#suggestions

1 messages · Page 7 of 1

lavish kayak
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💡 Implement an ingame notepad (1 block of free text) attached to each server profile, that opens when getting in the game / connected. This would allow taking notes about what you were planning to do before disconnecting, as a reminder when reconnecting

twin oyster
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💡 Shield Generator clears mist within its radius

naive mural
#

💡 "land bundles" stone bundles you can drop into the water to raise land thats out of reach of the hoe, this would allow for much more reliable pierbuilding

mental ruin
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💡 being able to pick up shot arrows, the arrows could have a chance of breaking when they hit the ground (lets say 5-10% chance) but if they dont break you can pick them up for later use. if they hit a creature much the same but a higher chance of breaking (lets say 60-70%) and when you kill it, any arrows not broken can be picked up with the other loot it dropped. when an arrow breaks it could also leave a piece or two of wood or maybe some flint (if its a flint/fire arrow and other arrows that use flint while crafting)

shadow wagon
#

💡 Raise heat damage to ships from boiling ashlands ocean to prevent exploitation.

calm dagger
#

💡 Mead to reduce forsaken power timer, made with boss trophies maybe?

jolly current
#

💡some tweaks to fishing mechanics because right now early players are heavily discouraged from trying it out, after having invested a considerable effort (like finding Haldor), only to find themselves with minor loot and wasted time, which is not the case for activities like farming, taming, woodcutting etc.

Most requested tweaks (yeah, it's a list):

more audiovisual clues that a fish is struggling to get free from the hook and the character is struggling too; right now it's not very noticeable and inexperienced players don't know why their stamina is draining so fast

reduced stamina drain, because early game players don't have many ways of getting a big enough stamina to get better at fishing, both as players and as characters, and it's also a little unreasonable compared to how much less stamina it takes to cut down trees, run or climb mountains

⦁ higher stamina drain for walking with a hooked fish; it's too easy to cheese and there's a reason if people invented reels: to get the fish closer without having to move

⦁ fishes bite on the bobber for a little longer (default is 0.5 seconds), just because RL fishing is not a matter of reflexes

⦁ fishes try to stay away from the player, it's too easy to cheese right now and there's literally no reason to throw the hook furthest than a few meters

modern rune
#

💡 Berserkir mead gives any landscape the same swaying "heat" effect found in the Ashlands, to emphasize the player's raging state.

primal anchor
#

💡 Rework the Obliterator into a Salvager accessible from earlier in the game, where you can scrap miscellanous items (e.g. trophies) and old equipment (weapons, armors) you can't use anymore into raw material (e.g. Bronze Axe: Crafting -> 4 Wood + 8 Bronze + 2 Leather scraps ; Salvaging ->2 Wood + 3 Bronze + 1 Leather scraps).

This will also help the overall game experience health avoiding pollution/overload of the world with constant assets thrown all over the place, before a player can even craft an Obliterator to get rid of it in the first place.

marble hatch
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💡 Give the abyssal harpoon the ability to drag items/drops out from underwater. I'm sick of building diving boards just so i can recover the iron nails from my longboats just because my viking decides not to pick them up when I break the boat.

sleek aspen
#

💡 Change the sacrificial stone of Fader to something that looks like Fader and not that flame fire thing

clear minnow
#

💡 There should be a way to change the map ping button other than the middle mouse button bind.

near sedge
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💡 Currently the diagonal walls have diagonal beams built into them. My suggestion is to separate the beam portion (which we already have) from the wall portion (which would be nice to use without the beam portion attached). The two most common use cases I've had for the diagonal walls would be easier if the beam portion of the wall wasn't included with the piece

The most common use of the diagonal wall, by far, for me is building interior walls that need to follow roof lines. Having the beam portion already attached to the diagonal walls means that the beam portion of the walls will either stick out through the roof if placed with the normal snapping (mostly defeating the purpose of having a diagonal wall piece), or need to be manually placed in order not to snap through the roof (making the finished interior wall look awful). There are other ways around this issue, but they either overcomplicate the build process, make the build much more resource intensive, or both.

