudding with ||lingonberry jam||? Would be really cool to see as blood pudding is very commonly served with ||lingonberry jam|| irl here in Sweden.

gray mauve
#

💡 Hello! After playing this game for almost 1700 hours, having taken a break a few years past, with my love for the game reignited shortly after the Ashlands were added, my favorite part of the game is still stumbling onto swamp trees alone in the black forest, or a troll cave in the meadows, or pine and fir trees being found in the space between a plains and a black forest. They make the game feel more alive, the world appearing more interconnected, and the landscape far more interesting. I think it would be awesome if the devs expanded the area in between biomes, allowing for a more gradual shift in your journey between them, the traits of each mixing in the space between while maintaining the personality of each biome. Another idea is the possibility for sub-biomes, reusing assets from existing biomes. For example, a plateau meshing the plains and mountains, or bogs, more peaceful than swamps with added meadows mobs, and without the deluge of rain, or hoards of undead interrupting my fishing! More biome intersection could also provide the opportunity to get late-game building materials without sequence breaking, like a volcanic outcrop allowing you to get grausten and ashwood, guarded by a handful of ashlands mobs (or one large one 🙂 ). (I would love to have the opportunity to fight a ||morgen ||when in the late iron age to have more stone build pieces, or even a longship battle against a ||fallen valkyrie||, pelting it with arrows whilst sailing around its attacks!)

dense zealot
#

💡 could we have the move set for battle axes added to the big hammers? I want to swing a giant hammer like a god and not just pound the ground lol

safe nexus
#

💡 Some elite draugrs should use iron sledge to showcase the weapon before you get it. I think it would be a nice way to add variety to the draurg family and would make the elite ones more cool

vapid walrus
sly remnant
#

💡 Jumping on the latest dev blog... Ice Skates please? 😁

They could be special pants sold by Hildir.

Low armor, but far increased speed while moving on ice, and with better traction (since you can turn and skid stop with skates).

For anyone wondering, ice skates have been around for thousands of years and were likely invented in Scandinavia, so they're not out of place in Valheim at all.

mellow gust
#

💡 Weird idea that just popped in my head. What if there's another NPC that is also a dverger, like Haldor and Hildir, that you can interact then you can buy or make contract with some other dvergers available with specific names, class, and such as bodyguards or henchmen?

gritty lava
#

💡hey, it would be very nice, if you could add new interactions with Hildir and Haldor. Maybe they could send trade carts to each other or to the witch. The trade carts could get attacked by enemies and it's the players task, to get them back. Then they get special items, that can only be found in the caravans like salt or something so that you need to find them to make for example very good food.

south cloak
#

💡 A woodcutting outfit unlocked by one of Hildir's chests

half escarp
#

💡 Iron Gates should rust just like Iron walls and floors (aka turn brown in the rain/when damaged). Currenlty, they don't change appearance regardless of decay.

pliant kettle
#

💡 Plantable grasses that aren't biome dependent. ie Plant Meadows grass in Plains.

pseudo dirge
#

💡 Id like to see igloo building in the deep north

jolly current
#

💡What if combat XP per hit was not a fixed value but a variable proportional to the health and damage of the target, compared to the health and damage of the player?

This would mean hitting a weak creature with an adequate weapon would give less XPs that hitting a big creature with that same weapon. Also, one-shotting a peon with an overwhelmingly powerful weapon would deliver next to no XPs, while beating a tank with little armor and a low-level weapon would give much more XPs.

It's meant to make leveling more related to the actual challenge, not a mindless grind near your base.

jaunty fractal
#

💡
(Only for armour and weapons)
The higher the materials quality and materials quantity, the longer the crafting time on the crafting station.

Powerful/Expensive gear would take longer to craft, so it would feel more realistic, since difficult materials usually need more crafting skills and crafting time irl.
This small change to the crafting animation would make it feel more realistic, and add an extra sense of value to the armours and weapons.
For example, a bronze helmet would be faster to craft when compared to a bronze chestplate, because it is smaller and requires less materials. And a flametal chesplate would take much longer than the bronze one, for example, because it makes use of materials that are much stronger and difficult to acquire. Late game weapons would take longer too.

Why only for weapons and armours?
 Because in any playthrough we usually only craft one or two of each of those objects when we need them (unlike potions or food, that we constantly need more, so it makes a lot of sense for the animation to be faster), so it would not necessarily make the craft boring or grindy, and instead would make it seem more realistic.

The negatives:
Devs would probably need to change the craft animation time for each piece individually, and I imagine they are busy with Deep North rn so this would only give them more work. 😅

Still, I thought this would add some epicness and realistic craft vibe to many gear pieces that are supposed to be so strong and epic, but that take the same time to make as any other common gear in the game. 😊

Editing: I do not mean for the crafting time to be super long ofc. Only like a few seconds difference between a low level armour and a high level armour, for example. Just enough to be slightly noticeable, but not enough to make it feel grindy.

pastel prism
#

💡
A Viking alternative to portals: Ports + ship fast travel
Currently, portals discourage sea travel and base-building across biomes. Ore teleportation (if enabled) makes ships irrelevant, but without it, logistics become tedious.
Suggestion: add buildable ports that allow:

  1. Ship summoning — recall your ship to any port you've built.
  2. Fast travel between ports — inspired by Kingdom Come: Deliverance. Not instant teleport — you travel in real-time with a chance of interruptions:
    o sea serpent attacks
    o hostile creatures when passing near certain biomes (e.g., draugr near swamps, deathsquitos near plains)
    o leviathan encounters
    This keeps ships meaningful, rewards infrastructure investment, and fits the Viking theme better than magic portals.
covert light
#

💡 Cauldron - remove update button and add level filter.

gritty lava
#

💡 could you please add real dungeons to the ashlands? In my opinion, they are missing for the full Valheim experience.🙏

mortal needle
#

💡 Ocean biome update? i feel so much can be added to it, sea plants just for the sight, some broken ships, that might have loot in it, more ocean enemies other than that sea servant.

hollow bluff
#

💡 could we fix the battle axes please!!? All swings should be slightly slower than greatswords (the forst swing in the current animation takes way too long) but stronger(currently krom is stronger and faster than the mistlands battle axe creating a serious balancing issue) and the special move could be a big swing with knock back kind of like the atgir but instead of a full 360 it would be a 180. Would also love for the mistlands battle axe to have an elemental infusion like spirit.

native flame
#

💡 I wish that for the 1.0 version, we get a "Map Exploration function" where we can see "how" we explored the World map and uncovered it BoarHeart Maybe even when we finished the game or before. And add it for the no Map run too please!

tribal panther
#

💡 Can you guys buff the beserkir mead? It only gives 3 when you make it and it only lasts 20 seconds. Can you at least make it to where you are stronger and/or regain etir quicker, and make it last for at least a minute. Thank you for your consideration.

real ravine
#

💡 Different armor stand poses please ty🙏 🧎‍♂️

lofty iron
#

💡 A larger chest unlockable in the Deep North.

pearl stream
#

💡 Javelins. They were common Viking weapons, so I don't know why they aren't already in game, especially since it doesn't look like that much work. They would work like spears, with these differences:
Shorter, giving them shorter melee range
Non-upgradable, stack up to 20
Half the damage of fully upgraded spear of same tier, but 2x damage on throw
Projectile speed between spears and crude bow
Built in stacks of 5, each costing roughly 4x more resources than stack of 20 arrows
There might be special ones, e.g. broadhead javelins made with black metal, dealing split pierce/slash damage, or silver javelins made of ygg wood, silver and wisp, dealing spirit damage and glowing...

sly remnant
#

💡 All types of chests (wood, reinforced, black metal, personal) have a snapping point in their center (at the bottom). Barrels have the snapping point off to the side, making them a little more difficult to fit into small spaces.

Could we get barrels fixed to have their snapping point in the center like all types of chests?

oblique pewter
#

💡Decorative objects that you can build with flint, serpent scales or any other material that can quickly run out of uses.
Alternatively, allow them to be displayed on item stands.

safe nexus
#

💡 You should be able to see how much time until your potions are fermented and ready to use

modern rune
#

💡 Chain Lightening Trinket

Increase chain lightening chances to 100% for a small duration.

maiden tusk
#

💡 Be able to turn glass into see-through jars that hold 1 stack, and take up small space so you can decorate tables with jars, that also hold some storage. You would always be able to visually see what's inside the jars

hot dragon
#

💡 “Sort Stacks” button in all inventories to help sort things up quickly

(Hasn’t been suggested before, I checked before posting)

balmy socket
#

💡 once 1.0 releases, i think we could use a creature animation overhaul. more recently with Ashlands, and CtA (the ghost retexture specifically), the new mobs have felt much more alive and bouncy than some of the earlier creatures (skeletons, draugr etc). i don't think changing the parry timing is necessary but some of the earlier mobs feel very outdated in terms of animations (visually they're all still perfect)

snow perch
#

💡Give an additional attack or two to melee skeletons, draugr (and elite), and fulings. Currently, all of those enemies only have a single attack, and it's the same attack for each of them. In terms of defending against or avoiding their attacks, the only difference between any of them is health and damage numbers, with the exception of torch fulings also doing fire damage.
As an example, perhaps give each of those enemies access to the heavy attack appropriate to whatever form of melee weapon they're carrying.

south cloak
#

💡Being able to zoom out more with bigger ships cause the Drakkar makes it really hard to look around

urban crypt
#

💡Idc how many times it's been suggested, it's about time we have armour slots just like every other survival craft game.

safe nexus
#

💡 Fishing potion. It gives you slower stamina use when you're fishing and can be bought in the bog witch shop. Some later biomes' fish are just impossible to get if you're not level 100 in fishing; every fish after 9M is basically impossible to get.

mellow gust
#

💡 I wish wisplights should be able to clear the temporary climate fog in every biome as well, not just the mist in mistlands

real ravine
#

💡 Add instruments like the war horn, frame drum, lyre, or wooden flute. I feel like these instruments could make Viking voyages to discover new lands feel more fun and immersive. I also think they fit the Norse-inspired atmosphere well and would make everyone's overall experience feel more lively.

exotic kettle
#

💡 sort the food in categories like Health, Stamina, Eitr and balanced so we don't have to scroll recipes we are not interested in.

hot dragon
#

💡Beehives within 10-20 meters of a farm should help with growth depending if they stop by to help it grow, more hives means more likely chance to enhance its speed. That’s exactly bees do irl so why not add it to the game?

radiant moat
#

💡 : pink banner, im sure that would be an easy add, would help with the rainbow of banner colors, or maybe like a system were we can dye and design our own banners/shields, another good idea maybe would be like glass windows or stained glass

vernal acorn
#

💡 Be able to make ice bombs that slows down in small area and deals spirit damage in the silver era (freeze glands and silver bar for 5 bombs, yea a bit expensive but fair), and you can level up your elemental magic skill by using it before the mistlands

safe nexus
#

💡 Make so that enemies with horizontal attacks don't need to be fully rotated to start swinging. Too many enemies that have AOE hits juts don't use it if you just run around them

gaunt idol
#

💡 cure/purify draugrs as a means of adding fellow viking npcs. preferably as a lategame means of amassing large amounts of materials in something akin to villager trade in minecraft. also to add life to the world after the story is resolved (assuming there's a postgame)

wet thicket
#

💡 Let blast furnaces smelt lower tier metals at a faster rate than normal smelters.

modest grove
#

💡 bot reaction test

wary geyser
#

mew

#

💡 mew

hot dragon
#

💡 Controller/Console optimization. Using a controller is a bit difficult for this game at times. It would be nice to see it a bit smoother and easier to use for interacting with objects in the world.

slim totem
#

💡 Add the Steam Workshop and use your mods from there.(No se ingles xd)

radiant moat
#

💡 the ability to take meats off of a cooking station, so you can make sure not to cook needed ingredients

rancid spire
#

💡 please let us plant berry bushes. We can grab crop seeds and plant them back at our bases, given that berries have seeds in them, it makes sense that we should be able to do the same with them.

rancid spire
#

💡 there should be some way of controlling/influencing the movement of tamed boars. As it is now, there's no way to effectively move boars where you want them after they've been tamed. And since basically every enemy attacks tamed boars, and once they get out of their pen you can't put them back, taming boars honestly feels kind of pointless if they just all die the second a few greydwarves spawn near your home area

hot dragon
#

💡 A bigger cart, I would love a bigger cart, or a way to make the storage bigger or put carts together somehow (a caravan).

(At least I think that’s what the other guy meant and since the bot wasn’t working I figured I’d post it for him)

royal tide
#

💡 steam profile background 🥹

timber nova
#

💡 an April fools joke.

proper ruin
#

💡 poems we can read out to the forsaken in the new game

last oxide
#

give ribcages a small chance to spawn with a handful of yggdrasil trees growing from under them. interesting lore vibes, also an exciting boon of easily obtainable yggdrasil wood.

ebon plover
#

💡 Rideable and tameable horses for land transport!

turbid grail
#

💡 more flora & fauna in each biome - the biomes feel pretty empty to me and I don’t find enough draw to just go explore because there isn’t enough variation of wildlife or even of terrain

turbid depot
#

💡 Not sure if this fits here, but an idea I would love to see developed would be a Greco-Roman Valheim game after this. I've seen Dawn of Defiance and it doesn't hit the same feeling that Iron Gate would do - especially as DoD is against the gods but Valheim is in support of Odin: it's a very different feeling, imo

worn turtle
#

💡Amorslots, Backpacks, Sorting menue or smth because the inventory space ec is pretty limited and armor you wear and dont have to drag or like armor that gives you more inv slots

rancid spire
#

💡 some way to expand your inventory as you progress through the game. The inventory size works for the start of the game, but as you progress it quickly becomes crippling. It can force players to cut expeditions short because they simply can't grab any more of the resources they find. Plus it would add another element of the player being able to slowly grow their capabilities to do more and more exploration

solid walrus
#

💡 Please let their be one weapon you can operate while in the water. Plains/Mistland unlock, a fist weapon would suffice, just something, please ❤️

fallow inlet
#

💡 64° wooden beam to match the 26° wooden beam, just a reflection around 45°

This would allow custom fits for Dverger Doors and multiple other items that require a 64° angle which is for some reason only present in black marble

brisk vortex
#

💡 make the pillar of the ancient stone circle breakeble, i build a base around one hoping to cut it in half to make a bonfire only to find out no pickaxe in all valheim is capable of destroing such a sturdy rock. sniff

radiant moat
#

💡 a quiver to make swapping arrows on the fly easier

oblique pewter
#

💡An enemy that drops loot while you attack it, rather than only when they die. Out of existing enemies, this would fit best with the different blobs. Creates a fun new loop: Smack them, grab the loot and go!

cunning ocean
#

💡 Placeable runestones the same size/design as the ones designating secret doors in infested mines, either with preconfigured words on them, or better yet as a new type of sign that automatically converts the text written on it to corresponding runes.

worn turtle
#

💡First Person option and self crosshair placement for bow aiming

somber valley
#

💡Add a buzz cut hairstyle with a sharp lineup

fair owl
#

💡Make skill experience scale with the type of content. Example: Cooking higher tier food gives more xp, killing higher tier enemies gives more combat xp.

