#suggestions

1 messages · Page 6 of 1

brisk oar
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💡Make the "Boss Dreams" unmissable. Most people are probably unaware that you can get dreams about the next boss you have yet to beat because there's such a low chance of it happening. The Eikthyr dream could be set to play during the player's first sleep, and the other boss dreams would play the next time the player sleeps after defeating the previous boss. These dreams could also have an image of the boss's red outline on the Sacrificial Stones and/or special music so that the player realizes it's a unique dream.

merry canyon
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💡 Make a way to make the map round, so i can make the earth.

loud blaze
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💡 rework of the auto-pickup system

add a menu to set specific items to not auto-pickup, with some general switches like "trophies" to turn off everything of that category

merry canyon
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💡 ducks & swans

lavish kayak
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💡 in the upgrade list from the workbench/forge UI, items that are already maxed out could be hidden

merry canyon
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💡 Add different behaviors to tamed animals, maybe some are more aggresive, maybe some are more calmer, maybe some scared. you get waht i mean

exotic totem
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💡 Game End suggestion
Have Hugin, Munin, and a Valkyrie wait for the Vikings at the worldspawn. have them give a speech about Victory ending with the offer: "your work is done, will you come to Valhalla?", with the Valkyrie extending one foot to grab the Viking and take them out of Valheim.
Credits roll should include pictures of the various players that have joined the server in Valhalla.

quiet narwhal
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💡 deathsquitos should have a chance to drop bloodbags

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💡 creatures from outside the mountains should take frost damage in the mountains also (with the exception of a few that might have resistance)

quiet narwhal
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💡 add a waterproof cape that can negate the effects of rain, using drops from necks and some other post-swamp material(s)

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💡 add a fully waterproof armor set, like a wetsuit, that negates the water log effect from both rain and swimming (this would be a full set effect and also have little armor, potentially only craftable after reaching Mistlands)

spice wave
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💡atleast give the linen cape any purpose at all aside from looking good ☝️

quiet narwhal
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💡 ability to add a bonus effect to any cape, you would just need some additional materials (i.e. wolf hide for warm, something for waterproof, etc.) and maybe it would have an effect that wears off over time so you have to reapply after some usage

clear wedge
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💡 Tar bombs. Like the ooze or bile bomb but with the tarred effect.

stuck dawn
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💡 A hildr quest or expensive(like 5k or more) purchase from hildr(or both) to be able to get a backpack that would take up a inventory slot but add another row of inventory slots when equipped

exotic totem
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💡 remove the collar from the Ashen Cape
it looks stupid and meshes weird with the geomitry of the armor itself, plus the beard just hangs out the bottom like its not connected to the rest of the cape

exotic totem
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💡 Valkyrie cape
an upgraded version of the feather cape that gives resistance against all magical effects.
Crafted with Valkyrie feathers

random glade
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💡 Make Honeycomb usable on wood to create a waxed variant the doesn't decay when exposed to rainfall.

noble zinc
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💡Higher data receive/send kbps for better performance

heady hatch
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💡 Put new crafting builds available into a list via the tab key/compendium that shows new crafting based on most recent. I.E. I just killed lox and didn't see anything new i could craft b/c it was on screen for 2 seconds and I was fighting 8 enemies.

languid badge
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💡The bonus with high crafting skill should give items with higher levels if possible. For example instead of crafting two pickaxes you will get one 2lvl pickaxe. It will make more sense when playing solo

paper mountain
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💡there should be an option in workbenches to dismantle player-made items for parts, and at least gain half of the items from the dismantled item

eager dirge
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💡 A reinforced varient of the cart, unlock when you get iron. It could have similar inventory space, but not be weighted down by heavy items and maybe pulled faster

chilly wasp
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💡 Make the "Wood Cutting" skill better, by getting more wood, and most importantly, more seeds (To make tree farming sustainable at higher levels :D)

autumn creek
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💡 adaptive soundtrack that sounds like a heart racing and ramps up when your HP is dangerously low like after a critical hit 🫀 i’ve always found that kind of intense touch really cool in other survival games, it really pulls you in emotionally. does that fit this game?

earnest gorge
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💡whatever did happen to soundtracks on spotify, bring them back, also i'd love to see new soundtracks like mistlands, hildir & ashlands there as well

merry canyon
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💡Have the abilty to throw you axe, like the spear

shrewd wraith
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💡 Instead of adaptive soundtracks like suggested before, some "a bit more speedy/fighting" soundtrack when fighting a dangerous enemy. It always seemed weird to me to heard the prairies music while fighting a troll that can one-shot me, or a soldier seeker in the mystical music of mistlands. Theses enemies deserve a soundtrack that fit the danger they are for players don't you think ?

rapid garnet
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💡 Something like a sleeping bag to sleep without setting spawn point

exotic totem
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💡 divine event (like thor or odin)
Ratatoskr running across the branch of Yggdrasil high above valheim

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💡 divine event
Loki appearing in a lit hearth and disappearing when a player gets close

exotic totem
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💡 divine event
Njord appearing in the ocean (similar to odin)

slim holly
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💡the ability to drag tames through portals. Or just push em through. Loading wolves on a ship then trying to get em back off is a pain in the butt. And good luck getting lox on

unique matrix
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💡 rugs fold over wood and stone edges instead of hovering

spice wave
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💡 Nerf the amount of damage lava deals...its just a bit ridiculous.

autumn rampart
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💡Spear move set changes?

merry canyon
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💡 Place rugs on the wall

lavish kayak
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💡less smoke could be generated when planting veggies... we have to wait for it to dissipate to be able to see where we can plant the next seed

lavish kayak
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💡Fermenter "working" animation could stop once fermentation is done

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💡Battleaxe / Crystal battleaxe could allow attack combos when chopping wood, instead of just using "first hits"

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💡doors could be set to autoclose

lavish kayak
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💡auto-store could close the storage at the same time auto-store triggers, instead of waiting another delay, because it seems we often release E before the 2nd delay occurs because it felt unnecessary = it keeps the storage open. We need to press E again when we failed. The change would allow a swift auto-store usage without waiting unnecessary delays
(rephrased)

exotic totem
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💡 Lord Reto miniboss raid event
Lord reto and a dozen or so 1-2 star archers lay siege to your location, accompanied by the weather of the stormy ashlands

spice wave
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💡 Some variety of mini-boss for the mistlands, It feels overlooked in that regard now 😦

olive sparrow
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💡 Remove the moder requirement for the Scythe. It's not game-changing in any way, and not that useful in all honestly, so there's no reason to lock it behind Moder.

exotic totem
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💡 Forge crafting animation veriety
i think the 32 ploygon hammer used in the forging animation is a bit outdated with the current detail in the game. when the model is updated, making different hammers to be used at the Forge and Blackforge might be a cool thematic effect

cinder gale
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💡 Instead of giving us a chance to create more than one tool (I made a cultivator and ended up with two), perhaps instead give us the chance to generate a single tool but it is upgraded by one extra level, but only when crafting a new one, not when upgrading.

winter lotus
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💡sailing update before DN and 1.0

frosty coral
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💡Give trollstavs and dead raisers a small chance to summon 1 or 2 starred variants of fire trolls/skeletons

night lance
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💡 Half sized roof pieces both horizontal and diagonal for a cleaner (and easier) shorter overhang without overlapping with other pieces.

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💡 Helm off toggle option so we can actually see your lovely hair styles when we wish. You put the effort in! Let us enjoy it!

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💡 Option to remove or reduce the smoke puff when crafting.

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💡 More incentive rewards to go fight bosses again and perhaps more quests in general. You get more incentive on Moder than other bosses as the tears are useful in multiple respects but the other bosses only offer trophies and extra items you only really need one of.

slim socket
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💡Purely for basebuilding/scaffolding and i'm not eating my food purposes: Fall Damage is reduced by a significant amount(50%+) when landing within the radius of a ward or a new special kind of build piece.

slim holly
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💡when fighting bosses multiple times, each subsequent trophy provides some sort of extra buff within a certain proximity and time when displayed, like the rested buff. Example, eikthyr gives you 5% extra speed for the second trophy taken, third gives you the same speed bonus along with an extra 5% jump height

sly remnant
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💡 So the devs said they want the Deep North to have difficult parts, but not to be entirely oppressive like the Ashlands. A potential way to accomplish that is to have extensive cave systems with stronger enemies inside. I think it's even in Norse mythology that Jotun sometimes lived in caves.
Maybe weaker enemies in the overworld and huge caves as the dungeons with tougher enemies and the main resources.

exotic totem
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💡 cracked graustine
a graustine texture that looks worn and cracked, less like pure marble and more like cobbled stones. it would hopefully blend better with regular stone construction and look less out of place with the rest of the building peices

sly remnant
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💡 Another idea is that the Fader drop could be used for an Alchemy Table that unlocks gun powder (made from proustite powder, charcoal, and sulfur).
With this you make cannons and black powder arrows/bolts to break enchanted ice to gain access to the caves and break a layer of ice covering some key resource, like maybe gold deposits.

royal field
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💡
WORLDGEN
fix few world generation issues.
This is a massive topic, it's been discuss before Im sure but I can't stress how important this is to me.

I've seen the world biomes do stuff they sure aren't meant to do,
Theres a lot, here I'll leave the main things I can remember, hopefully we can add all eventually, I'll also add some suggestions for the biomes in general in my next msg.

  • Biomes having perfecly parallel lines in it's perimeter ~ palalelogram shapes

  • Biomes extending far into deep water ~ not ocean tagged but clearly ocean in terms of, water

  • Biomes lack any transition ~ Ex: Super defined mist wall

  • Micro biomes ~ biomes that get overlaped by others during worldgen reduced to a few meters.

  • Meadows being very few ~
    I'm unsure if it's intended for Black forest to be the most common biome, but it's worth considering making some adjustments to biome distribution in general(?)

  • General shapes of biome cut's being too clear ~ the worldgen could do a bit more to hide where it cut in order to decide biomes. Essentially consecuence of points 1 and 2.

royal field
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💡
Suggestion on new Worldgen features:

  • More variety in continent shape and form ~ We mostly see long-shaped continents, rarely we see pangea shapes, also it's always mountains[high land] in the middle then Black forest then plains/meadows then swamp. Which does not make much sense since most swamps are actually inland(?) when swamps reach the sea they often degrade into salt marshes. Swamps pictured in game reflect still water.

  • More biome variety ~ I don't mean more biomes, rather, same biomes looking slightly different depending on context around them, they dont all have to be copy pastes of each other, example, minecraft's badlands have different sections to them, mountains will generate at different heights. Same thing here, bedrock could be at different levels. We could have continents that are in general higher up and have more snow all around.

Lastly, please increase LOD and render distance, or maybe add some distance "cheating" engine like those minecraft mods.
tyvm for reading

autumn rampart
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💡 What if make weapons made of loot dropped by bosses. These weapons give us some buff and debufs wich make them situative and they are harder craft

shadow charm
native onyx
# sly remnant 💡 So the devs said they want the Deep North to have difficult parts, but not t...

💡
Different from all the other caves, these entrances would be like a Hole in the ice(up to 2 holes in the surface to enter the same cave and near a "small camping site"). You would press "E" to enter the hole, and it would drop you from the ceiling, not like a door (high enough that you can't go back through it).
Once inside it would be like a "maze"; not a maze maze by definition but enough room to have passages here and there that leads somewhere-(else). There would be three different exits for a same cave (Many parts, and all three exits, would be blocked by that thin layer of ice found in the Frost Caves). Once you find any exit, it would be like a "door", you can press "E" to enter or leave.
Once you pressed "E" to leave, a horizontal flat layer of ice would be on top of it to break.
From outside the "typical" entrance would be hard to spot because the layer of ice would act as a ground and blend under the snow, making it not visible. But once you entered a hole and cracked the layer of ice, it would act typically as any dungeon.
||Maybe one of the exits leads to an unreachable "room" with something different.||

main meteor
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💡 adding to this deep north thing, I still don’t know what they have planned yet or anything but, I think it’d be nice to have some big forest areas with bigger stronger trees, that still look like fir trees, & these forests are a lot more dangerous but give more rewards.

terse timber
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💡 Change how the build menu shows whether or not you have the materials to build something. Currently it's pretty hard to tell if the Ashwood and Grausten pieces are buildable because the gray of the material looks very similar to being grayed out for not having material

livid saddle
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💡 adding to changing build menu, it'd be helpful if it listed how many of a material you need you actually have in your inventory with a slash before the number you need, e.g. if you have 4 stone and 2 wood, and you pull up campfire build piece, would say "4/5 stone" and "2/2 wood" (in addition to the current color change/visual indicators of having the required mats)

brittle vine
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💡This has certainly already been suggested but could you add a vanity set like in terraria where you can wear one thing but still get the buffs of the armor your actually using? Just so customization is a bit more accessible without a huge detriment to your defense and special effects

marble hatch
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💡 Make a hotbar specifically for building, where you can bind your more used buildings/structures to a key to select it quickly. To keep this from overlapping binds with the tools hotbar, maybe make it so holding CTRL or Shift toggles building hotbar, letting you choose from your pre-saved building blocks by pressing 1-9.

rotund cobalt
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💡 Rather than dynamically changing the build/hammer menus show each undiscovered item as an empty box with a question mark in it. Would make finding items easier since they will always be in the same place, and would tell players if they have yet to discover some crafting ingredients.

exotic totem
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💡 Cogwheel uses
we get 1-4 cogwheels per fortress, and we are supposed to be raiding them, but currently they only have one use. i would like to see more uses. perhaps they could be used in simple machinery such as a sawmill or upgraded defensive structures.

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💡 biome blur on maps
have the borders between biomes on the map be less of a hard line and more of a very abrupt gradient

heavy tangle
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💡 add Skiing and sledding

exotic totem
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💡 Snowdrifts/quicksnow
Like lava, snowdrifts occupy a large part of the deep north. they are deeper than the regular deep snow of the deep north that can fully halt you in your tracts and can freeze you to death if you dont get out quick enough. Lox are unaffected, but dont like being in them.

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💡 Deepfreeze (effect)
the Deepfreeze effect comes from being in the deep north without for too long without proper clothing. in order to nullify it you will need the Deep North cape, other freeze-proof capes will only slow the time until the effect sets in. the oppressive cold is everywhere and will start to deal damage after 2 minutes, 5 minutes with a cape. fire can reverse the effect but a fire will go out in a blizzard so it should be placed indoors. having the wet effect in the Deep North will instantly apply the effect.

shrewd wraith
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💡Anything allowing to direct tamed creatures. Moving a tamed boar from where he stands is probably the hardest part of the game :)
Here some ideas I got to achieve this goal:

  • when interacting with tamed creatures with a certain tool, they turn in the direction player is currently facing and start walking.
  • a leash. Something similar to Minecraft system for example. No need to explain the idea I believe.
  • when interacting with tamed creatures, it could display an “order box” where players would be able to ask the creature to move to certain places.
marble hatch
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💡 Ashlands knife with gemstone variants pls. justice for knife users

merry canyon
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💡 please some kind of horse, that you can craft a "saddle" for with black forest materials

spice wave
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💡 A sailing skill....but not affecting speed, just mobility, because its really annoying sometimes, acceleration and turn speed and stopping speed.

exotic totem
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💡 meat processor
made from a cogwheel and a few other things, a meat processor lets you take red meats (lox, boar, asksvin, ect.) and turn it into ground meat which can be used in various food recipies

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💡 reduce the parry knockback on ashlands enemies
every time i parry one of them they get thrown back at minimum outside of my reach before they restabalize, and usually somewhere between 10-30 feet away from me

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💡 waterwheel
a crafting station like the Artisan Table, used to build structures that require the Cogwheel.

sand heart
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💡"Hearths" & "Beat"
A set of 2 magick stones.

The first stone "Hearts" you place inside (or over) a hearth that combines all of the storage within a certain area into one big storage, accessible only via the stone. It can only retrieve items to the stone at the hearth, and you can not store things via the hearth, so you still need to build storage shelves, etc.

The second stone "Beat" is a necklace you wear that beats with your own and resonates/attunes you to the "Hearts" stone, giving you remote access to the combined inventory. You can access the items via Beats instead, which is perfect for building on a larger scale. (You still can not "insert" items into the system, only retrieve them.)

exotic totem
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💡 Sawmill (first idea for function)
a structure used for advanced woodworking. like a crafting bench but with 4x range and allowing for reinforced wooden structures to be built

exotic totem
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💡 Shipwright's Table
a crafting station unlocked with at bronze nails, used to build, repair, and customize ships nearby.
build materials:
main table: 40 bronze nails, 10 finewood, 20 wood, 12 leather scraps
level 2 upgrade: 40 iron nails, 10 ancient bark, 10 wood
level 3 upgrade: 4 silver, 10 Black Metal, 30 wood, 4 lox hide
level 4 upgrade: 10 black marble, 10 ceramic plate, 15 copper
level 5 upgrade: 15 Flametal, 40 Graustine, 10 Asksvin hide, 20 ashwood.
-level 1: can build and customize Karve.
-Level 2: can build and customize Longship, upgrades to the Karve
-level 3: upgraded parts to the longship and Karve
-level 4: can build and customize the Drakkar, upgrades to the Karve and Longship
-level 5: upgrades to all 3 ships

Crafting detials
-Sail customization recipies are similar to the banner recipies, using deer hide and greater numbers of resources.
-boat reinforcement is a crafting option, using metals to make the ship more durable.
-the longship and Drakkar can have Oars attached that move when a player is sitting in a seat, causing the boat to move faster without the wind
-at level 5, the Drakkar can have baliste attached (40 yggdrasil wood, 20 wood, 8 springs, 4 cogwheels) that when fueld will autofire at enemies they can see
-at level 5, ships can be outfitted with ceramic plates which at the cost of speed will allow them to sail in the boiling sea

note
this idea is half baked, if you have any ideas for it or things you would change let me know
Clarification edit: upgrades refer to upgrade structures, similar to other workstations

prisma mason
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💡 No charred in the world outside of Ashlands after beating boss. I don't mind it with the other biomes but it's weird to me that Ashlands is supposed to be a war and yet once we win the war the Ashlands suddenly invades the rest of the world? plus Ashlands enemies are at the point where they deal significant damage to anything lower than black marble so builds that have been safe the whole game are now just screwed. As a compromise how about they show up in the world once you've beaten Queen so it's literally an invasion and then part of the incentive to beat the boss is his armies no longer attack you outside of the Ashlands

oblique widget
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💡 no major particle effects in deep north and ability to turn it off in ashlands. We all know particles cause lag. Ashlands is already laggy (not hating just an observation) and I believe it could help alot if we were just able to turn it off along with the heat rays. With the deep north now being in the process I'm afraid that it could suffer the same demise as ashlands with being a lag fest. This is especially true on consoles. While I'm on pc and have a really good system, I still have performance drops in ashlands. My thought is to make the deep north have better playability for everyone with reducing the particles.

formal echo
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💡Rather than increasing inventory size (because that seems to be a not-happening thing) how about a mead that temporarily increases how many items a stack holds and allows stacking of normally unstackable items (such as dvergr lanterns and tankards).

slim holly
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💡a placeable board game that 2 players can actually play. Something like chess or checkers for when you have chill moments in settlement

balmy socket
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💡 i love fishing in this game, but leveling up the skill is so tedious and often not worth it. fishing hat is excellent but is also wayyy too late game to be useful on a regular basis. y'all cooked with the farming armor set for Bog Witch, so a fishing set would go a long way too, maybe around Mountains level in terms of progression (that way you can use it for fish wraps in plains and anglerfish for mistlands)

hot garnet
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💡a custom ship

frosty coral
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💡Update attacks on all weapons, so that players are able to attack in the vertical axis (for example, being able to strike an enemy over a ledge with a sword secondary attack)

last berry
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💡 (Not sure if new or already suggested): a usefull way to salvage items. Like melt iron swords to gather at least a bit of the used iron, same with copper, silver... maybe dependend on the crafting skill. Wood doesn't make sense to me though.

uncut flint
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💡 (Unsure if anyone has mentioned this) When holding a cultivator, it shows all crops radius' including if you were to placement preview crops to see if they will be placed too close to each other, makes it much easier to plant crops at night, would benefit new-experienced players a lot, I have 330 hours but i feel it would even help me decently. (Currently farming crops at night rn and its just about visible)

north marten
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💡 Scythe rests on back when hidden instead of in the pocket 😆

olive sparrow
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💡 Please, in some way just increase visibility in the ashlands. It's so dark 90% of the time

heavy tangle
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💡 add Orka- and whalelike creatures to Deep North that attack your boat if you attack them

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💡 add to the DN snow that slows you down; you can travel in normal speed with a sleighs,ski's and these big snow boots with the big soles

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💡 if not glaciers with a material, please add giant Ice walls with some caves

lavish kayak
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💡Make bosses drop more useful items from the next tier, when fought for the 2nd and other times

native onyx
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💡
We have the Q and E for snapping points. And were given more functions to the Shift key.
With that in mind, why not another usage for building?
With a piece selected we could use Shift + Q and Shift + E to “slide” through the building pieces of the same category. Similar to this image here:#screenshots message
This way if you selected Thatch roof 45° and pressed Shift + E, it switches to Thatch roof i-corner 45°, presses again and switches to Thatch roof o-corner 45°, then to Thatch roof ridge 45° and finally, back to Thatch roof 45°. (The Shingle group, like Shingle roof 45°, etc, would NOT be in the same category as thatch 45º ones)
Same for heavy buildings.
If a category only has a single building piece, nothing would happen when pressing the keys.

fathom isle
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💡Having a crypt auto-marked on the map as soon as you entered it

heavy tangle
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💡 add some tatoos or scars to the customization

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💡 We need a purpose for the stonecutter, we need an update or some item from the DN for the Stonecutter

burnt herald
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💡 Add options in the cultivator's menu for planting Small Trees-- the Meadows' perma-sapling Beeches and the smaller Fir trees that can spawn in Black Forest/Swamp/Mountains. They would still cost a normal beech/fir seed, and would simply grow into the small versions of these trees.
I think a lot of people are pleased with the implementation of the Ivy seeds, and being able to plant these small trees would add some more landscaping for bases without requiring development of wholly new models/materials/etc. (If the devs don't want resin to be so easily farmable, planted small beeches could only drop wood.)

floral crow
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💡 Suggestion inspired by the Bog Witch patch and the crafting bug. Have crafting set up in levels so that (for example) level 40 skill and below will generate a standard level spear (or whichever weapon/gear), that you then need to upgrade by normal means. A skill level of 100 would put you in Artisan category and the spear you would make would be 1 level short of fully upgraded. The final level of upgrade could be the object of a dangerous quest for materials and wisdom (learning how?) to then create an amazing maxed weapon that could also be given a name. (using 'spear' as an example).

unique lodge
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💡 Add helmets which you can make using trophies, I always think hmm i have a lot of these and using them for coal is getting old, if im in early game and i can make a cool helmet that had a resemblance to a deer head on my skull I think its pretty cool, it just adds a small extra use for trophies and i think would just a neat little addition if it ever made it in

nimble lava
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💡let the ashwood bed give +2 comfort like the dragon bed. It's silly that a bed you get 3 biomes later would have a worse bonus.

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💡make some of the later game rugs give more comfort. I would like to have a mechanical benefit to showing off the hides of tough late game enemies I fought

orchid musk
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💡 Let Moder's forsaken power work with the asksvin cape please.

burnt herald
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💡 It would be nice if the cauldron had a sound effect that matched the longer cook-time for making 5 items at once. It feels a little odd when it cuts out at the halfway point.

frigid raptor
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💡 Crosspost from the Reddit:
Dear Devs,

Thank you for all that you do and this awesome game. Please consider the following requests as they are hopefully small and presented to you after much thought and deliberation:

  1. A fully laden cart (with heavy metal) should be ever-so-slightly easier to drive. As it stands now, it is unfortunately faster to carry the contents in your inventory (repeatedly dropping it to regain stamina) than it is to drive the cart over a well crafted & graded road.

  2. Starred mobs should drop appropriately altered trophies rather than regular trophies. I want to show off that I finally bagged that two star troll with a big red troll head mounted above my hearth.

  3. Allow me to dive. I don't need to be able to navigate in 3d underwater, but being able to press a button to swim straight down would be an improvement over jerry-rigging roof pieces to get to the stuff I dropped from my boat. That -OR- allow objects to rest on the floors of boats. I don't think it would produce a meaningful change in the balance between the boats (especially considering you can already get carts and crates into them).

  4. Additional map icons. You already give us little circles; give us little triangles, little squares, and allow text without an icon and I will be a happy Viking. Completely overhaul the map to give single player functionality to the cartography table and I would be over the moon.

I have more thoughts but I imagine that these would be pretty universally approved of... Let me know if you think differently!

slim holly
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💡a premade, placeable sundial so we know the damn time

low plume
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💡 bonemaw serpents spawn everywhere in ocean after killing the ashlands boss

limber thistle
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💡This is an idea for after 1.0 release, but using trophies to customize armor- linked in someway to Hildir (new table/crafting station upgrade/ her directly/etc.). I'm imagining a different textured armor piece for every trophy- adding incentive to get rare trophies and stand out.

exotic totem
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💡 Lort Reto trophy
he is a miniboss, i want his head on my wall with the others

heavy tangle
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💡it is Not Game related, but can we have an Valheim advent calendar(I apologize if we're only supposed to talk about in-game stuff here)

autumn rampart
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💡 What if add some physics in game and make shields penetrate some percent of damage when you carry it on back. Percent depends on type of shield and material it is made of. (Reworked) Forgot that it must work only when someone stab you in back

novel sparrow
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💡 Allow the game so it uses more gpu currently its very heavy on the cpu witch causes lag and stuttering issues with larger builds, this would also help balance out cpu and gpu usage

glass stirrup
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💡 I don't know about the rest of you guys but i would love some Valheim things to the steam points shop

fair moth
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💡 Some troll caves which are empty already have a troll standing on the outside... could you please add a rare encounter where we will find a very young troll half the size of the original one inside of the cave?
It would be hilarious to break a players heart upon realizing that they just killed its parent

desert crow
#

💡I think new move sets for weapons would be cool after a certain point in the game so that it does not feel as repetitive. Example make the second attack for the sword a over head swing edit to clearify I meant one weapon has the old move set and another might have the other move set. I did not mean switch all move sets to a new one I just want more variations

glass stirrup
#

💡 flails and/or other medieval weapons could be a fantastic addition to Valheim

spiral peak
#

💡 Allow us to tame stags for an early game non combat mount? looking for something to boost the speed of land exploration early game

exotic totem
#

💡 shield core shield
a shield that has a shield core worked into the main body. when blocking a rounded wall appears in front of the shield and its holder, blocking extra damage and stronger attacks.

#

💡 Etir shield
a buckler sized shield made with a shield core that casts a magical wall in front of its holder. when blocking instead of taking stamina the shield takes Etir. like other shields it has a -20% regen, but it is on Etir instead of Stamina.

desert crow
#

💡stackable barrels (you can place barrels on top of each other)

sterile panther
#

💡 Auto weapon sheathing so that even if unequiped the weapon stays💡

#

💡Underwater "biome" with diving suit which keeps the player stuck to the sea floor💡

olive sparrow
#

💡 Keep food on death on the easiest death setting. If you're keeping your gear, you might as well keep your food buffs. Much less of a resource drain.

earnest gorge
#

💡 lower the spawnrates of abominations. at this point they seem more common than wraiths or trolls

merry canyon
#

💡 Just like in real life, add albino animals in valheim. They are extremily difficult to find, just like in real life.

spice wave
#

💡 Flametal knuckles....or something like that, I know theres already a ton of flametal weapons, Perhaps even just a mistlands tier fists weapon, It saddens me deeply that literally only one weapon exists for that skill...maybe using bonemaw teeth.

slim holly
#

💡a totem to increase spawn rate of all mob types within (x) distance

exotic totem
#

💡 darken the shade of flametal a bit so it glows red instead of pink

#

💡 Flametal Lawn Flamingo
the metal is pink, and it kinda sounds like flamingo

slim holly
#

💡and tiny gnome lawn ornament😆

spice wave
#

💡 Yggdrasil seeds for the little tree shoot things...just because i hate clearing a region of mistlands of these cool looking trees that will never come back

covert hazel
#

💡 siren for the ocean would be hostel enemy would spawn on rocks and in groups

silver badger
#

💡 Equipment that needs upgrades from different tech levels, for example a scale armor that needs only leather scraps and scales to craft, but then needs iron, linen thread and finally eitr to upgrade

north elk
#

💡 Sum up the melee weapon skills into: one handed/two-handed/dual wield/fist.
helps with clutter, eases the switching of weapons/damage types when progressing, and overall just QOL improvement for melee gamers

spice wave
#

💡 Nerf padded armour into a light/medium armour like root armour and add black-metal armour...i don't care what anyone says i think that would look extremely bad-ass and it seriously needs more uses for how abundant it is...

glass maple
#

💡 been thinking about a new build class in the game, the druid, More efficient with potions, shapeshifter staff and the staff of the wild is more effective in his hands.

north elk
#

💡 great weapons for each stage of the game. each metal having its own battleaxe/greatsword/polearm/Maul. I like big weapons.
Battleaxes having nothing past silver and below iron.
Greatswords not around until mistlands.
polearms missing a silver weapon.
Mauls missing a lot.
I dont understand why people would want gaps in what weapons you can use due to the weapon not having an upgrade during the next Biome.