The second use is something that would be even moreso of purely aesthetic benefit. Since the introduction of darkwood beams I've used it with the regular wood walls for a bit of contrast to add some visual interest to my builds, and I've started using the ashwood in a similar way since its introduction. Well, it isn't possible to create that contrast along the diagonal edges of diagonal walls because their beam portions follow that edge in the same wood type of the rest of the wall. I've tried clipping a contrasting beam along the diagonal edge anyway, and it never works. You can see only portions of the contrasting beam, at most. Often none of the contrasting beam can be seen at all.

I think taking the beam parts off the diagonal walls would make them easier to use in builds and give more flexibility for more visually interesting builds

north marten
#

💡 Change the SFX of crafting mead base. It sounds like searing meat. Change to a liquidy bubbly SFX.

glossy rose
#

💡 I feel like for the pain of going threw we should be allowed to build in sealed towers

glossy rose
#

💡 jaw bridge

brisk oar
#

💡 Split the skill tree into alphabetized sections so that it’s easier to find the skill you’re looking for. It could go something like this:

Combat (melee):

  • Axes
  • Blocking
  • Clubs
  • Fists
  • Knives
  • Polearms
  • Spears
  • Swords

Combat (ranged):

  • Blood Magic
  • Bows
  • Crossbows
  • Elemental Magic

Movement:

  • Jumping
  • Riding
  • Running
  • Sneaking
  • Swimming

Survival:

  • Cooking
  • Crafting
  • Farming
  • Fishing
  • Pickaxe
  • Wood cutting
primal anchor
#

💡Hunter's Bow: untameable creatures (e.g. deers) will drop more pelts and meat when killed by this weapon

primal anchor
#

💡 Increase Troll Hide stack cap from 20 to 50

static epoch
#

💡 group food recipes in cauldron by tier so they're easier to find

kind nacelle
#

💡 what are everyones thoughts on an "armor set" (straw hat and overalls etc) that shortens animal taming rates and either increases the chance of getting a bonus harvest or reduces stamina drain when farming?

tardy pike
#

💡 I'm probably the only one who takes issues with the balance of the 3 types of shields between themselves but I find that the bucklers are by far the best choice numerically compared to the round and especially the tower shield and I wish the other options were more valid choices so I've come up with a rebalance idea.

For those unaware, parry bonus is a multiplier for the block armor of the shield's/weapon's parry. Its not a parry staggered enemy's bonus damage taken, a staggered enemy always takes 2X damage. With how the numbers are currently, buckler's achieve the highest block armor possible via parry which for me at least (and I imagine a lot of other Vikings) makes this shield type the best shield to use over any other

My solution would be to equalize the total block armor of each shield type of their respective tiers, as well as all shields having the ability to parry.

For arguments sake here's my example:
Lets say Flametal-tier shields have a ~200 block armor total and have a buckler, round, and tower type shield provided for that tier.

A Flametal-tier Roundshield would have a base block armor of 133.3 and a parry bonus of 1.5 rounding up to 200 total block armor. Having a movement penalty of -5.

A Flametal-tier Buckler would have a base block armor of 80 and a parry bonus of 2.5 equaling to 200 block armor. Having no movement penalty.

A Flametal-tier Towershield would have a base block armor of 200, with no parry bonus (1.0). Having a movement penally of -15.

This equalization of total block armor would make every shield's playstyle viable, without having 1 objectively superior over another as all would be able to parry. With lighter shields keeping you light but more parry reliant and heavier shields being heavy but not parry reliant.

opal marsh
#

💡 Create an 'Apology' option for Dvergr.