This would make the leveling process scale better and make older tier items still useful for farming experience with easier to gather resources, etc.

left harbor
#

💡 ADD items to bonfires to change color : greydwarf eyes 🟦 Guck 🟩 🟪 ?

pliant kettle
#

💡 Items in the workbench and forge are separated by material type, ie separate tabs for wood, bronze, iron, root etc. This would make finding particular items for crafting a bit quicker.

honest prawn
#

💡Fox, wolf, and cat/feline people mod with reputation and trading system, they use bows, arrows, and spears, daggers too, roam around the forest they would all be spread in different biomes and have small outposts and youd sometimes find them fighting with trolls but theyd be friendly/neutral with you and depending on your actions youll have more interactive options with them like the trading i mentioned and other stuff i have in mind

graceful gazelle
#

💡 when skills reach certain thresholds they cant be reduced below that threshold. except optionally on higher difficulties

balmy socket
#

💡 make the fang spear do a slight amount of spirit damage. it’s the only silver weapon that doesn’t do spirit damage

somber valley
#

💡 Add progression based combat improvements where animations evolve as your weapon skill level rises.

gray mauve
#

💡 I'm sure other people have suggested it, but I haven't seen it yet. There should be a black forest round shield. Maybe requiring 10 core wood, 2 deer hide, and 4 bronze. There's a buckler and a tower shield, but if someone wants a round shield they need to use the wooden shield from the meadows. The black forest is otherwise complete, so it's a bit strange to me this isn't in the game. Visually it could have a bronze center, with small bronze studs keeping the hide attached instead of a full rim like the iron shield. It would share paint styles with the wooden and iron shield. 24 Block Armor, 250 durability, 45 block force, 1.5x parry bonus, weight 5, parry adrenaline 5, movement speed -5%.

naive tusk
#

💡 enable reinforcing normal wood pieces and ashwood build pieces with Wattle & daub using wood and stone (not very accurate but there isn't a mud item for the game). Wattle & Daub is a building technique used by vikings to weather proof and provide insulation. another bonus for this is the it breaks up the monotonous pattern of the wood in a simple way. You can have it so Wattle & daub-ing a wood piece changes the main color of the wood to white, but if we add a paint brush tool and use existing foods as dyes, you can paint wooden build pieces to whatever color you want.

proper ruin
#

💡 nvidia frame generation setting support

noble zinc
#

💡 Changeable HUD-Position for Ultrawidemonitor (21:9, 32:9) a slider or something, or the option to center it (like 16:9)

stark burrow
#

💡1x1 dvergr metal wall

crude karma
#

💡 idk if I'm the only one that has literally hundreds of trophies but it would be cool if we could sell them (like valuables) with the easier trophies (like grey dwarves) being around a coin and scaling based on difficulty. Would make them more relevant that way as well. (This is, of course, in addition to everything you can already do with them)

Would love to see something where if a chest is within range of a bench you can access it from said workbench. Makes things a little less tedious when running around the base.

Passive buffs for trinkets rather than utilizing the adrenaline system. Ive seen that I often forget they exist or prefer to not make them because the system can be a little unreliable (could also be player issue but yea, seeing more passive items like megingjord would be amazing)

balmy socket
#

💡 for 1.0 (or even after), drop new weapons so each biome has a variant of each weapon class (minus magic weapons). e.g. flint sword, blackmetal spear, bronze battleaxe

raven sparrow
#

💡Adjust Spirit damage visual intensity and layout!

With the effect at this minute it can blind the player from incoming attacks, which gets you killed in ashlands. This takes away any skill, you basically have to guess when to dodge roll a 1-star Askesvin... if e.g. vulture is hit and the askesvin charges behind it. Please let us use player skill over luck rng to survive what is already very hard tuned content. It's ended more speedruns than I want to admit x)

balmy socket
#

💡make kills on unaware enemies count towards the sneak skill (doesn’t have to just be with bows and spears, as long as the enemy isn’t alerted)

quasi plover
#

💡More tameable animals and overall wildlife around the world. As an example, dire wolves and rams in the mountains would be really cool to see, with the former potentially being in the Deep North instead as part of a future version. A chance of a rare variant of existing animals spawning would be neat as well. It's similar to how you could find rare animals in RDR2. In Valheim they could possibly share a similar appearance or make a direct reference to beasts in Norse mythology (i.e. the Gullinbursti, which is a boar with golden bristles).

sweet zinc
#

💡 I would join movement of scaling up exp system for fighting skills. Let mobs from higher bioms give more exp per hit. This way hitting Greydwarf and Morgen doesnt differ only in amount of hits you need to deal (and that the latter can kill you).

hot dragon
#

💡 Allow archery while crouched. It s not hard in real life so why can’t a Viking be able to do it in a game?

jolly current
#

💡An argument in favor of placeable stacks of metal bars: the game is been in EA for years and people have accumulated tons of it.
I get it, IG only wants stack for materials that tend to accumulate without a "sink" use, but that's also true for metal bars after years of mining just to pass time.

forest otter
#

💡 Fix difficulties, because if you play very hard and you right now in mistlands you can`t parry anything just parry is uselles.

inland plank
#

💡Make magic weapons one handed. At the very least for Dead Raiser and Staff of Protection since they seem small/compact enough to be used in one hand. They would occupy the off-hand (like shields) and the secondary attack input would instead cast the spell of the equipped magic weapon.
Truly, I just think it'd be cool to Gandalf it with the staff/sword combo or have some occultist vibes going with a main hand knife and off-hand Dead Raiser.

sweet zinc
#

💡I know „more stackable options” is sensitive topic, as we don’t need more of them that much, buuut - stacks of ashbones would be so neat. We have tons of it and since we have stacks of ordinary bones, this seems like a natural progression. I need my necromance chamber xDDD

wanton zodiac
#

💡 Add new weapon type katana to the game, rivers of blood type shit

pearl stream
#

💡 reduce the random enemy spawn rate in Ashlands, and increase amount of spawners and one-time spawns to compensate. I get that the difficulty in breaking into Ashlands is intended and part of the biome's identity, but the areas that have been cleared should stay reasonably clear, it's just a chore when I'm returning to base and have to kill an annoying mob that wasn't there few minutes ago when I passed through last time.

copper geode
#

💡 Would it be possible to add a code to Signs that represent every item icon in the game? at least the resources? for example i can put emojis and add <color=white> but would it be possible to do something like <item=surtling> to make the icon of surtling cores appear?

crystal sinew
#

💡elves could be a new neutral or enemy in the new biome since they are part of the norse mythology They are generally split into Light Elves (Ljósálfar), who are beautiful and reside in Alfheim, and Dark Elves (Dökkálfar or Svartálfar) who live underground. They are closely linked to gods and ancestral worship.

balmy socket
#

💡 travelling merchant (kinda like how minecraft has the wandering trader). would only sell biome specific items based on your progression, maybe a few new unique ones too

oblique pewter
#

💡 Nests for chickens to collect eggs into one place. Both for ease of gathering, and it looks more natural

radiant moat
#

💡 its not related to the game in of itself, but merch wise, it would be cool to get a cookbook

hot dragon
#

💡 Be able to turn off or put T.W.I.G into defensive mode so it doesn’t kill you while you’re trying to practice or level skills if you haven’t eaten or forget to eat

radiant moat
#

💡 putting bee hives next to crops could decrease grow time, due to the bees pollenating, but its not stackable it just covers an area around the hive, could add different versions of bees in later biomes that are faster or have wider areas to keep progress steady, or the opposite, were the more crops around a beehive the faster it fills up with honey

fluid shadow
#

💡 Could you add that each enemy drops a trophy based on its star level? I mean, right now all enemies drop the same trophy regardless of how many stars they have, and I’d like to suggest that enemies drop different trophies depending on their star level, since the one- and two-star enemy designs look really great.

safe nexus
#

💡 Give the 2.25 multiplier of the spear skill to every other weapon skill. This just makes the spear more in check with other weapons

gray mauve
#

💡More Armored Enemies. I watched the JadePG developer interview, and it was mentioned that there were plans to remodel some enemies (whilst keeping the DNA of the original game creator). If those changes include something like visually adding armor, IE pieces of bronze armor on skeletons, iron armor on draugr, or black metal scraps on fulings, more intact equipment on the Ashlands enemies, it could impacts their physical resistances. Maybe a resistance to slash damage, as in the current game it feels like the best physical damage type. Enemies with shields should probably be able to use them, and maybe blunt weapons would be able to get more damage past, or break enemy guard faster.

heavy tangle
#

💡 change ,,schößling,, zu ,,sprössling,, in German translation

shell silo
#

💡 Trophies could drop 100% of the time for one-star or above creatures, to denote the (relatively) impressive achievement, and zero chance for a no-star version. This also matches getting an antlered head with a one-star deer's appearance. This ties the % chance to the chance to spawn a one-star creature, so you can remove the low-random drop rate of trophies like bear heads when they only drop for one-star bears or above.

safe carbon
#

💡 Louder footstep sounds for bears. They are kinda sneaky.

turbid veldt
#

💡 Horses? imagine this has already been suggested?

urban crypt
#

💡 I think we should be able to move around our boars without the need of harpooning them. Maybe a carrot on a stick or something. Could also make a similar thing for the other non-following tames.

elfin blaze
#

💡 i don't know if this one is previously suggested but i kind of think the huntsman cost could maybe be a bit lower. maybe more finewood cost instead? i know realism isn't necessarily equated to fun but the bow doesn't look like it has 20 iron bars on it

mental harbor
#

💡 drawbridges

hollow bluff
#

💡 love potion but for sea serpents this would make it easier to get them to show up closer to shore lines and thus easier to get the scales and trophies.

trim bluff
#

💡 Reindeer for the deep north? I saw in the deep north youtube videos or one of the screenshots what looked like a Sami lavvo tent. Makes sense for you to have an homage to the Sami people and hint parts of their culture to the game. Would be sick if you haven't already planned on adding them to have reindeer native to the deep north. Maybe we can make some Suovas with lingonberry SurtlingTrophy It's probably already been suggested, but I haven't been active in quite a while!

mortal needle
#

💡 A HEALING STAFF, a wizard should know a healing spell even if it has 30s CD. I want to be able to heal my tanked teammate when he's in the midst of a brutal hand to hand with the queen.

eternal eagle
#

💡 Tower shields need a combat identity that can compete with shields amd bucklers. Make them the only shield you can run with while blocking, and enemy melee attacks that you block while running apply huge amounts of stagger and knockback to the enemies.

inner breach
#

💡 Please make sap kegs placeable on horizontal item stands for decoration, just like barley flour bags and surtling cores etc.

heavy tangle
#

💡 fix the black forge hitbox

elfin blaze
#

💡 two targets potentially per ballista? i dont know if it would hurt anything. some of us just dont want a ton of them

graceful gazelle
#

💡 a gate wide enough to ride a lox through

deep aspen
#

💡 Looks like early hunter gatherer society, but, no sheep? Where's the sheep?!?!? Needs sheep. Fuzzy, soft, Sheerable sheep. That also taste good, and give all our good boys a reason to sheep dog.

pallid jetty
#

💡blueprints. Being able to build something and save it as a blueprint. Then to build it somewhere else you just have to have enough resources and plonk it into place where it would fit

zenith topaz
#

💡aren’t we all tired of ballistas either shooting EVERYONE including you. OR ONLY a single mob. I want to be able to protect my base and kill nearby enemies easily without having to have 10 different ballistas to shoot different enemies so they don’t shoot me. Make ballistas have a Mode Where they shoot every HOSTILE mob

gray mauve
#

💡 Wooden furniture could require some resin to build, excluding the log bench. It's very easy to acquire a large quantity of resin, even while using many torches, so it would be nice for it to have additional uses. The resin would effectively be used as glue, helping to keep the furniture together. It would also be nice to have some candle build pieces, such as a hanging candelabra, or a candle sconce, maybe requiring candles to refuel instead of resin.

cunning latch
#

💡many ideas for one, but, in a short, i wanna do beastmaster roleplay, it means tame many creatures as possible to make them fight in my side, many ideas i've thinked, here goes the list.
-be able to build traps without the necessity of hammer and benchworks, and you need to activate the trap manually always you put it in floor and you can take it again destroying or dismantle it.
-boars and asksvins can follow you.
-bears can be tameable and follow you.
-early game tameable creatures can be stronger with game progression(change damage, life and resistance), if you wanna stronger boars to fight in plains, so you should defeat Moder boss, for example.
-taking opportunity to suggest horses too because it can be an useful early game mount, and to have more beasts to tame.

jolly current
#

💡Umpteenth attempt to fix the inventory issue without messing too much with it: an accessory that gives many slots with a very low overall weight limit.
It would be meant for collecting a variety of small items while being useless for hauling stacks of wood/ore, being by design the opposite of the Megingjord. Bonus: small items are automatically collected in the... pouch?

elfin blaze
#

💡 uncovered chest water damage

vague cypress
#

💡Give us a setting to pin the current carrying weight so that is shows permanently (so I don't have to keep spamming tab while farming wood or stones)
💡 Add a different setting, but for slots (x/32)
💡 Possibly move weight and armour indicators to the left side of the UI when looking at the inventory and slightly higher to make those 2 settings smoother when enabled. (weight on top, then Armor being just below it and getting replaced by the x/32 slots indicator when the inventory menu is not open)

urban crypt
#

💡 Sneaking should become faster with the skill level. I think it could do a lot to make it actually useful as we progress.

mortal needle
#

💡 I thought of using tar to build a better functining bee hive, instead of spamming the regular ones to get more honey.

cedar merlin
#

💡 I would really like a melee fighting staff, like the ones the monks use. Inspired by WoW.

wraith pewter
#

💡 Remove the physical damage debuffs from the vilebone armor set. It is harder to make than the padded set, with lower armor values (as it should be), making it high risk high reward as it is. With the debuffs however, especially if you play with the vilebone claws, it is unviable making you oneshot by most plains enemies. As a result you end up cheesing enemies when outnumbered.

onyx obsidian
#

💡 some sort of NG+ or endgame challenge after you defeat the last boss. its somewhat sad to have all these cool weapons and no enemy left to challenge me at the end

orchid frigate
#

💡 It's been a minute since I popped into this chat, so I apologize if this was already suggested. But can we please get sloped walls and inverted walls that don't come with sloped beams included on the model?

It's frustrating trying to build with darkwood or other materials and not being able to trim my build the way I want because the only available sloped wall completely obscures the gorgeous darkwood texture beneath plain, bland regular wood. It's creatively inhibitive.

gaunt idol
#

💡 add rodents to every biome akin to the varied types of birds, dropping tree seeds instead of feathers. also could allow us to track them back to their trees and steal their hoard of nuts or just more tree seeds. i mostly just want an easier way to get acorns

vague cypress
#

💡 Slightly increase the range at which we can interact with chairs.

blissful jolt
#

💡 Paws of the Bear be allowed to go on an Armour Stand.
( I searched this is not listed as a suggestion yet? )

elfin blaze
#

💡 rare chance for one maximum rancid remains when using dead raiser

atomic urchin
#

💡 an “add max” or “add all” option when placing into furnaces or kilns to cut back on keyboard and controller presses

pliant kettle
#

💡 Higher bow skill gives a zoom in option for distant targets.

stark burrow
#

💡big good vibes on black core firework. Big good vibe on molten core firework?

pliant kettle
#

💡 Ladders on both sides of the Karve

wanton hill
#

💡 Consider making the wood gate immune to water like the stakewalls are. The wood gate fits well with the stakewalls.

forest coral
#

💡more sausage recipes; especially in late game- I have all these entrails but can only use boar meat to make sausages? askivin sausage! volture sausage!

wet thicket
#

💡If crafting an item while your inventory is full causes your inventory to NO LONGER BE FULL, allow the item to be crafted instead of giving the caption "inventory is full"

elfin blaze
#

💡 when running out of stamina using a bow, the arrow just releases as is instead of never firing

amber mesa
#

💡 Can we grow berries? Please and thank you.

gray mauve
#

💡 Trees destroyed by fire damage when fire spread is enabled don't get cut down, but rather have their model changed to one similar to the burnt trees from the Ashlands, dropping coal instead of Ashwood.

south cloak
#

💡Make the raids that don't get turned off by beating bosses a bit easier at the start but increase the difficulty (e.g. number of mobs) as you beat more bosses. Some feel a bit too hard at the start but way too easy later so I think that would help keeping raids more balanced

hollow patio
#

💡 Could there be some sort of sound or visual indicator that the ground is too hard for you to dig further? Maybe, intead of making dirt particles fly, you hear the sound of the pick striking rock and see a grey moniker that says 'bedrock reached'.