#

💡 Mauls need a rework.
Dont get me wrong, big bonk good. But only having big bonk is not very good.
Give the weapon type an actual use as a weapon

barren anchor
#

💡more fist based weapons than just flesh rippers. Maybe a mistlands or ashlands variant that uses magic or fire respectively.

exotic totem
#

💡 ability to take mounts through stone portals

#

💡 let graustine arches overlap at connection points
cant get symetrical arches when each one has to be lined up by shakey hand

wet wedge
#

💡 give tame wolves the ability to lie down and rest like Ulvs. It would add to the immersion if they don't just run and stand around.

heavy tangle
#

💡 add Horns to blow before an battle

shrewd wraith
#

💡 About the Maul rework suggested higher :
I think a secondary attack that is a bit faster would solve the problem. As an example, the secondary attack makes players push quickly in front of them with the weapon handle. That will logically cost little stamina and have a quick animation, but deal almost no damages

ionic glen
#

💡 The ability to construct Mökkurkálfi out of clay or stone to patrol and fight off treats to bases. Similar to the iron golem from Minecraft.

quartz perch
#

💡A pulley, for people with terrain walls for their base, pulley is to transport the cart without needing to create a gate that's vulnerable to creatures

frosty coral
#

💡 Add "lava" tipped arrows for the Ashlands that deals much more fire damage than fire arrows to prepare for deep north (maybe proustite powder/sulfur + standard arrow recipe), or maybe even add blunt damage and increased knockback to the arrows since proustite powders are related to explosives (lava blobs, unstable lava rocks).

humble hearth
#

💡 wyvern riding lycan knights. We have lycan mages, how about we see some that delve into wyvern taming, husbandry, training and riding.

slow mural
#

💡 I think it would be fun if you could modify your summons. Allow players to create a Trollstav variant that summons a frost troll, or siege troll that comes equipped with a battering ram and armor. Same for skeletons - raise undead mages, or even an undead healer that could cast a small heal/regen on the player.

wispy hill
#

💡baits for monsters, not only for fish

waxen dove
#

💡Remove the Bronze x5 recipe, it's now pointless in my opinion.

modern rune
#

💡 Alter Progression & Increased Forsaken Power/Duration

Example: Summon a 1 ⭐ Eikthyr by sacrificing 'x' number of Eikthyr Trophies.

Mounting the 1 ⭐ Eikthyr results in a longer lasting Forsaken Power and/or increased power(depending on buffs for other bosses).

Summon a 2 ⭐ Eikthyr by sacrificing 'x' number of the 1 ⭐ Eikthyr Trophies.

hot garnet
#

💡
Lox should be available to pull carts (when tamed)

rocky pawn
#

💡 Make smoke bombs extinguish the residual ground flame from certain sources (such as Fader's/Yagluth's AoE attacks)

spice wave
#

💡 a miniboss for the swamp

rare token
#

💡 Slightly raise block armor on lategame bows and crossbows. Currently they have around 3 and 5 block armor. At the moment, around 4 parries against no star Gjall breaks the bow. Would be nice to be able to parry Gjall (min dmg 50 blunt) around 20 times before the bow breaks, but low enough to still be instantly staggered when trying to parrying seekers (min dmg 90 pierce), charred warriors (min dmg 130 slash), etc. Would be a nice alternative than rolling.

exotic totem
#

💡 horizontal wall item holders

novel sparrow
#

💡Please allow for some sort of sorting within the crafting menu's? (such as alphabetical or by item type). ATM by near end of the game its all over the place and very messy to get around. (without dev commands)

last pond
#

💡 I think it would be sick if they added different pantheons as dlc that we could take our characters to.

exotic totem
#

💡 a reference to Sleipnir
there, a horse.

pure veldt
#

💡Remove the chance to get extra Armor and Tools or make it so you can recycle tools to get 0.5x the resources of the tool/Armor

novel shuttle
#

💡 The bonus items you get from the new crafting/cooking/farming skills need to be proportional to the size of the 'batch' being made. If I'm cooking and I get a bonus food item, that's 100% bonus on investment; if I'm crafting arrows and I get a bonus item, that's a 5% bonus on investment.

wispy hill
#

💡 Add armguards and gauntlets to the Padded Iron set

compact crag
#

💡 Scrapping wood in a Workbench, that can be used to fuel torches instead of using resine (not craft them, just fuel them) and also not be so overpowered, like 2 of that item per 1 wood, resine is so valuable for some ppl so that could fix the issue with lighting up the base

novel sparrow
#

💡 Change slipping angles for characters from 45 degrees too 46 degrees to stop slipping on 45 degree roof tiles. (or just make it so you cant slip on 45 degree built items)

tight bronze
#

💡 Reset both the duration and absorption amount when re-casting the shield from the Staff of Protection.

Currently, it only resets the duration if you cast it again while a previous shield is on, even if it may have just a bit of absorption damage left before breaking. This is even worse when the staff is upgraded and the shield lasts longer, since you will have to wait longer before you can re-apply it to start another fight.

A simple way to prevent abuse (people spamming the shield) would be to add a cooldown, like with healing potions.

exotic totem
#

💡 ability to place food/feasts on empty feast platters via the serving tray

i think the decoration of stacked plates or using giant plates for large meals would be really cool

vital sleet
#

💡 Please can the Staff Of Protection barrier have less reflections. The glare when 2+ players and 3 skeles is a lot. Maybe let us choose the colour of the barrier and/or include a slider so we can vary the amount of reflection. Thank you

wary anvil
#

💡 I was playing a solo, no-map game, but I think it's a bit too difficult. Since the map table currently has no use, it could be a way to open the map. Additionally, the red stones that show the boss could ping you, similar to how you ping on the map.

ashen ice
#

💡 The deep-north's metal should be called "dvgerger metal." (or a metal in general) That would add more lore to the dvergers.

slim holly
#

💡give tower shields the ability to charge ahead a bit giving a stun if they make contact with enemies

deep relic
#

💡 Give Vegvisir a possibility to show at least a direction to the boss with No Map mode turned on. For example, some particles could be displayed in a similar way how any crafting table and its upgrades are connected

exotic totem
#

💡 paintings
various paintings, represented as items that can be crafted, bought, or found. they can be placed on the wall by hanging them on a wall item holder, like a trophy.

Painting types include:
-Crafted paintings
made from 1) various coloring materials (like what is used to color banners), deer skin, and finewood. or 2) various coloring materials, linen, and finewood. the first type would be rough, like charcoal drawings and beginner's watercolor. the second type would be a lot finer and less crude.
-Merchant Paintings
paintings purchased from the various merchants. can include things like bosses, the merchants, lore-relevant paintings, and various other things.
-Looted paintings
paintings looted from the various structures around the map. somewhat relevant to the biome they are found in, will most likely be a lore tool but can also be random things like some guy petting an Asksvin or one of the previous Norsemen's self portrait.

Let me know of any ideas for paintings you have.

balmy socket
#

💡 world modifier for weather damage. we got one for fire and it would be nice for a modifier that removes the water damage to wooden structures. i dont like modding this game so a vanilla solution would be great

distant topaz
#

💡 Make it so whenever a Trader gets marked on your map, a message pops up saying something like "You feel a presence settle nearby". This would be extremely useful for "No Map" runs since the distance at which a Trader spawns in is much larger than your view distance, meaning you can trigger them to spawn on an opposing coastline and you'd never know.

frosty coral
#

💡 Change the effect of the Mistlands so that the mist wont be as the current one, but the thick mist observed in some biomes (only when Wisplight is equipped).
Occasionally, the Mistland-type mist will return, where the original mechanic takes place.
This will allow players to navigate through the environment and locate dungeons easier/quicker, while still allowing the current Mistland mechanics to take place occasionally.

balmy socket
#

💡better hammer for late game, maybe made with a different wood or stone type that would give a longer building range and a repair radius of maybe 2-3 tiles

fickle dune
#

💡 Maybe a donkey/mule//horse as a tame for the cart so we can transport resources with carts easier

ruby summit
#

💡 Seeker soldiers are already rare, and their trophies even more so. Throughout my entire mistlands playthrough I only ever encountered a single trophy, and you're supposed to get three to resummon the queen. Could the droprate be slightly buffed? Or if not, give us a less grindy way of getting the stuff to refight her?

restive birch
#

💡 When placing a Skeleton Trophy on a horizontal item stand, the skull faces upwards. It would be nice if the skull was also horizontal.

restive birch
#

💡 Add the ability to carry baby animals (boar, wolf & chicken), so they can be easier relocated.

  • Animal is carried in left arm; right arm can still be used with one-handed weapons/tools.
  • Use of shield is impossible while carrying animal.
  • Carried animals are transportable through portals. Not the end of world if portals not allowed. I’m willing to sail across the map with a squealing piglet under my arm. 😊
analog arrow
#

💡 can u plz nerf the spawnrate on bonemaw, they spawn like every minute and its just so irritating. Once i just didnt care and just moved on but just one min later there were 2 bownmaws. its just so frustating. plz nerf the spawnrate

novel sparrow
#

💡 Can we get a lore reason into what carries the huge dverger carts in the mist lands?

leaden mural
#

💡Treasure Expansion
Collecting treasure including gold, necklaces and jewels is a fun little activity in-game, I would love to see it expanded upon. The treasure chest is a fun object to aim for, I would love to see more like this, or even just collectibles. Just to convey the idea a bit more, here are just some various examples.

-More jewels beyond amber and rubies, would serve similar purposes.
-silver urns rarely found in burial chambers; brass skulls found rarely in fortresses; golden horn/goblet found rarely from fishing

stray portal
#

💡 Discord Channel Alteration: The #suggestions Channel should be redone as a Post Channel rather than a Text Channel (similar to #1024264966712340510). Each post would be an individual suggestion.
Advantages:

  1. Discussions and talk about the suggestion can be done directly on the suggestion rather than separated in the #suggestion-discussion channel. It would help keep the topics contained to the individual suggestion. The #suggestion-discussion channel would still be there for brainstorming ideas before making a suggestion post, but discussing a specific suggestion would be instead relegated to the post the suggestion was made on.
  2. Old suggestions can be dredged up and discussed/voted on to be made relevant rather than re-posting similar topics. If something it truly popular or relevant, players can simply sort posts based on recent activity rather than date posted
  3. Tags can be used to organise the suggestions into categories to make it easier to browse, tags like UI, New Content, Combat, Building, Balance, etc.
  4. Screenshots of concepts or diagrams of suggestions can be included in the topic without causing bloat to the channel list or requiring a link to the #screenshots channel
spice wave
#

💡 If we get farming clothes then why not fishing, woodcutting, mining & cooking ones too 🤩

zinc leaf
#

💡there should be a lightning-imbued spear that you can throw and have returned to you at the cost of eitr. since the spears are quite dull

spice wave
#

💡 Why can i not put scythes on armour stands...

torpid steeple
#

💡I had a random thought of books being in the game & thought about how cool it would be if you can illustrate your own books and expand on the Valheim lore on our own. With the addition of books we can build actual libraries and maybe even venture the world to get ancient books and rediscover the lost arts of magic(more magic abilities) and get knowledge of mythical weapons.

muted skiff
#

💡 A "hold fast" location at the top of the mast of the Drakkar. It would function like a crows nest, but the ship model would not need to change; it is possible to walk along the crossbeam if you can get up there, so just have the character hold fast like they would at the bottom of the mast, but standing on the crossbeam. No need for a ladder either, just let people discover it if they happen to find their way up there.

rare token
#

💡 Just like the new bog witch skills, what if woodcutting skills gives a chance to yield extra woods or seeds? IRL, some cutting patterns waste less wood.

warm plank
#

💡 i think the game needs a better timing system to tell when the day starts and the night begins because it gets very dangerous very quick without some sort of sun dial time alert system in place also a better gear body selection system so the armor and weapon doesnt take inventory spots would be so awesome overall friend an i been enjoying the survival of the game

iron aurora
#

💡there should be a lightning-imbued spear that you can throw and have returned to you at the cost of eitr. since the spears are quite dull

exotic totem
#

💡 Food Item: Seeker Cocktail
styled like a big shrip cocktail, with the seeker meat around a dipping sauce
ingredients: 5 cooked seeker meat, 3 cloudberries, 3 raspberries,
stats: 70 HP, 25 STAM, 0 Etir

another use for seeker meat that is not as good as the meat platter but still good enough to be worth making

exotic totem
#

💡 ability to plant mushroom, ashpuff, and berry bushes

berrybushes should require larger areas between plants to grow to still incentivize saving naturally spawning bush clusters

autumn creek
#

💡 yeah it’s been brought up a thousand times but for the love of Odin can we please rename the characters #screenshots message

spice wave
#

💡 Coloured streaks in hair customization

rapid garnet
#

💡 Horses that are more reliable early game mounts that can pull carts as well. Saddles accessible with bronze and they spawn in meadow biome

smoky goblet
#

💡 I find the "ping" sound associated with the extra drops from cooking/crafting/farming skills a little too "video gamey" and a bit immersion breaking. Can we have an option to disable it?

frosty coral
#

💡expand Putrid Holes, increasing their complexity and making them a sort of "lava cave" with lavas in some areas.

exotic totem
rocky pawn
#

💡 A "you are being hunted" new event that spawns with a "You feel cold..." Message.

It could have a chance to spawn at the start of night, so due to the similar message, it would make the player think it's just the night starting until they realize the "..." Makes the message stand out and the event area shown in the map (which wouldn't be noticeable in no map mode).

I leave the kind of enemy spawn to the imagination but it should be a new aggressive hunter enemy

warped storm
#

💡 Make the kvastur item say "Kvastur Trophy" instead of just "Kvastur". Also change it in the trophy collection tab.

lavish kayak
#

💡 The Repair feature of the wooden hammer could allow a keyboard modifier (alt/ctrl) that would display an AREA of objects damaged status instead of just from the object you're pointing at, for example the damagebar of all objects within 1 or 2 meters distance from the object you're pointing at.
Depending on the quantity of information that could be too high, I'm sure devs would find a way to do it smart 🙂
EDIT: the common usecase is when invasion monsters hit your base on several zones you can scan it for damages faster instead of pointing at each item 1by1

#

💡 Double the map "ping" duration time, as when navigating with a friend is sometimes hard to find in 3rd person view, if you're not aiming right at it already

#

💡 Dynamically adapt the font color of the "ping" when viewed in 3rd person view, as most of the time when sailing the blue color is difficult to see over the clouds or sky

tribal crest
#

💡Fish pond to farm and breed fish. Just throw 2 pikes in the the pond and throw fish bait and soon enough you will have 4 pikes in total!!!!!

clear bough
#

💡 A general suggestion: please try to use more of previous biomes with new ideas/recipes. For example the Wishbone: there doesn't seem to be anything hidden in the last three biomes (Plains, Mistlands, Ashlands). The chitin from Leviathans, used for exactly two things. The list goes on. So many things feel forgotten.

shrewd wraith
#

💡 Linked to the idea of tattoo, can you add something in order to change a bit the highness and thickness of the character ? Nothing about hitbox, just something to make my character smaller than the others, taller, a bit thick, etc...
I feel like this game deserve a character the player is attached to. That of course really feel "optional" but it would be cool if added.

celest anchor
#

💡 Remove the dust cloud effect when planting crops

marble hatch
#

💡 Along the same vein as above suggestion:

Add sliders in the settings for various types of particle effects (eg. farming/terraforming, magic, blood splatters in combat, etc.) allowing you to customize the opacity/severity of them to your own liking.

prime crater
#

💡 Secondary "Attack" for bows which would be a simple backwards leap, if thats not impactful enough perhaps it could not interrupt the draw.

ruby summit
#

💡 If not in the game already, fader power, troll resistance mead and megingjord should provide you the strength to drag carts with higher carry weight more easily. Maybe drag capacity could be proportional to max carry weight currently in the player.

main meteor
#

💡 for the deepnorth, instead of wolves they can maybe add timber wolves, or just a larger variant with more hp and more damage

novel sparrow
#

💡 Can we get Lore tablets for the Plains, Mist lands, Ashland's, and Deep North? feel weird the way it just stops in the mountains almost like the devs forgot.

opaque dove
#

💡option to toggle trader map icons on/off

native onyx
#

💡Add to Magma fish a glowing texture when in the water to make it easy to see. It's quite a guessing game to know where to find them.

lapis oriole
#

💡great hammers are the only melee weapon (that i know of) that dont have a secondary attack. Make its slam a secondary attack and give it some form of fast attack for its primary.

native onyx
little osprey
#

💡Quality of life improvement: Inventory Management

Create a work table only for the purpose of managing your inventory. It could show you all items in chest or on the ground in its radius and allow you to grab them. It could aggregate them in one list that you can scroll down allowing an unlimited amount of items to be viewed without changing the chest space requirements. So for example, you open it and you could have one slot with 200 carrots, despite a stack being less than that, even though they may be spread across 10 different chest. I love this game but I find myself looking for things constantly and if this was implemented you can spend less time looking for things you already found and figuring out where to keep things and more time exploring and building.

blazing drum
#

💡 Virtual reality.

I think virtual reality should be a thing as it would be funny having a boar chasing you in front your eyes.

I'm not sure if this would be possible but it would be great to see.

quiet narwhal
#

💡 include all of the Dvergr items in the buildable pieces (i.e. the large wood beams, the stone face, etc.), there are already in game assets for them, might as well let us use them

#

💡 create a black marble piece that goes with the arch - right now it looks odd how the arch is skinnier in the middle and there aren't any pieces to go flush with it

atomic sleet
#

💡 Please add a ladder to both sides of ships, not just the one, its inconvenient 😭

prisma mason
#

💡 prevent chain lightning from hitting non hostile dwarves. Dwarves that were friendly just turned hostile and killed me cause of chain lightning

remote burrow
#

💡 Rivers and lakes above sea level

cloud bramble
#

💡 "love potion" to increase serpent spawn rate at night/rain

exotic totem
#

💡 Boneclaw (weapon)
the Boneclaw is a fists weapon, like the claws but ashlands grade.
it is crafted with flametal, asksvin hide, and Bonemaw tooths.
its basically just the claws from the mountains but styled to fit the Embla/Ask outfit

hybrid sentinel
#

💡 add some things about valheim in steam points shop, please, i beg 😭

exotic totem
#

💡 pile of ashen bones

exotic totem
#

💡 constellations
nothing special, perhaps a few blog posts about constellations or an in-game mural on a dungeon wall showing one of them off.
intention for it to be a fun hide and seek in the Valheim night sky for the players to find these constellations

exotic totem
#

💡 flower pots
so that we can decorationally plant various vegtables/fungus

exotic totem
#

💡 eye colors at the barber shop
unlocked as you clear biomes
-Cyan blue, Default
-Green, unlocked after elder (greydwarf shaman eyes green)
-Orange, unlocked after bonemass (like a fire)
-Storm Blue, unlocked after Moder (darker blue with white highlights)
-bright Purple, unlocked after Yagluth (magefire purple, like Yagluth and Fallen Valkyrie's fire attacks)
-Dark Purple, unlocked after queen (like the mists)
-Red, unlocked after Fader (like the Flametal armor visor)

open torrent
#

💡 Sleeping with armor on makes you not rested enough. To rest completely, you will need to take off your armor before going to sleep.

jolly current
#

💡Crafting skill gives a discount on materials when crafting or upgrading but only after you already crafted or upgraded to that quality level once.

Only giving a stamina discount is boring (according to what even they said in a recent interview), giving more items feels weird, and a discount on materials would shortcut progress, but what if the discount would only happen after you already grinded your way to that point?

Example: an iron mace requires 20 Iron the first time anyone crafts it, regardless of Crafting level. At Crafting 10, your second mace only costs 19 iron (or whatever). Upgrading it to level 4 requires and additional 60 Iron, but after making your fist level 4 mace, your subsequent ones would "only" require a total 55 Iron. And so on.

graceful galleon
#

💡 Please add more burning time to the candles so they don't burn out so quickly.

magic juniper
#

💡 Its lonely sometimes playing solo. Need a romance option for the bogwitch

arctic tree
#

💡 A Crow or another bird that, after you tame it, send to long (around 3 - 4 ingame days) and bring back with interesting points temporary pinned on map (something like dungeons, ore veins and old constructions).

unborn galleon
#

💡 Add the ability to restore stamina while not moving in the water as an additional effect to the root armor set. Root is wood, wearing wood lets you float and rest while floating.

kindred dove
#

💡Snow Variants of Trolls for the Deep North, who carry icicles instead of wooden clubs.

unborn galleon
#

💡 Add buildable hanging ladder/bridge functionality as an improvement to the harpoon: add harpoon improvement level where it gets a more rigid double rope (some kind of a rope ladder) -> harpooning a solid rock/ground/tree/build item with this improved harpoon stretches a rope ladder from player to the point it hit, the player with the other rope end bound to it may choose to fasten the end of the rope stretched to some place nearby (rock/ wood/ground/whatever?). The obtained rope ladder can be used to climb it or to mount lightweight wooden plates on and create light hanging bridges.

marble hatch
#

💡 Probably suggested before but whatever.

A "Sort All" button in chests and your inventory which sorts items into categories (clothing, tools, food, woods, ores/stone, raw/uncooked foods, etc.) and places them next to each other, starting from top right, going left. Order of categories could be in accordance to their importance (eg. tools first, food 2nd, woods and ores last)

exotic totem
#

💡 mannequine
texture change to the armor stand to have a player's model with finewood coloring, designed to liven up a place by sitting in chairs or walking around areas.

main meteor
#

💡 I think It’d be nice that for the deepnorth there’d be a new type of freeze, “deepfreeze” with no frost resistance it would really quickly deal large damage. If you go in with frost mead, resistance cape it lessens the effect a lot. For the first 30-50 seconds in would have no effect but after that it’d slowly start taking very small amounts of health away, slow you down & slightly decrease stamina regen(all of these negatives get worse overtime) If exposed to it for too long it would give you frostbite which permanently slows you down for 2-3 minutes, if not handled well and you’re still exposed to the environment it’d deal more damage than “deepfreeze” and it can be removed more quickly near a fire. With this new effect I think it’d make sense to have a new enemy with a thick/warm hide that it drops to make a cape to be more immune to this new effect or better resistant. (During snowstorms the effects are more severe) I think this would encourage the player to be careful and to refuge in shelter here and there to stay safe and introduce a new unique effect.

covert hazel
#

💡in the character creation there would be size changer, I want to be a Gremlin

golden stag
#

💡deepnorth update ideas (wont be this way ik but..)
build pieces:
lighter wood type, with a swirly sort of theme
circle window wall

heavy build pieces:
ice wall (cleaner glass variant)
brick walls/stairs
brick or checkered tile floors

foods:
pancakes (stam)
hot cocoa (stam)
bacon and eggs (helth)
gingerbread house (feast)

just some things i think would fit well with the mentioned "cozy vibe". obv all would have the valheim twist

exotic totem
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💡 More uses for fiddleheads
they are too readily available for an item with all of 3 uses

#

💡 the ability to switch between Save Files and Servers in file select with arrow keys

main meteor
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💡 In the DN, I’ve seen a suggestion so that snow builds up on roofs and structures & can cause them to collapse. If this were the case I think it’s be cool for the addition for a steeper roof (probably with new wood type) so that the snow falls off, not causing any damage. Also would be cool for new looks on a house

exotic totem
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💡 curved 45* walls
a 45* wooden wall (normal and ash) that curves to make a quarter circle, can be used to make large circular windows/doorways

distant topaz
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💡 Make it so Brew of Animal Whispers also increases the rate at which animals grow up or doubles the breeding cap (Example: Boars can breed up to 10 Boars within 10 meters). This would give this mead much more utility rather than just being a niche mead you use at most 4 times per whole play-through.

fleet yoke
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💡 More unique weapon designs within categories:

  • The weapons in the game can be separated into distinct types (say, clubs or swords or knives), but within these types, they just feel like direct upgrades to an existing weapon without offering much new things gameplay-wise to the table.
    • Having more unique weapons within categories gives you more choices on what to choose in your next fights and raises the combat ceiling. It also adds some excitement in crafting your weapons as you truly don't know what this new weapon does whenever you reach a new biome.
  • Implementation is up to you, I'm just raising a problem here so you can fix them. Though I'm offering some few quick things to prototype this idea: Iron Mace has poison from the Ooze balls, some Swords' special moves may offer different stabs, later Crossbows may pierce through multiple targets ...
    PS: The Frostner is a good exception to this rule, but since it's all the way up in the Silver Age, not a lot of people would notice it, or even consider it viable at all in later zones of the game. (Unless they've seen a lot of youtube videos)
#

💡 Weapon Combos:

  • Another problem I'd like to raise is the lack of potential weapon combinations in this game.
    • An example is this: Frost deals more damage to Wet enemies. When I first played this I thought we could be able to make like a Wet Bomb to apply Wet to enemies, then combo in with a Frost weapon like Frostner or Mistwalker. Then I realized that isn't really possible.
  • Adding weapon combinations raises the combat ceiling and makes combat even more fun for those who are experienced in the game's combat systems.
    • A lot of games with combos tend to make it a mandatory thing to master, but I don't think this route should be taken here. It'll make basic combat a lot more frustrating to learn. And combos are more fun if you only know about it later on anyway.
  • As always, implementation is up to you, but here are some quick ideas to prototype:
    • Fire deals more damage to Tarred enemies. So what if we have a bomb that applies the Tar effect, and a weapon that deals Fire damage?
    • Wet Bomb.
    • You can think of more effect combos to add. What if Lightning can chain into other enemies if the target affected by it is Wet?
  • There is also an inherent trade-off to this: You're using more slots to pull off these combos, which means less slots to get things while out exploring or hunting things.
    • This is something to note if you're planning on making new combos while also balancing the heck outta them.
spice wave
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💡More background music in places, Terraria for example has "alternate day" as a soundtrack, I think like another soundtrack for the meadows/blackforest so on and so forth, cycling between them so its not just the same thing looped over and over and over and over again, perhaps nighttime specific music too!...it is a different vibe after all, I still love the soundtracks and i don't like to play with music off, its just that it gets to feel a tiny bit stale at the amount of hours i've had 😅

#

💡 The ability to plant lil beech and fir trees, for me personally thats a serious lack in qol, i love using the bushy smaller trees as decorations so i even just leave them in areas i am building at times, but if anything happens to them its all over..

ruby summit
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💡 Not sure how this will be received, just a random thought

So there are a lot of people suggesting heavy weather for DN, and while that could work, it could also imply having to annoyingly wait it out if you don't have the equipment to deal with it. To give players something to do should that direction be taken, I think it could be a good opportunity to explore the underground a bit more.

While something more akin to minecraft or terraria wouldn't be possible due to how terrain generation works, we could have an interconnected "cave system" that operates much like it does in Don't Starve, where you can find several entrances to a second "layer" that extends throughout the biome. It could follow the same technique dungeons currently use, where it would be physically located far above the map. This would provide a sort of duality to the biome where the gameplay loop involves both the surface and the underground dynamically. It's also an opportunity to explore a different aesthetic besides "generic cave #2", where maybe we could see grander dvergr stuff like in usual rpg fashion, or perhaps even the previously suggested svartalfr from the scrapped roadmap. Ideally, there should be a lot of stuff to do in both layers to avoid something like the TOTK depths, which were emptier than my wallet.