If I accidentally turn and slap a Dvergr, or hit him with a stray fireball, I would like the option to say "My bad bro, that was on me." and to regain his trust, in time, through consistently demonstrating my commitment to being careful

static epoch
#

💡longer character limits for naming animals (25 instead of 10), I want to name my chicken "mother clucker"

brisk oar
#

💡 Have the Forsaken trophies automatically say their death lines after being hung on the sacrificial stones so that players don’t miss them. These lines adds some fun characterization to the bosses but are easily missable if the player doesn’t spend much time around the trophies.

woeful goblet
#

💡 Ashlands spawn overhaul:
More interesting spawn mechanics

  1. Random Meteor spawns: A meteor falls from the sky and becomes a spawner you can destroy. The spawner can be valkarie, morgen, charred or lavablob. Use the meteors already made. There is a delay between the landstrike and when spawning starts so you have a chance to destroy it.

  2. Charred require local tombstones to spawn and respawn: Destroying tombstones will inhibit their local spawning (but with higher chance of tombstones to balance).

  3. Inhibitor item that you can plop down in an area that inhibits only charred spawns with the radius of the stonecutter. This thing turns the red circle in the tombstones yellow.

  4. Morgens are linked to Askavin skeletons and bone piles. Destroying these will inhibit morgen spawns in an area.

  5. Distraction item made from bonemaw and vulture meat for askavins: You can throw out this consumable item and it will distract the askavins for a bit unless you attack them. They can only be distracted once.

  6. up the spawning to the original values.

The goal is to provide more tools and gameplay to control the enemy spawns while maintaining the constant attack theme and move away a little bit from the cheezy no conditions spawning that you really can’t do much about other than run or kill them. Higher challenge=more tools and mechanics and possibility for forward movement if you advance slow.

restive marsh
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💡 keep the charred units limited to forts and surrounding areas. seems weird that knights and soldiers would be roaming the wilderness like animals (valk, asksvin, morgen, blob, volture). you dont see skeletons roaming around in black forest, they stick to relevant areas

you can increase asksvin pack size or similar effects to mitigate loss of density in the ashlands wilderness

bonus to this is the zone feels like it makes more sense. not just "randomly spawn every mob type everywhere"

elfin cloak
#

💡 Tilted Iron Fences for 26 and 45 degree

elfin cloak
#

💡big biome Seed Genaration like in minecraft but for like islands where 1 island will only have like 1 - 2 biomes at max and there also will be less islands but they are way bigger or even a seed with only 1 very big island

wanton hill
#

💡 Damage from falling trees should ignore armor, so carelessness while logging will always be at least a little dangerous. :^)

restive marsh
#

💡 queueing crafts

main meteor
#

💡 plains light armor can possibly be padded chainmail armor
-resistances: 0.5x resistance to slash, -20% damage reduction to pierce .
-14-16 armor per piece (not sure which amount is more ideal)
-full set buff: +15 sword skill +15 club skill
-weakness/movement speed penalty:
• -2.5% movement speed on chest and leggings.
•wet debuff lasts 25% longer (doesn’t change the timer, seconds are just slightly longer)

-Crafting mats:
chest piece-10 chains, 25 linen thread, 5 lox pelts, 7 iron, 5 black metal.
Leggings-7 chains, 20 linen thread, 3 lox pelts, 10 iron, 1 black metal.
Helmet-5 chains 15 linen thread, 10 lox pelts, 3 iron

gritty onyx
#

💡 Add settlements. Have generated towns and villages around the world with vikings you can trade with and hire, or raid even. you could expand on this in a number of ways. itd be cool to be able to raid a village and capture slaves for worker to have farm, cook, etc.

ebon fern
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💡 Add an optional slider for a milestone xp system. On death you'd lose all xp that did not exceed the treshold (variable slider 5-10-15). 10 means you'd lose 9 levels upon death when your skill is level 69, but 0 levels when you managed to get to 70. That would really benefit the survival skills like fishing, mining e.g. which are somewhat annoying to level and super punishing to lose. If you don't want to implement it for all skills, at least consider these skills for quality of life.

valid heath
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💡 Drawbridges, stone doors, and corner stair pieces

cosmic rover
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💡 Tiered Upgrades for Fist Weapons: I have made some suggestions for crafting recipes and weapon types, but I am not a master of balance, so things may be balanced weirdly. I just like fist weapons and would love more.