Or could we have a few more meters to work with?

gray mauve
#

💡 A 2m option for the grausten medium and small pillars.

ebon fern
#

💡Change the storage system (not the inventory) to hold a certain type of item in much larger quantities, i.e. a large wood pile that can hold much more wood but no other items. Storage management takes way too long.

twin fiber
#

💡 Since many of the mistland weapons have inherent elements and there are currently no fist weapons for the mistlands, how about a fist weapon that deals blunt damage and a portion of fire damage, possibly only after being upgradet once or twice (like mistwalker´s ice element). With blunt and fire damage the weapon would be viabel in the ashlands and/or deepnorth. A material that could be used and would be harder to get would be a gjall trophy.

urban crypt
#

💡We should be able to stack wood piles on top of one another. At least 1-2 times.

sharp panther
#

💡resin barrel. It’s a 50 stack placeable for resin, just like the wood piles and stone piles. And how about one for sap?
OR, we could get a new usage for the barrel where if we put those items inside, it appears on the inside of the barrel with the lid slightly open, and the amount visible can be high or low depending on how much sap or resin is inside.

elfin blaze
#

💡 give Haldor an iron pit fire like Hildir has, his campfire goes out and he gets cold

sharp panther
#

💡 Marble and grausten hearth. The marble one can have a copper ring on it, and the Grausten one can have a Flametal ring on it, possibly along with some spikes or bone decorations as well

dusty star
#

💡 make haldors campfire be able to respawn because i stood on it without thinking and it broke

steel jay
#

💡A flail. Like a mace, but with a chain between the handle and the head. Belongs to club weapons, deals blunt, and maybe some elemental damage. Would be a nice addition to Deep North.

unborn holly
#

💡Make the roof of the central tower of fortresses non-spawnable, so enemy can't appear up there. Fighting a two star warlock stuck on the roof isn't fun, it's just a waste of arrows.
EDIT : to clarify, I'm talking about enemies stuck on the roof who can't shoot or summon on the ground, thus making them unable to contribute to the fight in any way. Another solution would to be to adjust the spikes hitbox so they don't stop their projectiles.

sick crescent
#

💡 Any chance of adding a search bar in crafting benchs to find wanted crafting items easier. Ex: type in silver,iron,ooze,etc. Instead of scrolling through everything thats not even in aplhabetic order. Would make it easier and quicker to craft specific sets,gear etc.

remote zenith
#

💡 Frozen lakes on the mountain would be cool, maybe with new fish.
(NOT IN THE CAVES)

olive python
elfin blaze
#

💡 more uses for tin, up to the devs discretion and desire to do so if any

swift spade
#

💡Make a TAB for CRAFTING BAIT in both the CAULDRON & FOOD PREPARATION TABLE.

Since food preparation table it delays your ability to craft baits till AFTER IRON AGE in swamp having BF unique fish forcing you to go back when you can craft baits.

These recipies are RARELY USED, so having them always be a part of your recipies adds a lot of CLUTTER.

This also ties to a greater suggestion i see floated around of FILTERING CRAFTING RECIPIES in any given crafting table.

gritty echo
#

💡 More npc behaviors, makes the world alive: supply caravans to intercept, npcs crossing water on rafts/boats, npc villages get developed a bit if not touched after being first 'activated'. Some sentient npcs go hunting at certain part of the day, or send scout parties to other biomes, they go fishing, foraging, loging(sparingly). Maybe a cool thing would be if the two towns of the same faction are close enough they start building a road between those towns. Different animals would be nice too, they can draw from the same loot table just making it a bit more diverse, can be paired with a deeper hunting system and different skins for the same stats armor pieces.

Lots of stuff here I know, but cool game, would like to see a more alive iteration of it. I know some of these were for sure mentioned in some capacity, but had to go because of scope.

wet grail
#

💡 adding a way to shrink or enlarge the placement of paved roads paths and grass with the hoe/cultivator. This would be helpful with making smaller paths

proper ruin
#

💡 add beans to valheim because vikings had beans and I also like beans

upbeat glacier
#

💡Better pickaxes dig deeper?

atomic urchin
#

💡 having a POI with lots of red mushrooms like a mushroom circle or something to cut back on having to hound for red mushrooms

pearl stream
#

💡 Fuling bonfires should replenish their fuel as long as at least one fixed spawn in the village is alive. Honestly, it's strange, you discover the village, fires burning, come back later to loot it just to see the fires have gone out.

gray mauve
#

💡 Meteors! After defeating the Plains boss, or possibly happening on its own, there could be meteor showers in the night sky as a weather event! There could be sites in the world scripted to have meteors fall on them, probably a rare chance that only happens once on that tile. The old Ashlands meteor asset could be reused, and once mined could drop some metallic ore, probably iron, possibly black metal? The meteor should be prevented from falling if there’s a workbench or player structures around it, just in case a player not in the know decides to settle down in a potential impact site only to have their base turned into a crater.

boreal axle
#

💡 Upgradeable trinkets , when you do upgrade them they reduce the amount adrenaline of the trinket needed a little bit or increase the duration of the effects of the trinkets

( it also can be mixture of both depends which buff is decent to the said trinket to not make it op )

for such an upgrade it will need double the trophies you use to craft it

(a way to have another use for the trophies too )

upgrading the trinket would only be available at max level in normal forge and at level 3 in black forge and Galder table

shy bobcat
#

💡 Mushroom Omelette currently requires 3 Eggs + 3 Jotun Puffs to craft just one unit. There are clearly Blueberries in the icon, and 3 Eggs is a pretty hefty ask for one Stamina-food unit.
Make the Mushroom Omelette recipe: 2 Eggs + 2 Jotun Puffs + 2 Blueberries.
(This also gives Blueberries another use, past Ratatosk Mead in Swamp and two banners in Plains)

radiant moat
#

💡 for the deep north: dog sleds, or just sleds in general

gray mauve
#

💡 Black Powder. Maybe after killing Fader, Haldor sells black powder. This obviously shouldn’t be used for guns, that would be way out of line for the setting and theme of the game. It could be crafted into small bombs you can throw, but mostly used as a mining tool. There could be a craftable barrel of black powder, that, upon taking fire damage, explodes. Certainly less useful for combat, but something that could be appreciated as a mining tool. Another possibility for how it functions is that it has a fuse, activated like the candles in the game. Although I do like the idea of rolling a barrel of gunpowder at someone, I think it would probably be a bit too strong as a combat tool, and step on the toes of elemental magic.

atomic urchin
#

💡 having the ability to turn on a setting that allows dungeons to respawn after a long time, like 30 days and only if there are no player placed assets inside

maiden tusk
#

💡 New recipe: soft tissue. Allows us to combine charred bones, resin, and ymir flesh to create soft tissue.

The logic behind this is that refined eitr's hardest ingredient is soft tissue, but magic is significantly more common in the late game, and refined eitr is used for tons of recipes. If you could use the reuseable ingredients I proposed, you would still need to go out of your base in order to get the ingredients for soft tissue, but you would have an alternate source for it using ingredients that make sense.

Charred bones was included because there's some powerful magic used to turn the bones of the charred into animated creatures, so using their bones as fuel to make tissue, then turn into eitr makes sense to me (plus more magic is introduced in that biome). Also ymir flesh has had very little use since it came out, and resin is an abundant material that is similar color to soft tissue, and would act as a binding agent to the ymir flesh and the charred bones.

boreal axle
#

💡 Just a small change but what about adding the ability to mention a player in the ingame chat

a way to mention a player in the chat by @ (writing the first letters in there name and then you choose it) them in game

(or any othere different way than just using an @ )

and maybe when you do mention a player in the chat the @ (mention) apper in a different color than yellow/white to make it easier to notice

a small Qol change that would benefit players that plays in public server (or servers that has alot of people in general ) or people who don't use voice chat in general and mainly texts in game chat

sonic perch
#

💡 a long time ago a dev mentioned frogs and I’ve been desperately awaiting them

nimble lava
#

💡 saw some people talking about how yagluths legs got cut off. It'd be funny if yagluths legs were a random poi that could spawn once per world

unborn holly
#

💡 the linen cape needs some utility. It's one of the prettiest cape in the game, but there's no reason besides drip to wear it. Why not a small buff (~10%) to XP gain ? Since its supposed to be the cape of royalty. It could not have the protection against frost as a trade-off

empty canyon
#

💡 there has to be a way to scroll through your hotbar without modding the game, like ctrl + scroll wheel = change FOV and scroll wheel for hotbar

gray mauve
#

💡 I know the idea of armor customization has been brought up before. IF the devs decide to implement it into the game, I would like to suggest being able to adorn helmets with wings and horns, like the helmets seen in Opera.

lunar vortex
#

💡Hello! I don't know if this was suggested before, but I think "vanity armour slots" would be something which would help differentiate players' characters more on certain stages in-game. For example - to still have bear armour visible only for aesthetics, but having iron armour as functional, not visible, with it's advantages. Of course with option for other players to ignore vanity slots, to not get fooled by weak appearance of someone with best armour

junior fiber
#

💡 Resin collectors.

With a base sizeable enough to include everything, you'll have between 50 and 150 torches which need a lot of resin to refuel, so instead of spending hours on cutting trees etc for resin we could have a passive generation method similar to beehives and/or sap extractors. Maybe something that you can place on or near trees.

I've tried overcoming this issue a couple times in endgame by using lanterns, but those produce half the lighting the sconces do, are very dim in general, cause some visual fog, and are not cozy in the slightest. So fixing lanterns to make them a viable source of light could work too, alternatively, especially given how much they cost to make.

high valley
#

💡 Hoppers or conveyors

olive python
#

💡 Minor holstering rework
Holstering can feel kinda clunky in this game since it slows you down and makes you go through this weird animation, especially with magic this can feel kinda awkward, and its a killer in the swamp where getting knocked into water forcefully holsters your weapon. With how awkward it is, the fact you can circumvent it by swapping to and off the hammer makes it feel like it might as well not exist as a mechanic.
I think holstering a weapon should keep it on your back, but allow you to swap to another weapon while its holstered, then, pressing the holster key would swap to the holstered weapon without the slow move speed, allowing you to swap smoothly between two different weapons with some setup. Would feel a lot nicer and wouldnt be op or anything, i think with the combat changes to make everything feel a bit more purposeful, this could go a long way as quality of life

humble jetty
#

💡 Deep North Giants
I’ve been playing a lot of lorerim and Sea Giants raid the northern coast of Skyrim. Maybe having a frost giant or sea giant mob in the Deep North would be cool

solid walrus
#

💡 Flower pots! Have Hildir or Haldor sell flower pots you can buy that can hold 2-3 crops. It will be a lovely walkway/porch decoration and also functional for small yields

trim grotto
#

💡 I'd like it if you reach lvl 100 at any skill, it locks it as a reward for leveling it up. So you can't lose it if you die

elfin blaze
#

💡 1 and 2 star valkyries

merry mesa
#

💡 It would be awesome if Fins of Destiny also protected you from rain/negated the debuff from being wet

Reasons:

  • It would make them fit in perfectly with the other Serpent drops, since they become usable at Swamp tier, and preventing the adverse effects of rain would be most useful in the Swamp.
  • It rewards the player for getting the Serpent Trophy (which even if it drops, is hard to pick up unless the Serpent is brought to shore with an Abyssal Harpoon)
  • For what they're worth, Fins of Destiny aren't really useful right now. They do only require 10 adrenaline for 2 minutes of use, but there's not much reason to go into water.
elfin blaze
#

💡 the arbalest stays loaded on swapping weapons. the current iteration doesn't make sense, if you load it it should stay loaded

elfin blaze
#

💡 change dverger circlet's name to dvergr circlet

errant pivot
#

💡 Make it so that chain lightning doesn't jump to friendly dwarves

fluid shadow
#

💡 Two-handed Ashlands spear, with its corresponding elemental stone upgrades.

fresh crystal
#

💡 More beards. Metal style goatee like james hetfield or 1998 Undertaker.

south cloak
#

💡 make dyrnwyn give the fire effect(for rested)
That would make it rlly unique and maybe even worth getting for being able to easily get rested when you aren't at your base while not making it OP

elfin blaze
#

💡 blood magic xp goes up over time as you cast/use appropriate items (staff of protection/dead raiser) like how using every other item in the game gives appropriate skill xp for just usage. (using axes raises axe skill xp, etc.) and also no matter whose bubble breaks from staff of protection, the caster gets the xp (as they are the ones who used their blood, no?)

dusty star
#

💡 make water not go through builds and make stability depend more on the amount of support rather than on how high it is from the ground.

olive wadi
#

💡 A Substation for the Artisan Table that allows for crafting from chests within a certain radius. As the Artisan table permits some mechanical and autonomous stations (Ballista, Windmill, etc) having a substation for it that would allow for this growth inspired QoL enhancement would be really cool. Could be gated behind items found in any biome post Mountains so that evolving QoL has meaning rather than just being given as standard from the start.

toxic hamlet
#

💡 I think it would be cool to have a small chance for a troll cave to have a bear inside instead, maybe like 5% so it's sorta rare.

warm parcel
#

💡 I just finished an immersive (no map / no portal) playthrough. The Ashlands was a cart rebuilding simulator. I would have loved to have had an alternate cart build that was stronger and fireproof. Alternatively, give the battering ram storage space?

molten grotto
#

💡 Snow angel emote for deep north update

obtuse sierra
#

💡Make alternative way for making refined eitr in Deep North Update, which would be available after Mistlands/Ashlands, and would NOT require this damn soft tissue

edgy flare
#

💡 It would be nice to be able to trade with Dvergrs, like you can trade with villagers in Minecraft.

cloud jay
#

💡 I'll be honest, my English is very poor, but I would like to see more variety in the ocean in Valheim. In the ocean update, I would like to see the following content: a specific merchant-ship captain who drifts in a specific area, with a treasure map that contains approximately three mysterious locations. These locations will feature mini-bosses similar to those found in Hildir's realm, but in the form of ocean creatures. Additionally, the merchant sells items that can be used to improve your ship (such as a shipbuilding workbench). 1) an island of broken ships 2) a cave where you have to swim by boat and there are sea draugrs. in addition to all this, I would like to see some variety in the animals you can encounter while swimming in the ocean.

boreal plinth
#

💡 With axes and two handed axes sharing the same skill, similar to swords and greatswords, i feel like generalazing more skills might just make the game less tedious with levelling skills for weapons you only obtain later on.

Main example beeing to maybe make spears and atgeirs or knives and swords share their skills

I'd personally even say to make damage types (blunt, slash, pierce, ranged) the only weapon skills, but maybe show exp contribution of each weapon type underneath to not loose that summary of what you used in your run

I feel like this could even make Crossbows viable without having to grind levels for years

glass sluice
#

💡 Add a redstone like feature to the game like a motor u can put like magic stuff in and it turn it into energy for automated collecting for example beehives or a motor for a boat

calm crater
#

💡One of my suggestion is that, your armor doesn't count as weight OR make some kind of backpack.

gray mauve
#

💡 It would be nice if landerns and candles provided more light. Right now, torches, braziers, and hearths are the only real means of interior lighting, with lanters and candles barely providing any illumination. It would be nice for them to be a more viable way to light up my home.

primal lagoon
#

💡This game needs a Kraken!