Idk, prolly not gonna be how it goes, but it's just my two cents

spice wave
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💡 A simple idea that could be expanded upon, Inspired by various others i have seen, Lightning bears in the deep north 😎

terse meteor
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💡 A nice dn mount could also me a mammoth and think of the new foods that come along with it you could milk the mammoth and make mammoth cheese

spice wave
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💡 Give lox capes higher defense, and give linen capes some sort of combat boosting effects, To give you a reason to choose the lox cape over the wolf cape (it is a tier higher so why wouldn't this be the case), and to give linen capes a reason to ever use other than the looks ✨

spice wave
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💡 greyling trophies, i must complete the set of greydwarf-y trophies.

exotic totem
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💡 The Worldspeak
A unique structure in the mountains, very very high. a small camp with a tent and a few charts from some Viking long ago charting the stars at the 10th world's highest peak.
Function:
The Worldspeak has a small map table that adds a point of interest of the ruins of the Astrologer's old home, several drawings of constellations, gods, and forsaken, a bronze looking glass (cannot be picked up), and a small Rune Tablet on a small wooden table that is a note from the Astrologer about his personal quest to chart the stars.
spawning
The Worldspeak generates at the point in the map with the highest elevation. it is raised an extra few dozen meters to be a worthy summit and plateus in a small area that holds the Astrologer's camp.

remote zenith
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💡 capes on item stand

exotic totem
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💡 display shelves
like an item stand, but designed to display one or two items such as tools, clothing (folded), valuables, and other things that cant be placed on an item stand

twin oyster
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💡 There should be a way to invest in your animals for a chance of getting higher stars, like if you make a pen with feeding troughs water maybe some kind of recreational objects

novel sparrow
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💡 Make Mining and Woodcutting skills have chance to supply extra materials, like the Crafting, Cooking, And Farming skills?

pearl stream
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💡 Javelins. They are very similar to spears, use spear skill, but they have ~2/3 damage of a spear of equivalent tier, have 2.0x damage multiplier on throw, faster missile speed (but not as much as even crude bow) don't have quality but stack up to 10 or 20.

frail juniper
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💡 Would love to see Chitin used more, making an ornament, 'sea armour' for swimming faster. Just a bit more utility for that resource

fleet yoke
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💡Alternative Placement + Use key shortcuts:

  • Look, can we all agree that spamming your Use key to get things done kinda sucks?
    • Especially if you have a big squad and you're the one who's doing the smelting, or the flour grinding, or the Spinning Wheel thingy, ...
  • Can we get the functionality where using Alternative Placement + Use key combo (Shift+E is the default I think? I modded my keys, I dunno) to instantly fill up the queue?
    • So, this would let you instantly filling up coal for the Smelters, Barley on the Windmills, Flax on the Spinning Wheels, and Refinery ingredients. Saves up so much time just spent spamming away.
      PS: I know you technically don't have to spam, but I tend to spam since holding the key is significantly slower, especially for Windmills/Refinery ingredients.
upbeat thunder
#

💡 add fall damage to some entities

timid gorge
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💡 weather proof wood build pieces. made with resin and wood it would just be the current wood pieces but weather proof. or use tar for weather proofing.

prime crater
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💡 Candle holders and candelabras as a refuellable candle-based decoration

exotic totem
#

💡 have mobs from a biome spawn everywhere when its boss is next in progression
i find it very iritating (from a lore perspective) that each boss's minions seem to go far and wide in semi-coordinated attacks after their boss is dead.
it would make much more sense for the current boss to be filling the rapidly growing power vacuum that you create by killing a boss.

red pendant
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💡Ivy (new plant)

Please remove the "needs to be open to the sky" requirement. As Ivy is one of the few plants that does not like direct sun light and is in fact a shade plant, so its a bit counter intuitive to the nature of the plant as it thrives better when not in direct sunlight. Plus it REALLY limits what kind of roof you can build and plant ivy around your house to have it grow up the side.

Thanks!

exotic totem
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💡 Linen tarp
roofing made from linnen and finewood. a dense weave that can keep out even the rain and can be colored to match whatever biomes you are in

inner tundra
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💡 For updates and balance changes, it would be nice if there were more communication on what the changes were aiming to achieve. For instance, the recent reactions to the changes to the crafting skill and the asksvin cape have been largely negative, and while I personally dislike the changes based on the changes themselves, it would be likely to lead to less negative responses if the updates expanded upon reasons for the changes that could help people understand where the devs are going with them.

exotic totem
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💡 treasure items in the decor tab in building.
i want to place small piles of gold and various crystals, gems, and treasures on the floor and on tables around my great hoard as seamlessly as a feast placed on a great hall's longtable.

neat fjord
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💡 Add raising gates for fortifications. Using the charred wheel as one of the requirements and the mechanical spring as the other.

Make it so there’s wooden gates, stone gates and even grausten, allowing for customized builds`

modern rune
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💡 Rune Crafting
Unlock craftable versions of the Vegvisir upon finding them for the first time, as well as acquiring a chisel made from material(s) offered by the biome. This would help No Map journies when tracking a boss location becomes difficult. Late game possibility of crafting forsaken power stones to remove the tedium of switching abilities & increasing base utility.

rocky pawn
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💡 Possible loot from hidden chests: A map for each trader that spawns their location when using it (but it's not consumed)

The benefits of this is that you would get the according trader to spawn in any of their possible 10 locations.

The disadvantage is that it's completely random, you could be very lucky and have them spawn close to any of your bases, or be very unlucky and have them spawn very far from any of them. Especially unfortunate if on no portal runs (in this case, the map would just point you to the general direction of where the trader is, like vegvisirs, making the fact that the map is not consumed on use even more important)

Each trader would have their own map, buried inside a chest in their according biomes: For hildir it would be in meadows, haldor in BF, but bog witch could be inside an abandoned hut as digging in swamps wouldn't work as well.

The fact that the map is inside a buried chest means it's essentially locked behind bonemass as you need to use a wishbone (at least for haldor and hildir, but they're traders from the two biomes that are right before bonemass so it makes perfect sense)

The map can be sold to the according trader once you reach them for a significant amount of gold as it has no use afterwards (also it could encourage finding more maps because of this)

modern rune
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💡 Well Fed Active Effect for 5 seconds after eating 3 types of food
Just waiting for the regeneration results in a -5 health total in some cases. The rested bonus will take roughly 1 minute to regenerate, and drop the health increase total when waiting. This can only be helped along with healing mead. It would be nice to get the full health total a bit quicker when eating a full meal.

Additional testing: Even with Resting Bonus + Rested Effect, waiting for full regeneration still results in -2 total health.

main meteor
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💡 an addition of a trough. There are two variants- wood & metal.
Wood would cost 10 wood
Metal would cost 5 wood & 5 iron
CANNOT be damaged by tames loxxes

Wood (1.5 meters long) would have 5 spaces like a chest, food is stackable. (all of this works like a chest & only food can be placed into it) 150 durability

Metal (2.5 meters long) has 15 inventory spaces, 500 durability

If you put in food, there’ll be a variety of meats, berries & seeds seen visually, the food being eaten will slowly disappear from the tray.
-it has large range for hungry tames so they can detect it rather then climbing on top of each other for hours on end, & they would go eat the food more quickly than usual. Metal trough has a significantly bigger range

novel sparrow
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💡 Make it so passwords are remembered when when you log out of a friends server for easier joining next time?

loud blaze
#

💡 map seed displayed in the F2 menu

tacit sage
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💡Adding smelted black metal ingot for Deep North chests or pots (future suggestion).

Pretty much just smelted from blast furnace at chest like you get silver in the ashlands pots. Getting it is either for chests or if you're in bossless runs then you can get it to make the sap extractor, eitr refinery and the galdr table though it need quantity of 2-6 per chest.

It depends how difficult it is to reach the deep north but the reward is very high.

Plus you can pretty much get black metal ingots without killing Moder, just that it's locked behind end game biome but the reward is high.

earnest gorge
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💡 after the fader got defeated, make mountains spawn new enemies (wolf brutes, stuff like that). you will need to harvest silver again and combine it with some essence dropped by DN enemies, making something like frost ingot from which you could make armour (armour will also need stuff from enemies from DN and mountains). stuff similar to plains biome and padded armour

spiral peak
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💡 is there a way you guys can work out the spear being useless with ANY height difference? I like the spear but using it on body piles or wolves in the mountain is tilting. its a mid range weapon and has no range.

lavish kayak
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💡 doors that could resist to rain damage

wanton hill
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💡 It kind of bothers me that smelted ingots of metal can't be teleported but tools made out of literally the same metal can.
so, I propose another server setting for portals. Something between "teleport everything" and standard. You can teleport smelted metals now, but you can't teleport the surtling cores to smelt them with anymore.
Reasoning: Unprocessed ore can't go through because uh reasons. But surtling cores stop being teleportable because I imagine it could be like trying to press two magnets against each other on the same pole in that they just repel. Maybe trying to shove a power source through a portal run by the same power source also just doesn't work.
You would be sailing around with surtling cores to smelt metals before bringing them back via teleport. And then higher level biomes, like the Mistlands (sap extractors) and Mountains (dragon eggs), will still have other things that can only be shipped to where they need to be through real space.
I wonder what people think about this?
"Teleport everything" and "standard teleport" is a pretty sharp difference, so I think having something between would be nice.

pearl stream
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💡 Holding E on crafting station use, like you hold E to stack things in chests, should repair all applicable items.

foggy aurora
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💡PLANTING, i only wish for xmas, that i can plant anything in my main base in meadows. plains stuff, mistlands stuff, i have one uuuge castle and i dont want to have seven diff bases, but cultivate one.

dark ridge
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💡 A crafting station, workshop or forge found in the Deep North that is used to craft end game armor or end game crafting materials. It can take inspiration from the moonwell in Vanilla WoW.

rough grail
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💡 Setting what removes water damage to buildings. it would help players who dont want mod or change the game any way

vital spire
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💡 Making the Moder forsaken power last longer than 5 minutes or some sort of item/enchantment or buff that could allow for certain forsaken powers to have an increased duration

stray portal
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💡 Split Forsaken Powers into Combat and Utility
Core Concept:

  • Each Forsaken Power has a Combat and Utility Power
  • You can choose one Combat Power and one Utility Power from any Unlocked Forsaken Boss
  • The Cooldowns for Combat and Utility Powers are Separate
  • Activating the power would either use a new key binding or a shortcut of the existing binding (Tap "F" for Combat Power, Hold "F" for Utility, as an example)
    Benefits:
  • Less frequency with adjusting Forsaken Powers between various activities
  • More diversity in power options
  • New build options for specific utility combinations
    Power Breakdowns:
    Bellow is the table with the proposed power breakdowns:
    #screenshots message
  • Eikthyr's Combat Power would give you a small bonus to stagger, rewarding aggressive attacks to fit the theme of a deer charging head first into combat
  • Elder's Combat Power would be like the player could root themselves to the ground; stopping them from being thrown so far back when attacked, keeping them from falling off cliffs and allowing them to more easily counter attack
  • Bonemass's Utility Power would work well in all biomes, but specifically the Swamp which is always raining
  • Moder's Combat Power would boost non-magic ranged combat, a fitting bonus for a dragon which spends a lot of the time in the air
  • Yagluth's Utility Power I struggled with something thematic; Riding is introduced in the plains so it felt appropriate
  • Queen and Fader already have powers that split nicely into Combat and Utility
    Drawbacks:
  • I acknowledge some Utility Powers still have combat synergy such as Eikthyr giving a bonus to running/jumping. However, I feel the bonuses aren't so great that it would upset the balance
  • Adjustments will probably need to be made to existing powers for balance
lavish kayak
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💡 ability to gather tar in a bucket to fill holes/trenches, as a kind of defense mechanism

lavish kayak
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💡a seed planter wheel (aka "walk-behind seed planter", or "precision garden seeder"). this would allow planting seeds with a defined space (as slightly suboptimal) while walking

sinful barn
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💡 Place stacks of regular food using serving tray (similar to feast "stacks")

novel sparrow
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💡 Tamed animals don't damage structures (I've had to repair my base id say 100 times now due too loxes and that's when their not aggroed)

formal leaf
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💡 Greydwarfs should be afraid of Darnwyn, like they are other fire sources.

vivid bronze
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💡Long term idea, make an endgame larger ship made of flametal that acts like a ice breaker cargo ship to use into the deepnorth that can either melt away or break ice and allow multiple uses like maybe carrying tames and a spot to get rested on the ship.

main meteor
main meteor
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💡 as Norse mythology says, evil men were sent to Niflheim “deep north” after death, and I believe it’d be nice to have the undead versions of them roaming the deep north in certain areas/regions as enemies

acoustic girder
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💡 Greater food diversity!
I suggest we address the fact that the only truly useful food is always the food that provides the most stats, and all of the rest fades into obsoleteness.

I would also like to provide two of my own ideas for how to address this!

1- Feasts should provide greater unique buffs!
This is vitally important to help feasts stand out in what they offer to the players. This was a huge component left out from when I suggested feasts far in the past. Without this, they are sadly underwhelming. They do not offer use past their ingredients biome tier without this, and thus also defeats the purpose I had in mind of giving all of our past food resources an outlet for use even past their progression tiers.

2- Normal dishes of prepared food could provide bonus levels to the existing skills for their duration (just as some armor sets do).
This change would give many benefits for simpler foods as well, without being as complex as the unique buffs I believe feasts should offer.

More of the benefit to this would include-
The quantity of existing skills is large, making it easy to diversify foods and their uses.
The implementation is simple, even when implemented retroactively over the many already existing foods.
This would allow even simpler dishes to offer something past their tier in progression.
This would make reaching higher skill levels also more natural (temporarily), as you don't necessarily need to reach the maximum level through grinding.
This would finally encourage eating a far wider variety of food through your playthrough past just the dishes that offer you the greatest stats.
This would make certain foods useful for more activities outside of combat.
Lastly, even for combat, this could give some diversity in what each person eats depending on their current play style past the more basic choice of Stamina or Mana.

ruby summit
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💡 Not quite sure what direction will be taken in regards to this, or if it's just a neat lore detail, but could one of the deep north landmarks/quests hint at the characters (and their fate) that we know of because of the runestones we see everywhere?

cursive burrow
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💡 Mini Biome Idea : drakkar graveyard

core concept: An area in the deep ocean that is spooky, It is a place the wreaks of ships lost at sea all gather due to ocean currents (think Viking trash gyre). It is haunted by the souls of all those lost at sea

Structures: The only structures in the biome(including landmass) are islands floating on the water made entirely of ruined decaying longships and other debris. these can of course be mined for nails, scrap weapons, and anceint wood. Loot can also be found. New masses of these ships can spawn while the player is away, making this biome a small but renewable source of iron, bronze and anceint wood.

Dangers:

druager and ghosts guarding the shipwrecks

new enemies:

Drowned dead: A cluster of arms and heads reaching just above the water's surface. They don't do much actual damage but will reach high enough to hit you if your at the edge of your boat. If they do hit you they drag you into the water and try to pull you away from the boat. Their attacks do cold damage and drain your stamina. they will attempt to drown you rather then just kill you.

Undead Sea Serpents: A stronger variant of the Sea Serpant, that is a skeleton. It can't drown and has no issues being outside of water. If you manage to kill one on land it will drop magic bones and it's skull. The bones can be used to craft waterbreathing Mead, and the skull can be crafted into a helmet

Weather: its always silent and misty with no wind. at night the water is freezing and does damage as if you were in the mountains.

Why did I make this: I thought the oceans didn't have much content. its just sea serpents and those giant living islands.

leaden mural
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💡Dvergr Miniboss
Lord Reto’s quest line is a lot of fun and really leans into the exploration of Valheim. I think a similar quest (perhaps in the mistlands?) that features a hostile Dvergr miniboss would be fun. Perhaps some Dvergr outposts could have maps that mark a POI on your map that has a hostile Dvergr marauder camp? The reward for completing the mini quest could be the head of a battleaxe, which could obviously be used to create a two-handed axe using various materials.

#suggestion-discussion message`

spice wave
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💡 Unique drops for rancid remains and ghosts, To make the black forest scene a little more interesting.

loud blaze
#

💡 mechanical clock sold by haldor, sometime around Mistlands progression (seems like something the Dverger would have)

old breach
#

💡Frogs in meadows

bitter coral
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💡 A frying pan to hit mobs with,this frying pan could increase cooking skill with each kill.

old breach
#

💡Tameable yagluth

rapid garnet
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💡 Farming in different biomes by creating the right environment like building some kind of greenhouse-like structure and maybe adding pots, soil, fertilizer and such. This can make setting up a main base in any biome (like the mountains for example) more viable

frank fossil
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💡A new type of raids on the player’s base: Merchant Raids. After any merchant has spawned in the world, this merchant, or an assistant from them, can come to the player’s base with random goods. Players playing with the “No Map” modifier, who have passed the end of the world and not seen the merchant, will be able to trade and, most importantly, will know that a merchant has spawned somewhere. A random assortment of goods will still make players go to merchants to buy the right item (or keep searching with “No Map”), or believe in their luck.

opal marsh
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💡 Storage Placeholders

At the moment, Valheims storage system allows stacks of items to be placed and removed freely, but lacks a core organisation mechanic. I recommend placeholders, where the player can choose to leave a zero-length item stack in a storage slot previously containing a given item.

User Flow:
- The player places an item of their choice in a storage slot.
- Alternate placement + left click on the storage slot creates a 'Placeholder' of the chosen item in the chosen slot.
- When the player takes a full stack of an item, it now leaves the zero-length stack in its place.
- Another alternate placement + left click will 'release' the placeholder, allowing other objects to take its place.
- The placeholder cannot be accidentally replaced through simple left click actions, preventing accidental swapping/movement of placeholder slots.

This change dramatically improves the user experience of item management, at a hopefully small implementation cost, provided item storage's developer implementation isn't overly complicated.

ember pelican
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💡 suggestions about the serving tray:
you should be able to place rotten meat with the tray like pukeberries - even though they are not exactly food.
You should be able to place food on crafting stations like the food food preparation table or the butcher‘s table (and maybe even uncooked ingrediants like raw meat). This would look great.

autumn creek
#

💡 Pls make fire spread more intense, like lightning strikes that start fires. Anything made of wood and all plants should burn. But not like those wildfires that spread rapidly thru forests or you coming home to find your house gone, just smaller fires here and there. In early game we might need water bombs to put them out

old breach
#

💡Bog witch sells anabolic drugs

novel sparrow
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💡 Make so that if you stack craft lets say a cooking item you can get double of whatever that stack was OR have a chance to trigger multiple times depending on the stack. Currently stack crafting is useless as it just gives you a smaller percentage chance of getting more items from your materials.

formal minnow
#

💡Could you please introduce a feature where torches burn forever? To make it more challenging, it could require 50x resin for eternal burning.

prime crater
#

💡 This is a bit of a weird one, and more of a spur of the moment thought via an in game interaction, but I discovered via harpooning a lox into a channel I was using to drain tar, that the lox's stomp attack seemed to "delete" the tar and drastically drained the pit.

Perhaps some sort of real way that tamed Loxes could aid players in quickly draining tar pits?

lavish kayak
#

💡"looking glass" accessory for boats (made of crystal & etc) : ability to place accessories in a boat inventory (or another slot) so that you can discover 3 or 4 times the usual distance on the map

main meteor
#

💡 for the DN there should be some enemies that have different looks/variations. what I mean by this, different scars, weapon, clothing if it wears clothes, possibly too, slightly different shapes or faces

lavish kayak
#

💡when keeping E pressed during refueling, the SPEED of depositing of a fuel item could progressively increase (i.e. deposit delay) so that it goes faster, without giving away the refueling precision we have with a small number. This could help smooth the interaction with furnaces etc. that has 10/25 slots

fresh spade
#

💡 It would be nice to move the Ask Set to the workbench. It is only hides and thread, so it is strange that it is at the black forge. I mean, what are you forging there?

Same goes for the Asksvin Cloak. It doesn't use eitr, just hide and Morgen sinew, so it doesn't really fit at the Galdr Table.

lavish kayak
#

💡the deposit algorithm (for containers) could instead of finding the "first empty slot" (when there is no stackable stack), find the "first empty slot adjacent to an identical item we are depositing"
I don't know how the depositing algorithm works (especially in multiplayer it could be tricky) I only guess that the performance impact would be tiny, and the UX would be greater

main meteor
#

💡 New enemy type for DN, haven’t come up with a name yet. #screenshots message

design:

If there are going to be forests and tree areas I would like the addition of broken trees so you can’t really differentiate the difference between the new enemy & trees. This enemy would also obviously have snow over its body. Its core at the chest glows brightly, not sure what color is but probably a frosty blue. It’ll also have branches on random parts on its body for every different creature of this kind you find, different heights too ranging from 6-8 meters, size doesn’t affect damage, or health.

Aggro:

I believe it’d be cool that if a player walks up to this tree with an axe (only axe) it won’t start attacking right away, but wait for the player to get close thinking it’s a tree they can chop. If the player walks away with the axe, the creature will immediately get up and go after the player. When this creature is aggroed, as you can see on the picture its armor connects like a puzzle, it’ll come apart.

Resistances:

As you can see, creature has arms and legs & the parts with the bark/tree is 1.5x resistant to all weapons except axes which deal 1.5x more damage.
The inside part (gray are root) is weak bye 1.5x to every attack, but it’s hard to hit since the enemy has lots of armor. Last weakness is its core 2x more damage to its core if hit.

As you deal more damage to this creature it start chipping some of it armor off revealing more of its weak root body.

Attacks:

this creature uses one arm for blunt hits and the other for pierce, not sure for the damage amount yet but I think it’d be nice to add poison & frost damage too, pierce with poison & blunt with frost

Health:
3000hp or slightly more.
Yes, high hp but this enemy can be more easily killed if you use the area around you correctly, like jumping from a higher ledge to lend a hit with a sword per say, to the core, and then again loses armor.

fervent sedge
#

💡 I would like to be able to decorate my base without the requirement of item stands. Refer to this screenshot for a step by step visual: #screenshots message

REASONING: I find decorating to be unnecessarily time and resource intensive, and I am most often left with item stands all over the place (unless I take MORE time to hide them).

NEW METHOD IDEA: I would imagine the easiest fix would be a singular build menu option added into the game. This option could be called "Place From Inventory", and when selected, would immediately toggle your inventory to open. Once an item is chosen from your inventory, it would behave the same as any other build item being placed in your base.

IN GAME EXAMPLE:

  1. Place a table in my base.
  2. Open build menu.
  3. Select NEW "Place from inventory" option causing inventory to open.
  4. Select item from Inventory causing inventory to close and object is ready to place in world
  5. Place item on table.
  6. Rejoice at how painless that was!
graceful galleon
#

💡 Can we have a little "new" tag on things if you haven't bought them yet from vendors?

sterile panther
#

💡Button to tell skeletons to stay in place💡

main meteor
#

💡 DN enemy idea, the “Frost Snake”

#screenshots message
design ^

If there were the addition of a icy lake or river, it’d have it spawn points there, doesn’t spawn when entering DN

This enemy would be unique as it has the ability to thrive both on land & water, and would introduce a new effect(bleed, optional & would add on a different suggestion after this)

Attacks:
Lunge Only on ground
-charges up & lunges its entire body towards the player biting it, deals pierce, poison & bleed
Bite. Land & water
-bites head can be high off ground or on ground, pierce, poison & bleed damage
Tail whip. Only on land
-hits player with tail, deals blunt, peirce & frost damage, high stagger, smaller damage
Frost spit. Land & water
-shoots 5 frost balls, deal frost & poison damage
Spin. Only on land
-snake curls up quickly, whilst like this, frost visually gets sucked up, glowing around it, when released it deals pierce, frost & high knockback

Resistances & hp:
2500-3000+ hp, up to you & has starred variations
Resistant to all damage types by 0.75x immune to frost & poison, weak to fire by 1.25x
Weak spots-
Inside the mouth while taunt, frost spit (gotta shoot it) & the underside of the snake, 1.25x more damage to these.

Drops: its tough and thick scale can be used for armor. Eyebrow would be similar to celestial feather full of magical power, make magical armor, weapons & galdr table upgrades.

Lots of thought and effort put into this, would love to know and see your opinions!! ❤️

main meteor
cloud dawn
#

💡 Alvs (Elves) and Skaven in the Deep North. We have humans, ents (greys) , goblins (fulings) , dwarves (dvergr) , skeletons, ghosts, and Draugr, but the mythic / fantasy roster is still missing a few more races

brazen schooner
#

💡 I think Iron Gate accidentally forgot to add the Feather Cape Mead!

fathom isle
#

💡If an enemy drops a trophy, their corpse don't have a head on the body

prime crater
#

💡 Prefacing this with, I am actually a staunch supporter of the current inventory system, and enjoy planning out tools for my journey. that being said, I do think its always nice to be open to ideas to smooth out the experience.

Personally, I think the building hammer is something that doesn't need to be carried with you at all times, if you are ever out in the wilds and NEED to build something, its only a few sticks and rocks. an easy task, however, it DOES feel weird quick crafting hammers and then throwing them on the ground if you truly want to optimize your inventory

To get to the point, the suggestion would be adding some sort of building from inventory system that (like the craft from inventory) is reserved for the most BASIC of buildables that already don't require a workbench; the resource piles (wood, stone, etc) and campfire. Maybe even toss the raft in there and BIG MAYBE MAYBE a few other underused things like the trap to make them a more interesting item.

winter temple
#

💡Please, please expand/overhaul fishing for 1.0. I want so badly to fish in Valheim, but the mechanics and rewards are simply not compelling and the experience is shallow.

Don't get me wrong, doing anything calm in Valheim is nice, but fishing as a pass time has been a major win for so many games and Valheim is the perfect place for it to shine bright.

Edit: I'm not gonna back seat dev, but some examples of things I have seen in other games that are very enjoyable are...

  • Schools of fish that move around,
  • Ways to attract and manipulate fish schools
  • Collection logs with rare and challenging fish
  • Simple monetary gain for successful fishing
  • Different rods/tools to leverage
  • Spear/harpoon fishing

Just to name a few. Been fishing in games since Ocarina of Time.

cursive burrow
#

💡 Make the clothes Hildir sells/rewardsgive a rest bonus while wearing them, giving them a use

main meteor
#

💡 for the DN, if the black forge and galdr table stay (not sure if there’s a different plan), I’d like enough upgrades so we can max gear out fully.

primal bane
#

💡Neck/Neck skeleton summons would be perfect for deep north

  • Their random movement, small collision and fast attacks are perfect as a distraction. They may not even need a stat increase to be useful
  • NeckSmile
  • They’d be close enough to tamed necks
terse timber
#

💡 An Ancient Bark building set. It’s hardly used but found in large quantities. I could see pieces laying horizontally overlapping like siding on a house for the walls, and basically just big shingles for the roof. As an added bonus it could be immune to water damage. Let us embrace the swamp

tiny jetty
#

💡 what if you could tame/buy a broom from the bog jitch and when you put one in your base it constantly keeps fires from going out and refuels resin torches or windwills

rocky pawn
#

💡 Haldor and hildir are siblings, meaning that while Hildir is Haldor's competition in the trading industry of a barren and hostile world that should actually be bad for business, he could at least be grateful that you are helping his family.

For example: after giving chests to hildir, more things should unlock for haldor to give to you, for example, a limited-stock starred egg, either 1-star or 2-star (after buying it, haldor needs to restock it after a long time).

Obviously, you would need to get the according global keys in order to buy the new stuff. In this case, you won't get the starred eggs if Yagluth hasn't been defeated

tiny jetty
#

💡 also a taxidermy lox would be dope

pearl stream
#

💡 Ship enhancements. Ships should have modular "slots" for extra equipment. It would be: front light, center light, rear deck, forward deck.
Raft and Karve would have only center light, longship would have front light, center light and rear deck, drakkar would have all four.
Possible equipment: lights-coal lamp (provides some light and heat, powered by coal), wisp lantern (light, dispels mist), dvergr lantern (most powerful light source). Rear deck-fishing nets (deployable, slows ship but can catch fish), tent, crates, benches (default). Front deck-scorpion (player-controlled ballista), crates, tent, benches.
In addition to that, a new ship-Snekkja. As long as longship but narrower, with speed up to 12 m/s and maneuverability like karve, but only 8 storage slots, same module slots as longship. Made with silver, fine wood, iron nails, deer and wolf hides.

orchid bay
#

💡 Stone ovens, instead of having them on the whole time, they should be lighten up only when we put something to bake.

novel sparrow
#

💡 Buff Dead raiser the damage of this is abysmal, and is very disappointing by comparison to the elemental damage magic.. especially when you consider it requires set up and HP to run

novel sparrow
#

💡 Instead of rotting like wood in rainy conditions allow Stone to start developing moss on top of it (purely cosmetic please)

Ways to potentially combat moss if not wanted could be either through ability in settings to turn it on/ off, ability to make moss preventable through a coating item on the stone (resin or something), or make the ability to get moss covered stone as an item from a trader (like the way vines are)

spice wave
#

💡 A way to improve the mobility of ships (stopping speed and acceleration)

shrewd cairn
#

💡 a new fence that’s kind of like a wicker fence. I’m not a fan of the current fence not having a post on one side. Maybe a wicker fence cost 2 wood or something but I think it’d look better than the current fence

jade cargo
#

💡 Huntsman Bow; update the description to reveal its reduced noise.

jade cargo
#

💡 Outfits that gives bonuses and look awesome, like the Harvester set, for fishing, crafting/building and cooking.

restive marsh
#

💡 add performance option to always consolidate dropped items (tree, rock boulder, ...) to a single item

tulip frost
#

💡 the 2x1 and 4x2 stone wall but vertically
-# like 1x2 and 2x4 stone walls

shrewd wraith
#

💡 Was already suggested for characters but I ask (I mean, I beg) for the ability to rename worlds 🙏

ruby summit
#

💡 I'm well aware this might be too ambitious and long-term, and that there are far more pressing things to address in the game right now. With that in mind,

So the point of the main storyline is slaying all the forsaken to be allowed into valhalla, right? I can only assume that's gonna be what ends up happening in one of the endings unless the devs decide to do otherwise. What if, eventually, valhalla was an actual location we could travel to in a sort of post-game way? Game endings are very often somewhat disappointing, where it's not uncommon to get a pat in the back and a congratulatory cutscene once you finish the final task. It wouldn't have to be a very large place, but it could give the player a sense of reward for their journey, and a few extra not very complex things to do. Maybe for your efforts, Odin could declare your party worthy and awards you valheim, making you feel like heroes of legend and allowing to travel back and forth.