Hand Wraps:
2 Deer Hide, 2 Leather Scraps, 4 Resin
Upgraded With Deer Hide

Bronze Gauntlets:
8 Bronze, 2 Leather Scraps, 5 Troll Hide
Upgraded with Troll Hide and Bronze

Gnarled Gauntlets:
5 Roots, 5 Iron, 10 Ancient Bark
Upgraded with Iron and Roots

Black Metal Gauntlets
20 Black Metal, 10 Linen Thread, 4 Lox Pelt
Upgraded with Thread and Black Metal

Jarngreipr (These are Thor’s Gauntlets in some of the Eddas, I am not super informed but I was able to find this)
15 Refined Eitr, 20 Iron, 10 Ygrdeasil wood, 2 Thunderstones
Upgrade with Eitr, Iron and Thunderstones

Tyr’s Ribbon (Leyding)
8 flametal, 2 sinew, 50 linen thread, 3 Ask Hide
Sinew, and Flametal to Upgrade.

vital sleet
#

💡 Allow Dvergr's Rogues/Mages to heal:
Either themselves over time or
If player drops healing items on the ground or
Certain Mages have Paladin healing powers or
....a combo of all mentioned, etc OR
...some other mechanics not yet devised.

vernal python
#

💡 Hammer mode options:
Saw this suggested before. It'll be great if we get to tweak what we can and cannot build without resources in hammer mode. Me and my friend is hoping to enter Ashlands for the first time very soon, and we played with hammer mode on since that saves a lot of time on wood cutting, stone/marble mining. We felt this problem a lot once we started gathering black cores and building balistas. We DON'T want to be able to build an infinite amount of black forges after running through a single infested mine. It just doesn't feel authentic.

crystal torrent
static epoch
#

💡Use blackmetal for padded armour instead of iron, and remove iron from silver and the carapace armours. Or at least put more places to get it inside these biomes.

naive mural
#

💡 Naming Chests, that is all, probably recycled

tranquil crystal
#

💡Why can you never fully upgrade your armour until it’s been superseded by the next level armour. All armour should be fully upgradable before the next armour takes over. As it is now you can make bronze armour before you can fully upgrade leather armour?`💡

primal anchor
#

💡 Bog Witch to sell Raspberry and Blueberry seeds (so that the exploration factor to farm these is not lost during early, but from Swamp/finding the Bog Witch onward you can easily cultivate them so you can focus on newer biomes)

weak tundra
#

💡 release 1.0 in feb

marble hatch
#

💡probably said a million times already but WHY DOES THE WISPLIGHT MOVE AROUND?

Sometimes, just given the circumstances, the wisplight will move to the LEAST helpful spot and actually end up covering up what i need to be seeing in mist. Sometimes it clips through a cliffside, and repels the mist IN THE WALL, and nothing else, effectively making it like I didn't have the thing equipped in the first place. I don't care if the wisp travels around me randomly, just make it so the mist-repelling range is centered around my character, and not this dumb light.

leaden mural
#

💡Landscaping Expansion
The cultivator could have an additional tab labeled ‘Landscaping.’ Within this tab, the player has access to a catalogue of flora; meadows shrubbery, black forest bushes, small/dwarf trees (beech, fir, pine), plains foliage, etc. Additionally, controversially, there could be the elusive berry bushes/fiddlehead plants. These don’t necessarily have to be able to produce fruit, they could be entirely cosmetic.

Landscaping is an extremely important aspect of any build, and having these options would massively open up the building palette 🎨 🌳

wary cape
#

💡 maps left by ancient dwellers that clear a part of the fog of war, like the runestones tell lore, maps could show parts of the world

knotty laurel
#

💡 Make the "Fullscreen" option not borderless windowed mode

tardy pike
#

💡** Wisplight "Bonfire" for a larger mist clearing option**
I love the mistlands, its my favorite biome in game added so far. But only having the tiny wisplight torches to clear out an large base-size area feels very impractical and doesn't look right. Having a big wisplight source that can clear a large area would be fantastic.