The Kraken is a legendary Scandinavian sea monster, often described as a colossal squid or octopus that attacked ships and terrified sailors in the North Atlantic. Originating in Norse folklore and the 13th-century Orvar-Oddr saga, it was feared for its power to capsize ships, create deadly whirlpools, and appear as a floating island.

Real-World Origins
Giant Squid: Scientists speculate that the myth of the Kraken was likely inspired by actual sightings of giant squid (Architeuthis), which can reach 40–50 feet in length and live in Nordic waters, according to the Natural History Museum.

Island Deception: Sailors might have mistaken the creature's immense size for an island before it submerged, creating treacherous whirlpools.

Historical Sightings: The first recorded account is often attributed to King Sverre of Norway in 1180.

elfin blaze
#

💡 dvergr lanterns stop disappearing for whatever reason at a pretty small distance

mint shuttle
#

💡 1 and 2 star viles can be summoned from console commands, but cant be found naturally. make them spawn naturally (maybe some specific spawn mechanic? dunno since they already spawn at night)

mortal needle
#

💡 Stronger Ashlands' Dvergrs. who is stupid enough to travel to Ashlands as a weak Dvergr? they should be elite warriors.
-# note the current ones die upon spawn.

dusty star
#

💡 Give armor it's own place in the inventory.

granite canopy
#

💡 Reverting the cold fishing bait recipe back to requiring ulv trophies instead of fenring.

dusty star
#

💡 give karve two ladders and 6-8 storage space.

cursive dagger
#

💡 The fins of destiny should allow you to swim under water. That way you can build objects deep down. Also there would be a time limit and skill for this. (aka, bubbles next to your health bar that slowly disappear the longer you are under water and then you start drowning.)

elfin blaze
#

💡 placeable charred chests

grave knot
#

💡 a way for us to create our own runestone. it will essentially just be another type of sign but made out of rock

vague cypress
#

💡 Please add tombstones 🪦 into the furniture options

glass pike
#

💡 Are there any plans or ongoing work to improve server-side multithreading or better multi-core utilization for dedicated servers? Right now it seems like server performance is heavily single-thread bound, and I’m wondering if scaling across multiple cores is something the devs are considering long-term or if it’s constrained by the engine architecture.

cursive dagger
#

💡 Make the ballistas only shoot enemies not the person who placed it. And it should be more like wards so that you can let friends tap in and then they won’t get shot.

gray mauve
#

💡 The ability to plant more terrain features already in the game with the cultivator. By this I mean being able to plant grass, or patches of ferns, or other natural terrain features like that which spawn in biomes. For example, I love the patches of red flowers seen in the plains, and I would like to be able to place them where I want around my base. Or being able to plant the patches of ferns sometimes seen in the meadows/black forest, for the sake of having some visual variety when making a village there.

gray mauve
#

💡 Like the birch trees that naturally spawn there, trees grown in the plains using the cultivator should have their leaves turn the same autumn gold.

empty canyon
#

💡 Make Corewood, Finewood, Surtling Core and Tar for fuel.
Let's say for structures that require wood, like campfire, hearth and hot tub. You can use Corewood and Finewood. Corewood gives 2-3 points of fuel, while Finewood gives the same amount as wood. This way there are alternative options and it gives Corewood another use since it only has a handful of uses even for building. For cases like tar, it will be used in light structures like scones and would give you 3-5 points of fuel. I know it's a very expensive material for builders and you don't have to use it, its more for alternatives and it just makes sense for tar to be a fuel source.

For Smelter and Charcoal Kiln
Corewood and Finewood would give the same points for coal, and Surtling core gives 5 points of fuel on the smelter. You cannot use tar for smelting. This way we dont have to spam/hold our interact button for that long just to fuel our smelters/kiln

brazen rivet
#

💡A late game upgrade for the frostner that can make it return to hand after being thrown. Cmon, deep down inside we all want to wield Mjolnir. Plus, we still haven't had any long range blunt damage weapon.
Even better if it deals damage on the way back, satisfies, still takes skill to line up the shot on the way back, and is on theme with Norse mythology, an upgrade for an iconic weapon of the game.

hollow patio
#

💡 What if we had a renewable source of Ashlands gems in the form of a rock tumbler? We could have this new structure in Deep North that allows you to insert grausten into it; and after one in-game day, it spits out a random gem. It could be through a questline that you can only find enough materials or it limits only one of these new structures to be built on the map.

Or... Could future maps have more, well, Ashlands continents/islands on it? There's so much space on the bottom half of the globe that's just ocean, while it feels as if the placeholder Deep North has double the amount of continents/islands.

craggy sphinx
#

💡When crafting, I would like the game to automatically access and use materials from containers near the crafting station, rather than just the player's inventory. It is terrible having to manually take the necessary materials out of a chest, store them in my inventory, and then run to the crafting bench every single time I want to craft something.

umbral isle
#

💡 Rebinds for inventory, I love this game but its hard for us lefties

urban crypt
#

💡 How about making the Raise Ground recognise walls instead of going through them so we can actually build a basement properly?

undone minnow
#

💡What if the trader dwarf had a portal that you could use

undone minnow
#

💡 What if the trader dwarf had a portal that you could change to any portal and wich side and he would charge money for it?

unborn holly
#

💡 ChatGPT-integrated NPC who change the rules of the game in real time. Call it VibeHeim.

oblique pewter
#

💡 Separate difficulty sliders for loss of XP and gear upon death. It should be possible to lose all XP but keep equipped items, or have all your items destroyed but minimal XP loss

pale citrus
#

💡 make it so that you can pickaxe tunnels without it destroying the earth above you, also allowing for some underground dwarf-like builds.

south cloak
#

💡World modifier: Day/night length

vague cypress
#

💡 Make the Wishbone react to nearby Mysterious Stones

urban crypt
#

💡 Idk if people are gonna like this because it's a nerf, but actually the ability to draw a bow mid-air or to keep it drawn while jumping doesn't make sense and shouldn't be 🤷🏻‍♂️

magic plume
#

💡 Add a use for rotten meat, ether being a food recipe or potion. (Dose the same as a puke berry but is 5 times heavier)

mint shuttle
#

💡 Personally, i think all food items should have a use outside of just cooking it. Add a recipe for something with bear meat and bonemaw meat

hexed pollen
#

💡 Should boars be able to breed when fed honey?

brazen rivet
#

💡1-2 more icons for map pins?

mint shuttle
#

💡 add a setting to increase or decrease the time delay between autosaves (slider or something)

lavish elk
#

💡 Shamelessly copy the drag build feature from Valheim with Pirates ... cough ... from Windrose. Since it's a really great way to enhance the Valheim build system.

icy blade
#

💡 Let players attach wagons to tamed mounts, as a way of mixing transportation and storage for land, instead of it being an exclusive feature to seas (boats)

south cloak
#

💡 A toggle for T.W.I.G. for it not to attack anymore where it also shows DPS, would be nice to easily test how good weapons actually are, with it attacking and just seeing the dmg numbers that's rlly difficult at the moment

lyric bronze
#

💡How about harpoon being able to recover items deep in the water. Would not be too far fetched since harpooning was a way of fishing. So throwing a harpoon to get items that are sunk would be just another, in my opinion good use for harpoon.

hexed pollen
#

💡 A button to force a save to occur the same way autosaves do at time intervals.

maiden tusk
#

💡 have a melee weapon with a charged attack, the same way you charge a bow, Be able to hold down and release a heavy attack on a foe in melee range, would feel sooo satisfying! I want a big mace swing to slam and poison enemies, or burn them, or something. Or big sword, or axe.

icy blade
#

💡 fill in the weapon gaps

brazen rivet
#

💡Tamed leviathan after you clear all the barnacles on it, follows your boat or leads you to treasure island sounds cool

hexed pollen
#

💡 Others have already suggested it, but it was alongside other suggestions for food. All i ask for is bear jerky.

iron ether
#

💡 Mistlands tier tower shield. Don't care all that much what it's made of, probably involves carapace. But kinda wild that I'm stuck with a black metal tower shield to venture to Ashlands, when the other shields get an upgrade

chilly stirrup
#

💡 I'm pretty sure it was before because ain't that unique or special idea. But Ocean biome really needs some love, it's very basic compared to others. If nothing else just add some sharks, basic diving. Some sunken ships/ruins.

shy bobcat
#

💡 The only weapon usable while swimming is your fists (and kick I believe)
My suggestion here is to let the Abyssal Knife be useable while in the water/swimming.
It's an aquatic-style knife... So of any weapon/tool, the Abyssal Knife would make sense to enable in the water
(Edit: Abyssal Razor*)

wispy pivot
#

💡 a new kind of chest similar to the enderchest in minecraft. Works as a permanent personal storage space

iron ether
#

💡 Health foods increase health regen, stamina foods should increase stamina regen

peak flower
#

💡 This has probably been suggested, but better riding mechanics, ability to control direction fluidly, to tie up saddle when dismounting to keep mount in place, ability to shoot arrows and use melee while mounted potentially at higher riding levels, or even command mount attacks

radiant moat
#

💡 a cage to make transporting animals like boars easier, or make it so they dont die when you bump into a random rock why trying to transport on a longship

umbral isle
#

💡adding the game to Steam Workshop so its easier to mod the game

brave salmon
#

💡 Move the "Valheim" logo off my boy and his cool spear and shield on Steam game Library. I always forget he's in the picture. It has always bothered me a lot, how it covers an entire character and gear from the game. You can throw it on top left corner or above the campfire in the middle. An example is Skyrim's logo placement.

ivory pewter
#

💡 Option to paint armor and post DN update option to transmogrify armors

proper mirage
#

💡 TBH, something small that in my mind would be super simple to add would be 'HANGING SIGNS', would add more flair to markets/village. requires finewood/chains.

fluid shadow
#

💡 Could you add a new type of wood? The first one shows cracks, and you can see through some pieces like the 45-degree angled ones. The Ashlands wood is very dark. It’s kind of weird that the wood you see from inside the tar roof looks better than the floors or walls made from the first wood. Would it be possible to use tar to give the floor and wall wood that same cleaner finish?

nocturne lagoon
#

💡 Adding some better window options would be fire!

gray mauve
#

💡 Additional finewood build pieces. It would be nice to have more decorated walls, pillars and beams, maybe with similar carved patterns inside them as some of the dark wood pieces. The base color of the walls should be close to the shade seen in finewood furniture, maybe with a similar grainy texture. To add onto this, finewood walls could be paintable, with pigment purchasable from either Hildir or the Bog Witch, though I’m not sure who would be more fitting. If paintable, it would be interesting if these walls were thinner, able to be placed almost like a wallpaper over structures.

tepid grail
#

💡 This has probably been suggested to death, but I recently joined the discord and haven't looked into it, but PLEASE, could you adjust the movement mechanic of climbing the wood ladder? The hopping climb is beyond annoying. But apart from that, everything is great!

hexed tiger
#

💡 please fix creature collision boxes! tamed animals climb and ramp on each other escaping pens. makes keeping them nearly impossible. please fix!

fervent torrent
#

💡 Add attachable rams to ships for better sea battles that don’t fully consist of people shooting arrows back and forth. Just imagine the cool naval playability that it would add. It would be cool if there were different tier ones as well that do different amounts of damage.

safe nexus
#

💡 add a mob that drops etir or soft tissue in the deep north update. I love the mistlands but farming etir is the worst experience in the game

south cloak
#

💡If we get drawbridges then I would love to see them in some fortress variant for the ashlands

stark burrow
#

💡 lemme < + 3 in chat so my friends know i love them and not the number 3

fervent torrent
#

💡 please make server sizes larger, 10 people just isnt enough sometimes.

obtuse sierra
#

💡 Plz change the hammer (the one that u use while crafting in the forge) to a better one, that does not look like two shitty looking rectangles connected

gleaming parcel
#

💡 we should get a heated debuff when running round the plains in heavy armour and frost resistant capes and get roasted when running around ashlands in armour that isnt heat resistant unless we are drinking barley wine. if we get debuffs from cold we should get it from heat too.

stiff lodge
#

💡 I'm sure this has already been suggested, but it would be nice if we could have a "sort items" option within chests.

fallen wraith
#

💡Newer to the Valheim official discord, possibly already suggested but-

It would be really nice to have a water toggle to hide/show the water in the Forge Cooler. Little thing but I'm sure builders would love the detail. Besides I need a bathtub for me chickens- erm I mean I need my smithy to have water for the big weapons I forge as a very tough viking.

fervent torrent
#

💡 More siege weapons like the trebuchet or the onager. It would fit with both the catapult and battering ram.

safe nexus
#

💡 scaffolding to help in tall builds. You get it in a early biome like swamp or black forest. No metal to build it would be good too

fluid shadow
#

💡 Could fertilizer be made from rotten meat?

languid monolith
#

💡 After Deep North there could be Deep Sea with under water caves and monsters

magic plume
#

💡 Since there is a lot of black forest away from the centre of the map, rare location could spawn, similar to drager villages in the meadows.

frosty roost
#

💡 I would like to add a new feature to the courgeaph table, a new item on it to click. While playing with friends marked places can get doubble done and so on and a mess to clean up. And sadly if everyone dosent remove the same marker it gets returned back to the map when updateing. I would like this new item to bring up a menu or to turn on a remove marker from all players. This way if everyone has it on a single person can easily help clean up the map. If not checked or turn on that player will still have the all the markers just incase. I think this would be a good quality of life add that's simple and useful for cluttered map matainence.

fervent torrent
#

💡 An actual good idea this time… I would love for there to be a feature on boats where you can attach shields to the sides like a true Viking.

nocturne otter
#

💡Add rare loot to the drop tables of mobs, or something useful, the 300th charred bone I have is just taking up inventory space, would be cool if there was a chance something else dropped that was useful.

glossy swallow
#

💡An upgrade for boats - a light source, torch-like for early boats, a lantern style for later, that can be placed on the front. It would make it easier to see sailing at night or through fog (not Mistland mist).

faint plinth
#

💡 Been playing for 6 months straight. I love the game and found the bosses too easy. I still need to fight Ashlands boss. I LOVE the mistlands and aslands. I play hard mode and finally adter a bunch of easy biomes, some difficulty. The constant onslaught of enemies in Ashlands makes for some hours long battles. Cooperation a must. My only downsides are 1. Give every monster more and less predictable attacks. 2. Make bosses move quicker and tougher. 3. It is annoying to have cheaters load stuff through dev commands then enter my server. I used mods to force saves on the server. It would be nice if we had this option in the game when we allow multi player and absolutely necessary for dedicated servers. 4. Kill console commands on the finished product. 5. VR mode. Great game asis.
Thanks

urban crypt
#

💡We need more stuff to do with chitin, otherwise after one or two leviathans they're basically just an obstable to go around. Why not chitin armour

radiant moat
#

💡 a triangled floor piece for the rest of the floors, same way the wooden wall has a triangle angled wall, make one for the floors so you dont have to overlay parts

pearl stream
#

💡 equilateral triangle floor, ceiling and roof pieces for all styles. They would greatly enhance what we're able to build

iron ether
#

💡 Trollstav summons attacking you is pure BS, summons should not friendly fire.