Again, I don't think this might make it into the game, but it could be a cool idea for a mod either way

limpid ibex
#

💡 Give Greatswords (Krom, Slayer, Slayer Variants) Multi Hit capabilities like Atgeirs and Sledges. Each damage instance should count as a unique hit on the enemy and not split the damage.
The Greatswords in this game are cool but not useful even for group damage because of the damage split mechanic.

rocky pawn
#

💡 Reduce the attack width of spears. They're a weapon meant for single-target damage (if you only take its animation into consideration), having it deal damage in a cone in front of the character not only makes it inefficient in narrow spaces, but also reduces its effectiveness drastically because of the multi-hit penalty

nimble merlin
#

💡 A focus on improving performance in regards to large & complex structures, especially in multiplayer. Valheim's building is top-notch, comparable to legends like Minecraft. I believe that the creative ceiling for this game is leagues above any other, but a staple issue you see with building-focused players who upload their builds is just how much their structures ruin their game's performance, despite their beastly PCs. Their work culminates to a series of screenshots or videos to post online, instead of considering using their builds in their survival worlds or multiplayer servers, as walking around their towering castles brings their game down to an unplayable 20 fps.

I'm aware that these builders use longtime staple mods in order to build without the constraints of the game's structure system, but even totally vanilla, survival builds such as communal towns end up suffering performance issues once they end up fully decorated and lived in. I think that alongside or shortly after the 1.0 launch of the game, spending some time to allow densely detailed and decorated builds to perform better would be a refreshing but welcome addition. As players beat the game and bring home the last of their trophies, they should be able to return to their beloved creations comfortably, without a massive hit to their performance.

lavish kayak
#

💡when the bosses' heads talk, make their jaws move 🙂 (ok I know this was never implemented anywhere in the game, so...)

lavish kayak
#

💡tranquilizer arrows, expensive to craft, and can be used to progressively "stun" any creature / animal, with a significant delay, but once it is stunned it can be tamed faster

smoky pine
#

💡 Map: Let the map stay centered on the zone where you were looking at if you close it and reopen it. Add a "reset map to center spawn" to map menu in order to get back to middle view.
It would save a lot of time as you check map on a specific zone when exploring/preparing your journey, not having to scroll from the middle each time.

novel sparrow
#

💡 An anchor to hold ships down in one spot, Sold by Haldor or something.

junior rampart
#

💡 feast spices are unlocked in the bog-witch shop after making all needed foods and discovering all needed herbs that are part of the lowest feast recipes and higher feasts are unlocked after making the higher tier food items that are used in the recipes(this would benefit builder who want feasts as decoration but don't want to world swap or deal with high-tier night monster spawns but also want to play normal survival mode)

undone iris
#

💡 I would love to see a new roof material in between the two we have, You go from getting thatch at the beginning, to tar roof in the plains 4 biomes later. What I'd love to see is a new roof set ( maybe some new decorative pieces, but mostly just roof) made out of something like ancient bark, maybe like "Ancient Bark shingles and other things like that

spice wave
#

💡 More doors in between the ones currently cuz i'm kinda bored of them, Finewood, black metal and maybe others.

fossil condor
#

💡Jörmungandr. Make it so we can go fishing with a special lox head like Thor did and summon the World Serpent! That would be an amazing boss fight.

https://en.wikipedia.org/wiki/Jörmungandr

When Hymir refuses to provide Thor with bait, Thor strikes the head off Hymir's largest ox to use it. They row to a point where Hymir often sat and caught flatfish and where he drew up two whales. Thor demands to go further out to sea and does so despite Hymir's protest. Thor then prepares a strong line and a large hook and baits it with the ox head, which Jörmungandr bites. Thor pulls the serpent from the water, and the two face one another, Jörmungandr blowing atter. Hymir goes pale with fear. As Thor grabs his hammer to kill the serpent, the giant cuts the line, leaving the serpent to sink beneath the waves and return to its original position encircling the earth. The Eddic poem Hymiskviða has a similar ending to the story, but in earlier Scandinavian versions of the myth in skaldic poetry, Thor successfully captures and kills the serpent by striking it on the head.

Also some miscellaneous improvements:

  • Inventory trash slot
  • Reclaimed metal from crafts (not 100%)
  • Spears that still work when attacking downwards on a slanted surface, also increased range
  • Gungnir
  • Serpent trapping & breeding (maybe unlocks after defeating Jormungandr)
prisma bane
#

💡 I'd love an option to just have a moustache without a beard actually, so i can truly cosplay myself

desert hatch
#

💡 Add a shovel to dig cute holes and allow cooking by dropping big meat piles in pothole and placing a bonfire on top of this meat pile. Wait full day or just 1 log burntime until ready to eat.

https://en.wikipedia.org/wiki/Rosvopaisti Swedish: Rövarstek

shrewd swallow
#

💡 PLEASE ADD ACHIEVEMENT

heavy tangle
#

💡Let the Mace in DN be a Hammer like Frostner

heavy tangle
#

💡 I mean The Mace should look like a Hammer -not be very strong(but balanced)like frostner,but just like any other weapon

next ermine
#

💡 Two handed hammers should do substantially more damage when the actual hammer hits an enemy directly

quiet narwhal
#

💡 add information for building pieces for hitpoints and damage (for spikes, etc.), it's really annoying how often we have to go to the internet to find basic info on in-game items that are just related to game mechanics

scenic elm
#

💡Some sorting options for crafting menus. Maybe sort by newest recipe aquired or by biome tier. This could just be a complaint from me because my eyesight is terrible I don't know

north elk
#

💡 consider adding saddle options to boars, da boyz need dair boarz
maybe if the base boars are a little too small limit it to the starred boars

pastel pollen
#

💡 Hatching dragon eggs near the strong source of heat for pet, or cooking them on the high level cauldron for feast/eitr food

covert oak
#

💡More construction piece options in the form of drop-down submenus: e.g. "Log pole" (by default selection = 2m), drop-down menu shows 0.5, 1, 2, 4 up to 8m. The diagonal log beams could keep having the unique measure they already have, but drop-down submenu could include a couple more inclinations. That would help reducing the amount of icons in the main building menu while having more pieces.

fossil condor
#

💡Allow us to farm berries and mushrooms.

primal bane
#

💡 Let molten cores be used as fireworks. We can already use surtling cores and black cores.

restive marsh
#

💡 keybind for place stacks in chest

indigo meteor
#

💡 some expendable npcs that can protect bases during raids or join us during travels.

lavish kayak
#

💡make the unmounted (tamed) Loxes be slightly afraid of fire, so that they don't stamp on fires and die stupidly 😄

lunar fable
#

💡 I think we need stealth armor* not only in the form of troll armor, but also for the subsequent stages of the game*

if u want I can paint it for u

also I think u should add magic build at early stage of the game, because there will be no loss of skills related to magic

primal bane
#

💡Let us throw eggs, like how we can throw bombs now

brisk oar
#

💡Separate elemental arrow types into Minor/Medium/Major categories so that they can scale with biome progression.

  • Minor arrows would deal the least damage and require feathers, wood, and the material responsible for making it elemental (i.e. resin, freeze glands, ooze).
  • Medium arrows would additionally require obsidian from the mountains (like the current versions of the Poison and Frost arrows).
  • Major arrows would require a material from the Deep North and be the final end-game elemental arrow type.

(You could also add Lightning arrows that are made using refined eitr or Haldor's thunder stone. Lightning is the only elemental damage type that doesn't have an arrow yet!)

winter lotus
#

💡I’m stealing a YouTubers idea here but DN wolf sledding

restive marsh
#

💡 dverg npc that we can buy ore from (going back to lowlvl zones like mountain to grind silver veins again feels bad)

quiet narwhal
#

💡 trap doors - would be great for base defense as well as capturing tames

sharp cairn
#

💡 Greydwarves have a chance to drop core wood instead of/as well as normal wood.

mint yacht
#

💡 Bosses drop some loot when they die so killing a boss again isn't a waste of time

sharp cairn
#

💡 Greydwarves have a chance to drop pine cones.

lavish kayak
#

💡being able to drop 1 item from a stack currently equipped, using SHIFT+Number, it allows spreading veggies/food on the floor for tamed animals, and it also allows easy sharing of a small number of items in multiplayer games
the feature should only be enabled for stacks, this will ignore unstackable items like weapons etc. so you cannot drop the last item from a stack

exotic totem
#

💡 catapult overclock
some way to overclock a catapult so that it has more power, aka throws higher and further. i think adding springs or cogs post construction to increase power would probably be the way to go.
this only changes range and angle, not attack power.

ionic glen
#

💡Option to select specific items in inventory that you don't want to auto pickup.

exotic totem
#

💡 Eloxtric fence
name is not serious, a better one can be come up with.
function: some kind of structure that can keep loxes and other tame animals within a certain area.
use: it could be one of two things: 1. a pillar similar to the shield generator that has a large radius that keeps your tamed animals or 2. a post of some kind that tame animals wont pass between when two or more are within a certain radius of each other.
construction: i think that this should be some kind of magical contraption that uses Etir or black cores and is built from black marble.

exotic totem
#

💡 have the final boss have some dialog
i really hope the final boss (whatever it is) feels like a final boss, the ruler of Valheim and the only thing standing between Odin and the 10th world, a great king that will not die to us like the creatures he let rule his lands. and i hope he expressed it through more than just his weapon

prisma mason
#

💡new decoration items: bookshelves and book stands. Of course books as well to place on them. Works like Minecraft books where you can write whatever in them

exotic totem
#

💡 thin out the dust cloud when mining in the ashlands

exotic totem
#

💡 Frostwork Flametal Armor
Deep North grade armor, a mix of chainmail, plate, and fur padding, an artistic masterpeice worthy of a Champion of Odin.
-Function/crafting: made from primarily Flametal with materials sourced from the deep north (hide from one of the creatures and some other sturdy material). the armor itself gives a 12% resistance to frost damage (4% for each piece), but otherwise functions as normal armor

ruby summit
#

💡 Fader spams AOE far too often. I understand that it's supposed to be an intense fight, but at least on singleplayer, it takes ages to find a damage window because he constantly cycles between the two attacks that fill up the entire arena with hazard. I've genuinely had cycles where he spams meteor + spikes six times in a row, not even bothering to go for melee even when I'm standing right in front of him. Trollstav and nature staff would help deal damage while running around if the summons didn't melt in seconds with the fire.

sharp cairn
#

💡 Wolves can't breed when in follow mode as to stop them from creating wolf cub orphans when out exploring.

royal tide
#

💡Ocean Biome update.
RELEASE THE KRAKEN (literally lol) or something Kraken like.

loud blaze
#

💡 Extending crafting skill a bit

Crafting skill affects weapon/tool durability (not retroactive, your durability when you craft the thing stays)
additionally, this mechanic could extend to structure health

storm sage
#

💡Point spear uphill 👍

nimble merlin
#

💡 Plenty of people have suggested a clearer type of glass or stained glass but what would be cool to me is if a new glass was also thin the iron/copper walls, adding depth to windows unlike regular glass which is usually flush with the wall.

north marten
#

💡 End game/magic craft hammer that lets you build without a work bench and its indestructible.

ruby summit
#

💡 Skill XP multiplier mead. Either not too OP (like a 1.25-1.5x), or with an ingredient that's exceedingly expensive/hard to find.

shrewd wraith
#

💡 A ladder piece we can build on a wall, so that we are able to build little houses without stairs taking half the space.

pale hedge
#

💡A "1 x 1 x 1" stair module. (Not a "0,5 x 1 x 1" or a "1 x 0,5 x 1")

exotic totem
#

💡 1x2 graustine walls

storm hollow
#

💡Running close to workbenches and having them update your menu is frustrating. I don't want to be aware of what I could make. New items should only be available only on interaction with those workbenches.

faint temple
#

💡 You get a bit extra hp and stamina when rested

unborn galleon
#

💡Please, let Dvergr lantern still hang on a belt with the 2-handed weapon equipped, it is so beautiful. Or, if to develop the idea further, consider making same items equipable when activated in the inventory window or handheld when selected via the hotbar or a num button.

brisk oar
#

💡1* and 2* Serpents.

The 1* variants can only spawn starting at 3000+ meters from the center of the map (i.e. after the Plains start appearing), and the 2* variants can only spawn near the World's Edge, Ashlands, or Deep North.

This would be a small way to keep the Ocean a little more interesting as players progress through the game. The current serpent just gets outclassed by the time you reach the Plains.

restive marsh
#

💡 tweak mistlands world generation so it's less peaks you need to climb. too much spacebar

opal marsh
#

💡 New food: Boaritto (Boar meat x 1, barley flour x 2, onion x 1)

Pros: Mexican representation
Cons: None

spice wave
#

💡 Some fall damage resistance to lightfoot mead, like 20-30%, Just in case for whatever reason someone isn't using the feather cape, The jump height can just make things more dangerous

spice wave
#

💡 The wisplight needs to be buffed somehow...i still can't see hardly anything in the mistlands even when using it.

spice wave
#

💡 Make the feather cape weak to fire instead of very weak 🥺

wheat knoll
#

💡 White Marble
Crafted at a stonecutter station, costs 5 Flint, 3 Black Marble and 2 Resin to make a stack of 10 White Marble.
Pieces crafted from White Marble are statistically no different from the current black marble pieces.
Just an aesthetic variation which I feel would do well being a sort of 'building material' you make yourself since it isn't used for anything except a style change., not making any doesn't detract anything from the main game... only the aesthetic.

spice wave
#

💡 Make the yellow tunic and its variants a bit more gold-y / orange, it kinda hurts my eyes...

wheat knoll
#

💡 An Eitr Rug.
Costs 1 Eitr and 10 Linen Thread. Must be placed within range of a Galdr Table.
It's a relatively big rug, only provides 1 comfort.
But... it either greatly reduces or removes all fall damage if you fall onto it.

arctic valley
#

💡 what about a mead like the love potion but for serpents? Making it easier to attract them for serpent hunts

nova fox
#

💡 Make shields attach to boats when you sit on them for peak viking style points

merry canyon
#

💡 add a sheath for swords, why is the sword on the back? Either they should add a sheath that comes with the sword, its not like you equip it. Its just there when you have the sword in the inv, Or add a sheath that you can craft that when equipped the sword drain takes longer, which is the real life thing

muted kiln
#

💡 Suggestion for more Wildlife

  1. Kraken
    The first Ocean Creature of my List, could be found at Colder Sea, drops could be Squid Meat and Ink the Ink could be used for some new Magic stuff, mixed with Eitr they could be used for Spell scrolls, like a Teleportation scroll, Resurrection scroll or anything else. Some kind of unique Spell.

  2. Seals
    Seals are amazing Creatures and would be a nice addition to Valheim in my Opinion. Seals would be neutral like Deer, living on land but fleeing into the Sea if necessary. Drops could be Seal Hide, Seal Meat and Seal Grease the Hide could be used for some kind of light Armor that approves the swimming speed and stamina reduction. The Grease could be used for some new DN Potion.

  3. Crabs
    The last Ocean creature of my list, Crabs can be dug up at shores with a Pickaxe OR Harvested by Crab traps you can drop from Ships and combined with Fishing Bait you wil Harvest Crabs. Drops would be Crab Meat and Chitin

  4. Snowleopard
    Snowleopards for the Deepnorth as the Predator crature. Drops Leopard Fur and Leopard Claws the Fur could be used for a new Cape that buffs the attack Speed and movement speed or even some new DN armor. The claws maybe for some new type of Fist-Weapon.

  5. Goats
    In my Opinion Goats are a must be, for the Mountains. They can ram you and knock you back of off a cliff if you are unlucky. But can be tamed. Their drops would be Goat Meat and Goat Fur if tamed you can harvest Milk from them from which you can make Cheese of it.

Additional if you use Eitr-Ink on a Goat, and bind it to a Sacrifial Stone, you can Lure a Troll (or maybe Jotnars in the DN) with it. Or have some kind of befriending mechanic behind it.

Let me know what you think about it in DM if you want. For Odin fellow Vikings

merry canyon
#

💡 Can carry barrels and can be tied to ships, but with the ships, if the weigth is to much the ships will start slowly sinking.

modern rune
#

💡 Bird's Nest/Birdhouse

A place with a higher(or just additional) chance birds to land for more reliable feather gathering. Some player structures have very high rooftops, and it seems birds often opt into landing there. This can make feather gathering somewhat inconsistent and dependent on the building style. Not to mention, it would look nice.

winter lotus
#

💡This is just a test but I wanna see how many people agree with having:
(saddled lox pull the cart) if you take the time and sit down and think about it. It just makes sense in every aspect, it’s perfectly balanced, it fits in the game and world as the traders have the loxes pull their stuff, being able to pull your black metal around instead of making tedious trips back and forth sucks and no one uses the cart by itself because after you put more than 1000 pounds of weight in it you can’t pull it up a small hill. I wouldn’t call that gameplay or grind ? Or fun?

This may be turning into a rant but hear me out.

On my last playthrough I didn’t even tame a lox, I didn’t see the point. They’re slow and there is no starred variants so you can’t get better health or stamina on it. The only reason I could see someone taming one for any use is for them being cute or they want to cheese the boss fight. They obviously have no place in the mistlands because of the terrain. It just feels like something is missing for the tame and I believe that having them pull the cart would just be revolutionary and bring a whole new side to the scaly beast and a reason to have a couple. A lot of people will say that you can just get mods for that and it’s true but what about console players? And what about the average gaming crowd who don’t know how to work mods?

The idea just simply seems like a perfect quality of life feature that needs to be in the game for everyone to enjoy.

brisk oar
#

💡Add a Mistlands light armor set for those of us who like light armor but don’t use magic. Something like:

Scale Armor

  • 12 Scale Hide, 10 Leather Scraps, 1 Hare Trophy, 4 Refined Eitr
  • Set Bonus: Increases jump height by 20% and adds +15 to crossbow skill. The chest armor and leggings reduce movement speed by 2% each.

This would encourage players to try out the new arbalest and give them an armor option that is better at traversing the rough terrain.

simple dome
#

💡 Put rowers on the Drakkar so that on multi-player we can go faster in paddle mode

quiet geyser
#

💡 Change the cart's damaged model so that instead of it just turning green, the wheels chip and/or wobble

slate valve
#

💡 Rework siege. Siege machines are in a pretty sad state at the moment. It's faster, safer, more efficient, and saves on mats to just ignore them in the Ashlands. Siege machines should be tools that are useful to the Viking in the Ashlands. Would love to see buffs (maybe a unique status buff while lugging the battering ram and perhaps adding a small shield around the catapult), and being more fluid/easier to use.

tulip frost
#

💡 world modification increase movement speed (eg. boats, players, etc) by x2 and x3

tulip frost
#

💡 sleeping affects the ability cooldown.

copper mortar
#

💡 Greenhouse
Would be nice have in dep north building of greenhouse (dome) where we can grow all plants from all biomes.
Crafted from crystals, molten core etc.

restive marsh
#

💡 craftable bombs for blast mining

stiff rain
#

💡 I've been enjoying immersive mode for a while now, and I think having a way to draw a crude map in-game adds more to the immersion. Imagine built-in paint in game haha!

rocky pawn
#

💡 Assuming DN's focus is about fighting the weather and elements (freeze), it would be a good opportunity to add a fire source on the same type of hearth/camp fire that does not produce smoke

It could give little or no comfort as a trade-off

limber stirrup
#

💡Trophy Banner with buff

Banners or Flags that can be crafted with a significant amount of trophies of a single mob. Each banner will give a damage buff against that specific creature, considering that the player is inside the buff area . This will give another purpose for trophies and players will be rewarded once they "mastered" a single Biome, and also help with invasions. The buff can be balanced for each difficulty, so it makes sense for base valheim, and hardcore mode.

This feature idea is similar to what Terraria does with creature banners.

vast dock
#

💡 Make the boss of the DN Santa Claus

kindred dove
#

💡 Change skill loss. I initially used the Atgar as my main weapon. Then I began using the sword. A lot of deaths later my atgar skill is not close to zero, and I have no incentive to branch out and use different weapons.

chrome jacinth
#

💡 Please can we get auto pickup for cold eggs. Pushing chickens around to get the goodies is VERY obnoxious and I don't really want to put them in elaborate breeding pens on every playthrough. They just need to be able to be auto collected when cold and blocked from auto collecting when warm.

scarlet cliff
#

💡 Refresh the item symbols for Hildir's Inventory - many are confusing. For example: "Red Dress With Cape" appears to look like a Green Tunic from the symbol

kindred dove
#

💡 Once the miniboses (IE the big guy and the small guy on his head boss), remove the 'A Mystical Force Prevents you from Building Here' and the invincibility from the structures like the sealed tower. It would make a great base

brisk oar
#

💡Allow chickens to eat Ivy seeds just like they can eat most of the other kinds of seeds in the game.

acoustic girder
#

💡 Keep a history log of the skill levels the player gains, and upon death remove an amount of experience determined by your overall amount of levels gained from only the last levels you have recently gained in revers order, rather than a blanket percentage of experience from all skills.

For the amount, I would say about 1% of your total amount of levels across all skills rounded up + any amount of current experience in the skills that lose XP.

If your total skill level is 782, than you lose the last 8 levels you have gained.

If they are 3 levels in swords, 2 levels in running, and 3 levels in jumping... than those would be the only skill levels you lose.

Aside from any other skill system changes I have suggested or talked about, this is a feature I believe could do well alone or in tandam with said other suggested changes.

There are many positives to this concept, but I will save that for the discussion channel. skol

kindred dove
#

💡 Killing serpents gives fishing XP

rancid bobcat
#

💡 More decorations for homes like candles, wallpapers, curtains, sofas, etc.

split linden
#

💡More flametal building blocks

boreal trellis
#

💡 26° and 45° options for leveling ground.

I don't know about anyone else, but I am struggling to get natural or at least, smooth looking hills and slopes.

My thinking is that the bottom part of your slope is where you focus the cursor for making the slope smooth

shadow wagon
#

💡 more 2 handed axes. They are very fun however really only serve as a novelty with swamp and mountains, there Is no more progression if you want to keep using 2 handed axes.

restive marsh
#

💡 waterwalking potions

quiet sail
#

💡Option toggle to opt-out of being a 'host' when playing on a dedicated server.

I play with a group of Australians and I'm in the UK. When I'm first in an area they all lag, but when one of them is first I'm the only one with lag. I'm fine playing with lag I've played a lot before but it's their first time. So I'm looking for a way to hand off being the host if someone else comes within range of me. For example during bonemass I was the only one with lag until they all died and only I remained, my lag stopped but when they returned they all reported lag. I had to portal out and wait for their lag to stop before I could join back. This feature would mean that in that scenario when one of them joined back it would automatically hand-off host to them without the need for me to portal away.

barren lynx
#

💡 can we please get rid of uneuip in water? ♡ Everything else is great. But as humans, we can swim and we can walk through puddles while holding things. I can provide irl examples if needed. Haha. ty. good work and looking forward to the deep north. 😀

wispy hill
#

💡 Ability to buy eitr extractor compartment from dverger

primal bane
#

💡 objects such as carts, pufferfish and refined eitr should attempt to register an appropriate player as an attacker when dealing damage, so they can’t be used to cheese dvergr

spiral peak
#

💡 expand on the golem enemy type

prisma mason
#

💡Add a world modifier option to remove wood rot. It gets super annoying on big builds

lilac oyster
#

💡 DN magic staff - Bifröst staff - you can create semitransparent rainbow colored temporary 2x2 floor in the air (or stick on existing construction, no construction restriction) and use them as a bridge.
Leveling increase duration and/or number of pieces.

spice wave
#

💡 Make dvergr able to tell what is player built so they don't become hostile if you damage your own cart/ship/siege equipment in their territory.

twin oyster
#

💡 Biome tiers for fertiliser which can be used to upgrade crop growth and/or yield per crop even further,

dry shard
#

💡 New "Boss" events such as Eiktyr Revenge, where the boss comes as a smaller and weaker "Soul" with a few other Enemys

novel shuttle
#

💡 Make responses to suggested changes clearer. What does ♻️ even mean? Perhaps introduce a Likert scale that offers opinions along a spectrum.

late imp
#

💡 I would love to have the Glass be able to be put in at a 45 angle, or flat so we can make glass windows in cellings 🙂

gaunt turret
#

💡 new type of crystal-like item from deep north that can make 1x1 2x2 and various other shape/angle windows for gorgeous endgame builds.

brittle summit
#

💡 Some damage immunity right after you use a portal, I just teleported back into a dark forest biome and got one shotted by a 2 star troll before I had control of my character. 2-3 Seconds does not seem like an abusable amount of time for jumping back and forth from portals

gritty laurel
#

💡 If there was a vanilla option to change the world type to be generated: regular, small islands, large continents, big oceans, rivers etc.

novel shuttle
#

💡 There is way too much world in Valheim to explore before completing the game's objectives. Please make exploration more meaningful.

leaden mural
#

💡Ocean Boat Quest
A long 4 part quest that involves collecting pieces (sail, anchor, figurehead, etc) to build a unique boat.

Quests could include finding a message in a bottle leading to a POI (Credit Ankoria), fighting a serpent miniboss, plundering shipwrecks, etc.

Unique boat wouldn’t be anything overpowered, and it would be entirely optional. Perhaps it’s slightly faster than a longship.

vestal edge
#

💡 Hi, make whale huntable in ocean. They can give whale blubber who'll be used like a potion to reduce the wet statut

brisk oar
#

💡 New Ashlands status effects: Heating Up appears while in the boiling water or lava of the Ashlands. It would have a number next to it indicating just how hot the player is getting (or perhaps a countdown?). Once it reaches the limit it would be replaced with Boiling! or Melting! as the player begins taking pure damage.

It just feels weird to me that there are status effects for so many other things in the game (e.g. smoked, burning, poisoned, freezing, tarred etc.) but the one that can kill you the fastest has none.

kindred dove
#

💡Add another row in the inventroy. Minecraft has 5 rows, Stardew has 5 rows, there is a reason why all these games have more space. Valheim has so many unqiue items and materials, it would be so much greater if we could just have another. Not necessarily more weight, just more slots

vestal edge
#

💡 a boss on the ocean biome

wanton hill
#

💡 Reduce the radius that prevents crafting bench upgrades from being placed too near each other, or remove it. It's much too large, it unnecessarily restricts building, and I don't see why it's needed.

hoary nacelle
#

💡 a boat with a manually shot ballista or ways to attack on the boat while driving

visual flower
#

💡 Rework of the XP system, gaining 1.5xp per action is just.. huh? and 5% loss on death? wild

torn ledge
#

💡make it possible you can get a NPC in one of your buildings. This by making a hire board ore something. All just to help you farm/fish/cut wood in the designated area. But not make it to easy tho, the area has to be lighted and surrounded by walls ore something like that.

subtle wagon
#

💡 The addition of a toggle to increase the pickup range for items.
This could help picking up those pesky iron ores that get lost under the crypt when you go mining for iron.

lavish lynx
#

💡Have the color of the aura around active fermenters match the color of the mead base used to fill it

serene verge
#

💡 No skill drain when using /die if you have not taken damage in the previous minute, so you don't get punished for being stuck. (context, I entered a crypt with a large branch in front of it and got put inside of it when I exited and was completely stuck)

vestal edge
#

💡 a way to grow berries bay

muted kiln
#

💡 Ever wondered why we have Berries, Mushrooms and Wheat but not fruits at all?

So my Suggestion is very simple - Fruit trees.