Functionally, I'd like to see it be a structure that lets a large amount of wisp fly around in a large area instead of making it like a giant lightbulb. As well as some soft line-of-sight requirements that would encourage ppl to build like a lighthouse for it.

rancid karma
#

💡 the larger wisplight that already exists is made available.

I know this is a repeat, and the post above me is saying the same thing. But we just replayed the mistlands and I needed to say it too: by the end of the biome, you should be able to make the giant wisp lights the dvergr have at all the infested mines and towers. Cost: a full wisp light (silver and wisp), copper and marble with the black forge. Maaaybe a Yggdrasil wood.

And bonus suggestion:
💡 the extractors should be purchasable or tradable

I hate that in order to progress and gain magic, you have to fight/destroy, cheese, or lead swarms of monsters to the dvergr in order to get the sap extractor.

We don’t need a full on trader for this, just a mechanic to earn their trust. Combining the post above, suggesting a way of apologizing, there’s a food or resource (gold coins, treasure) to “tame” dvergr. Leave it on the ground, they pick it up, and start to establish a relationship. But instead of time based it’s quantity.

Alternate option: they exist in the hidden rooms in the infested mines. They can still exist where they do. You can choose to fight the dvergr. But you don’t have to

final orbit
#

💡 A very late game magic weapon that can mine rock and ore. I'm sure theres countless ways to balance it to make sure its not overpowered, but it sounds like a really fun idea

gleaming parcel
#

💡 a trader that sells building supplies and he could also sell paint and a varnish that protects wood from rain damage for a set amount of days and blue prints so make new furniture items.
a trader that sells gardening supplies would be cool too! like plant pots and and seeds and berry bushes

rancid karma
#

💡A seed collector for the artisan table to make berry bush sprouts.

livid saddle
#

💡the queen should be summoned with seeker trophies OR the seeker soldier drop rate should be increased--soldier trophies are one of the cooler trophies but don't have very high drop rate and compared to the other bosses it seems a lot more grind to get the mats necessary to respawn her, and I don't really see any obvious benefit (like unbalanced it if were easier) to it being more work to respawn her

elfin cloak
#

💡 Make Raising and Lowering Ground Easier mostly for areas in water

gusty dawn
#

💡 Candles should not refund the wick when they burn out.

lusty cedar
#

💡a way to increase the length of all torches/fires. maybe a late game trader item or ashlands quest item. Either way having any decent size base later on it’s an absolute pain refilling everything constantly

lusty cedar
#

💡also a simple wooden drawbridge would be phenomenal, I love building on small groups of islands and connecting docks between the two while having sail-through access is such a freaking pain

vivid cobalt
#

💡 Mobs should drop different kinds of trophies when being different levels expample of this is that if a two star draugr would drop a purple kind of draugr trophy. it would make collecting trophies even more exiting and id wouuld be cool to have rare two star mob trophies.

eternal eagle
#

💡 Camera should occlude things behind your character, from the camera's perspective, or at least make them translucent. This would allow the camera to remain a consistent amount of space away from your character, instead of abrupfly zooming in when in a confined space.

sullen geyser
#

💡 make other versions of wisp light like sconces or braziers so that way they can be useful and be decor for a house. maybe even a path/floor light so there isnt just a wisp torch trail

timber pewter
#

💡 I think raids could be made better with super-raids where you construct a raid altar and tribute some trophies to call a specific super-raid which is significantly challenging and offers high level enemies in large numbers, and lets you really test your defences. Perhaps some rewards for each specific raid (maybe a special feast is unlocked to celebrate). It really fits with the game as Odin is expecting you to prove yourself after all...

pallid pendant
#

💡that low-level raids have a disable condition.
In late game, it's not much fun just cutting up blindly wolves/blobs, there's none of the thrill of the early days and it also pollutes the raids (greatly reducing the number of difficult raids you could have).

visual raft
#

💡The very late game weapons, or at least the big ones, should all deal some chop damage.