solid walrus
#

💡 I would LOVE to have some white wood building options. Perhaps in deep north we can get white wood or a component to bleach/paint wood

naive dew
#

💡we need more stuff with chitin, like someones said chitin armour already but why not have more use for it than that? a special chitin made boat sounds frigging fire.

urban crypt
#

💡 I think with fist weapons when landing a sneak attack, the first attack shouldn't be weaker than the second. Just makes less sense having to purposely miss a hit just to make the next one harder

night jetty
#

💡 Rogue waves please

iron ether
#

💡 Make Lava Lanterns a heat source, so you can use them by your bed instead of needing a fire. Ingredients seem to be a rather warm combination

dense chasm
#

💡 Giant crabs in the shores, like passing for a rock and when you get close the attack you , like the ones in dark souls 3

chilly stirrup
#

💡 Some broom would nice what can remove little earth patches what clipping trough floor. (Its annoying when a larger room you find little dirt, remove floor, pickaxe deeper, than raise back and level and put back floor)

turbid spindle
#

💡 A dedicated creative mode for console and pc

ruby cave
#

💡 Wood beam 15° and Wood floor 15° - 2x2, 1x1, to build a suitable road for the car on a hill or mountain.

urban crypt
#

💡We may sometimes want to build over a fuling village or some other structure that has this "suspense" music playing whenever we go in it, please add some way to remove this music like if we remove enough structures the music should become the normal music of whatever biome

wooden dust
#

💡 I'm sure it's been suggested before, but earlier access to magic (i.e. a one or two staffs and eitr food in swamp and/or mountains) would be nice for those of us who enjoy the mage playstyle!

wise abyss
#

💡 If you shoot Odin with an arrow, make him disappear like normal but make a lightning bolt come down and kill you instantly

steel jay
#

💡The Swamp Key being wooden. Out of all the boss drops, the swamp key is the one that makes the least sense. Why would the Elder have a random metal key for the swamp crypts? It would make more sense if it wasn't metal, but wooden instead, like a twisted root from his body in the shape of a key.

bold lagoon
#

💡 how about a “build of the month” category that features organic builds? No hammer mode, no console commands, just good ole I fell to my death 20 times building this…

obsidian otter
#

💡 Add the ability to refuel candles with resin.

rapid egret
#

💡 Slightly increase the eitr gain on mistlands feast(current 33 at max) so that you have enough for one attack with the staff of embers(cost 35 if no skill)

night jetty
#

💡 Staff that offers a castable magic buff that increases all skills by a certain amount. Maybe like 5 to 20 levels.

north pasture
#

💡 add white hair colour

somber valley
#

💡add buzzcut inspired by thragg

indigo heath
#

💡 ladders can be just wood or all materials
Cave or underground cave man made would also be pretty neet.

turbid jackal
#

💡 Make Dyrnwyn more usefull. It is weapon even above endgame weapons that is literally obtained by doing 3 quests and defeating the powerfull Lord Reto. Yet it offers mediocre stats and is overshadowed by the lightning weapons. It needs some sort of buff

granite canopy
#

💡 Few rarer weapons in mid game that could use mainly ocean materials to craft, forge as their crafting station:

  • New pair of dual wielded axes, which could require Chitin, Ymir Flesh and Ancient bark to craft.
  • New fists weapon, which could require Chitin, Serpent Scales and Ymir Flesh to craft. Could deal partial slash/blunt damage.

Thinking Ymir Flesh could fit as required material too, so the weapons would not become available too early as they'd have 2 gatekeepers: finding Haldor and defeating the Elder. They also could require some iron to craft if needed.
Damage vise these suggested weapons could be up to par with swamp tier weapons, or fit between swamp/mountain. Similarly like Early axes deal 30 slash damage, which is between flint axe (20) and bronze axe (40).

trim bluff
#

💡 Bronze and iron bear traps. We have a new fearsome foe in the black forest and a bronze bear trap would be quite handy, currently only the black metal trap exists so an earlier tier defense/hunting bear trap would be cool. It would be an earlier tier defense trap item that could then be upgraded to iron and then of course the black metal one we have. Instead of having to wait until plains to craft it an earlier tier would come in handy.

brazen orchid
#

💡 secondary attack for some staves

shell mulch
#

💡Loot filter. A menu of unlocked resources/items. Ticking the box excludes the item from auto-pickup

lunar grail
#

💡Early fire mace.
3x surtling cores, 3x chain, wood. It'd basically work like a flail but apply some spiciness.

It'd play off the mace skill-set but it's secondary would be a medium ranged "projectile" that returns to the handle

lunar grail
#

💡Throwing axe

Either a purpose built weapon the size of a hatchet or as a secondary attack replacer.

It'd open up an early midrange ranged option for high damage single target and make axes more viable as combat tools

sleek gull
#

💡Option to lock character to the world.
I'm sure this has been suggested before, and there IS a mod and it's fantastic. This would greatly help limit item duping and cheating on dedicated servers.

copper quest
#

💡 Is there a way we can build Bird nest/ Houses to aquire feathers little easier? like 5 wood for outcome of 2 feathers every 20 minutes?

gleaming parcel
#

💡 abomination raids if you build your base in the swamp instead of troll raids or troll raids completely stopping once you kill bonemas and an abomination and get abom raids instead

brazen orchid
#

💡 Staff of Embers Charge attack - Hold attack button while holding the Staff of Embers to charge the fireball. It will drain more Eitr but will result a more powerful explosion. You can charge it how much you need but maximum charge is at 70 Eitr. Better charge would increase AoE, Damage, burn damage and projectile speed.

nimble lava
#

💡 Give some enemies "armor piercing". Basically big mobs that are supposed to be particularly scary like trolls could ignore a percentage of your armor. If it was balanced right it wouldn't make them stronger while you are on tier with them, but they'd still be semi threatening even when you're further into the game. I think it'd be more immersive if the biggest scariest mobs could always do some decent damage.

narrow spade
#

💡 Someone probably already suggested the white wood type, but I was thinking if finewood could be used to make some sort of "fuling camp" type wooden buildings or just basic ones. However, light/white wooden building blocks. It would be a builder's dream to have other style building blocks as well. Just think of all the possibilities that could be built with white wood!

distant gazelle
#

💡More non-functional decorative items to build. Like random sacks and boxes to create clutter, small sculptures, flower boxes, shelves and cupboards full of objects, books, awnings, etc.

narrow spade
#

💡 Another wood type would be wood stained with red clay. Very common throughout the Nordic countries and an old way to protect wood from decay. It could serve as a way to protect wood from rain and be a new wood color. It fits perfectly with white wood and the tar roof pieces. I would be very disappointed if this was not added. After all, it has long roots in Nordic culture.

shell mulch
#

💡A search filter. Not just for crafting, but map pins would be useful too.

shell mulch
#

💡 You can block the Forsaken Stones powers with a player ward. This needs to be addressed.

eager fossil
#

💡 This has probably already been suggested, since it’s clearly a necessary basic feature for co-op games these days: cloud-based world save sharing with friends, so that anyone can host and everyone has access to the world at different times

fluid shadow
#

💡Hello, I’d like to suggest a few ideas related to having a long staff in the left hand:

1-It could work as a 360° light source, enough to illuminate a small area around the player in a circle.
2-A long staff for the left hand that could work as a shield. It could have mechanics similar to a parry shield. I thought it could consume and require mana to function, with higher protection if the parry is timed correctly but weaker protection if failed — more useful but also riskier than a normal parry shield. It wouldn’t really work as a standard blocking shield because of its low defense, only for parrying.

I really like the idea of a mage using a staff together with a sword or another one-handed weapon. If it’s not possible to have a left-hand staff that can be combined with one-handed weapons while also using magic like the current staffs, I’d still like to suggest these ideas as a way to support combat without being as “strong” as full magic builds.

Mostly because I think it would look really cool. This is just a general idea, but there could be many different variations of it.

remote zenith
#

💡 new signs

Maybe in other type of wood or stone , I would love to see black Marble sign

eternal eagle
#

💡 Give all Tower shields a shield bash ability. While holding block, you can press the attack button to shield bash. If you time it right as an enemy swings (like a parry) you knock them back and stagger them. If the knocked back enemy hits enemies of the same faction, they get staggered. This should consume small stamina, and should require having enough block power to not get staggered by the attack.

This would give tower shields a separate use case identity that doesn't invalidate the other shields, namely crowd control for multiple creatures. The knockback prevents easy follow up damage, so shields and bucklers would be the less tanky offensive option of choice.

brazen orchid
#

💡 A little suggestion to feel bit more cool in the game. When u have adrenaline active, your character will have a little yellow - orange aura around him. The same thing for Forsaken Power except it would be red - pink. If you have Adrenaline and Forsaken power at the same time you would create Purple aura ( i know that yellow and red makes orange but purple feels better for that power combination )

brazen orchid
#

💡 Be able to give dvergr allies protection bubble ( wont apply if they are mad at you ).

oak torrent
#

💡 Replace the secondary attack of spears (or add a tertiary attack?) by allowing players to switch between overhand and underhand grips. The overhand grip would remain as it is — rapid attacks with short range — whereas the underhand grip would make strikes reach farther, but slightly slower than the overhand grip.

oak torrent
#

💡 After a successful parry with a sword, make the next attack animation faster (riposte-like). This would give swords more unique flavor, reinforce their dueling/fencing identity, and add more combat depth.

obsidian adder
#

💡 please add more graphic settings, specifically where we can turn down the foliage, no fair pc can and Xbox can’t 😔 and ESPECIALLY a dead zone option for Xbox. I paid good money for my Hall effect sticks, lemme be able to use them

viral mango
#

💡 Make the chill grey dwarf from thr bog witch obtainable for use at base

hexed pollen
#

💡 I would like to propose an optional attack mode for hammer where left click is swing and right click is re-enter the menu. perhaps next to the repair option

merry kraken
#

💡 Improved Beehive
An improved beehive using one of the higher tier woods (or even the deep north wood).
Same output rate as regular beehive but higher capacity allowing it to accumulate more honey when away for longer durations as happens the later into the game you get

safe nexus
#

💡 Buff claws adrenaline gain. It takes so long to proc it when using claws. And you cannot even parry most enemies with it without taking damage. Should be like 3 or more per hit

stark burrow
#

💡tier 1 or 0 pickaxe dmg for trolls.

static sandal
#

💡 Could we have Food Prep Table sound? I would love to hear knives chopping or slicing on a cutting board or really anything that makes it feel more like I'm cooking XD It's just dead quiet except for the occasional bonus yield pop 👩‍🍳 (sorry, it was raining when I realized this, but there's a light hammering sound that it makes like the workbench so it's not exactly dead silent....)

shell mulch
#

💡Option to press and hold button for auto-pickup/vacuum, then turn off on release of button plz

north pasture
#

💡 please add the ability to get rid of the runestones, they are so annoying to find at a cool area to build a base

stone pulsar
#

💡 Could we be able to influence the area hoes and cultivator can affect. I'd like to be able to make narrower stone paths without it spreading too wide for my liking.

mint shuttle
#

💡 fire bolts. That is all

gleaming parcel
#

💡 using the forsaken power could build magic skill, powers that give you resistance to fire and lightening should build elemental magic skill and powers that boost physical attributes should build blood magic skill 🙂

blissful pine
#

💡 For Map, It would be nice to be able to have a toggle on and off Markers

quasi pagoda
#

💡Cage stronger than iron...been capturing some creatures and want something stronger for late game so they can't break as quick.

fervent torrent
#

💡 Leads or leashes for some animals to where you are able to tie them, making them stay in a little area instead of roaming free.

knotty compass
#

💡 Ability to gain reputation with the Dvergr clans of Mistlands and Ashlands. Could allow building within Dvergr Ward, trading, or hiring as a couple examples. Feels sad when they have a nice camp to build in and you have to clear them out instead of fortify with them.

lost needle
#

💡 pls add a way to turn off rain damage, especially on servers when my friend can't use "env clear"
You guys are getting millions of views on youtube from builders and this system is such a shitty welcoming experience for new players.

A dev command to just repair all wood in a X meter radius would also be great, thank you.

brittle quail
#

💡 Add all the missing build pieces! Why are they being kept from us? Why can't I make a Dvergr head arch on my xbox? Or a blue portal? So many cool build pieces and they're just sitting there doing nothing. Why? what are you guys saving them for? They work just fine so it's not like it's an issue with them being unfinished or wonky, and even if they were it'd be a 5 minute job to fix and implement them.. so why? Especially stuff like the dvergr heads, there's so many cool ways to use them. Or at the very least I would love to know the actual logic behind withholding them? I mean there's mods and devcommands of course for us PC users, but I feel like these pieces should have been included with the rest. Also implementing pretty much all of the stuff from the main QoL mods a large percentage of us are already using would also be nice.. And more world modifier options.. Weapons of every type for every tier.. Bigger and improved inventory with slots for food, ammo and armor (like why is something I'm wearing taking up slots in my inventory?).. Gizmo (as in let us rotate things in more ways).. build camera.. better crafting menu (a search function, an option to choose say bronze nails and craft it 10 times instead of having to click each time).. More mountables.. More carry weight (managing your inventory every 5 minutes is tedious and makes ppl not want to explore because they have to keep going back and forth all the time).. I'm sure there's more but that'll do haha

hardy tartan
#

💡 ok, had to play a bit to be sure but i have to say this: early axes are a bit too much game breaking, "rarity" isn't enough.. Not for the damage nor the cheapness of upgrading, but the ability to get tons of finewood without ever leaving the very first very safe meadow you spawn in, i personally liked very much the "mistery" of having resources native to your "starting ground" you couldn't get until fairly later (oak/birch), even to find a shipwreck was way more dangerous as you was forced to explore far from center and most likely cross dangerous areas.. i have no clear solution to this, but thinking of it could be either (xor):

  • make e.a. craftable in a forge
  • drop their chopping tier to just regular wood (keeping damage and cheapness is ok)
  • make one or both of the head pieces spawn further from center (let's say 2000m, always in the meadows, but forcing to explore and face some danger to get that kind of bonus)
light marsh
#

💡 ladders.

tawdry quarry
#

💡 I was thinking what if hoe and cultivator would have adjustable radiuses using E and Q or scroll wheel

gleaming parcel
#

💡 make it so you can still open the map in no map mode but it only shows fog and doesnt show your current location so you can still add pins where you think things might be

brazen orchid
#

💡Let askvin skeleton provide comfort bonus.

south cloak
#

💡 wraiths should also drop some ectoplasm so you can get it even if you don't find any ghosts in chambers, also just as an additional easier way

granite canopy
#

💡 Little visual adjustments for all versions of Splitnir length and head/tip sizes. The spear itself is longer than some of the Atgeirs and it clips through ground/floor when holding on hand and walking, which is little eyesore.
Comparing them to other spears and some atgeirs here: #screenshots message

hexed pollen
#

💡 Make ectoplasm more common and an ingredient in an eye scream type food item

fervent torrent
#

💡 This idea is probably not that cool but add a guard like entity that acts like twig but with better damage. It could be used for cool building aesthetic and could maybe be toggled on and off with a ward?

devout trail
#

💡 Water wicking mead: immune to wet while active.

Possible ingredients:
Neck tail
Resin
Guck?