Appletrees for the Meadows 🍎

Plumtrees for the Black Forest

Apricots for the Plains

Pears for the Mistlands

Possible Food or drink sources could be: Cider, Applepie Fruitjuice Jelly

spiral peak
#

💡 I feel like the dark forest could have some sort of spider mob? could drop web and its fangs as loot

shrewd wraith
#

💡 Instead of a classical giant spider in dark forest (that already have creatures that fit the theme well), a sort of frost-spider for DN. It could be a very unique creature that have very slow and weak attacks (I mean, weak compared to others DN monsters) but lives in a wide ice-web difficult to differenciate from snow and are triggered the moment you get stuck inside. Or maybe it directly stuck you in ice-web when attacking.
Ice-web could also be something we need to harvest, so we would fight this monster not for killing but getting stuff to harvest (the spider wouldn’t go too far from its web-kingdom).

simple spoke
#

💡add music instruments like in Sea Of Thieves

vast dock
#

💡 Make a new accessory or item or maybe potion so we can get all tamed animals to follow us. We equip it and they follow us around maybe a belt that has the food they like attached to it so they follow you aka the food.

main meteor
#

💡 blackberry & pepper added along with the DN, pepper doesn’t necessarily need to be red to represent the “ashlands hot” but can be green too. These foods can grow just fine in very cold climates especially the pepper, & there could be some fruits/vegetables that follow stuff from norse mythology or devs can make up something for eitr. Just like ashlands, with many different food ingredients, I believe it’ll be more fun to scavenge for more food ingredients & more.

spiral peak
#

💡 more uses for chitin

brittle summit
#

💡 Heres a suggestion for training skills. Add a Mead of Poetry, increasing the aquisition of skill xp by 3-4 times while in effect (2 - 5 minute duration would be good) and it could be a good mountain / plains tier item, where skill level starts being actually important, and hard to get up to level

restive marsh
#

💡 fuel on torches that lasts longer than resin

warped storm
#

💡Some kinds of fruit vines or trees like tomatoes and apples. You would need to climb up the trees and the vines to pick the fruit at the top of the plants

reef crane
#

💡 Only have torches, braziers, etc consume fuel when rendered

junior lintel
#

💡new spikes that u can put on the floor in moles (iron ones) with some good durability

modern rune
#

💡 Seagulls & Ravens should have a higher restriction for what level of ground they can land on. It is a bit strange to see Seagulls/Ravens standing underwater during a high tide or under large waves in a storm.

kindred dove
#

💡Require bones to cultivate ground. Bones rn are basically useless

boreal trellis
#

💡 The ability to switch between starred varieties in the trophies, but only once you have killed that tier.
For example, lets say you've killed a 1 star deer, no star troll, and 2 star greydwarf. You could go down to the no star deer (no antlers) or the 1 star with the antlers, you wouldn't have the ability to change the look of the troll trophy because you haven't killed a starred troll yet, and the greydwarves, you could swap between no star (normal), 1 star (blue) or 2 star (red) so you can show off that you've killed stronger versions of the enemies

abstract gazelle
#

💡
Consider adding Eiter feasts (sorry if duplicate)

serene falcon
#

💡 animated valheim show in the style of the animated trailers for the game, it would basically just be about a group of vikings (the players) wandering the world and basically playing the game

hoary nacelle
#

💡 the ability to duel wield one handed weapons granting faster attack speed and different animations but slower movement speed

jolly current
#

💡A new map pin that only shows the text you typed in, no icon.

This would allow using emoji instead of the default icons, naming places without awkward dots, and so on. And would solve the lack of variety in map pins without having to add new ones.

jolly current
#

💡The ability to customize color and maybe even size in map pin text, like it works for signs. You know, things like <#FD0>text that renders "text" in golden yellow.

Maybe it was already suggested and discarded for technical reasons but I'll give it a try because color, at least, would help immensely with making pins more readable.

opal marsh
#

💡 Minor Armour Stand Improvements -

Current loop:

Take - Interact with armour stand, items enter inventory, equip items individually.
Place - Place items in hotkey positions, press hotkeys to place items on stand

Recommended loop - Retain original loop as primary option but add an alternate placement option (left-shift, normally):

Register - Using alt placement + hotkey will register an item with the armour stand. (Todo: method to allow armour to be equipped in a given inventory slot?)
Equip/Unequip - Alt placement + interact will either take or place armour. For QoL, if some registered items are already taken, and others remain on the stand, all remaining items are taken, as opposed to being swapped.

Rationale:

  • Improves the experience of using armour stands, which is a little clunky from a UI perspective at the moment.
  • The equip time of armour appears to be a combat balancing mechanic. I believe instant equip with armour stand would be QoL, and not affect balance, since this wouldn't be a viable combat strategy.
  • Registering items integrates armour stands more into the gameplay, allowing players to create more convenient 'wardrobes'. This encourages dynamic gameplay, by downgrading effort required to swap outfits, making it easier for players to choose items dependent on circumstance.
  • 'Swapping' currently equipped items for those on the stand would be viable, too. But in my opinion, adds another organisational overhead for the player.

Further Opportunities:

  • Extend behaviour to item stands.
  • Allow placement of wishbone/wisplight to armour or item stands to remove 'situational objects' from chest storage.
  • Add pyjamas to improve comfort during sleep. Encourages players to create 'wardrobes' kept near the sleep space. Also funny as hell.
hoary nacelle
#

💡 more spirit type weapons spirit arrows or more weapon types effective against the undead

wanton hill
#

💡 please have crafting stations alphabetically order their recipes, or at least have them in some kind of order.

wanton hill
#

💡Cabinets as a storage alternative to at least the basic chest, with doors that open out the front face instead of a lid that opens from the top.
Not necessary, but more aesthetically suitable as storage furniture placed on shelves while chests and barrels look fine placed on the ground or otherwise below chest height.
Haldor would probably sell "cabinet doors" or something like he does barrel hoops with similar storage capacity (12).

vivid hamlet
#

💡 Polaroid camera, so we can hhang pics of our friends on the wall or place picture frames on tables

hoary nacelle
#

💡 Give the tower shield an attack since it can't parry it would do mostly stagger damage and a little bit of physical id also reduce the knockback on tower shields since it usually works against the player`

vivid hamlet
#

💡 Full tag for containers, just like the empty tag

pure ermine
#

💡 in honor of the 8.7963 X 10^40 instance of a futile discussion about retooling the skill system so that it encourages/incentivizes exploration of new biomes and hunting dangerous enemies instead of genociding greydwarves or other equally lame and tedious tricks, maybe the devs could give the skill system another look?

hoary nacelle
#

💡 more uses for troll hides im thinking carpets and building decorations just feels likes a useless mob drop

acoustic girder
#

💡Implement some new approuchs to skills XP gain.
Ideally ones that better encourages players to more steadily level them up in the background (as is the intention to my understanding).

Here is a new concept of my own for achieving such a change.

Change the Required XP to level up formula to-
10 + ((1 + current level) X 0.5)
Total XP to 100 being 3525, down from 20,300.6
Slightly less if level 1 is tweaked to remain 1 XP.
Note- if the pace feels a bit fast, tweak / increase the initial value in the formula (10), and not the scaling portion. There is tons of room to do so without largely inflating the xp needed to reach 100.

Introduce points in each skill that certain content no longer gives you XP once you reach, forcing you to seek out new content from later stages/biomes in progression to continue gaining XP.

These two changes make it so that:
-Players are incentavized to explore and progress from the level system.
-Heavily grinding the same content to max out skills is no longer possible.
-The pace of leveling does not slow down to an absolute crawl, while also not letting you zoom through levels.
-The current flat almost never changing xp amount from performing an action would not have to change, since the quantity needed to level up would no longer massively balloon from 1 to 500.
(11 to 60 in my example concept)

rare jewel
#

💡 -something to place weapons, helmets and shields like we can with food and this new tablet.
-let us mount boars but without controlling them. so they just spinning around screaming and we have to make a balance minigame just for fun 😆
-so we get buffs for coziness. how about buffs for sociability? for exploring, sailing and eating together or for blocking an attack that would hit a friend.( solo players can have this with wolves. need chewing toy for wolves and a nice animation. need place for wolves on boat)

main meteor
#

💡 For the DN I’d definitely like to see a bigger jump in difficulty for enemies, damage & hp increased & unique attacks. Along with this it’d make sense that you have to strategically be able to take them out instead of swinging your weapon frantically & parrying. Obviously you could make use of that but it’d be more dangerous & introducing new weak spots, & using terrain it’ll make it more fun & unique. If they were significantly more powerful I think It’d be nice to make armor & weapons a bit more powerful from the previous biomes ex: heavy armor increases by 6 armor points every biome, for DN it increases by 10, same idea for every other item.

Ik some people will dislike it, but think about it, the weakness for enemies & having to attack them strategically has been discussed, don’t you think it’d be more fun having to put more though & effort into your fights? With the small weapon & armor increases, it’d make sense for the items to scale a little bit more with enemies.

limber fulcrum
#

💡 I think Hildir needs something extra to make her quests seem of more substance or contribution to the game other than clothes. Maybe it unlocks the recipe for her fancy couches that she has or extra decor, or maybe each quest boss drops an item that contributes to the summoning of the Deep North boss. I'm not sure, it just feels like Hildir falls short of the other two traders still. You could finish the game without doing any of the quests because they don't contribute a whole lot at the moment.

main meteor
#

💡 DN
I think it should include a new type of “fenris armor” not fenris armor, just follows its rules. Much higher armor than its other counterpart, & as for its speed it can either be 5% increase now for each item, but if it were to stay at 3% still or get raised to 4%, nonetheless, asides from speed I’d like to see either more resistances too, or just increase it.

hoary nacelle
#

💡 the ability to plant berries on bushes you find in the world

atomic lily
#

💡 give the two handed hammers standard attack patterns, move the AOE slam to the secondary attack. the weapon type is useful and fun but i would like to look as cool as the other two handed weapons rather than spamming the same attack.

upbeat thunder
#

💡 battlepasses

loud blaze
#

💡 mead that doubles your stagger meter temporarily, for the face tanks out there

spiral peak
#

💡 add Throwing axes?

spice wave
#

💡 Another upgrade for the black forge/galdr table in the mistlands & ashlands to keep up with upgrade levels in time for the deep north so a bunch don't need to be added there all at once to have endgame gear reach max level.

restive marsh
#

💡 railings for the spiral staircase

autumn rampart
#

💡 "By my sword" emotion?

quaint beacon
#

💡Make the amount of coal output from the charcoal kiln the same amount as the input of the smelter, also they should make it so u could upgrade stuff like that so you could get more input and output materials

atomic lily
#

💡 Deep North Mammoth

autumn rampart
#

💡 Heavy attack for crossbow. Could be used it's butt to kick someone to stagger or push away

quaint beacon
#

💡a chained weapon(im only in mountains so idk if there is one)

kindred dove
#

💡Flowers 🌺

hoary nacelle
#

💡 make rancid remains and ghosts spawns in the swamp during nighttime and rancid remains additionally via spawners also make the ghost drop a trophy and leather scrap

atomic lily
#

💡 harder unit for the plains and alternate armor. could be anything but id like it to be an elephant or Roc (mythical bird)

sterile pecan
#

💡I know multiplayer has never been the main focus, but it is a pretty big part of the game for a lot of people. The netcode is pretty bad, and could use some significant help, especially with interactions/handshaking. If the current "host" of the area leaves, or walks away, especially when you're smelting, trying to insert items into the furnaces, you can end up losing precious ores because your character doesn't send over the information. - the other thing, is that these "built items" like furnaces, 'break' and are uninteractable: you have to relog to get them to function correctly.

visual raft
#

💡Hammer breaking should probably not cause the player character to perform an attack.

bold turret
#

💡some fence from ancient bark

novel shuttle
#

💡 Please allow vertical item stands to be rotatable along the x-y plane.

opal marsh
#

💡 A visible radius, though a little immersion breaking, might be a good idea to make the Scythe area a little more intuitive

gilded fiber
#

💡make a ship to transport animals and mobs and a ship to transport siege equipment

novel shuttle
#

💡 Stop the AOE effects of the upgraded Nidhogg from hitting Dvergr. Aggroing Dvergr when I want to help them kill Ashlands monsters just makes me not want to help them.

vagrant sorrel
#

💡Let the crafting upgrades be placed freely. Current unlogical system prevents building nice crafting hubs or adds lot of unnecessary struggle

spice wave
#

💡 Add the unused lore stones, also maybe reference to vidar somewhere somehow, just for funsies he is my favorite norse deity..

sterile pecan
#

💡Middle Mouse button side swings the pickaxe

lone flax
#

💡Backflip

spice wave
spice wave
#

💡 Mechanical springs attachable to item stands....and whatever else you can't attach? why on earth are there things where you don't have the option? i am finding decoration for shelving to be a real struggle

odd solstice
#

💡 Buildable 4x2 Black Marble walls. They're already in the game. Let us use them.

exotic totem
#

💡 stop autoflipping of Yule Garlands and Blue Jute Curtains
its very irritating when im trying to place Yule Garlands and i cant bridge the damn gap because every time i try to get it to extend to the left it flips back around and extends to the right

thorn sierra
#

💡 drop deep north next month

jade cargo
#

💡 Whisp Torch; Make the cleared area a vertical cylinder shape, instead of a sphere, so we can se the sky above the torch.

restive marsh
#

💡 more light from dverg wall lanterns

hoary nacelle
#

💡a new fire arrow since the old one is obsolete i propose a magma arrow make from lava blobs make it do the same as frost arrows or more

shadow delta
#

💡Allow the use of bait on the fishing rod to move tamed boars and lox. For example, using raspberries to attract boars and cloudberries to attract lox.

simple spoke
#

💡change passive damages from arrows to make them as you want : like with the weapons of the Ashlands, apply resin to any arrow for fire, add ice to give them a cold passive effect, poison, etc.

rocky pawn
#

💡 Instead of adding better versions of ashlands flametal weapons in DN, add only the missing ones such as knives, battle axe, fist weapons and atgeir.

Assuming DN will add gems for the rest of elemental dmg, these weapons could be infused with them. Which means DN will (technically) add 4 + 12 new weapons (16 total)

Additionally (but optionally), these new weapons could be infused with the gems from ashlands, adding an additional 12 weapon variants. Which is very certainly a way of compensating the fact that some of these weapons are missing from most of the game (battle axes and fists). A renewable way of getting gems should be added if this is implemented tho

acoustic fjord
#

💡the Enter World loading screen ought to be updated with the new official artworks that have been posted on socials. The current one feels out of touch with the current art style’s consistency and quality and its a shame non of them are showcased in the actual game. They could be random each time you load in.
I would even appreciate an art gallery button in the main menu to see all of the existing, glorious art works to date. Maybe they can be unlocked based on world progression or something similar if they are spoilery .

merry venture
#

💡Magic should be available from the beginning.

Maybe give players 1 time usable food to increase Eitr limit by 5 forever after the defeated boss? Something like "Core essence" or item alike.

You kill Eikthyr → Got early introduction to Eitr → Moves to the Dark Forest → Finds new magic recipes and decides what should you use for the rest of the game and players can level Elemental / Blood Magic from the start. Introduction of the healing staffs/wands is welcomed. More ways to gain more Eitr could be great too, but not mandatable.

Shamans can use healing — here's the healing magic item. Shamans can use poisoning breath — here's our damaging magic weapon. Raise skellies could be introduced on swamps, since there are a lot of them.

Killed Elder? Gain +5 Eitr forever. And so on.

As of now, the Magic System is only given at the very end and you can barely touch it (given that MS was introduced during Mystlands, it current state is pretty understandable).

exotic totem
#

💡 durring the Yuletime, have Odin's visage wear red leathers with fur trim under his cloak

waxen dove
#

💡Make surtling cores' stack size 20, the same as the other cores'.

restive marsh
#

💡 longer grausten pillars

grand meadow
#

💡 Add aspects to the Cultivator that allows for Fertilizers to impact crops, longer grow times for higher yield per crop, shorter time for fewer seeds/less likely to pull double?

lone flax
#

💡backflip

atomic lily
#

💡 MAMMOTH

visual raft
#

💡Utilizing elemental damage, such as from frost arrows, could slowly level elemental magic.
Potentially, forsaken powers could contribute to blood magic as well.

This is to alleviate the awkwardness of suddenly using level 0 skills in the lategame.

"Those who have weaponized the elements are likely to grasp elemental magic more quickly."
"Those who frequently utilize the life force of their felled enemies have already grasped the fundamentals of bloodmagic"

vast dock
#

💡 When the chance of crafting an extra item for free happens on nails it only gives 1 extra nail, i think it should give the same amount as you're crafting. Same thing for arrows.

autumn vapor
#

💡 Fader should not be immune to spirit damage, this immunity doesn't match his theme.

ancient talon
#

💡 reskin of carapace armor (personally dont like look of it)

spice wave
#

💡 Flametal chests....if black metal chests look this good then i can't imagine how epic these might look....oh and i guess extra storage too? idrc.

opal marsh
#

💡 Separate the "Sign" text label from the formatting.


Current usage to create a styled text label:

Textbox: <color=#fff><size=5><voffset=50>Stone


Suggested usage:

Format: <color=#fff><size=5><voffset=50>
Label: Stone

It would also help if this behaviour didn't result in text parsing during the actual input stage, but after entry, to prevent the issue of strange formatting appearing during text label entry.

vocal tartan
#

💡 sailing skill (makes boats a bit faster and reduce ‘face wind angle’ at high level)

lament shuttle
#

💡 I would love it if the viking boardgame Hnefatafl was added to Valheim as a minigame 🤗

acoustic girder
#

💡 Turn resource piles into resource-specific storage containers matching the given resource.

Reasons:
Resource piles are often not mechanically worth using over normal storage due to the space they take up. (if not clipped)
They can already clip into each other very easily (No collision when placing), and with some care they can do so to an extreme.
https://youtube.com/shorts/yqjI9DDPckA?si=zS68cjSr6Ike2Fnd
Placing many (clipping or not) will cause your instance count to rise simply for storage, which is another reason chests can still be the better option.

Implementation:
Right-Click the stack with an open hand (or matching resource in hand) to insert up to a full stack of that resource into the pile from your inventory.
Shift + Right-Click to withdraw up to a stack of the matching resource from the pile.
Piles won't have a visible inventory and instead will display a capacity number when you hover your mouse over them.
Example: X/5,000 (100 stacks)
The capacity can be set as desired by the devs.

main meteor
#

💡 Enemy addition to the DN
Human-like enemies. These would be similar to fulings & dvergrs.

They would be located randomly across the Deep North, & it’s not very common to find them, rather more rare
These enemies would resemble humans/vikings but with obvious differences to tell the 2 apart. They would have an interactive ai so from afar it would seem like they are talking to each other, working with their tools & etc. They would also have text boxes like dvergrs too, & will say different stuff when attacking the player. They are a lot more advanced than fulings & dvergrs, they are not as messy as fulings or as uncoordinated. They’d have some log cabins as houses, made of a new wood type to make it more unique, & some towers that have archers.
These houses would contain valuable resources in chests or placed around the house. There’d be a fireplace in the middle (I’ll make a different suggestion for that later) that melts surrounding snow in a pretty large radius to make it “easier” to move around for them.
They would have furnaces, crafting tables & more to make it seem as if they do a lot of work & building.
They would all hold different weapons:
sword, axe, mage(staves), spear, anything.
Their design:
It would resemble a human with a few obvious distinctions to tell the difference between the two, they’d have bushy clothing & armor too, mages would have bushy clothes too but more robe-like armor. They won’t have copy & paste armor & all of it will have a slight difference between designs like different scarring, slightly different clothes etc. And some sort of helmet that hides their face, or a design of fenris hood or emba hood to only show the eye glow. They all will range from a size of 1.8 meters-2meters.
You can find the enemies “foraging” in random parts of the dn, near trees, near the new ore, or in dungeons possibly to loot some of the valuables to give the player the illusion of them out & searching making it more immersive.

Ty for reading ❤️

atomic lily
#

💡 change the shield generators name, seems a bit too techy. " protection Rune lantern" or something idk

hoary nacelle
#

💡 sling weapon type it would be high in damage slow wind up time for shooting with a quick reload it would mechanically work like a crossbow in reverse instead of slow reload and instant shooting its instant reloading and long wind up on the shot

twin oyster
#

💡 It would probably be a lot of work but I propose visual changes to weapons armour and shields as you upgrade them, or at least a visual upgrade for the final tier of upgrade.

hoary nacelle
#

💡 fire tar arrows that slow the enemies slightly and do fire damage

spiral peak
#

💡add a move feature for the hammer so you can move your base pieces around instead of demo and rebuilding

junior lintel
#

💡 more weaponds, so for example 2 handed bronze axe and double daggers. Some weaponds should be only avaible on late game like 2 axes in each hand bcs they are op but some should be avaible earlier on and on each biome

spiral peak
#

💡give wisp torch a wall variant

gleaming flume
#

💡 New fences that are straight and are made out of corewood. They have twice the durability and the design is different. It will have 1 pole on each side and is connected with 4 wooden beams horizontally. I find that roundpole fences are just very rough around the edge. It would be nice if these new fences could actually snap together unlike roundpole fences which are hard to align.

fluid token
#

💡 INFO: as in rpg numbers visible in a beautiful way on char screen. Not DPS but how much extra damage does 70 in swords give, and how much faster do i run with 60 in running etc.(just examples)

The game is close to perfect(in my taste) but i would love a visual way to know «if its worth it to grind sword level for extra damage» etc. making it a bit more «gamy».

You guys are doing the lords work, its so so good. Thank you!

winter lotus
#

💡I’m sure the devs already know but before y’all release for 1.0 you need to fix the performance for the Xbox one because it is absolutely awful I have the game on both pc and Xbox one and it runs just terrible on console to the point where it’s unplayable with friends or lots of enemies

spark thicket
#

💡 Bonemass should be more of a supplemental ability like the others and endgame content shouldn't be balanced around it. Reduce endgame enemy damage and reduce bonemass duration to 1 minute to make other powers viable.

shrewd wraith
#

💡 Check out if Swamp generation isn’t broken. As time passes, I hear more and more people saying swamps are hard to find because too small/nothing inside. I had no problem with my pre-Hildir map, but on all maps created after I encountered the same issue. It seems other biomes are generating on top of them or something like that…

So, maybe it is bad luck but just check everything’s fine here before releasing 1.0

hoary nacelle
#

💡 give yagluth not resistance but immunity to fire frost and poison for 5 minutes

grand meadow
#

💡Make food items attachable to item stands.

spiral peak
#

💡Add books and bookshelves. would like to be able to keep track of tasks between gaming sessions or a list of portal names that work instead of using a text document. something in game would help immersion, plus books could have other uses as well.

junior lintel
#

💡 valheim shouldnt end at deep north, this game has unlimited potencial, there should be teleport to each nordic mythology world like alfheim, jotunheim etc

cinder gale
#

💡 Add the combination of Moder's ability and eating raw onions to create the "Onion Breath" attack which poisons nearby enemies (but heals swamp creatures).

warm plank
#

💡Fader is weak.needs a change in dmg type, other than the fire dmg its just piercing, wearing root harnesk on Fader makes him easier to beat than queen

molten ermine
#

💡 can we please get a chiral version for certain structures, like the blast furnace and the smelter? like hold alt or ctrl to place a mirror version of them?

hoary nacelle
#

💡 a staff does life steal

vagrant sorrel
#

💡Whatever that would make lox viable as mount. Armor for lox so they don't die so quickly. Food with which you can heal them quickly with interaction. Better controls. Follow me mode. Saddle with sacks for extra inventory. Why have mount in the game that doesn't work.

gilded sedge
#

💡A witch in the Viking age is called a Völva so instead of a Bog Witch it should be a Bog Völva.

gleaming flume
#

💡Put a santa hat on hugin since Christmas is nearing .

low plume
#

💡 Quite unusual for Valheim:
After you defeat the Queen, a Dvergr will be waiting at Haldors/Hildirs Camp. He will thank you for slaying the queen and tell you that he is assembling a team to reclaim the infested citadels treasure room or smth, previously impossible due to the Queen. Then you somehow assemble some Dvergr (maybe other types of beings) and you go to the mine (idea: maybe a hidden door in the infested citadel), finding a smaller and weaker version of the queen, the next queen. I think this sort of Quest could fit into Valheim, is would also add a miniboss to the Mistlands.

rich harbor
#

💡Have Feasts unlock upon obtaining their respective herb. From own experience it appears that you need to have obtained all ingredients, some of which you probably wouldn't have crafted on your own. So in order to unlock the next feast you will either have to craft tons of food that will clog up your storage system, or look it up on the wiki, which isn't really a problem(for most ppl at least, idk if it's a thing in the valheim community but I know there are players in other games which reject any form of looking things up) but it's a quite annoying/unintuitive either way.

blissful bison
#

💡 small 1-2 person rowboat for making short journeys across an inlet

rocky pelican
#

💡Hey there, I suggested gold coin piles a while ago and I was really happy to see them added. To further compliment this decorative item I would like to see Ornate chests added for our own viking treasure troves. Functionally, it would be a huge quality of life improvement to build chests with more space to store things, for us resource stockpilers that like to keep stacks of everything at home and it look pretty 🙏

novel shuttle
#

💡 RNG is one thing, but how is it possible to enter an Infected Mine and find zero black cores?

weak tundra
#

💡make boats deletable with hammers, saves some time

novel shuttle
#

💡 Put character limits on suggestions.

topaz ridge
#

💡 Add boats to the friendly fire list, hate accidentally taking chunks out of my boat when I'm fighting off voltures.

teal salmon
#

💡add swedish to Xbox and visuals settings from PC to Xbox such as remove grass for better fps management

lean ravine
#

💡 add swedish for xbox

hoary nacelle
#

💡 a potion that makes you intangible for 20 seconds you can't grab items or hit anything and nothing can hit you

quaint beacon
#

💡add an option on the map toggle between no pins and pins kind of how u can go in-between catography table and no catography table(hard to explain but u get it)

north elk
#

💡 add a bounty system with a notable NPC or a randomly spawned NPC(maybe in the mistlands with the dvergr and what im thinking is their war with the seekers) that tells you to go kill/clear something for some type of reward(im thinking treasure, metals, resources, etc.)

hoary nacelle
#

💡 buff the elder ability so it increases the player healing speed as well as chop wood faster

opal marsh
#

💡 Maybe re-calculate the threshold for fall damage based on players calculated jump height? At level 100 jump and using lightfoot mead, I can do some serious damage to my player jumping on flat land

north elk
#

💡 Chariots
boar chariots, wolf chariots, maybe sea serpent water chariot(this one is a big maybe), lox chariots because it would be funny, etc.

north elk
#

💡 Big continents/biome map generation
map generation where the map has much bigger islands, the different biomes being bigger and more together rather than spotted all over the place

pallid rover
#

💡 Fix leaving and rejoining your world removing rested buff
this is quite annoying when you are out exploring and decide to get off

fleet yoke
#

💡You can press sprint while in rowing mode to row faster.
If out of stamina, defaults back to old rowing.
Saves a lot of time spent rowing against the wind whenever you have to do that.

north elk
#

💡Viking pokeball
Add an item that works similar to the dead raiser that instead summons/saves tamed(?) creatures to help fight with you on the go(or is a lox mount that can go between islands), making an appearance before/during mountains at the very least(although if added after would still be okay, just maybe a meh item) 💡

My main Idea for it(but think about going about it how you will): a piece of magical ice that locks a creature in stasis and recalls them back into the ice shall they near death(maybe with a special animation that shows them being recalled).

possible things that I thought up:
-Creatures can "level up" or something similar, maybe having the item being upgradable and requiring the next biomes' metal so the creature summoned doesn't become obsolete.
-If the creature gets incapacitated ideas:

  1. it goes into the item the first time, but if sent out again without healing and it gets killed, it's gone for good.
  2. The creature goes on a cooldown until it can be summoned again
  3. add an earlier source of Etyr that the item uses to summon the creature, only being able to have one active at a time
    -turn the captured creature into a special variant that has a special ability. nothing too fancy, maybe a boar gets beefier and can tank like crazy, a wolf gets frosty attacks, and a lox gets beautiful locks of hair :)
native onyx
#

💡 Please. Add a** Square table.**
(We have 3 rectangle ones and a round one.)

native onyx
#

💡 Please, give consistency to the flametal buildings pieces:
All the following pieces uses flametal in the recipe:
The Ashwood Door requires a Workbench to build. (same for lava lamp)
The Flametal Gate requires a Forge. (uses 16)
Both Flametal beam and poles requires a Black Forge. (uses 2)
Make that all of them require a Black Forge.

round wing
#

💡 make tamed animals have a passive(no combat) and follow mode.

severe idol
#

💡 Better UI in Crafting/Cooking-stations or storage. I often have the Problem that i cant find a recepy, because of how many there are. With the new addition of three different cooking stations this problem was reduced a bit, however there are still cases where i have to scroll multiple times, just to find a specific item or building in the Hammer Menu.

Therefore my suggestion is to add a search-bar or search-specifiers.

For Example: a specifier for stations would be a tag you can select by pressing a button in the UI / Menu.

  • Cooking-stations (Eitr, Stamina, Health or Mixed -food)
  • Crafting-stations(Material,Tool, Weapon, Armor, Helmet, Shield or Misc -item)
severe idol
#

💡Due to the new Skills, regarding farmer and cook, i was thinking of a sort Class - Subclass support, based around those skills.

Since it is possible to get double output from every cooking-station. It allows you to be a bit more wasteful with it food or mead. My Idea is, since with the new "Serving Tray" we can place consumables witch can be consumed instantly, why not go a step further and make it usable in combat.

Therefore i suggest the possibility to throw mead bottles, creating a small splash that would apply the effect of the specific mead on enemy's, NPC's or other player's that get hit by it. This would also create the opportunity for the DEVs to add potions/meads with negative effects.

Someone might be a sort of support character other then magic (Eitr), that carries mead's around and quickly applies them on other players by throwing the mead at them.

Optional:
As an balancing example option. The benefit of the mead would be halfed (50% The Percentage can be adjusted). Resistances would only last 5mins instead of 10 and restore potions like health, would only apply 50% of its healing. Since it isn't directly consumed but only splashed over your body.
Or since the fluid is splashed over you, the splashed person would get the "wet" effect for a while.

spiral peak
#

💡curved wood pieces so I can make a railing for the dwarf spiral stairs. My base got audited by OSHA

spiral peak
#

💡 give magic staves a secondary attack

hoary nacelle
#

💡cheese (possibly made with greydwarf eyes @shrewd wraith s idea)

After thought
What if we made cheese in the fermentation thing

hoary nacelle
#

💡 you know how we have jerky? Instead of food burning and turning into coal after its 2nd cooking phase make that second phase jerky types (possibly need other ingredients like honey) and add a third phase of cooking where it turns into coal this way jerky is smoked out like in real life and you could have more jerky options like deer jerky neck jerky lox jerky etc etc

north elk
#

💡 let us put wisplights on armor stands (my use for it would be a wisp garden)

haughty edge
#

💡 The ability to turn hides into leather scraps. This will mean that you can get access to raft materials in any biome

acoustic thistle
#

💡As the deep north approaches when the devs do eventually finish valheim, perhaps a game following similar gameplay but following the Greek or roman mythology...

brazen schooner
#

💡 Have tools available for 1.0 for server admins, e.g. hiding online status from "Players" in F2 menu and being invisible while having server devcommands without a mod to look after a server better, have had these things in other games where I was Admin sometimes on servers with 150+ people and this would also benefit the multiplayer aspect of Valheim in my opinion, could catch someone in the act without the need of anticheat mods

lost mason
#

💡 A smaller type boat, canoe? Iron age boat. Kinda like the one in God of War.
Uses would be for just small immersive fishing trips. And there would have to be cons where it would be pretty useless for ocean trips due to waves being able to knock it over or something

"Canoe has a fast rowing speed, but only a rowing speed 😎

  • make it have a tighter turn radius and boom, perfect boat for very short trips and river travel.

Bonus points of we can pick it up and carry it above our heads at a small deficit to move speed..."

graceful gazelle
#

💡 let us pull carts through portals

versed bear
#

💡 a new food recipe where you use some exotic ingredient (I'm thinking either bogwitch or rare things like a Drake egg) that lets you cook using boss trophies, or just add another drop from a boss, and it gives certain special buffs alongside with the food. For example: DragonEgg + Eikthyr = 35 HP 35 stam -10% stamina usage(on everything)

wooden flint
#

💡 Remove the mass

spiral peak
#

💡Net

spice wave
#

💡 Since you can already support allies with the staff of protection i think a healing "weapon" would be kinda fun....if not in the already existing biomes maybe the deep north.

iron sequoia
#

💡 change the flesh ripper power attack to a sort of double slash? The kick suddenly doing like, quintuple the damage it normally does is a little silly

restive marsh
#

💡 shrine (or some other build object) built with boss mats DragonEgg that gives buffs after some time near it. like rested (makes boss mats relevant even after boss is killed)

spice wave
#

💡 Do not stop making boss themes more and more metal every time...the deep north boss ost has to be the hardest shit in valheim 😤

lament rampart
#

💡 Add salad to the food preperation station instead of to the cauldron, also add a salad bowl extension to the food prep table to keep salad gatekeeped.

severe idol
#

💡 Give the Elder abillity a second bonus. My idea, decrease archery stamina use. I think we need a bit more archer buffs in general.

desert helm
#

💡 add quivers for holding arrows and bolts

open finch
#

💡More unique Items, like Dyrwyn, for (each?) Biome

shrewd wraith
#

💡 As end-production possibility : add a decorative quiver that appears when you have arrows or bolts in the inventory. No slot expansion (limitation is part of the game and I consider it well balanced currently), just decorative feature for more style.

wary cape
#

💡 better fire arrows, instead of crafting them with resin, craft with surtling cores or with bilebag

late belfry
#

💡 Please, I beg of you devs, add more rotation snap points and different rotation axis. I am not exaggerating when I say it makes the building experience 90% more fun. Building in Valheim is a prison and more rotation options is our salvation.

opal marsh
#

💡 Increase stack size of carriable tasty meads to encourage players to use them more often

weak tundra
#

💡fix forge improvement hitboxes, please

jade cargo
#

💡 World modifier; Exploration:
Ònly able to see map on map table. Otherwise no mini/large map.

elfin cloak
#

💡 More Early and Mid Game Build Pieces and More Roof Build Pieces to make Circular roofs etc ik you can do it normally but i mostly just dont like how complicated it can be and the end result sometimes just does not look perfect enough

brisk oar
#

💡 A new Deep North mob: the Crystal Golem.

Crystal golems are similar to Stone golems but drop gems (Iolite, Jade, or Bloodstone) and are made of crystals colored like the gem they drop. Their attacks would also use the gem’s effects (chain lightning, immobilizing, dealing more damage while low on health), making them incredibly dangerous to fight.

This would give players a renewable source of gems so that they aren’t so limited by the 20 Charred Fortresses in each world, but would still be balanced since it requires defeating such a dangerous enemy.

brittle summit
#

💡More world modifier options.

Currently I can choose to have 1.5 - 3x times the resource rate, but it is a blanket multiplier, if possible it would be nice if we could micro tweak that by resource or resource type. For example, double farm drops but normal copper drops etc. Combat could also use some micro tweaks, being able to play around with different combinations of enemy health / damage / resistances would be interesting.

hollow patio
#

💡 Could we have a new devcommand called, 'resetobjects'? It has the same function as 'resetterrain', except it restores objects instead of the terrain. It could restore rocks, structures, buildings, liquids, trees, and points of interests. It most likely would check for objects already on the terrain before adding said objects back on the map.

bronze rock
#

💡 Could we have a way to pin crafting recipes to your screen. For example, I’m trying to make a feast and it requires deer stew and for the life of me I can’t remember how to make it. Click on the deer stew and have an option to pin the recipe on your screen and when you get the items represented on your screen a green check mark will appear next to it. I am borrowing this idea from Subnautica Below Zero but it would make crafting infinitely easier. This could also be expanded to build items but you could just check your hammer so 🤷‍♂️

spiral peak
#

💡 Ghost ships and dverger ships with oceans revamp. or even something like a sea golem or elemental

random shell
#

💡 a small square or circular side table that can have items put on top of it (i.e. item stands or candles) - purely asthetic - my chairs need side tables!

burnt zenith
#

💡 A "Sakura update" would be pretty cool, adding cherry blossoms, Koi fish, Japanese style building material, the Japanese styled clay roofs would require player to get clay and a kiln to make the tiles. Adds foxes (smaller targets makes for harder hunting when mixed with speed) fox trophies to fight the boss of the biome. Could add a lot of material and building recipes.

cloud dawn
#

💡Silver shield and wolf armor set poison damage resistance. The weapons deal extra damage to undead, maybe the silver should also neutralize the toxic gunk spewed at the players when its being worn.

hoary nacelle
#

💡 goat's

oblique cypress
#

💡Permanent fire source item- Deep North wish.
(Emerald Flame boss ingredient?)

woeful dagger
#

💡 What if higher starred creatures gave starred hides, i.e. Asksvin's, 2-star ones give purple hide and allow for crafting with it to give the Ask armor set a different color depending on what star level hide is used. Same concept for Troll Armor and Hide Armor

Edit: This is a cosmetic idea

rocky pelican
#

💡 tame deer?

visual raft
#

💡Some method, presumably including the galdr table and Hildir, (could include witch as well Idk) which could be used to make one set of armor look like another.

I think this would be one of the more effective ways to give us control over our appearance without sacrificing stats lategame. The effort is O(1) where N is the number of new viable looks.

hoary nacelle
#

💡goblin plains trader

hollow patio
#

💡 As a member of the OCD community, I humbly request on the behest of all of us that we could snap signs and item stands against one another, in addition to the middle, corners, and sides of horizontal blocks and poles.

pliant lily
#

💡 maybe if you guys think it’s easy enough, maybe dlc for extra biomes and forsaken bosses in valheim 1. what about a layer of map / biomes that are underground ? maybe the underground biomes are accessed via dungeons or finding cave entrances that are “openable” by a piece of digger tech.

Also it would be kinda cool to maybe have a sky biome that maybe is made up of clouds and the biome could turn into a thunderstorm.

I also love the idea of making a longship-spaceship that we can take off the edge of the world to maybe some off world activities like slaying space hydras or serpents. I also think some biomes in space would be pretty cool, stuff alien to valheim or maybe stuff that originated on valheim but adapted to space somehow.

space Vikings… building a space station fortress… seems like a fun idea to me.

civic ether
#

💡 I think it would be a cool gimmick to have a "Valheim Yule Fireplace mode" which renders various yule fireplace scenes in real time, and even lets you make custom ones.

slate gust
#

💡 Interactions with Dvergr settlements: There would be a chest for gifts in each of their fortresses. Certain items placed in there (marble, copper, etc.) would be slowly consumed. In return the Dvergr would restore and improve their homes - fixing damaged and replacing destroyed blocks. The healthier the settlement, the bigger chance for Dvergr to spawn in the area and more importantly - dramatically more mist would be cleared by the settlement wisp.

idle orbit
#

💡 Something that you can dress your pets in. For example costumes that you can buy from Hildir or armor that your can craft yourself. Maybe a new npc can be placed somewhere in the world

violet dragon
#

💡 Change the Game Server Query Protocol from Unity SQP to Steam's A2S. This way server queries from steam and via API could supply much more in-depth Server information like player names, map, mods, mod-details, VAC and so on.

restive marsh
#

💡 tweak hitboxes. sometimes weapon animation penetrates mob but because its slightly below/above, 0 hits registered

quaint beacon
#

💡Tents

rich harbor
#

💡Prevent things like branches or dandelions from respawning near or inside player built structures.

hoary nacelle
#

💡 wolf armor (put on the dog)

versed bear
#

💡 a horn that has an aggro radius of basically your entire render distance

hoary nacelle
#

💡 throwable rocks i wanna show those greydrawfs how annoying it is to be stoned 85 times but take no damage 💀

devout coral
#

💡 a manger to feed my animals should be verry nice 😇

brittle summit
#

💡 Obvious recycle, but give blast furnace the ability to smelt the previous metals as well, just the fact that it loads both ore and coal from one side is a lot more efficient 🙂

rich harbor
#

💡Ceiling mounted Dvergr Lanterns. We have Wall mounted and even standing ones, so why not hanging ones?

brittle summit
#

💡 make the wisp light upgradable (possibly using eitr so its not immediate as soon as you breach Mistlands? to increase its radius, it is wayyyyy too small now) or improve wisp torch radius

restive marsh
#

💡 combatlog (console command that shows what hit you and for how much)

rough grail
#

💡 alcohol when you drink it 2 much you black out and wake up some where not to far and not to close to your bed
( if you drink whit out bed you wake up 10-100 meters from your drinking spot )

still basin
#

💡 Why don't have sheep and horse? To make more stuffs with floor wool like mat, bad (with more rest or extra initial energy). Horse for move more fast (maybe to be use for extra bag).

serene verge
#

💡 A post-final boss workbench that will allow you to upgrade all armor to match the armor values of their endgame equivalent sets.

Once you beat the game, you get the privilege of having the best armor available applied to your favorite set bonuses / favorite looking armor from previous biomes.

thin cradle
#

💡 “Raid Radar”, a late game structure that boosts the likelihood of a certain raid (can be configured by trophies) and is fueled by an abundant early game material (leather, resin).

tidal wyvern
#

💡 add broken/worn model for doors and storage box and other elements without it

zealous gyro
#

💡Fix Stagbreaker (and others) from damage through walls and damage to iron and silver ores
Fix the abuse with the chair and crypts

restive marsh
#

💡 trinket from Haldor that removes move speed penalty from equipped items (like meginjord/wisplight)

rich harbor
#

💡Add a World Modifier Setting that toggles night time spawns of enemies from later biomes in earlier biomes once their boss has been defeated.

low plume
#

💡 Bonemaw Serpents appearing in normal oceans after you kill the Ashlands boss. (omgz look guys its an update to the ocean!!)

winter lotus
#

💡more braided hair styles, this is so cliche but I want to have Ragnar lothbroks hairstyle from Vikings the show. The braid options now are super thinned out and barely looks like you have hair.

atomic lily
#

💡 make smoke go through iron cage walls and doors.

smoky pine
#

💡 Make Fader bells also usable as real bells to manually sound alarm in base or celebrate ceremonies at tops of Odin's temples. Could be placed on item stand or a with special structure .

spice wave
#

💡 Some steeper options for stairs and stone stairs (not as steep as the grausten stairs, or base ladders)

glossy rose
#

💡 I feel like the enemies can see from super far in the Ashlands I cant build without getting shot in the butt maybe they can they can make the forse field make them lose agro on you when your inside so have a moment to yourself

glossy rose
#

💡 pet broom like the witch

brisk oar
#

💡 Change the Serpent Scale Shield’s item description to clarify that the pierce resistance is only active while blocking.

hoary nacelle
#

💡 serpent scale arrows or anything else so they don't just become irrelevant later on

haughty edge
#

💡 Surround the deep north with a giant impenetrable wall that you have to catapult over to access the biome.

dreamy fable
#

💡 Ocean / Sailing Skill : Since you're in the mood of adding new skills, and there's a rumor about you working a bit on the ocean biome.
How about starting all of it with a Sailing Skill ? The more you sail, the more you're good at it.
For example, my friends never wanna to take the helm, I don't know why and I don't care, but I'm always the one doing the driving.
How about finding a way to reward the man who sails a lot ? Max Speed boost, Min Speed boost, Ramming / no wind speed boost, etc.

jovial silo
#

💡ability to travel through teleporters with tames or a storage hole for tames on the boats (for console)

severe idol
#

💡 A performance improvement idea. When an enemy dies for example a Grayling/dwarf it drops multible items like: eyes, wood, rocks etc. They will drop randomly after the body disappears around the area, resulting in multiple extra entity's that with time might start affecting the performance.

My idea therefore is to add an extra timer to the drops whenever there are the same sort of item nearby, let them stack into one. For example: After a log is destroyed, allot of wood entitys spawn and after 10 sec, all of those become one entity with the count of the amout that was dropped. With this solution we keep the satisfying explosion of items but after a few seconds they become singular stacks.

jovial silo
#

💡More craft-able items made from the ruby's,pearls and amber and the new gem stones like the ability to craft jewellery that can extend the resting bonus or your comfort this could also in corporate bones and arrow heads maybe even an ability to craft its such as head dresses or dining wear such as goblets and small pieces like bowls and statues for home decor using these items just seems a shame to only be able to make the treasure chest or sell these items something like jewellery or small home items would give them more of a purpose

jewellery such as crowns,head dresses, arrow head necklaces ect that can be made with bones or metals also that allows comfort or resting boost to be extended

kindred sapphire
#

💡A new starter biome.
I feel like the meadows and black forest are great, but the starting areas should feel a little broader in depth.
When I first started playing this game I almost quit as there were only 2 biomes that I found.
If I had stopped playing this gem of a game I wouldn't be here in the first place blabbering about this matter.
I had no idea that this game has this much stuff in it, therefore a third biome introduced in the starting areas would expand upon this variety and depth to the game.
It can be harder than Meadows but a tad bit easier than the Black Forest so fresh spawns can venture in it with no problem but must be alert.
A new tree can be introduced as well as a new tamable animal of some sort, and you amazing devs can go wild on this one!
It probably won't happen but I would love a third starting biome, ik I'm repeating it too much now xD but maybe this way it'll really happen, who knows? Maybe Odin..`

muted kiln
#

💡 Rework of the Stacks or Piles

How often did i stand there i thought damn i would like to take exactly 2 or 5 coals or 2 pieces of wood but without the need to break of a whole placed stack or pile.
I would prefer it if we could place a pile/stack beginning with 5 pieces and be able to stack it up further by interacting with the stack/pile and otherwise being able to pick a single piece by simply interacting with [E] on a pile/stack

Additionally the Stacks/Piles could visionaly change depending on the numbre of pieces stacked within.

rich harbor
#

💡Stop the Chain Lightning of Iolite enchanted weapons from hitting friendly dvergr and turning them hostile.

ionic perch
#

💡 Please and thank you. 8) 🙏
Face paint
Totem Pole building(or at least prefabs for creating god/goddess representations).
and perhaps most important:
swap out Stone Golem for short four legged stone Hästlings(in Mountain Biome. Slow, but tamable/ridable and they climb well)

  • bigger six legged Hästlangs in Deep North(not ridable, but if befriended will carry storage)
  • and an eight legged Stormhäst (a portmantea of Stor[big] häst[horse] and storm) as their patron/mini-boss
    AND, if player sufficiently befriends the Häster of Valheim, instead of a miniboss Stormhäst is instead empathetic to their cause, and fights WITH them against Deep North boss. (The Stone Golem is generic, annoying, and ultimately not adding near as much value as Häst will).
    (personally would also like more aggressive lore exposition, but there's probably already a good balance. x)
pearl stream
#

💡 Move the arbalest to plains biome by making it craftable at regular forge, but require black metal.
Reasoning: we get no ranged options at plains, and then we get bow, magic, crossbow and even spear at mistlands. People often ignore crossbows because they seem too similar to bows, and the novelty of magic trumps them. Having crossbow a biome earlier would help a lot in diversifying the loadouts people use I think.

dense haven
#

💡 Allowing the Crossbow type weapons to remain loaded when fully loading then instead of having to reload them when unequipping them or swapping to a different weapon and back to it

winter basalt
#

💡 Make an option to make characters server-side only on a dedicated server so that it is harder for people to cheat by restoring an older character save to dupe or get back their stuff or even try to bring items from other worlds. It's very hard and annoying trying to moderate any kind of server with the aforementioned abilities players have.

atomic lily
#

💡 ocean caves/coves you sail your ship into

woeful goblet
#

💡 Some things to revisit for 1.0 : I think the Hildir update should be revisited slightly and add trophy pauldrons ( each trophy type gives a tiny boost of some sort) to it. Cosmetic update is worthless to most players and out of line with the game itself. Mistlands: maybe slightly less misty or slightly better tools to deal with it. "slightly". Ashlands maybe revisit some of the spawn mechanics so its not so cheezy and maybe another fortress type. Boss powers should be redone especially the elder. I wouldn't change much else really. its pretty solid. oh and do not use the black forest as the template for the deep north!

restive marsh
#

💡 make it possible so that everyone on a server can use console commands like "fly"

restive marsh
#

💡 better depositing on armor stands. make it like chests, you press E and then deposit the items you want

currently annoying that u have to mess with ur action bar because u wanna deposit stuff

regal elm
#

💡 There isn't a way to key bind dodging in the game and i feel like the default settings on PC for rolling are a bit wonky for me (i'm not native to PC though)

brisk oar
#

💡 The ability to swap clothes with armor stands. When you press "R" while facing one, it automatically swaps all your currently equipped clothes (and tools in your hands) with the ones on the armor stand. There would be a slight delay to swap outfits just like with putting on clothes.

lavish kayak
#

💡 forbid Loxes to climb on top of each others. they wouldn't be able to bypass tall walls

winter lotus
#

💡I’m not saying it’s a good idea but it’s just a suggestion maybe the new deep north tame could be a ranged attacker spitting or shooting something from itself and this could be used as a upgraded turret for your base compared to the og ballista which sucks Richard’s

graceful gazelle
#

💡 remove the stone cutter station and replace it with an upgraded hammer.

faint grail
#

💡 More customization with armor, similar to shields (different colors or variants that emphasize certain skill-sets or classes)

waxen loom
#

💡 Blocking: while blocking; force movement speed to a walking pace and use 25%-50% of stamina consumption of sprint to jog. Adds more challenge to the game, makes stamina management more essential later on when it becomes more trivial to keep up and allows for, in my opinion, more realistic combat engagement.

atomic lily
#

💡 reduce smoke from Hanging brazier. they are the only brazier to make smoke and its hard to build with without making ugly smoke clouds.

winter lotus
#

💡I’ve said it before and ill say it again, I want to place down hildirs Divian couch in my house, it’s what this games building area is missing. I don’t care if I have to buy the materials from her to unlock the recipe or whatever. But hear me now devs 1.0 will not be complete without that couch lol. Also placeable blue and red jute pillows.

spiral peak
#

💡renewable royal jelly

worldly jetty
#

💡 Hello everyone, New to the feed so if Magic Chests has been voiced this is my take. A Magic Chest is crafted from both mist and ashlands wood, flametal, etir, and a black core. As long as the player is inside the workbench area with the Magic Chest the contents are treated like they are in your backpack. Available for crafting, cooking, or building. For style points the black core on the front of the chest puts off a purple glow like hanging a swamp key on a item stand.

jolly current
#

💡When activating the world modifier 'Player based raids', make mobs that spawn at night from higher tier biomes after defeating a boss player based too, so that new players joining an existing world don't get obliterated by fulings (or worse) at night.

Of course they can sleep it off, hide in a base built by other players, but that guarantees they'll never experience the game fully if so they wish.

north marten
#

💡 Infinite stamina option in world modifier.

tacit hatch
#

💡 Probably mentioned by someone at some point but I'm a big fan of finding rings with passive buffs, +1% eitr regen +4 def +10 carry weight etc. maybe finding them around the map such as in chests adding another use for the wish bone

versed bear
#

💡repurpose the tasty Mead drinky horn thing thing with a mini chest thingy that has 3 'slots' that you can only put potions into, and the type of potion is accessible via keybind at any time, as long as you have the horn drinky thing in your inventory, and it's 'loaded' with potions. not like the devs will ever do anything that will free up even 2 slots (scandalous)

tawny nest
#

💡 midpoint snapping on crafting items, particularly beams, posts, and non-corner roof pieces

solar slate
#

💡 beam cross tops for even sized builds

gleaming flume
#

💡Show how much of something you have while planting with a cultivator, for example if you are planting carrots, show next to the required item( carrot seeds) how much you have of it, just a nice quality of life feature that I think most people wouldn't mind

atomic lily
#

💡 make fishing better (easier to do or more rewarding)

wise lily
#

💡When I'm holding an item (such as butcher knife) I should be able to press "e" over an empty item stand to attach it instead of having to slot it in a numbered slot first.

short inlet
#

💡 Steam "Points Shop" items.

sinful sable
#

💡Probably suggested a few times before, but what we may need is a wooden hatch / trapdoor so we can build close up the entry areas for ladders when having towers with inside ladder access. A 2x2m hatch may already work well enough.

primal anchor
#

💡 New Skill: EXPLORATION - Exploring uncharted areas raises your skill in EXPLORATION, growing your exploration radius for future charting

desert crow
#

💡I have nothing against removing the crypt chair clip but please don't remove the clip glitch completely it is so useful for building

thorny girder
#

💡 make boats appear on the map like players, so if u have multiple bases, portals and other stuff u dont forget where ur boat is when someone else uses it

nocturne pecan
#

💡 in the deep north, if you are willing, please add a trader named Nils witch is Norwegian for Nicholas or saint nick... i mean, it is the deep north. julenisse would be ok too. We already have a nisse ward totem to build which is the norwegian protectors of the farm and buildings. Might as well add Nils or Julenisse

tulip frost
#

💡 body scaling. That if you get a begger body you get more dmg yet less movement speed, and if you get smaller body you get less dmg yet more speed. Or just body scaling alone. It'd be fun to have vikings of different sizes.

bleak kite
#

💡 Make A Version Of The Cultivator That Lets You Plant Rows Or Potentially Just Sets Of A Crop, Probably A Different Tool Just To Make The Other Half Of Farming A Bit Less Grindy, Maybe Require A Cultivator For Its Crafting Recipe

fair forum
#

💡 How about a "Confusion" bomb. When you throw it, it makes enemies confuse friend from foe. It would cost like neck meat, ooze bomb, yellow mushrooms and surtling core or whatever. Could be fun for Mistlands or Ashlands mobs.

stiff rain
#

💡 Separate skill loss death penalty from inventory loss death penalty.

It'll allow other players to have more option in customizing the playthrough they intend to do too.

My personal reason: this way immersive+ mode (customized) can be less forgiving by making skill loss still at normal or more punishing rate, but players still retain equipment (except loot) at respawn so they can defend themselves at least.

final niche
#

💡make it so you can coat buildings in resin so they don't lose durability outside

spiral peak
#

💡Add frost, fire, and mountain giants to the game. descendents of the first jotun of which we derive our magic from in the mistlands.

radiant bough
#

💡 what if during a bossfight, all enemy's that wander into the boss event zone despawn, but the bosses summon specific enemies just like bonemass

hardy estuary
#

💡 Add an option to Dismantle crafted Items instead of just throwing them off the inventory.

twin oyster
#

💡 to add to the above idea, increasing crafting skill would lead to gaining a greater return of the resources, say 33% at lvl 0 to 66% at 100

spring kernel
#

💡 Add a feature to make your friends actual admins on the server you host alone or together, allowing admins to use commands like fly, or spawn or whatever.
Right now we rent a server with 3 friends and only 1 can do commands but not on dedicated server, only local server.
I do not understand how this is disabled to prevent cheating when we are using private password secured servers + I choose to make that person an admin..

Example: Our 3rd person often has to go away for a little bit so then he's gone for atleast 30-45 minutes. So now we can't sleep to skip the night. We want to do the skiptime command for this instance.

(most likely recycled but honestly, it wouldn't have to be if it was implemented like 80% of the community asks)

spring kernel
#

💡 It's not very logical that a hoe can terraform terrain as it's a farming tool, let alone add terrain to make it taller/higher, like how? this is impossible.
Add a shovel to the game so this makes more sense, + adding the shovel would add the feature to dig out berry bushes and replant them in your farm which I think most people would very much like to do, especially farmers.