Edit: feel like I've seen this before but would like to hear current thoughts on it. Pls feel free to workshop w/ me in discussion

brittle quail
#

💡 maybe a trapdoor with a trigger that opens it when something steps on it, could be handy for farming and stuff or shenanigans too no doubt 😛

fervent torrent
#

💡how about an openable cage floor, it would be kinda cool for a secret base or cool prison or smth.

crude crest
#

💡 to find renewable ways for more resources, how about being able to grow beeches in ashlands and they would turn into scorched trees after being burnt

unique lodge
#

💡 yall ever think on no map valhiem they should let you make makes with the cartography table, so no mini map, no player marker of where you are on it, just lets you map out terrain and navigate like an actual viking?

blazing bough
#

💡 Underwater caves. You don't even have to add diving mechanics — just add "press E to enter" it when player is in a specific area at the sea

thorny spindle
#

💡 Maybe a saber tooth tiger for the deep north, that can be tamed and bred, and will function as a late game alternative to wolves, also as alternate if your a cat person.

steel jay
#

💡Hildir pants. We should be able to buy something from Hildir for our lower body. Especially for the harvester set. Three pieces for the set instead of having to use another set's leggings!

static sandal
#

💡 A new Black Metal or Iron cart that can be pushed and pulled by 2 people at the same time. Higher durability and bigger overall like the battering ram.

static sandal
#

💡 A bale of barley, bale of flax and/or bale of straw on the Misc. tab by the wood and stone stacks. If the lox could just eat off of it like a 20-30 portion mega feast, that would also be really cool :)

fervent torrent
#

💡 Maybe castle ruins in the deep north to show ruins of an old civilization just like how you can find abandoned villages in the meadows, houses in swamp, etc.

sick solstice
#

💡 A new recipe or maybe even new tool/workstation upgrade: Brush+Paintstation
I feel it could be introduced almost anytime in the game as its only a cosmetic use.

Just like we can craft colored banners by using berries/guck/etc.
Let us mix ex: Resin+Color Ingredient for a Paint that can color the base wood pieces X times.

Would be neat if we could paint only half a piece so you could make the outside of a house Red with White corners(beams) while keeping the inside Wooden without needing to double-layer with walls. Hold Brush+Shift Key to paint a whole piece otherwise its base is to paint wall pieces outside/inside or floor pieces topside/downside seperately.

lunar grail
#

💡 Rope.

It'd be made from plant fibers (you could collect these from small trees) and be a base component for every boat.

Its own utilities would come as

  1. Lash, tie any two play pieces together, such as logs.

  2. Anchor (separate piece) could be used to tether your boat down, risk of snapping in severe weather.

  3. Grapple hook (also a separate build) could be attached to rope to allow Vikings to ascend heights (stamina dependant) or to grab items from afar, such as stuff you fumbled overboard
    4.leash. it's a leash.

fervent torrent
#

💡 A cage that acts like a cart to transport animals easier. Could also be used for PvP shenanigans…

lunar grail
#

💡 Boss rush mode.

Completely inverts the base gameplay.

You start with three in game days to build your base and fortifications.

Bosses will awaken one at a time, starting a nightly raid on your base that drops that biomes resources.
Wave amount will be customizable.

The boss will show up in person after a few days if the player hasn't died and will directly attack your base.

Clearing the boss will start the next round on the morning of the following day.

tawdry quarry
#

💡 snap point update, it would be nice to have middle snap point on majority of poles, roofs, walls. And if it seems too much to scroll through, how about menu where U can choose snap point (similar to when we are choosing building)

fierce summit
#

💡Bears should be able to be tamed with honey

This would allow you to attach carts to them and as they follow you, they would carry the heavy load to make the ore trips less tedious.

In the latter part of the game, you can use the lox saddle on the bear to ride it, maintaining its usage later on.

fervent torrent
#

💡 Stone large round table build piece for cool knight and Viking affairs…

hexed pollen
#

💡 Implement bribery of angry dvergers back into indifference

crude crest
#

💡 Make atgeirs destroy flax and barley like they destroy every other plant, we have a scythe for harvesting them anyways

umbral cipher
#

💡 a mead shelf: it looks like a wine rack and you can place different meads in each slot

frozen maple
#

💡 can we have 1 grow able in the mountains. Like a herb/mushroom. Or something that's grown in the mountains. I feel like they need more use out of them. Besides just alil meat.

(First of all id like to say thank you for the cake /sweet bread very kind of you)

gray mauve
#

💡 So the base idea of taxidermy has been brought up a few times before. I absolutely love the idea, but I would like to add that you should need to use bones to construct the animal (models, dolls? taxidermies?) giving them an additional use, naturally alongside the animal trophy and hide. I for one would love to have a stuffed neck on my mantle.

ruby cave
#

💡 Triangular stairs. So that you can also make stairs on corners.

humble jetty
#

💡 Sailing Skill? Higher means better handling and increased chance of finding a good wind, or increased speed

honest arrow
#

💡 Make it so Iron Gates arnt damaged by Eitr refinerys and Eitr. I keep having to repair my iron GATES in my Black Marble/Copper fence structure

warped pollen
#

💡 I feel like a new ocean update would be cool, so the farther out in the ocean you are, the more unique sea creatures you could find and kill, like a kraken or something difficult to kill. They could reward new foods, or materials to create new armor/weapons.

quasi pagoda
#

💡 I saw they are adding a shovel for the deep north to shovel snow. It would be cool to be able to shovel dirt and collect it or move it. The purpose would to be able to put dirt on structures to plant seeds/ trees. Make a little garden on top of your house etc. If you build a giant fortess bring soil into your walled off base and be able to plant a little garden.

red wagon
#

💡Haksap Berries in the Deep North, as a new forageable berry that lets you make Fruitcakes with bread dough and cloudberries as a health food. “Dverger’s Delight,” new popsicle made with freeze glands, magicaps, haksap berries and 3 honey as an eitr food. And “Bearry Pierogi,” made with barley dough, bear meat, onions, and the berries (for the sweet garnish) as a stamina food.

humble jetty
#

💡 Hip lanterns: dverger lanterns can be carried on the hip but leaving your hands free!

fervent torrent
#

💡 Add both triangular and rectangular flags in different colors to add some aesthetic to your base.

main meteor
#

💡 I think it’d be nice in a multiplayer world that when you do the spear secondary attack, others are not capable of picking it up unless it’s directly dropped out of your inventory.

The spear is a pretty popular weapon choice so we consistently have 3 people using it and throughout enemy fights I either end up with 2 spears, none, it’s a pretty big nuisance making 2 people having to step out of the fight to exchange.
I know there is auto pick up toggle but it isn’t too reliable personally, we forget it(it doesn’t cross our minds) because of the sudden fights we go through.

main meteor
#

💡 My next suggestion is something I’m pretty sure has been said but I wanna go more in depth with it.

Resource multipliers is something I’m sure is a popular choice among many players, especially multiplayer, and it makes resources much easier to get and overall is a great quality of life change. The ONLY problem I have with this is that there are specific resources such as surtling cores, black cores, anything along the line of being a necessity to progress massively.

It makes it very easy to get a very large amount and have a big excess which makes that portion of the game.. a bit too underwhelming/easy (significantly).
-So what I think would be AMAZING would for there to be a larger slider to adjust specific items, after applying your global wanted multiplier
Example- I want to get wood ores and enemy drops more easily, but the multiplier is affecting these surtling cores too much! Global multiplier- x2, now i’ll set only the cores 2-1x

If it’s not possible to add it to the slider options as a seperate box, even commands would suffice for it, anything that works really : )

olive python
#

💡 Wisp pyres in the mistlands. You know those broken black marble lanterns the dvergr have? Let us place 10 wisps into them to fix them and clear the fog in a wide area around it, and place them more frequently around the mistlands. This would make it so we can actually see but still have to explore with the wisps, engage with the mechanics, and it adds a new minigame of finding the wisp light lanterns to clear big areas of fog

brazen orchid
#

💡 Let Lord Reto drop his trophy.

hexed pollen
#

💡 Bribing dvergers is off the table, i get it. But bribing trolls into being passive would be funny

rapid egret
#

💡 Big enemies in earlier biomes should have friendly fire on at least some of their attacks like those from ashlands. Troll, bear, abomination, stone golem, lox, fuling berserker, gjall, seeker soldier.

tranquil ruin
#

💡 horse.

vague cypress
#

💡 Allow us to zoom into the face of a character during character creation.

fervent torrent
#

💡 Add an Ashlands tier bow that does fire damage. I feel like the ashlands is too much risk, not enough reward so it would be cool to be able to craft this exotic weapon.

turbid jackal
#

💡 A dual handed axe in the mountains or plains so it makes us use axe weapons more than just the early axes or berserker axes

muted geyser
#

💡An ashlands tier polearm

marsh zinc
#

💡 rock on rope, flail

bright vault
#

💡 I would love to see a hint for the path the dvergers took to the ashlands, maybe even to guide new players to the mainland of the ashlands.

For that i have two ideas:

  1. More dialog from the dvergers. In the mistlands something like: "Wonder how our brothers in the south fare" or "The redheads rather ran to the south than fight".
  2. A simplyfied map carved in some mistland structures. At the moment i think of it as an asset (maybe a marbleblock?), which dont give a marker on your map. A sunken in circle for the borders with some high blobs for some ilands and an red X in the middle south for the goal? Im not sure. For the structures? Ether in the infested mines or the abondend towers, because the dvergers already left.

The idea came to me after the last playthrough of the game with a friend. We didnt play since before Ashlands and mistlands were published and wanted to explore the new areas. We steered from the far right into the ashlands and only found some small islands (with no new ore or the fortresses). The next two islands were the same and we became frustrated. We decided to look up where to go and found out about the mainland.

main meteor
#

💡 April fools update where you can throw rocks back at greydwarfs 👀 something along the lines of that.

gray mauve
#

💡 More varied Ashlands POI’s. I feel like we see more ruins in the Ashlands than any other biome. Once you’ve left the coast, however, it’s just a complete wasteland, as it should be to some extent. It ends up being a bit visually boring, however, especially as you spend more time in the biome. Maybe there could be more charred forests in the center of the Ashlands instead of being isolated to the coasts? With fiddleheads and puff shrooms spawning throughout across the charred grass. Maybe there could be the rare blackened tree with red leaves, containing extra charcoal resin? The Deep North frozen greydwarves also gave me the idea for petrified remains. Effectively some Greydwarves, skeletons, etc became petrified by the pyroclastic flow, or becoming ash statues like those seen in Pompeii.

red wagon
#

💡 Turnip seeds in abandoned swamp house chests, players already find onions in mountain chests and barley in plains chests, so it would just establish that pattern earlier while tackling the complaint of turnip seeds being initially rare.

mint shuttle
#

💡 make higher tier birds drop more feathers. Ash crows shouldnt drop the same as seagulls 7 biomes later

turbid jackal
#

💡 Bleeding enchanment in the Ashlands needs some sort of rework or buff cause it is completely overshadowed by thundering or jade type wapons

fervent torrent
#

💡 A death chat so I can see when my homies die

gray mauve
#

💡 The ability to place dandelions and thistle with the cultivator in the same manner you can place individual stones with the hoe.

mental harbor
#

💡 The torch should be able to light all the pieces that use resin just by touching it like in Zelda

cyan dirge
#

💡 Allow for lox and or boar to haul around carts of different sizes.

glad notch
#

💡 allow a way to tether the boats.

shadow wagon
#

💡 blobs can spawn from gunk spots on swamp trees

fervent torrent
#

💡 functional spyglass to see enemies from far away. It would mostly just be for looks though.

sly remnant
#

💡 Did a search and no results came up for this suggestion.
Warlock Trophy should have a 10% drop chance since they are so rare compared to warriors and marksmen.

turbid jackal
#

💡 More fist weapons, just being 3 of them and not having a Mistland and Ashland version make it so using them isn't really a good choice when you can use other weapons and level up their skills instead. Fist weapons are also satysfying to use so this would be cool

red wagon
#

💡Enemy trophy drop chance should increase by 10% for every star the enemy has (1-star = 10% base chance + 10% chance added by star / 2-star = 10% base chance + 20% added by 2 stars)

gray mauve
#

💡 I understand many of the weapon gaps in Valheim are intentional, but also that some of them will be filled as time goes on, such as the later additions of battle axes to the Mistlands and Plains. IF an aetgir gets added to the Ashlands, I would like to suggest that the base flametal polearm is a bardiche. It goes along with the more norman theming of the Ashlands, and would be relatively easy to make varying elemental equivalents for. Jade could turn it into more of a glaive, the blade looking like a metal leaf. A blood-gem could turn it into a billhook, an incredibly wicked design with tons of spiky bits. Iolite is a bit harder, but to continue on with the multi pronged theme that thundering weapons have, I suggest turning it into a guisarme, the additional spikes on the curved blade having an undulating lightning bolt design.

fallow hollow
#

💡 The secondary attack for two-handed axes should be a powerful overhead strike (not an area attack) instead of the small shove they currently do.

Also, the secondary attack for spears should be a different type of strike instead of throwing the weapon away. Or at least make the spear return to your hand with a rope or some kind of unexplained magic. Once you use it, you are left without your spear, and if it lands too far away, you can lose it completely. Some spears are not cheap to craft.

fervent torrent
#

💡 Make some spears have a spear brace attack that will damage any charging players or enemies.

humble jetty
#

💡 Mid game or mid-late game magic. Magic is very powerful but it would be nice to get some magic before I'm done with most of the game, maybe something weaker but still viable?

outer mauve
#

💡 Rework jade and bleeding enchantings in Ashlands. Jade weapon isn't giving you a lot more damage in ashlands, because charred skeletons have immunity to poison. And bleeding seem to be usless for players, because you need to have low health to get damage boost.

Also would be cool to have more weapon types in ashlands, because it seems unfair, if you play all game with fists, and you walk in mistlands/ashlands with plains (or mountains if using flesh rippers). I would like to see some fist weapon and atgeir in ashlands. Same thing with dual axes. You get them first time in meadows, but then you need to wait for ashlands to craft them again.

cloud dawn
#

💡 Allow repair of Forge crafted items at Black Forge (and any later metal working stations). As the stations and their addons increase, it becomes difficult to position all the stations close together, and to repair at multiple stations becomes more tedious and time consuming, especially if they are placed far apart and require running from one to another.

tough bridge
#

💡 Put more restrictions on portal building. Make it an optional thing or not.
What comes to my mind is to require them to be walled and require portals to "solidify and connect to other portal" which would take from 12 to 24 in game hours. There's plenty other restrictions that could be possible like for example not being able to reclaim materials back once built. Or require portals to sync by a physical token which has to be taken back to the starting portal (kinda tedious but it's an option).
Reason for this is that currently there's only 2 options with portals, having them or not having them. I'd like a middle ground where portal use would be restricted to bases and outposts and not a thing that i can put down anywhere with just crafting station and a portal materials, teleport to base, then destroy it to reclaim back the materials. It is currently too easy to build a portal and use it instantly. No reason to even build temporary shelters since this is faster, easier, and much more comfortable since it gives access to homebase from anywhere in the world.
This suggestion is also tied to improvement of the traveling experience, give me a mobile pot to cook some basic meals for example. The world of Valheim is huge, exploring it should be fun and sleeping/eating is an integral part of it. That being said having to build a bed everywhere i make a temporary shelter is kind of an overkill. So on one hand we can't use blankets/sleeping bags or mobile pots but can use a portal that will get me to my bed in base in instant, being a default experience of Valheim.

turbid jackal
#

💡 Gold is basically useless at some point. Most players in the Ashlands probably have over 10k gold. Make it so each portal trip costs a bit of gold, which increases as you defeat a biome'es boss. 10 starting with the BF and increasing by 10 for each boss defeated maybe? (can be adjusted)

fierce summit
#

💡 An easier way of determining what area is covered by the "Player base" category to stop mobs from spawning. This would stop you from having to put down workbenches everywhere and seeing whether you could build to check.

lilac silo
#

💡 Repellent wood torch - a late game building piece for repelling deathsquitoes and/or other similiar enemies with scent, could also prevent their spawn in a larger area

hexed pollen
#

💡 Put a small amount of water in troll caves at least sometimes for added pain.

gloomy notch
#

💡 purple lights, also please make braziers in all colors (and all types of braziers). Would love a purple, red (maybe like from ashlands), normal, green, and blue hanging one. Be awesome.

modern rune
#

💡Create Obsidian Deposits With Lava Blobs

When throwing a Lava Blob Bomb in cold environments, the rapid cooling of the lava results in an obsidian deposit.
or
Lava Blobs in cold environments take damage over time, and drop obsidian upon death by cooling damage.

outer mauve
#

💡 Solve portals' problem. When you go to the portal and see animation, you are teleportet immediately and wait near the portal for animation to end. This gives enemies ability to kill you while you can't do anything, and it's really unfair. It is better to teleport character after animation, or make animation faster.
Also, in multiplayer, when someone enables function "visible to other players" and goes to portal his icon on map will slowly move to place where he is. It's confusing, when you went a bit forward and don't know where your friend is

dense mural
#

💡Add different colors to trophies of star and multi star mobs

bright rampart
#

💡 Add beeswax (or some other fat/wood treatment) that you can use to treat planks for front decks and docks and stuff

fervent torrent
#

💡 Boost the fire damage done by dyrnwyr to affect people with higher tier gear than leather armor. It’s the rarest weapon in the game but it does barely any fire damage even though it’s a fire sword.

lofty iron
#

💡 Krakens in the Deep North waters would be hella cool

fervent torrent
#

💡Banners that are customizable where you can put certain colors and symbols on them. Would just be kinda cool for Viking shenanigans.

static sandal
#

💡 This will make some mad, but can you increase the amount of health for tree logs that just bump into each other or rocks/structures (make them stronger to collisions with other objects other than the axe)? The domino effect for tree clearing is great, but once they're detached from the stump, can they be more durable unless using an axe on them. I would like to build an actual log cabin, but they just break so easily when pushing them into place. This is decorative and doesn't need to be as strong as stone or anything, I just think that hardwood trees should be harder in log form (I'm not trying to fortify my base with these). I plant trees where I want to build, so they don't have to go far.

turbid jackal
#

💡 Remove or reduce the iron requirement from literally everything. The fact that I need iron to make most of the Mistlands weapons is just a joke or that the heavy armor in Plains is in iron instead of black metal.
Also a lot of the required structures also always need iron which is another bullshit, you probably need more iron than all the ores combined to make the useful stuff
I don't mind iron used in swamp stuff but the amount of iron required even when you get oustide the swamp is ridiculous

static sandal
#

💡 Advanced stone cutter or stone cutter upgrades with additional items to craft from the stone cutter. Items could include more tables, chairs, flooring designs, stone path types, various sizes of full stone fireplaces with chimney (top of chimney would look like the top of the smelter or something). Stone windows, door frames (arches with snap points), smaller stone pieces for intricate work and sculptured pieces.

static sandal
#

💡 More Black Metal build pieces. The only metals that have less build pieces are Tin & Silver (2 ea.) with just the Cauldron & Mead Ketill. Copper (16), Bronze (8), Iron (29), Silver (2), Black Metal (7), Flametal (11). If you pair it down to only pieces to build with & storage, not for crafting, it puts Black Metal at 1 (the chest). A black metal door that looks like the chest in the shape of the Darkwood Gate, black metal nails that could be used in furniture, walls, floors & beams. They could have green nails studded along them like the long heavy table or the wood iron beams. Black metal is so abundant and easy to get; no mining, no exploring for crypts, no wishbone searching... in fact add on a love potion for Fulings (I'll make another post, don't vote on the love potion) XD

fervent torrent
#

💡 Add a whip that does stagger/stun damage for funnies and so I can make my friends get back to work. Maybe crafted with chitin or something?

static sandal
#

💡 A love potion for Fulings. Purchased by the Bog Witch and looks like a Fuling Totem with a blue flax handle and the totem is wearing a mini Midsummer Crown...

static sandal
#

💡 Grinding chitin into sand with the windmills and melting it into glass with the charcoal kiln = Artisan Glass Panes that would be clear. They could have vertical & horizontal panes in various degrees of slope that would act as a roof. Other decorative glass pieces would be available with the addition of crystals. Use silver for the structured frame so that they can be 1x1 or 2x2 m without needing supports. It seems that irl typical beach sand with shell fragments is avoided in glass making and ruins clarity :/ Industrial quartz is best (so maybe grind the crystals and smelt them in the blast furnace? idk I just want clear glass panes).

static sandal
#

💡 Future Cauldron upgrade: Northern Spice Rack. It could look like the herbal shelves from the Bog Witch hut, but has Mountain, Plains, Mistlands, Ashlands, and Deep North herbs, flowers & foraged components displayed. Idk if the Deep North will already have something like this so it's either an idea or predicting the future :)

mint shuttle
#

💡 fishing skill increases damage with fishing rods when used against enemies. Justice for @stark burrow

sharp panther
#

💡so lava lizards get hurt in water (or at least the babies do) but lava blobs, literal lava doesn’t? 🤔🤔 something ain’t right

static sandal
#

💡 Player to Player trading window. Could pop up when both players accept and would show full contents of both players inventory or you could hide it and only place 3 items at a time to give the other player as long as they have space to accept it into an open space or added to a stack. If it was more than a stack it could leave the excess in the trade window and automatically go back into the offering players inventory. Both players can trade at the same time.

turbid jackal
#

💡 Skill for sailing, improves ship's speed while paddling and amount of area covered in the map. Would make sailing a better experience

severe harbor
#

💡 taming trolls

steel portal
#

💡 Accessories for Pet Wolves

thin cape
#

💡The ability to tie carts together with chains so we can gather more resources, or bigger carts. we unlock carts in the bronze age, so adding subsequent carts to some of the later stages (silver and such) might be a cool idea. these carts would be stronger, have more storage space, and go over rough terrain easier.

tough bridge
#

💡 Improve camera when sailing a ship so that prow of the ship is visible. This is often an issue when sail is in the view. One solution albeit not perfect is to allow first person view while sailing, as the character most definitely can see under the sail very well.

marsh mica
#

💡 for rain, instead of making you 100% wet as soon as one drop touches you, have it gradually fill the 2 minute wet timer as you stand in the rain. This could give the opportunity to increase or decrease the speed you get wet based on wind speed to help immersion. It could also make it so that when standing ankle deep in water, you have like 30 sec or so of wet, and the timer goes up the deeper you get, hitting 2 mins when you start swimming.

You could also implement this to other effects like rested buff, the more unique furniture items the faster the timer fills, so it always reaches max in the same amount of time. But this way, if you only have a minute or 2 missing from rested buff, you dont have to wait so long to get back to full.

small gull
#

💡 Add blood eagle to the game to punish players who take all the iron from the storage chest

thin cape
#

💡 Not sure if this has been suggested, but a flat roof piece please!

runic marten
#

💡 Stained glass/stained crystal wall. Im unsure if windows will ever be added, but maybe a system combining crystals with colorants (like blueberries & guck, etc.) could be added? Colored crystals would “unlock” new build hammer pieces correspondent to their original color. For instance, blue-stained crystal would unlock blue crystal wall.

rancid spoke
#

💡 Spear suggestion:

Let some spears be tethered with rope or chains so after throwing the weapon you can press the attack button again to reel it back into your hand instead of forcing you to pick it up off the ground, using stamina depending on distance like how the fishing mechanic works.

Thrown spears could also ignore some pierce resistance due to the force behind the throw. Against fleshy enemies (Fulings, Trolls, Wolves, etc.), the spear could lodge into the target:

  • applies a small bleed/DoT while embedded
  • recalling the spear rips it back out for bonus damage

Meanwhile Skeletons, Stone Golems, and heavily armored enemies would resist or completely negate the embedding effect, making different enemy matchups more interesting for spear users.

turbid jackal
#

💡 Make Lord Reto drop a trophy

sharp rain
#

💡 Paths made with the hoe get etched into the map.

loud dagger
#

💡 Bonemass boss power needs rework. It is currently almost non-existent. I agree with it being too strong in its original configuration, but now it is too weak. It is needed in specific situations that cannot be solved by movement and dodge-rolling alone:

  1. Infested mines - Tight corridors and starred enemies make using Bonemass a necessity. It needs to be able to protect me to at least a certain degree, because I WILL be hit, when trying to hit enemies.
  2. Forts - When using the battering ram to get inside a fort, I'm faced with literally infinite enemies, until I'm able to destroy the two spawners. I need Bonemass to be able to survive the onslaught until I have destroyed the spawners.
  3. The Queen - Without Bonemass, fighting her as a tank is currently almost impossible without using extensive dodge-rolling. In its current state, Bonemass can no longer mitigate the brunt of her attacks, so I now can no longer fight her as dedicated tank. I can block her attacks, but she just sends me flying into the next biome. I have no problems with all other bosses, because I can tank them the usual way (Yes, even Fader).
mint shuttle
#

💡 dont nerf skol and hati

tough bridge
#

💡 With fire hazard on, make it that destroyed piles of wood drop only half amount coal of the wood that was required to build. Example if wood pile takes 50 wood to build, make it drop only 25 coal.
The reasoning here is to make kilns still relevant for the gameplay and not just an immersion thingy. That is limit the amount of cheese when destroying a wood pile for purpose with a fire arrow or set it on fire in other ways.

fiery jay
#

💡Tamable bears and deer, you can tame a bear with fish or honey and tame deer with raspberries similar to how you can with boars

thorny spindle
#

💡 Maybe add a buildable that can recreate the cool looking effects you get in the area around where a boss is, maybe even change the music too, but you would have to hang the trophy of the boss you want the effect of on it.

thorny spindle
#

💡 A way to upgrade the Dead Raiser using the Ashlands gemstones, jade allowing you to summon Draugr, bloodstone for summoning Charred and Iolite to summon ghosts and wraiths

marsh zinc
#

💡 A troll merchant that sells berries and mushrooms. Not for any mechanical reasons, I just think it would be a neat alternative and a silly interaction to have one non hostile troll who just wants more gold for his trove.

rancid spoke
#

💡Make a new assortment of gems in the deep north themed around frost/ice, shadow/stealth, and ghost/multiplication.

frost/ice gem — adds frost damage to your weapon and applies a slowing effect to enemies on hit, gradually freezing them with repeated strikes.
shadow/stealth gem — killing an enemy grants 15 seconds of invisibility and completely resets enemy aggro, allowing players to chain stealth attacks and reposition between kills.
ghost/multiplication gem — your attacks leave behind spectral afterimages infused with ectoplasm. When you swing a weapon like nidhogg, a ghostly arm and weapon appear a split second later to repeat the attack once, creating a multi-hit effect at a much weaker potency, so nidhogg does 135 damage for example at level 1 and the repeat would only do 68.

maiden tusk
#

💡 so in the ashlands we got a fire summon (Trollstav), it would be cool if in Deep North we got an ice summon (like a large frost wolf). Don't mind at all if it's dangerous to us, you learn to live with it after a while

turbid jackal
#

💡 Nerf Root Harnesk to 25% pierce resistance

south cloak
#

💡 New crafting recipe: Giant Wisp
Needs 10 wisps, artisan table lvl 2
You can make a bigger wisplight with it (1 giant wisp, 1 silver) and a bigger wisptorch (1 yggdrasil wood, 1 giant wisp) with it that both have a higher radius to remove mist
This would make it so after defeating queen it would be a bit easier to clear mist so the biome wouldn't be as annoying while still staying unique

thorny spindle
#

💡 A throwable projectile that temporarily removes a massive area of mist in the mistlands, like some kind of wisp bomb.

gilded patio
#

💡wraith cape- swamp tier cape made with a wraith trophy and iron. Decreases wet debuff duration from 120 seconds to 60, 45, 30 seconds as you upgrade it

gilded patio
#

💡light bows - bows that have a faster fire rate and use less stamina, but deal dramatically less damage- capable of slightly less dps than normal bows as a tradeoff for mobility

fiery jay
#

💡Nerf bonemass’s health to 750 and give the Elder power poison immunity or resistance for the 5 minutes

frank gate
#

💡 Pickeld Herring - An essential Viking food that is missing for those long sailing voyages. Perhaps your Viking could add Turnips, Ooze and Seafarers Herbs to the Fermenter to make the pickling juice. Then add the Giant Herring together with the Pickling juice on the Food Preparation Table. Duration could be between 25 to 40 minutes.

lunar quarry
#

💡 Carriages for loxs would be a great option for collecting resources in large quantities.

fervent torrent
#

💡 A manual use Ballista that can be mounted on boats. Could maybe be used for attacking big enemies from your boat or shenanigans between friends…

honest arrow
#

💡 Make it so Wisp torches can remove Standard Weather Fog in other biomes in the same radius as Mistlands Mist. (it can already do mist in the mistlands and rewards players after killing Yag. Weather fog functions like Mistlands fog when it comes to Wisp torches)

tight drum
#

💡 Be able to favourite items that them prevents them from being dropped our quick stacked to chests (Similair to how terraria does it)

molten swan
#

💡 Playable instruments of some kind. Would be cool to simply be able to play them of course, but it would be even cooler if they could give you some kind of buff. It would be ambitious, but the coolest thing to me would be a song sheet system like New World: Aeternum uses where you can sync up and play with other players as well!

fiery jay
#

💡A raven companion? They can help you look for locations and resources you can command them to find, you tame them with any seed or berry

south cloak
#

💡 Make the mining and woodcutting skill give a chance for bonus materials

fiery jay
#

💡 skeletons with crossbows

trim elk
#

💡 When sleeping and dreaming (blue text that describes the dream you are having), add a button to wake up if you don't want to read the dream description or have finished reading it, or to stop you from waking up if you have not finished reading it.

I just want to read what my viking warrior is dreaming about after fighting skeletons and trolls two days in a row, don't take the text away from me!!

opaque thunder
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💡 Battle-Axe rework. With ~2210hrs in Valheim I can say BA's are my favourite weapon class, but they need some help. There are effectively three AoE melee weapons: sledge, atgeir, and BA. The sledge and atgeir do their jobs well with their AoE having big knockback to gain oneself some space. The BA however has large knockback on its secondary stab (good) but by far too much KB on their primary combo chain. You can mitigate this somewhat by delaying the strikes in the chain as long as possible while holding sprint and pressing forward during the combo but this is not a great solution. The other way to reduce knockback, which is I think the vision behind the BA in general, is to cleave multiple enemies. But this has its own problems as it is difficult to group enough enemies in the frontal arc, and the stagger from the initial primary combo strike is rarely enough to stop the enemies from striking through the chain combo. Getting hit here makes it undesireable to even attempt to cleave multiple foes, and this will often cause you to be knocked back so the second strike in the chain will miss.