Now you have to use spawn commands to get the berry bushes in the area you want which you don't really want to do.
Not understanding why people would not want this

spring kernel
#

💡 Make actual ladders in the game going directly up or down, the ladder ingame right now is just a different kind of stairs.
A real ladder would allow more building variations, consider adding a trapdoor with it.

spring kernel
#

💡 New block animations for the crystal axe, krom and demolisher. They are all the same and it doesn't make sense at how they're blocking too.
(they hold the weapon like they're blocking with fists instead of holding the hilt of the weapon wide)
I get this was made as it is for alpha versions of the game but I do think now we are entering the stage where this stuff can be updated as well.

spring kernel
#

💡 Smoothening option when using the hoe to allign sloped terrain together, at the moment a little bit hard to do with the pickaxe and leveling tool.
Maybe on top of that add options to adjust size of leveling ground and making stone paths/grass spots

These were my suggestions for now 🙂

wanton hill
#

💡 Paintings & Tapestries as decorations to add color and design to viking home interiors. Not necessary, but could go a long way to adding color and design to otherwise mostly brown walls in spaces that a banner might not be suited to.
Addendum: Special paintings and tapestries could make suitable rewards to go with Hildir's Quests as added stock, or loot from abandoned structures, or something else

robust crow
#

💡 Might be nice to have some levels of undo when (un)marking the map... for people like me who occasionally click the wrong mouse button accidentally removing a pin 😁

gleaming flume
#

💡 Add a way to destroy useless junk, especially trophies, so that they are broken down to simple resources, for example if you destroy a deer trophy you get 1 deer hide, or if you destroy a skeleton trophy you get bone fragments, you get the idea. I think overcluttered inventories are a real problem in this game, which make you drop items on the ground, which makes the game laggier, and it's a snowball effect. Maybe just make it so you can simply delete useless junk from the inventory, I guess it is up to the devs to decide

primal anchor
#

💡 Forsaken Powers to have a Passive component where it gives just mini bonus effect from the actual stats they give on Active, to make them more meaningful/impactful as a choice during standard gameplay too

novel shuttle
#

💡 A suggestion for bonus items that trigger from farming, cooking, and crafting; make it a percentage of the resultant number of items. If it was 25% rounded up, for example, whenever you made a single item the trigger would give you one additional one, but if it were, say, a stack of 20 arrows, the trigger would reward an additional five arrows.

radiant bough
#

💡 drvegr update with making them better NPC's

robust crow
#

💡 I think lighting could be improved some. To me it seems the light falloff value is too small, the light should be able to spread more than it does. An example here (the top and especially the bottom signs are way too dark considering how close the lantern is placed): https://i.imgur.com/Z1qx82O.png

atomic path
#

💡 A big cart for loxes

crystal torrent
#

💡 Ocean update: More boats, make serpents more common, naming boats, boats you can build on and other ocean-related things

nimble lava
#

💡add serpent bait so that you can spawn sea serpents more consistently. I imagine the bait would be plains tier(made from lox meat or smth) so that you can't get lots of serpent stew early on.

crystal torrent
#

💡Make the hotbar 9 slots

native onyx
#

💡When tamed animals are Happy(fed), not alerted and near(the player), make that they stroll towards each other instead of walk away. (reducing the need of locking them in a cage)

robust crow
native onyx
#

💡 The "stay" command text for the wolf should either be changed to "stroll", third command even, or modified so that they actually SIT (similar to Minecraft nonetheless).

kind sierra
#

💡Hello! I've been playing Valheim a lot and I LOVE the game! I had an idea that I think a lot of people would like and enjoy! A "bestiary"! A journal of some sort where if you kill a certain number of things, (let's say boar for example) it would give you some information on that mob and MAYBE drop chances of items! For example, the game Terraria uses this in a way where the more you kill this certain mob, the more info you unlock. Now I know that this won’t work exactly the same because of little drops, but maybe some info? I think this would be a great addition to the game and people would love to see it! Please get back to me on your thoughts. Merry Christmas! 🙂 🎄

kind sierra
#

💡It’d be nice to see and actually read the things you think about when sleeping. It goes by WAY TOO fast for me to read. Players would feel more involved in the game if they could read and dream of what is written. Really cool dream ideas btw! Don’t put them to waste! Extend the time so players may read them. 🙂

vital epoch
#

💡 Greydwarf Brutes should drop mushrooms instead of dandilions

low plume
#

💡 Yagluth's other half as miniboss (Deep North or somewhere else)

sinful stream
#

💡A world option to "server-lock" players. By default, only a new character that has never joined any world can join a player-locked server. The first time joining you will be asked if you agree to be locked to this world. If a player then tries to join another server/world with a server-locked character they get a warning message "This character is server-locked to ValForts server! If you join a different world you may not be able to rejoin your home world! continue Y/N?" So if a player wants to they can unlock the character, but will then have a flag. If they then try to rejoin the world they were locked to they would be removed from that servers whitelist/added to the blacklist, automatically, and fail to join (or only be able to join as a spectator) until an admin can decide whether to allow them back. The intention is to make it less simple for players to "port in" goods from other worlds, on servers where that is considered cheating. This is a way to add some server integrity with only a few flags.

kind sierra
#

💡A bonfire that could emit a buff that has you heal 20% faster if you’re in it’s radius. (An option could be that it wouldn’t work if enemies were also in the radius.) 🙂

stuck thistle
#

💡being in range of another player adds a comfort value

kind sierra
#

💡 Pets! There could be a new npc that you could find that could sell you pets. These pets could not help you. They’d only be a fun or cute thing to have by your side! Dog and Cat? They could be customized with the “Style” prompt, like the one when you customize your shield! Might be a big step but a horse for a very high price of gold?

kind sierra
#

💡A new boss or hard enemy would be cool! Like a giant serpent or kraken that you’d have to fight from your ship? Deep sea fishing? Different ocean biomes could bring different variations of loot and food. Shipwrecks would be a fun thing to find that might hold a chest or some loot. Lost barrels out at sea that you could open? Sea serpent armor would be cool, I know you can make a shield but that’s it. Maybe some sort of merfolk would be cool. Fishing off your ship with some sort of net? A breathing rod to help you breathe underwater longer. Depending on the weather, you could get different types of fish. A specific oceanic item used in a storm could summon a beast, boss, or loot. Islands with their own specific biome could be cool too! Icebergs perhaps? Oceanic Ideas!! 😄🌊

prisma nebula
#

💡 Steam Achievement, for example:
"Feast of the Nine Worlds" - Get all the feasts from all the biomes
"Valhalla awaits" - Defeat all bosses

regal elm
#

💡 Embedding styles for the iron, bronze, and ect shields. Embeddings/Etchings/Markings

tawny nest
#

💡 Reduce Lox spawn rate in the plains. Kill a few and they're back the next day, which doesn't seem appropriate for such large creatures. They also just kinda get in the way when trying to make progress in the plains, and makes their pelts and meat really common. Not to make them ultra-rare but currently it's annoying how many of them spawn.

low plume
#

💡 Wood/Stone Adornment: It starts off as a piece of wood/stone wich you can place on walls. Then click on it with a trophy (Like you click on item stands to hang them up), and the adornment will take the form of the trophy (It does NOT use the trophy, like a ballista; and they will be made from wood/stone, so no colours). This way you can display rare trophies which have other usecases (for instance boss trophies) without needing multiple of them, and also finally get Stone/Wood adornments!

worn heath
#

💡 Add flowers to make color pigments and add a workbench where you could turn into paint pots and color walls and armour.

twilit spire
#

💡Could you please balance the Ash lands? The non-stop enemy sponges, plus they are bullet sponges is making progress backwards to a point my skills are at 0! I'm playing dedicated server and could not change the server settings to lower the difficulty. The game turned impossible to progress and is no longer fun. Thanks!

worn heath
#

💡 Add an option where you can climb trees if you weigh less than 225 kg.

static epoch
#

💡 Add a deer whistle item for hunting deer, it makes the little barking sound and any deer nearby will bark in reply

halcyon swift
#

💡 A limited-use item you can buy from each vendor to indicate the direction to another vendor. It would be very helpful in no map runs.

fast flint
#

💡 A toggle for the butcher knife to disable killing immature tamed mobs (not fully grown) when in a breeding pen.

rocky pawn
#

💡 Much simpler solution to adding another hammer due to current one having too low durability: Simply increase both base durability and the durability per level of the hammer.

modest oar
#

💡 add skins as reward like frost skin for killing the dragon or magma skin or a green and leafy skin for killing any boss in its own region (don't be greedy so make it reward not item that u can buy)

versed bear
#

💡make the difficulty slider keep the size, speed, and level up chance for enemies, but instead of ' if you block, parry, or get hit you die, so get on the ground and roll ' I think it'd be more appropriate for it to increase spawn rates and, if you're evil, introduce variable attack timings and swing speeds from all enemies.

low plume
#

💡 The hammer should have no durability. It not breaking would not even be gamebreaking, it would just prevent you from loosing the flow whilst building, and needing to repair it doesnt add anything to the expirience.

serene rivet
#

💡 is there a use for normal enemy trophies? like greydwarf trophys,
an idea i have is that you can sell them for a little, like 3-5 coins because its farmable

brisk oar
#

💡 A new world modifier: Destructive Raids. When selected it would cause enemies spawned in raids to prioritize pathing to and attacking player built structures. They would still attack players but only if the player is within a certain distance of them, making it more important for the player to keep track of all enemies in a raid. It would also cause all enemies in the raid's red circle to gain bonus Chop and Pickaxe damage, making them more of a threat to structures.

This would be a fun option for players who want to take on raids that pose a major threat to their homes.

gloomy notch
#

💡idea to have a blacksmith type trader (maybe who wanders) that will trade for old gear and weapons to get items back or maybe treasure. It's so easy to get coal now that be nice to not have to hold onto it or obliterate it

gloomy notch
#

💡so would be nice if they could add different animals to the oceans. Specifically for us to use the harpoon on. Like maybe seals or dolphin like animals. Obviously not those names but something smaller than a serpent but huntable. Part of me just feels like the harpoon is useless outside of taming and serpents.

kind river
#

💡 A faster way to change into different armors or specific pieces of clothing. Maybe by interacting directly with the piece you wish to equip on the armor stand, even if it takes double the time for the character to dress. But less clicking in and out the inventory, or having to put the armor pieces into numbers to then put into the stand. It's really tedious in my opinion and just not very efficient.

dim horizon
#

💡 I recently started playing with the world modifiers. No Map is really fun option that adds another layer of strategy while exploring, but sadly it makes the Map Table itself useless (except as a decoration). My suggestion is maybe the Map Table can let you peek at the map while you are interacting with it.

twin oyster
#

💡 :Add collectible paintings of various rarity:

common: can be bought from traders

uncommon: can be bought from traders after fulfilling a certain requirement (eg. Hunting 5 serpents for a serpent painting)

rare : rarely found in dungeons/structures

This feature could even come with its own trader in say the mountains or the plains

dim horizon
#

💡 I was really bummed the first time i took down a 2 star troll and discovered that it's trophy was just the standard blue color. It would be a nice way to show off your accomplishments if trophies could retain their color variations. It would make item stacking/storage more onerous, however, we already have split stacks for fish based on their size, so seems like adding unique trophies per star could be feasible. thanks!

dim horizon
#

💡 This idea might be controversial, but hear me out. Currently, players are rewarded with all new recipes just by proximity to a crafting station. When new players are invited to join an existing world, they can be overwhelmed and confused by all of the things unlocking within minutes of joining. This can ruin the joy of gathering and building your own crafting stations and learning the tech progression. It would be helpful if there was a way to disable the proximity-based transference of new recipes and instead make it something that happens when you interact with the crafting stations. This would at least allow friends to help a new player get on their feet without overwhelming them with things that are available right away.

primal anchor
#

💡 ALL Armor Sets (including their bonuses) upgradable using newer biome materials, so you can potentially use Troll Hide Set (with Sneak bonus) up until Mistlands if you want to, for example

primal anchor
#

💡 More Map Markers

low plume
#

💡 Changable key combinations for each of the map markers. Wanting to change the selected marker type can be difficult if surrounded by enemies.

lean cipher
#

💡More uses for troll hide for example a troll bedroll/sleeping bag (bed alternative), pillows(to speed up rested bonus gain when sitting on it or just for looks) or decorative items such as table cloth, blue curtains, blue rugs, blue chairs and other blue-related items that can use the blue troll pelt.

fast flint
#

💡 Get the Scythe to work on all harvest-able crops, including cloudberries, magecaps, jotun puffs, fiddleheads, smoke puffs, raspberries, blueberries, thistles, etc...

spring kernel
#

💡 After the Deep North when the game is as good as done, rework Bedrock. It kinda sucks that on a mountain top you can still only dig down 10 blocks but then at lower ground level you can also dig down again 10 blocks. Changing this would:

Add more building posibilities especially in the mountain biome
Fix the issue where some parts of Copper and Ancient Remains can not be mined because they're stuck in the ground surpassing this 10 deep tile system.

halcyon swift
#

💡A legitimate way to remove underwater rocks without shenanigans involving carts and sloped roofs. Cofferdams were known 2500 years ago.

median trellis
#

💡 Please add triangular wood floor building pieces. I like making circle/octagonal towers but floor clipping drives me nutty.

distant laurel
#

💡more heavy / two handed weapons for each tier starting at bronze with longswords, cleavers , greatswords, potentially halberds & double sided axes ect. Potentially even niche uses for stuff like abyssal barnacles & serpent scale weapons.

Variety is the spice of life and seeing more niche resources used & two handed weapons before late game would be nice🙂

( just a quick edit. Some movesets / attack patterns from irl could be amazing inspiration if new sword variants were to be added )

restive marsh
#

💡 increase stagger dmg on primary attack for 2h sword

right now i feel there's very little situations where i'd primary attack instead of special, since it's still a slow attack. giving it more stagger so you can stun mobs in a half circle, like a budget atgeir, would give it more purpose

astral rain
#

💡 Introduce some of the weapons from Ashlands at lower tiers

Twin axes for example; Flint > Bronze > Iron etc

primal anchor
#

💡 Some sort of scope tool to see in the distance

spring kernel
#

💡 A sound for when you hit bedrock maybe?

vast iris
#

💡 Support for FSR3?
Valheim run on my laptop with 70-80 fps, and thats pretty decent.
But...if i build something with a lot of materials my fps drops to around 40-50 :/
3050 laptop gpu isn t very powerfull, but i can get more fps in cyberpunk with raytracing.
I will be very happy to participate in beta testing if it will be implemented

ivory pewter
#

💡 Some item from any of the merchants available after Queen is dead that removes fog in Mistland/allows to see past it.

opal marsh
#

💡 Diary object to allow world planning within game itself. Primarily useful for just pages of written text to store information.

Also some further ideas that might have worth:

  • 2d sprites of in-game objects/mobs to allow shorthand recipes and references. Also useful extended to signs.

  • Some data tracking features - deaths, mob kills, any other in-game data that is conceivably worth memorising by the player character

  • To-scale 2d design feature, allowing layout of rooms before build

  • Bolt the diary functionality onto the cartography table for these reasons:
    -- Creates a reason to build one in a solo game
    -- Allows players to share information in-game, potentially by creating functionality for 'world' and 'personal log' sections
    -- Could conceivably be used to create a linkage between the 'diary' and the 'map' feature in-game. E.g. describing a map pin in diary creates a mouseover tooltip for it with further description

versed bear
#

💡haldor unlocks a item post queen that let you combine it with a
...... Gjall trophy and a bunch of wisps for a 2X strength wisp light/ torch

fast flint
#

💡 Get the boss trophies to animate,look at you, or have an aura when they have a text and they talk to you. The talking trophies is a great idea, I just hope you can make it a bit more "intense".

halcyon swift
#

💡 A wood preservative made from resin that can be applied to exposed wood to stop (or slow) rotting. Resin is one of the traditional ingredients of varnish.

jade cargo
#

💡 Increase the spawn rate slightly for serpents at night, if wearing/wielding a light source, like torch, lantern, circlet.

kind sierra
#

💡New shield designs!

stuck dragon
#

💡: being able to make statues of your character in whatever they’re currently wearing perhaps out of coins for gold or any one of the other metals. Also being able to make statues of the creatures who you’ve got in trophies from imagine the Museum full of statues of different creatures

shrewd wraith
#

💡 A « fear my kingdom » banner, built with trophy and others materials like red jute, leather, etc…
Appearance : It is a terrifing banner placable on ground. The banner is held by a wooden spike (or a spear/atgeir/great axe) with the trophy on top.
Effect : Not necessary, but it would be nice if creatures of the same team as the trophy avoid the banner (just like greydwarfs avoid fire). “We killed your kinds, you know what is awaiting you if you get closer”.

versed bear
#

💡 turn off map exploration inside crypts. i'm crawling inside of an infested mine rn and it's exposing a criminal amount of the map. you can do this by turning it off if you're above a certain y level, or create some kind of check

kind sierra
#

💡 I have a recommendation from my mother. She would like to recommend seasonal patterns, (spring, summer, autumn, and winter.) This would change how you farm, how cold or warm it is, all that good stuff. Now I know thwt a lot of people won’t like this idea but maybe some will.. hence, this could be an in game option that you could turn on or off. Would appreciate feedback 🙂

versed bear
#

💡 river going down mountains. it bothers me that there arn't any rivers/streams going down mountains, there isn't much gameplay reason to include this but it'd make the world of valheim just a tad bit more nuanced

acoustic epoch
#

💡make players able to build on boats

crisp mist
#

💡I would like to suggest a change in how attack animations work, to me it doesnt make sense that i cant hit things where I am aiming, I have notice some weapons with a slight height difference in certain situations like im a little higher than the enemies I cant hit down at them unless the animations allow for it which is odd, especially with the spear, how am I not able to poke downward towards an enemy to actually hit them. Sure I can alleviate this issue by repositioning but I shouldnt always have to because sometimes when they're too high I cant hit them either depending on the weapons. Its just a bit odd. I can live with it being the way it is but still its a bit annoying.

lavish lynx
#

💡Underwater swimming. Then, there could be the ability to collect materials off of the ocean floor. It would make the ocean a fully explorable biome. All other biomes could unlock item upgrades that would let you dive deeper for longer periods. Then, there could be materials that are gated by being deeper in the ocean, resulting in gradual ocean biome progression throughout the entire game.

royal night
#

💡 Colorable map pinpoints. Icons are a goodstart, but coloring them allows players to further define and code their maps without too much indexing.

primal anchor
#

💡 Armor transmogrification/vanity slots (somehow?)

primal anchor
#

💡 Ocean Biome UPDATE ideas:

  • lootable floating debris you can stop by and catch/scavenge;
  • magic items that will signal treasure chests buried in the ocean you can catch with some special hook you can maybe get from dwarves in the Mistlands?
  • magic spots/bubbles in the ocean you can catch while sailing to boost your speed or help you adjust the wind direction for a better experience
woeful goblet
#

💡 Gaps in the game imo:
Meadows/ forest/ swamp: no gaps

Mountains/Plains: Gap: Caves/Tarpits are not very useful. Need a good reason to go there. I would add steel to this part. Steel is a mix of iron, flux material (new), and any other base metal x2 you have as filler. 1 iron + 1 flux+ 2 any metals = 3 steel. Find the flux material in the caves and in the tar pits. Steel replaces iron in the plains armor and other plains recipes that require it. This also gives you the steel hammer, hoe and cultivator. Recipes that used iron from plains on will now use steel. Reduces the need for iron and gives you two chances to find the flux material. After the plains its at at Haldor.

Mistlands: Gap: Tools are weak to deal with mist especially after you’ve done a few. I would add a new enemy called the Predaseeker: This is a camoflauged seeker. It makes a subtle noise and it also inhibits mist in a decent area. It don’t move unless you way get too close. Killing it gives you a gland material that can be used in a potion, the upgraded wisplight, and the wisp torch. It upgrades the radius a decent bit and the option to go potion instead of wisplight. Also marble giant hearts: find one and destroy it lifts the mist in that local area permanently. I.e tie mist generator to object

Ashlands: Gap 1: Better tools to deal with the unending spawns. Some object you can find like the mistlamp that can supress the spawns like the table does would work and make the generator dome and upgrade that inhibits sound so you can set one up as needed. The upgrade and the placeable spawn inhibitor both require sulfur. The spawn mechanism is cheezy but at least youll have some tools to deal with it.

Ashlands: Gap 2: Mini fortresses! A small weaker version of the fortresses that are usually on the beach and contain very active spawners. Has doors but you can beat them down with weapons ( don't need seige). This will make the beach harder than now but at least you can do something about it.

woeful goblet
#

💡 Game gaps part 2 (redux): Hildir’s quest. Hildir’s quest is actually good content with the worst possible rewards. There’s really no incentive to do this content at all. Such a major disappointment when you complete itI That can be easily fixed with the following:
Trophy Pauldron in three steps like the hildir quest. First chest gives you access to trophy pauldrons for the first three biomes ( Leather pauldron). The second chest gives access to the next two ( iron pauldron) and the final chest gives access to the last three (Carapace Pauldron). Doesn’t have to be a pauldron ( it would look the coolest though). It could also be a trophy belt buckle or necklace.
Each possible trophy in the game except boss trophies has a distinct mini power that’s always on. You can make them all and keep the one you like best or use them situationally as needed. Every trophy has something unique to offer. Some just stats, some active abilities and some a mix of both.
This gives the Hildir quest a reason to be completed for all players and of course the trophy models already exist so minimal development required. This is the game of stealing powers from enemies. It’s what Nintendo would do.

Boss powers gap:
Boss powers are all over the place and some are useful and some aren’t. Revamp the Elder and Moder. Slight change to bonemass (too powerful) and yagluth ( too weak).

Elder : last 10 minutes works for axe, hoe and pick.
Moder: Tailwind lasts 10 minutes plus 3 health regen.
Bonemass: resistant to slash, pierce and poison (actually makes sense) 5 min
Yagluth: resistant to Blunt, fire, lightning (actually useful in Mistlands) 5 min
Queen: +66% Eitr and + 66% stamina regen (useful for all play types) 5 min
Fader: plus 8 health regen, +250 carry capacity. Getting poisoned actually heals you. 5 min

Played through many times. I don’t think id change much else really. Still the best game around imo.

cosmic yew
#

💡 animal wooden cage: can be used to transport TAMED boars (maybe wolves) on boats, doing it right now its too buggy

lean cipher
#

💡 More uses for bones (withered bones, bone fragments, skeleton trophies, etc.), such as bone weapons (bone spear, axe, knife, arrows, club), bone tools and bone decorations such as barbaric skull piles, skull totems, cream-colored flag. This idea came when I noticed how many withered bones i gathered and that there is no use for them other than summoning the swamp boss.

brisk oar
#

💡 New types of resistances: “Slightly Resistant” and “Slightly Weak”. The former would result in taking 75% damage, and the latter would result in 125% damage (instead of 50% for Resistant and 150% for Weak). This would give the developers a lot of room to play around with resistances without making either the player or enemies too strong.

For example, this might make it more reasonable to give players new armor with slight resistance since full resistance would otherwise be too OP (looking at you Root Harnesk). It could also allow more customization of enemies so that resistances don’t completely nullify the use of certain weapons in a biome (e.g. spears being nearly useless in the Ashlands) while still allowing for certain damage types to be better/worse than others against specific enemies.

primal anchor
#

💡 Misc. : Ore Piles & Metal Stacks (i.e. Copper ore Pile, Tin Bar Stacks etc.)

opal marsh
#

💡 Add an overlap period to meads, similar to food. E.g. fire resist mead lasts 10 minutes. Allow consumption within the final minute. I'd imagine this has been suggested before, but can't find another mention.

jolly current
#

💡 Trophies are no longer dropped by un-starred creatures, but will always drop from starred ones. (creatures that can't spawn with stars will still use the current random system)

This would solve trophy clutter, and starred mobs not feeling much awarding. It's based on RL trophies being collected only on purpose and only from the best specimens (nobody gets trophies randomly from common game).

It would still be RNG-based but at least you would get a visual hint, instead of mowing down random mobs hoping this time you'll the trophy you need (you won't). Not to mention the chances of getting a trophy sometimes are lower than the chance of meeting a starred creature (for example: 5% of getting a wolf trophy from any wolf vs 12% of meeting a starred wolf).

Hunting would feel more like actual hunting instead of playing a slot machine.

regal elm
#

💡 Rolling could help the fire go out when on fire. Stop. Drop. Roll

vagrant sorrel
#

💡Remake hildirs quest or make new quest to find epic weapons/armor that you get from killing minibosses. Something like fire sword in ashlands but in more biomes.

mild moss
#

💡 Please make an easy mode. so that noobs like me that play alone can have fun as well

mint ruin
#

💡 Just a suggestion for future updates: Would you like to introduce 1, 2, and 3 star bears in the next update, which can be tamed and used as mounts? The next boss could be Bjorn the bear king and they could make the wolves take 1, 2 and 3 bigger depending on their level. For example, just like bears, each one bigger than the other and if it is 3 stars that it is possible to transform into a mount after taming level 3, it would be a kind of alpha or atrocious animal. I think they could do the same for Boar. But in such a way that level 3 animals are as strong as fulings.

lavish haven
#

💡 Can I please have a simple fence gate? It would be so much better than the wood gate for fencing in my gardens and livestock?

brisk oar
#

💡 Add weapon attack speeds and ranges to their item descriptions

ivory pewter
#

💡 change ivy from Bog Witch to build item (still could grow normal way), just without cultivator.

twin fiber
#

💡 Bears as the big boys of the meadows, like trolls for the black forest etc. But since it´s the starting biom make them non aggressive and only attack when the player comes to close. Materials could be used for a babarian armor set during mid-game or later or for early weapons in combination with bone fragments.

cedar monolith
#

💡Building Ideas:
Half Roof Pieces - Both in 45° and 26° in all variants; reason being is when you have a Hearth directly up against a wall and build a roof half in and half outside the house, it messes with the venting. Remove the inside portion while retaining the outside part. More or less a trim. In the end, it's a 2x1 Roof Piece.
Darkwood 1m Poles - Just a general missing piece as well. Would be very nice too!

worn hollow
#

💡 70 degree roof pieces

static epoch
#

💡an incubator build item for chicken eggs, rather than just dumping them on the ground where other players can accidentally pick them up.

surreal plume
#

💡 Create a sealant for non-covered wood that will protect it from weather

Some craft-able item that either removes, or significantly extends the wear on non covered wood. This still wouldn't change any of the shelter mechanics, it would simply be an option for people that don't like the tedium the wear mechanic provides, while still requiring effort and up front cost, giving an in-world solution rather than disabling the mechanic.

distant laurel
#

💡much like building stability, a nice QOL addition would be a similar system for planting crops

Red : plant will die
Orange : hindered growing
Blue : good placement

halcyon swift
#

💡Boars should be able to uproot root crops. This could be a good thing if you wanted to feed your boars or a bad thing if you wanted to feed yourself. But it is definitely a boar thing.

lean cipher
#

💡 Forsaken power adjustments:

  • The Elder

Besides faster wood cutting, add extra damage with "axe" weapons. This will make the power be usable in combat, not only for wood farming, and might make the use of axes in general more worth it.

  • Moder

Besides forcing tailwind when sailing, the power should also have something beneficial when not sailing, such as extra ICE damage bonus and ICE damage resistance per duration.

  • Yagluth

Besides fire and lightning magic damage resist, Yagluth's magic knowledge would also be logical to boost the player's FIRE and Lightning damage bonus per duration. Yagluth is not using ICE magic and thus should not boost ICE resist.

  • Queen

Keep current bonuses.
Summon an allied Seeker (0 stars) that follows the user when activating the power. The allied Seeker can die in combat. The allied Seeker dies if the user dies, if the user changes the forsaken hero power or if the user activates the Queen power again (so that you can't make seeker armies).
Increase damage for all allied creatures in the vecinity of the user.

low plume
#

💡 When you add music instruments, then add an organ or piano made from charred bones

spring kernel
#

💡 Probably suggested before, but we NEED more rotating options. It adds a ton of building variations.
And personally, I've been trying to make a docks near my base but because I can not rotate it how I want it. I simply can not build the building that I want anywhere in my base, if I could rotate like 15 degrees more it would fit and look perfect. Please consider this

halcyon swift
#

💡 Add the option to repaint a shield when you upgrade it.

kind river
#

💡Please make serpent meat, scales, and/or trophy, float normally at least for a bit so that the players are able to get the rewards for their kill. How it’s working at the moment feels like a bug. I have been having to use debugmode to be able to go to the bottom of the sea and collect the scales I earned. So much goes straight to the ocean floor, what’s the point of that?

vapid mica
#

💡tames modifications… and new ones maybe?

  • all tames/mounts have same options like the wolf (follow and not unfollow) also adding staying put and wandering would be SUPER nice.

  • all tames in their command menu have the option to be passive or aggressive

-Maybe adding milking to the Lox (muscle milk!) new recipe idea

~ Adding New Animals

  • Sheep would be cute and useful for their wool and lamb chop(more recipes!)
    -Horses!!! A Clydesdale breed or the more muscular kind with, I can’t stress this enough, different coat colors and patterns! ( for the horse lovers and collector’s) 😉🐴❤️
    -Bears! Fun for a Black Forest foe and the mountains(polar bears). They would drop pelts, fish, honey and claws. It would also be another cool mount as well? It would collect more honey? Also making the classic bear rug!!!! Fancy.

Additional:
use berries to make paint and you can paint structures and tint glass??

versed bear
#

💡make serpent scales a crafting ingredient for mistlands teir arrows available during swamp/mountains

radiant sparrow
#

💡 Weapons and Armor

  1. Weapons
    • Heavier swords, think of the Zweihander or the claymore.
    • Being able to customize your shields.

  2. Armor
    • You can edit your armor, (crosses, Symbols, Banners, Engravings etc.)
    • New armor types, Royal armor sets, (European, And scandinavian)

main meteor
#

💡 when it rains, make it so the water ripples, not too much to affect game performance.
More water ripples during a thunderstorm

I was near a pond and a river, I looked at it and it kind of seemed a little odd that it was completely still while it was raining

white badger
#

💡 New Skill: Carrying
Level it up by walking while encumbered and increases carrying capacity each level by a certain fixed amount, to balance this decrease the starting carrying that players start with.

fast flint
#

💡 Remove the "You Stirred The Cauldron" event. It might be bugged too. I killed no bosses on a new server, and I keep getting it.

atomic lily
#

💡 Holding "shift" while interacting should add 5 items into a a structure

shrewd summit
#

💡Water damage toggle!

versed bear
#

💡 a new boat (blasphemy amirite)thats unlocked maybe with ygdrasil wood or charred wood that's a bit smaller than the karve and turns a bit better, has 2 inventory spaces, and has an obliterator-like structure in the back that takes surtling cores and refined etir to go ~6.0 m/s (above average but not max karve speed), surtling cores power it for 30 sec, and refined etir for 3 min. It would also have a very shallow draft and be a bit unseaworthy, better used in rivers and coasts.

kind sierra
#

💡New loading screen art!!

main meteor
#

💡 Add a new emoji for, “already exists”
Not sure if there’s a specific one that would fit for this but I see the reoccurring problem of people suggesting stuff that’s clearly in the game

sullen geyser
#

💡 make smaller stone floors. and fix the large stone walls with connection to smaller walls. they curve my builds

worn hollow
#

💡 a new boat (as a sidegrade to the longship) that's between the Karve and Longship in size and storage, but faster and more agile than the longship

arctic wedge
#

💡 Allow for Dvergr Lanterns to be placed in Item stands, it would be nice to be able to place the lanterns without the use of a pole or wall. Also add a ceiling item stand build piece for similar reason.

arctic wedge
#

💡 Allow for Crystal Wall build pieces to be place off of one another, it can be very frustrating when building a large window and can be even more infuriating when trying to snap pieces together.

earnest gorge
#

💡 i think its probably thought about, but take your time developing 1.0, i suggest adding of course, new biome, huge bug fixes and small things to biomes before (ex. new enemy in meadows or sailing improvements). Its better to release finished product than unfinished one

low plume
#

💡Put the purple standing braziers on the fortress pillars, they are shown in every wallpaper and even are in the game. If the purple doesn't fit the green beam, then just make the braziers green instead of purple.

twin oyster
#

💡 Accessibility option for holding e to fill windmills, kilns, smelters etc as quick as holding e to stack to chests is (like 1 second?)

kind sierra
#

💡When the Ocean update comes out, implement diving. If this means we need to add physics like Sea of Thieves.. that’s up to y’all, but diving and exploring stuff would be cool. Underwater caves, coral reefs, shipwrecks, etc.

restive marsh
#

💡 keybind option for quick stack. id rather quickly tap E+Q for example than hold E and wait

halcyon swift
#

💡A way to switch to different sets of hotkeys/toolbars for different purposes. It would be great to be able to quickly swap from one set with all the tools to a second set with weapons and meads. I vaguely remember being able to do this in World of Warcraft.

craggy sphinx
#

💡Could you create a interface to make it easier to find skills in the game?