My suggestions for the BA are:

(1) Split the damage between slash and blunt on the primary strikes. BA's heft make blunt reasonable and will allow the class to be useful in more biomes, especially ashlands.
(2) Knockback on the first two hits of primary swing chain should be reduced in order to make the 3 hit chain a regular occurence. Instead of high knockback give the primary strikes damage an internal stagger multiplier. This will make the function of the BA a central arc AoE weapon focusing on stagger vs. space creators like the sledge/atgeir.
(3) Secondary strike leave as is, but remove the blunt component and keep it 100% slash.
(4) If an Ashalnds BA is implemented, leave all gem functions similar to other weapons however the blood gem could also do some fire damage similar to dyrnwyn as well as the usual damage bonus.

haughty edge
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💡 The crossbow should be introduced in the plains. This would avoid introducing as many new skills all at once in the mistlands which would make it easier for players to experience more of the game as they progress. It would also let players make use of the large quantity of bones they tend to get from tar pits.

fickle sleet
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💡 so,,, hear me out. this one is about skills and it seems pretty easy. you have a skill for fishing. why not a skill for sailing. its not easy to be a sailor... as you sail you gain levels up to 100. and have it give you a sailing speed boost up to 20% increase so skill level 25 would = 05% sailing speed increase at skill level 100 20% bonus... it basically is storywise logical.. a weathered sailor would have fair winds and be able to tack sail better when facing oncoming winds...

runic marten
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💡 Animal hide roofing pieces similar to the roofs seen in Fuling villages. Since hide would realistically be more flexible than materials like wood or shingles, it could also introduce additional roof angles beyond the standard 45° and 26° pieces. The new angles could be based off the shapes/slopes that are already used in Fuling village designs.

gray mauve
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💡 Single spikes planted into the ground. Coming in 1m and 2m variety for smaller and larger mobs respectively, they're another way to mount trophies around your base, one that looks better and makes more sense than using a corewood log and an item frame. I always make a field of severed troll heads around my base, something I'm sure other players can relate to. The texture could be taken straight from the palisade or sharp stakes, basically just one of the sharpenned logs plunged into the ground.

hexed pollen
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💡 Keep existing mountains in the deep north, so northern tall mountains like unofficially named Polaris won't require very specific world gen to keep appearing.

leaden pier
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💡 A circular hearth build piece

delicate iron
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💡 Idk if this has been talked about at all, but I think it'd be really amazing once everything is all wrapped up doing a water expansion, just add basic diving so I can loot stuff thats fallen into water easier. Maybe add some wrecks at the bottom of the ocean. Even a naval expansion would be fun. wild ghost ships that have to be boarded. And maybe some boat expansions and specific build pieces for boats to specialise in certain areas. An anchor to dock anwhere anytime, add a rope balista to hunt down the sea serpents (also maybe make them stonger and more threatening). I'd also like to see more aquatic/ariel enemies (a kraken, giant sea eagle) i feel very safe on the water in a game that makes every square inch of the world a death trap. I also feel like if for some reason u see this and like what I thought up I feel the water should be accessible to any biome but also worth it at any biome. Like in the meadows you can take a raft and loot some wrecks closer to the surface. But in the Plains you can siege a ghost Viking war ship or smth. I really love valheim and wanna play it for the rest of my days. I just feel for how much time u spend sailing around the place trying to go back to your stuff cause you couldn't place a portal in time. Going from swamp to swamp scavenging iron. There should be more danger, fear but also potential plunder.

twin kite
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💡 add paddles for boats so when you are in multiplayer additional players on your ship could row and make the ship move a bit faster
Edit: not thinking about speeding up the whole process just negating the wind on first speed

vocal hare
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💡 An Ore Portal that's an early game version of the Stone Portal but not as OP. It lets you take 30 normally non-teleportable ores through it per one in-game day.

remote zenith
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💡 black marble chest

They dont need to fit more then the black metal chest but would be cool to have when buildingHammer

gray mauve
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💡 Main menu day night cycle?

steel jay
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💡 Add damage knowledge to the compendium. When you fight a certain enemy with some form of damage, you remember it and write it down in the compendium. So you know which enemies are weak or resistant to different damage types. Potentially instead of the wiki.

static sandal
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💡 Turnips are a nutritional raw irl, can you give them stats, let us eat them raw and please add them to the serving tray ❤️

tight drum
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💡 Add sub biomes / biome blends. Where neighbouring biomes could blend into a new specific biomes with different enemies and loot. Some examples i though of could be a plains x mist lands, with a new type of lox better suited to navigating vertical terrain. Or a plains x mountain where you could find frost fullings. Different armour sets could be made aswell offering new set bonuses (going off if the old armours get set bonuses / re looked at). Each tier of progression could have different heavy and different light armours, with different sub biomes offering different set bonuses suited to your play style and needs.

pearl stream
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💡 tents. Several sizes, from small hide one to large cloth pavillon that has enough room for portal and includes campfire and sitting log inside, and small fireproof asksvin hide tent. They can be placed without workbench, allowing us to quickly deploy a campsite for the night.

eager fossil
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💡 A magical upgrade for chests that will serve as a resource transmitter for crafting stations

eager fossil
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💡 Add the ability for more then one player to open a chest at the same time

vale plover
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💡 A mead crafted with angler fish and some other ingredients that makes nearby forage items sparkle.

light aurora
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💡 Only things Valheim is lacking for me hope to be in full 1.0 release are DX12 API (new upscaling is a nice touch but the game still is heavily CPU limited) , built-in HDR, and server side simulation (no more chunk ownerships by clients) 🙏

clever kindle
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💡 May have been suggested before but always wondered why there isn't a rowing skill that can make you more efficient at rowing when the wind is against you, nothing too insane, even a 1% buff to every 10 levels with a max buff of 10% would be nice.

eternal eagle
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💡 Add wind up attacks for all weapons. When holding primary attack button down, charge up an attack that triggers on button release. Attack should be fully charged after 1-2 seconds (depending on weapon); if released before does less effective attack than single primary attack. While holding down slowly drain stamina.

This would add a little more depth to combat.

turbid jackal
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💡 Add a skill so when you regenerate your health you increase the rate of your regeneration called vitality. The human body adapts so the more you heal the faster it becomes to heal. It's basically like running whenyou use less stamina the more you have the skill

upbeat egret
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💡 Add mini wars we can third party between biome factions !!!

I’d love to see Draugr raid a fulling camp. Im talking like 10+ draugr rushing at once

forest pivot
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💡 If there's a game ending with credits, I'd like it to show the map's progress being unlocked from the start of the journey Until the end.

abstract viper
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💡 blunt-headed arrows with different tiers (bronze, iron, silver etc.

spiral stone
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💡 Weather event in the mistland where there is almost no fog (perfect timing for exploration)

gray mauve
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💡Skull Splittur, the Mistlands battleaxe, feels a bit underwhelming. It preforms well, don’t get me wrong, but it doesn’t feel magical. As the blade is dipped visibly drenched in eitr, I believe it should deal some lightning and poison damage, alongside slash, in the same way frostner is split between 3 damage types. To balance it, the current slash damage should be reduced, the deficit made up by the elemental damage, the specific ratio I do not know. It would be cool if it crackled with green eitr energy as you hit enemies with it, making it feel far more unique.

tacit kernel
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💡I know this has been mentioned before but I can't find it but as someone who loves magic I just want it to be able to be used a bit sooner in the game and without eitr this come come with a massive health debuffs (losing a large chuck of health or dieing with overuse and a 5min debuff that halves or more health regen)because as the crow says "Charms and conjurations will take their toll" the first magic could be nothing more then a small buff to your allies or a healing spell.

tropic flint
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💡 gemstones farm on deep north update

gray mauve
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💡 Books? I'm suggesting this in two ways. The first is being, quite simply, in game books. Blank books can be crafted, with whatever you want written inside. One could also find stories within the world, histories, or whatever the devs think would be interesting as very rare dungeon loot, or inside random points of interest. I always loved the lore stones you can find, and I really think this owuld be a great addition to the world. Second, I would love to see graphic novels about the world of Valheim in the Merch store. There's so much that can be done with the world, and I'm really interested what could exist in the world outside the game when we play it.

visual raft
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💡Craft sap extractors first (artisan table maybe) then "build" them without needing a bench. Basically just place them with the hammer.

fervent torrent
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💡Add some customization to ships like maybe different sail colors or attachable shields on the sides. It would be kinda cool to basically make your own clan with its own colors in the game.

solid walrus
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💡 Add fishing nets! Either handheld ones that can catch up to five fish, or larger ones you cast off the side of a boat that catch up to ten fish as you sail along. Vikings certainly used them. Fishing doesn't get much attention and becomes obsolete pretty early on, so I don't think it would too OP for some nets in the Plains/Black Forest

cinder cloud
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💡 After a thousand hours of valheim I can safely say: longhsip and drakkar suck. Their speed and inventory is a boon, but their mobility is just crap. On open sea both bigger ships excel, but theres a lot of navigating through channels and underwater rocks. Mapping your world is really only comfortable enough with a karve.
So: Tarring ships, specifically, tarred karve. Speed with karves mobility is something I need. Doesn't need heat res or more durability or anything like that but speed.
Also traps for hares.

night viper
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💡 Unsure if this has been suggested already, but Troll Endurence Mead (or ||Moder's|| power) should allow the player to pull carts as easily as it would be empty. Since these are limited effects and Troll Endurence and ||Moder's|| power is very limited from being broken. Or maybe a different Mead? I just want a means of making carts easier to use later game

turbid jackal
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💡After defeating a boss of the biome you get can craft book that contains information about the respective biomes creature (you had to fight them a good amount of times to have unlocked it, if not you can fight the enemies later and unlock the information)

rancid spoke
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💡 Let us spearfish with the Abyssal Harpoon. You must be in the water for it to work, dive in with the harpoon equipped and throw it at fish. This would give the swimming skill an actual purpose alongside the swimming trinket and potion, while also giving the harpoon more late game use beyond its initial serpent scale utility.

vale frigate
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💡 A way to get more gemstones in Ashlands:
The fortresses get fixed up, repopulated and the chests get refilled after a certain amount of time has passed.
Basically a whole new instance of a fortress but at the same spot as the previous fortress.

Though there should be a way to claim a fortress so that a player can use a fortress as a base of operations.
Maybe adding a limit to how much fortresses you can claim.

As long as it isn't claimed the fortress get's repopulated and fixed, any building the player might have done is destroyed by the new denizens of the fortress.

dense vault
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💡 Make the big deverger wagons hook to lox

gray mauve
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💡 Wait a minute... Dvergr cavalry mounted on lox? Like a war elephant, a small platform for them on top, while they fire crossbows!

vestal escarp
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💡 Some animal quality of life suggestions.🐾

HammerHaving a leash/lead for moving or gathering tamed animals when they get loose would be a really nice feature.
Or having an item that makes tamed animals like boars specifically follow you🐗

HammerA feeding trough for all tamed animals that we could fill with berries, mushrooms or meat.
🍓 🍄 🍖

limpid yarrow
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💡 how about corner stairs.

south cloak
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💡Make the T.W.I.G. nameable

steady kestrel
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💡 add npc that can follow u ,fight for u ,or farm for u (u may bribe em or convince them to follow u )// add big wall gates that trigger when u go in/out //add fish traps , also im curious if something from all this suggestions from players was added till now

pseudo spear
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💡 Redo the fortresses to the promised designs that were shown pre Ashland release. Right now they look poor

thin cape
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💡 please decrease the audio volume of the spinning wheel. it is very loud.

tacit kernel
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💡 Let us make paint to paint out faces bodies and walls

gray mauve
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💡 Face paint or tattoos for character customization? Either in character creation, or magic ones as rewards like woad that give buffs?

turbid jackal
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💡 Give heavy armor some sort of buff or change the way damage is calculated at a certain point. Currently with the way damage is calculated in Valheim running heavy armor makes very little difference compared to light especially in the later biomes with the bonuses that light armor gets.

For example the ask set 96 armor points and flametal set 126 armor point have very little damage difference
When taking damage from vultures, twitchers and marksmen ask set only takes around 21-31 damage while the flametal set takes around 16-24. That's around 5-7 more damage taken by the Ask set.

When comparing for example the charred warrior or morgen which deals 160 damage, ask set takes 51 and flametal 66.

Now the benefits of the Ask Set are: -10% run stamina usage, -10% jump stamina usage, -20% attack stamina usage and 10% more pierce damage. (also 10% movement speed since the heavy armor has a movement penalty) For the measly extra damage you take, you get so many more benefits compared to the Flametal set

Looking in most scenarios and the examples shown, the heavy armor class in general needs a huge change or buff

broken violet
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💡 What about new mountable animal? Right now we only have lox and asksvin but they both are kinda in the endgame. The start of the game is a bit annoying to me especially before swamp where the distances can get quite long and many times traveling by boat is not efficient. Besides early game foods do not give much stamina aswell for running.

I know we already have so much content in black forest but still. Maybe it is an idea?

turbid jackal
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💡 Give Tower Shield an ability to enter a rooted state if you double click block where you can’t move but get 100% block armor but consume more stamina with your attacks + stamina regeneration a bit slower.

(You can add/change what you would feel good to this ability, I just think the ability in general would be cool)

The ultimate tanker raghhhhh

upper harness
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💡 also, wouldn’t some new selectable skills be cool? besides the passive skills we level up as we use them, maybe something tied into the existing leveling system?

example, when you reach level 10 in bows, you could choose between 2+ bow related options, like +5% bow damage or drawing the bow 5% faster. something similar to Conan Exiles system

wide chasm
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💡 Healing and buff spells like the ones the dvergrs have. The spells already exist, we want to play support classes too. Why do they get to have all the fun?

wispy hill
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💡Glass/Crystal/Windows with the angled versions of roofs

gray mauve
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💡 Haldor garden gnome. It came to me in a dream.

thin cape
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💡 Serpent scale ship/boat. It would give us another way to use serpent scales. Let's say the boat is lean and narrow like a serpent, but due to using the scales of a serpent it is able to glide through the water very well. it would haves less inventory space than a longship but more than a karve. it would also have more durability than a karve and the same as a longship due to it being covered in serpent scales.

dull osprey
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💡 Replace American date formatting in the "manage saves" menu either with the regional formatting specified in the system or preferably ISO 8601

obtuse frigate
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💡

I have an idea for a new type of weapon in the game. I would really like to see a weapon that spins during attacks, similar to the spinning “Klusha” weapon from Atomic Heart. I think this mechanic would fit Valheim very well, especially if the weapon was rare and unique.

While spinning, the weapon could deal damage to multiple nearby enemies at the same time and have special visual effects and unique animations. For balance, it could use a lot of stamina or require rare materials to craft.

It could also have a special ability, such as a stronger spinning attack for a short time or the ability to push enemies back. I think a weapon like this would make combat feel more dynamic, fun, and visually impressive.

I really enjoy Valheim and the way you continue developing the game, so I wanted to share this idea with you. Thank you for your hard work and for creating such an amazing game!

last oxide
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💡 Dundr should load by clicking primary attack, not immediately always whenever it can. Dundr wants to be a close range weapon used in the thick of battle and having to holster or sprint until you’re ready to load is weird, draining stamina and eityr you don’t want or need to use. You should be able to load when you choose.

mint shuttle
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💡 add a new toggle in accessibility in settings that displays detailed gear information. For example, when toggled on, items that give “resist vs [x]” now also include “(0.5x damage from [x])”. Im not sure what else it should display, but it should display more and i think you get the idea
Per @dapper spire , also include chop and pickaxe damage

lyric drift
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💡 split piercing damage into two categories, piercing and stabbing. Piercing is for bows. Stabbing is for melee weapons. Then you can have pierce resistant enemies to keep bow in check without completely destroying the viability of a whole slew of melee weapons (spear, polearm, dagger, etc)

fervent torrent
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💡 When you reload a ballista or ripper and switch to another weapon, the crossbow gets unloaded. Please change this, it’s soooooo annoying. It doesn’t make sense for a loaded crossbow to become instantly unloaded.