Currently, the skill window shows no skills unless you perform the specific actions they apply to, making it impossible for new players to know what skills exist in the game.

quiet bluff
#

💡 The spear should have multiple stances.

A Overhand 2 hand stance that allows for stronger hits but less range

A Underhand 2 hand stance that allows for more range but is slightly weaker

Right now the spear is in such a horrible state. please do something with it

versed bear
#

💡 peirce is nerfed into the ground because of bows, but............. just make bows do less damage. the atgeir is saved

glossy dune
#

💡A Crafted or Bought Compass made of Iron for Immersive mode and No Map players

vapid grove
#

💡 Structure similar to a ward, maybe limited to one per player or 5 per world maybe as I am unsure of the technical side of things...Would be cool to adopt your own Burial Chamber or Troll Cave as its own base. Maybe make the ingredients mid-game;ish like from the plains? Always liked the idea of having my own Troll Cave as its own secure base, Raids could occur right at the door or some biome unique raids would be able to enter your base {Greydwarfs for Troll caves/chambers and Draugr for the swamps etc} Especially with new biomes on the way it'd be cool to grab your own chunk of land that isn't locked to outdoors.

livid reef
#

💡Plains Tier Light Armor for 1.0
Suggested to fill the light-armor gap presented in the current iteration of the plains. Pierce resist included as a set bonus, as we're all just going to use Root Harnesk if not included (partially offset by inherent weakness to fire). Half the value of Ask Set vis-a-vis reduced run/jump stamina included to induce us away from Fenris pants/hood:


Linen Weave (Hood/Breastplate/Trousers)
Armor: 14/16/18/20
Movement: -0% (no penalty)
Weight: 5
Durability per piece: 1,000
Set Bonus (3/3):

  • -10% Run Stamina Usage
  • -10% Jump Stamina Usage
  • Resistant to Pierce
  • Weakness to Fire
atomic lily
#

💡 allow blast furnace to smelt early game metals

ember jacinth
#

💡 add a bombliterator crafted with grausten, proustite powder, and sulfur which has a better conversion ratio on items to fuel but you need to build it exposed because it blows up when used, damaging anything nearby.

opal marsh
#

💡 Reduce the sound of chickens a bit, and consider the crowing being a morning thing. I get it, but the entire sound of my base is a turnip seed fuelled bird orgy

arctic wedge
#

💡Similar to @atomic lily 's idea, I think the blast furnace should serve as a smelter upgrade in which you need it to smelt ores like black metal, but also does so at a faster rate in exchange for being more expensive to build.

boreal moon
#

💡 Early-mid game base defense that makes use of the roots and guck Abominations drop. A root brush or bramble that slows and maybe applies a low damage poison to anyone that walks through it. It can take structural damage each time it applies it's effects, but doesn't take aggro. Early game this will help keep raiders at bay while you dwindle their numbers and late game this could help turrets to actually land a shot.

sullen geyser
#

💡maybe a possible keybind to pick up things from a chest that you have not yet picked up so you can get all the possible recipes

opal marsh
#

💡 New message type for crop growth. When the crop "doesn't have enough room" state the cause. "Too close to: (rock, other crop, wall piece)" - would be useful especially in plains when there's a buried rock you're not able to see, stopping a plant growing

sweet gyro
#

💡 add Slider to the game to adjust how pixelated the game look / more pixels more polygons toward realism and / less pixels towards Minecraft look with less polygons so the players have more choice not everyone likes the pixels 8bit 16 bit 24 bit 32bit come on guys it is 2025 now we cant have new game release to look like it is from 2006

tawny nest
#

💡 For padded armor, it should be linen thread + black metal, instead of iron. Why are we having to go back to the swamp for more iron to progress from plains to mistlands? Black metal is the new material, it's relatively abundant in the currrent game balance...padded armor should be black metal + linen thread.

dim veldt
#

💡 Implement anchoring mechanics in boats and remove "ship stops once you get of the boat"

tribal crest
#

💡Increase (BY A LOOT) the number of soft tissues you can get in the Putrif Hole so you only need to go to Mistlands for sap, not to search for skulls for soft tissues aswell.

north marten
#

💡 More useful effect for Elder power: uninterrupted axe combo vs. trees.

cold belfry
#

💡 Add a diving mechanic to swimming so we can retrieve stuff that gets lost to the abyss of the ocean, such as sea serpent scales

primal anchor
#

💡 Eye-Candy: would like to be able to see your character holding weapons in the equipment slots together, like knife + bow holstered, just like 1h & shield

lofty tinsel
#

💡Discord: a better way to ensure people know what has been suggested in #suggestions before, so we don't have to react to "add diving in the ocean" once or twice a week.

Perhaps a "Frequent-suggestions" channel, or a pinned message, idk

worn hollow
#

💡 Silver gilded build pieces to incentivize coming back to the mountains post-Moder and add some shine/small details to builds
Edit (suggested by @versed bear): silver build pieces would also repel undead enemies (similarly to fire for greydwarves)

granite canopy
#

💡 Fuling Berserkers as additional night spawns in Plains?

arctic wedge
#

💡 Currently, every Dvergr has a kick attack, even the mages. Every magic weapon should have a powerful kick secondary attack since no magic weapons have one. It wont require Eitr and it would act as a defense for magic users. This kick should do more knockback than a kick while unarmed, and would be very useful.

sullen geyser
#

💡 frost staff can put out fires

halcyon swift
#

💡There's a relatively small variety of structures that you can discover in the wild. It would be cool if the game were to upload players' buildings to a database and use that to populate other people's games. (With a toggle to opt in or out.)

winter pelican
#

💡more creatures to meadows

arctic wedge
#

💡Currently candle flames remain in place and looks like it floats as a candle melts, make it so when a candle melts the flame follows the wick.

kind river
#

💡Being able to carry some stuff on the lox saddle or being able to attach a cart to it. Such a big beast we’re able to tame and ride with very little use for it.

arctic wedge
#

💡 Some sort of Music build piece that adds music soundtracks only to the area around it, it would be amazing to have the trader or structure sound tracks around your base

modern rune
#

💡 A half stair object, or change the object axis for stairs to be higher. Stairs will take water damage when placed half underground.

glossy rose
#

💡 I feel like the stuff from Ashlands boss should used to make a tyip of fire that keeps u warm in the high north and normal fires shouldn't work with the high storms there like an ever fire

violet dragon
#

💡 "Rejoin previous server" would be a neat option when clicking Multiplayer.

lean cipher
#

💡 Enable the option to delete all marks on your current map. This allows you and the other players in multiplayer to better clear unnecessary marks that others have put in the same place and to have more concise maps.

woeful goblet
#

💡 Mistlands Mini 1.0 Overhaul Version 2 🙂

Imo Mistlands is the best biome by far all nostalga aside. The problem with Mistlands is that the Mist is too invasive without enough tools to really beat it back. Thus players get wore out and fatigued with the mechanic long before they finish the content and are reluctant to repeat it. This changes the dynamic a little bit giving you more ways to fight back and consequences for doing so. .

  1. Marble Jotun hearts (full of soft tissue) added to biome wherever the local mist generator is placed. Destroy the heart and you destroy the local mist generator. Permanently clearing the Mist there.

  2. Yggdrasil seed Larva: These are seeds/spawners that are dormant until you destroy the heart above clearing the mist, then they grow into an troll class enemy that inhibits mist, and when you kill it you can make a misteyes potion. This enemy pulses with Eitr, is poisonous, hard to kill and an enemy to all other enemies. It has a ranged attack similar to tar slime buts sticky and poisonous. They dont respawn once you kill them but there could be a few seeds in the area.. careful what you wish for.

The misteyes potion doesn't clear mist, but gives you the ability to see any eyes looking in your direction through the mist... or the darkness.

I think that the above would perfect this already great biome.

low plume
#

💡 Remove all name length limitations, or just increase them to 50 characters or smth. It just goes on my nerves not being able to name something like i want it to be named.

ember jacinth
#

💡make It so you can offhand a lantern or torch with your hammer. I want to see what I'm building!

winter lotus
#

💡 I don’t know if it does it already, but in multiplayer have the boss health scale to the amount of players there are engaged in the fight

arctic wedge
#

💡 Serpents should spawn increasingly more often and even starred serpents should spawn the closer the player is to the edge of the map. This can act as a forewarning for the map edge but can also be a more reliable way for players looking to get a serpent trophy

sullen geyser
#

💡 When pinging on the map, it usually disappears quicker than most players need; especially if the player is trying to reach that destination. There should be either a different type of ping or rework the ping to where it stays until the player re-pings on the map or clicks on the ping again

high sun
#

💡 Maybe a build-piece similar to a dreamcatcher where you can log the different dreams you encounter when sleeping

arctic wedge
#

💡 Be able to press "E" when looking at a candle to refill it with resin from your inventory

sullen geyser
#

💡 majority of all players in a world need to be sleeping rather than every player. For the players who weren't sleeping during the night, the day/night cycle will appear to speed up.

jolly current
#

💡 Linen Cape gives +1 to comfort (basically like having a piece of furniture with you that activates just by sitting by a fireplace). Because it's nice and comfortable.
Lox Cape gives immunity to the wet status given from rain (not for being in water). It's thick enough fur to be probably waterproof.

Both capes require a lot of work but give nothing compared to early game capes, so I feel the game needs a reason to sacrifice the cape slot for something more than mere looks, especially considering how borderline OP late biomes capes are. These should not be: once you get to Plains being wet by rain and having a short rested status is no longer a big deal, but it would still be better than giving a minuscule armor bonus that is no longer relevant with late game heavy hitters.

devout salmon
#

💡 Eating a Smoke-Puff causes you to get the smoked condition, coughing up smoke from it.

twin oyster
#

💡 More reasons to return to the mountains after you beat moder, currently silver has close to no use after mountains tier of progression, the only thing you’ll really need to return for is crystals for windows…
Some changed id like to propose:

  • give stone golems a chance to drop silver to have a renewable source of it
  • more uses for silver in building for example mirrors or used in crafting painting frames, other interior/exterior deco and furniture
  • give fenrings a useful drop
  • a trader of some kind?
spice wave
#

💡 Mountains npc..a lumberjack or something like that, Sells resources or simply teaches you how to build more advanced things with finewood/corewood/ancient bark/Yggdrasil wood, basic walls floors roofing, more tables and chairs and doors, windows and the sort.
alsoo..
Mistlands npc that will transmogrify your armor

arctic wedge
#

💡 Introduce more valuable, sellable items like amber and ruby in late game biomes such as Mistlands and above. If these biomes are already giving up to 1000+ coins per chest, then why not have sellable items to carrying around rather than stacks and stacks of coins? The current sellable items are all introduced in the first biome. Maybe current or future traders could also only take certain rare valuables for specific trades.

arctic wedge
#

💡 Another candle variant that uses charcoal resin, and a charred skull (and a wick from the witch ofc) that puts off a purple or green flame. Neither item have much of a use at the moment, and continue to take up wasted storage space.

muted kiln
#

💡 Additional Throwing Weapons/Items

Jevelin Quiver: A Equipeable Item that allows us to Stack Spears up to 5 or 10. So we can carry a amound of Spears to throw with us. Or alternatively simply add Jevelins.

Throwing Axes
Throwing Daggers

Resin Bombs (Black Forest) and Tar Bombs (Plains)
A Bomb that slows Enemys in their movement without damaging. Tar Bomb could do Poison damage tho.

arctic wedge
#

💡 Every biome with magic equipment (Mistlands and up) should have 2 separate feasts that rather than 1. One feast will be the current feasts for those biomes (every stat fairly balanced) and the other feast would be a balance between Health and Stamina with no Eitr provided.
Currently neither Mushrooms galore á la Mistlands or the Ashlands gourmet bowl have a use for non-magic users.

clear wedge
#

💡 Crossbow bolts with elemental effects. They'd be pretty powerful so you'd need to make them with Eitr/similar high-cost material.

lean cipher
#

💡 Cutting plants down with the scythe is easy and fun, but planting one by one by running and spamming click can still be very tedious. Enable planting multiple plants at the same time, for example a mode in which you can plant 9 plants 3x3 in a square (plants do not have to be perfectly aligned). The gap between the plants widens when planting trees. This mode can take a bit longer to plant or use more stamina.

north marten
#

💡 Ability to place mulitple build pieces either vertically or horizonally. Similar to snap points by pressing a key to toggle 1/2/3 pieces at a time.

arctic wedge
#

💡 More shutters! Preferably darkwood and ashwood variants, They could even be 1x2 or large for taller windows

neat flame
#

💡 Rounder build pieces that go horizontally so that we can make more and smoother round buildings. If there is something like this then enlighten me because I need it

fast flint
#

💡 pretty crazy idea but hear me out.
Having a “google street view “ option for your visited map markers.
I have lots of markers on the map and i forget which is which sometimes, so it would be nice to check it out quick before travelling there again. Super tedious if the marker in question is on the other side of the world

faint temple
#

💡 Give the drake´s two legs and rename it to wyvern. Because in Valheim drake´s look more like amphiptere´s (like snakes with wings from what I have herd) and it would be more logical cuz the drake's are the offspring of Moder (I think) and Moder is a wyvern (a dragon with only two legs)

spare quiver
#

💡 CAN YOU PLEASE make it so we can WRITE ON THE MAP? I would love to be able to create perimeters. 🤞

brisk oar
#

💡 Rename the "Backstab" multiplier to "Ambush" or "Surprise Attack". The current name can confuse new players by incorrectly implying that weapons deal more damage when attacking an enemy from behind.

leaden mural
#

💡 A new tankard using a charred skull and charcoal resin

versed bear
#

💡 may as well continue to expand on my idea to add throwables that function like bombs do. Now I think another place throwables can be added is bronze Javelins that CANNOT BE PICKED UP AFTER BEING THROWN, and are crafted by either 1 bronze arrow and 5 corewood for 1 javelin, Since at bows level 25 and finewood bow bronze arrows do ~55 damage, I think it'd be fair to make the javelins do around 75 Peirce, to reward the player for hitting a a shot with the slower flight speed (I'm assuming the physics is copy pasted from a bile bombs) and for the double amount of resources needed, and to compensate for the lack of a skill. Also, I know this gets repetitive, but PLEASE OMG JUST FIX THE BRONZE CRAFTING RECIPE!!!!!!

glossy rose
#

💡 I feel like the boss of the high north should be the queen of helhime Hel

winter bane
#

💡 plains dungeons. the plains right now is my favorite biome, but it not having a dungeon like the other biomes is a bit jarring imo, so plains dungeons with undead goblin enemies in the same vein as yagluth inside sounds cool

lean cipher
#

💡 Updating the map with the player-made walls and structures and maybe for the trees that have been cut or planted as seen from above when the user records discoveries at the table.

halcyon swift
#

💡When crafting a spear, have an option to add a tassels of various colours. That will make them easier to find if you miss a throw.

Not that I ever miss, of course. But for other people. 🙂

inner adder
#

💡Different sound cues for the younger animals, specifically the Asksvin hatchlings. They stomp around making exactly the same sounds as the fully grown ones. A minor change that would be a bit more immersive.

lean cipher
#

💡 More procedurally-generated structures and structural variations in all biomes. Finding a pre-made building always adds to the exploration experience and it's always nice to repair these structures and use them in your journey. These landmarks would become more unique and would make the game world feel more dynamic and immersive.

heavy tangle
#

💡 add a mode for pets, where they dont fight back and destroy your building

crystal torrent
arctic wedge
#

💡 Please add a brightness scale to the Accessibility settings, for many people it can be very difficult to see the screen at night if they have glare.

lusty cedar
#

💡 A slider in the world settings that increases or decreases fog of war clearing size by up to 2x and down to 0.5x. Also increase the base rate while at sea

lean cipher
#

💡 Enable the Yagluth's runestone to spawn on large goblin camps or in the temples and towers from plains or to always spawn on circular stonehenges. If you aren't lucky, you are stuck a lot of times just scouring island after island for stonehenges and even if you find some, it might not contain the runestone.

sullen geyser
#

💡 add a setting to turn down portal noise only. for people who have pcs that load biomes quick and have them in a teleporting animation for a bit may not want to be hearing the portal for so long

arctic wedge
#

💡 Be able to place rugs and carpets on walls, I would love to be able to hang up a wolf pelt for decoration.

arctic wedge
#

💡 A wall-mounted candle holder build piece that candles will snap to

spring kernel
#

💡 More window variations. Currently there's only a 1x1 and this is hard to stack for big windows as the crystal window itself doesn't have a snapping point.
Also, making large windows kinda looks a little ugly because of all the lines in between all the windows.

Maybe add 2x2 windows, and 3x2 windows, this would be absolutely amazing 🙂

tacit wharf
#

💡 Alternative attacks for magic weapons. This change was already suggested but i have my own ideas for the spells themselves, so figured i'll share

Staff of Embers.
Creates a trap at the caster’s locations, the trap explodes when an enemy is close enough

Staff of Frost.
Pretty big slow moving projectile, passes through enemies dealing damage over time and slowing them down

Staff of Fracturing.
Creates an entity at the caster’s location that acts like a ballista shooting individual pellets of the staff’s primary attack

Staff of the Wild.
Shoots out a projectile that creates a vine trap on the ground, enemies that walk into it are unable to move, if you directly hit a flying enemy they fall down on the ground. That creates a nice combo of catching an enemy in a vine trap to keep them in the attack range of a root

Dundr.
AoE that slows enemies for a few seconds, attacking slowed enemies with the primary attack causes Chain Lightning effect (or simply does increased damage)

Staff of Protection.
Move the current primary attack to secondary attack. New primary attack is a mid range spell that creates a barrier around an ally it hits. Basically a ranged, single-target version of the current spell

Dead Raiser.
Destroys the lowest health skelett and replenishes some eitr. That essentially turns skeletts into eitr batteries, adds something to manage since if they die to enemies you lose this potential etir

Trollstav.
Honestly, not sure, but maybe a projectile that can tame a troll for some time, both the one you summon and the regular trolls spawning naturally

primal anchor
#

💡 soft visual update for assets older than Mistlands/Ashlands to better match the quality standard of the latest zones (og biomes start clashing in terms of quality with the latest released content, as it should be ofc, but the contrast is getting more and more visible)

lean cipher
#

💡 More use for black metal for example black metal beams that allow you to build a bit higher than with the iron beams. The reasoning is that there is barely any use for it after you craft and upgrade your black metal weapons and tools to the max.

primal anchor
#

💡 updated visual effect for portal traveling

restive marsh
#

💡 for plains, make black metal heavy armor set and flax used for light armor set

opal marsh
#

💡 Consider removing the slowdown effect of consumption of healing meads - Typically, these meads are consumed as a last resort when health is low and hits are a high risk. The slowdown effect causes a higher risk of taking hits. Combined with health regeneration being non-instant, this means that taking the healing mead might actually be the cause of tanking a hit that causes death.

native onyx
#

💡 Make that paved roads do not change terrain that is leveled. Also ,allow us to rotate the square to better direct the pathing.

shrewd wraith
#

💡 As blackmetal armor is regularly suggested and I totally agree with the idea, I am expending a bit the concept:

  • the linen armor should be the light armor of the biome, with no special effect BUT better resistance than a regular light armor should have.
  • the black metal armor would be the heavy armor, and when I tip “heavy” I really mean a very strong speed malus and stronger resistance (and maybe a big weight in inventory).
    With this, plains becomes the biome with big big resistance, cool for players that love messing with everything they meet and just hit without thinking. Those not wanting to be slow would still have the regular linen armor, and the blackmetal one would be the “special” armor.
low plume
#

💡 Toggle your sitting style on the throne. I don't like looking so bored on there, i have to show power.

terse sluice
#

💡 The powers should be better. Bonemass and Eikthyr were both really useful but other than that i never found myself using any of the others. Its also just really disappointing when you build up to a boss for so long, finally kill it, only to find out you get "Force a Tailwind When Sailing", "Increased Mining Speed" or "Faster Wood Chopping". Especially considering the powers last for 5 minutes and you have to wait 20 minutes for it to return. Yagluths power isn't that bad but i never used it over Bonemass even in the Ashlands. I think adding powers like movement speed, damage, or luck (more yield from farming or picking berries etc.) would force players to make a tougher choice on what to use in different situations instead of a power that you can only use for one specific thing that is useless anywhere else.

woeful goblet
#

💡 Deep north Rev2

The north consists of giant ice spires that rise out of the water and reach high . Around these plateaus are ice sheets which can be destroyed. At the edge of the ice you find Dvergr pirate ships and these ships have a destroyable portal to Dvergr strongholds located elsewhere in the world. The ships are equipped with cannons and ballista and are difficult. The cannons break the ice flows making it even more challenging on approach. Under the ice are enemies that follow you around . They are harmless until the ice breaks. There are also enemies on the ice as well as dvergr pirates . In the Dvergr dungeons youll find new materials you make ice claws, weapons from and some things you can build without a table.

The spires are made of ice like rocks that go up to the sky. With the ice claws equipped you can climb the rough sides of the ice. The ice is also a bit like swiss cheese and you can get in around the holes in it. Youll be harassed by bird like enemies who have great nests and there are also enemies in the swiss cheese part. The spires can come in 1, 2 or 3 and and they are not all the same height so you can possibly feathercape your way to another lower one.

At the top there are ruins there with more enemies and there may or may not be a final dungeons. When you enter the dungeon you fall a long way so you cant get out the way you came in. In these dungeons you can find the things you need to build the rainbow portal and vegisvirs for one of three different mini bosses. These dungeons have areas where it is completely dark. You have to light it up yourself. Defeating all three bosses gives you a key which you can use at a “locked” vegisvir which you can open with the key and reveal the final location which may be in any biome. At the boss location you have to rebuild the portal. Once its activated you will face waves of enemies & minibosses before the final fight. Once you defeat it all the portal takes you to Valhalla.

terse sluice
#

💡 The spear animation moveset is just wrong, change it to be used like an actual spear and not like a frog gig lol

brisk oar
#

💡 An achievement idea for the 1.0 release: "Around the World in 80 days"- Defeat all bosses, defeat all mini-bosses, and complete the game before day 80.

This is obviously a reference to the Jules Verne novel and could be one of several 'speed-running' achievements.

halcyon swift
#

💡Achievement "Loki told me it was round" for falling off the edge of the world and dying.

versed bear
#

💡 ancient bark/yggrasil portals- there's a set of unnamed portals somewhere? in my world and now I just can't use the auto connect function, which sucks, and I would like for there to be other types of portals that DON'T CHANGE ANYTHING GAMEPLAY WISE but they don't share names/numbers with other kinds of portals.

ember jacinth
#

💡having a magic bubble should protect you from getting the wet effect from rain and there should be minor particle effects on the bubble to indicate it's breaking the rain

humble pulsar
#

💡 update visual for portal traveling

pallid pendant
#

💡 I agree with the above suggestion “more procedurally-generated structures and structural variations in all biomes” but I feel that the additions should mainly be made to biomes generated far from the spawn.
When you start the game, the number of structures is diverse enough to keep you interested, it's when you get to the late-game that you start to feel the repetitiveness and that exploring the old biomes becomes more useless and less exciting. I think that adding structure variety to the biomes the further you get from the spawn would really increase the interest in returning to the lower biomes (perhaps with some unique foes and rewards too, a bit like the draugr villages...svartalfar longships in the oceans from a certain distance? Monster camps in the dark forest? New caves in the mountains? Idk this suggestion can take many different forms)

glossy rose
#

💡 I feel candles should be be able to be refilled with one resin or we could give it a gray dwarf eye for a blue flame gulk for gueen and sulfur for red

grand meadow
#

💡 After a sign has been constructed, and text has been written on it for the first time, Create the sign's continued edit(s) feature to "Shift+E" or some other combo to avoid miss-clicks on signs near chests.

terse sluice
#

💡 Its kinda hard to hit some enemies when they are lower than you on a hill, maybe make attacks go more in the range of where your cursor is pointed. Especially with thrust weapons that are long

grand meadow
#

💡 Add Item: Books - unique to the creator of the item; allowsf for text entry; others can only read entries. Placable object to interact with; to put catalogue, or RP tomes and such in crafted buildings - Craftable at artisan table after press is added on

halcyon swift
#

💡When placing a sign, make the placeholder text more obvious. Maybe it's just me, but I always struggle to tell which side is which unless it's in direct sunlight.

digital owl
#

💡 Filter for map icons to hide all icons made by other players copied from cartography table instead of having to either; right click them individually, or hide all cartography discoveries including land exploration. Bonus points if you can hide map markers from others by type too, but anything for mass removal of other people's markers is needed.

I know you can hide map markers of a certain type, but this doesn't solve the problem. Playing with multiple people everyone uses their own system for marking, as an example, crypts. Some use 'dots' some use 'fire' others use the 'signpost'. So hiding the markers they have made requires you to hide ALL (including your own) markers of each 'dot', 'fire', and 'signpost'. Having a way to hide all markers from others and not hide map discovery would be a nice improvement.

sullen geyser
#

💡 for the ashwood walls, the half piece can only make the lower half of an X, and the quarter can only make two quarters of an X. add pieces to where they can

runic elm
#

💡add a model for each faction which can wield weapons(specifically ones like fulings, dyvergers. That have no spawners), one specifically to replenish there numbers when some are killed.

Another specifically set for sailing interations/combat (that way villages,towers,castle,and sailing) have more of a intense/on your toes alert kinda feeling.

versed bear
#

💡 for the deep north, add a endgame weapon found in deep north dvergr settlements, craftable with 3 tip peices that you can get from sieging dvrger fortresses, 1 per world, comes back to the the thrower, but for balance really slowly, and....oh..... Hi gungir

glossy rose
#

💡 I think berrie blushes of any kind should have a chance to drop seeds so u can grow them at home

pearl prairie
#

💡 add a tent item, a item you craft thats placeable that acts as a mobile spawnpoint, probably made out of linen so its only accesible post plains, (or maybe earlier with a cheaper worse version) acts as a bed that doesnt need a roof but still needs a fire

remote ravine
#

💡Quality of life - Skills pane. In the skills pane, the skills related to wielded weapons/tools could be highlighted (BTW, currently run skill seems to be always highlighted/"selected"). The very least, the list of skills should be ordered in some meaningful way.

It would also make skill progress more rewarding, if the status of "recent" skill development would be shown, for example with colors. This would also give better feedback about the skill drain effect of death. [The "progress value" variable could be dynamic, with decay over time: if player has never died, all skills >0 would have a positive "progress value". Time constant could be relatively long, something like 1 game week (1 level increase 7 days ago would equal to 0.63 level increase of now).]

glossy rose
#

💡 give us a way to hug the bog witch I feel like she need it

low plume
#

💡 Make the Deep North shield be like the unused knight shield

worn hollow
#

💡 beehives should speed up the growth of crops around them

final orbit
#

💡 Beehives shouldn't speed up crops, crops should speed up beehives

sullen geyser
#

💡 since we can use other woods in the charcoal kiln, we should be able to use them in fires, hearths, etc aswell. so wood that you dont want used for fires dont get used, you have to have the wood in your hotbar and use 1-8 instead of just "E"

arctic wedge
#

💡 A way to discover the lore on the various traders throughout the game. Maybe some dialogue discussing why they do what they do, or maybe talking dirt about the other traders 👀

I can imagine that Hildir and Haldor used to travel together but either got separate or they split away from each other for some reason.

static epoch
#

💡 Add in the missing gear for weapons and equipment of each tier, silver axe, silver buckler, blackmetal buckler, etc. It'll let multiplayer game players specialise in one build each to better coordinate as a team.

primal anchor
#

💡 Small Variations for Longboat and Drakkar with retained speed values and storage slots (for single players, since imo going around ALONE on a 50 man giant boat doesn't feel good)

primal anchor
#

💡 Specific Bonus Misc. Armor sets (e.g. Fisherman set for increased Fishing, Lumberjack set for increased Wood cutting, Miner set for increased Mining etc.)

lavish kayak
#

💡 Loxes shoudn't damage walls by just walking besides them, when they hit/attack it makes sense, but just walking even if they are afraid, destroys stone walls pretty fast if they are 10+