Why is my slayer unable to damage a tree that can be cut with a stone axe.

I know it realistically might get wedged, but so late into the game, the weapons seem to be more than their physical form.

open bobcat
#

💡 i think that if a ocean revamp would happen that a trader that sails in the night and is on various places in the day. and he or she sells transportation items like blueprints for different boats, some are faster,has more storage or has more heath and the trader can sell wolf sleds after you have killed the bonemass and specialised furniture for boats like beds, some sort of cooking station and other things. I think if the ocean would get a revamp if could look like this

acoustic girder
#

💡give bats a small chance to spawn in both the swamp and mountains at night time.
(Uncommon, but not super rare)

Let them be the nocturnal hunters of insects that leave the caves for food at night we know them to be. Ragnar_laugh

But have them despawn come day time, just like night wolves would.

woeful goblet
#

💡 Dvergr pirate ship raid: Most bases are on or near the water. There should be a water based raid and i think a dvergr pirate ship would be perfect. It would have various dvergr pirates, cannons and ballista to deal with. On board is all kinds of goodies and as per my other idea a chance for a portal to a dverger underground stronghold/dungeon. You can sink the ship or you can clear it. The captain fights with fire magic so the ship will burn and sink ( slowly) if and when you fight him or use fire yourself. You can swim to the ship and get aboard and the ship will remain until destroyed.

mighty idol
#

💡Ashlands make you dry out quicly, the same way a campfire would.

coarse brook
#

💡 Building Suggestion: Most of the time builds, just destroy when on high altitude, even if sustained by a large quantity of pillars and other builds, so it should be really updated to make the building experience a lot less stressful just to place builds and more enjoyable, making more easy building on high altitude and making difficult bases and builds in general a lot easier for the player.

mighty idol
#

💡Petting your animals makes them calm down faster.

opal marsh
#

💡 Consider adding in some gameplay at the world edge for the release of deep north. Perhaps some "be brave and trust your gut" kind of journey. Maybe direct north, as you approach the world edge by boat, the seas begin to part and show a safe passage - perhaps to yggdrasil? or even just making it the 'you won the game, congrats" credit sequence as you sail off of valheim. Anything that integrates an existing game mechanic into more gameplay/lore

gaunt turret
#

💡 Make ratatosk a little more costly or reduce the bonus from 15% to 10%. it's a massive powercreep having essentially permanent +15% movement speed, (as it takes about 30 seconds to get the mats to keep it up for an entire hour), as you give up so much armor to gain 9% speed from fenris armor.

winter basalt
#

💡 Is there any plans to rework The Elder power? Faster log cutting is very underwhelming and is the weakest of all powers.

pale oar
#

💡 can we please disable breeding for following pets? I cannot heal my wolves without feeding them but every time I feed them they breed. There was even an occasion it got so bad, that a wolf just jumped out from the side of the screen, promptly gave birth in front of me and then left like nothing happened.

strong folio
#

💡 Idk where to say it and its kind of an idea, but I want a valheim team speak 5 server. teamspeak has much better voice quality and much fater as an app, and also video and schreen share is comeing soon too

pale oar
#

💡 Area planting for crops, Either player determined or pre made formations as an option

smoky pine
#

💡 Two handed axes should make more chop damage for cutting trees & wood than one handed axes of same metal tier. They make more cut damage, cost more stamina per hit, are heavier so there is no logic it make less chop damage than one handed axes as it is now.

potent cliff
# primal anchor 💡 Bog Witch to sell Raspberry and Blueberry seeds (so that the exploration fact...

💡 Expanding on this Bog Witch selling Berry Seeds idea, I think Raspberries should only be available after Moder has been defeated and Blueberries only after Yagluth has been defeated. Maybe even Cloudberries after The Queen. This way players only get to grow Raspberries, Blueberries, and Cloudberries after mastering Mountains, Plains, and Mistlands respectively. At the point when players could grow berries, they would be in a position where the nearest natural bushes may be entire oceans away, where the ability to grow them would likely be most appreciated. Additional limitations could also help balance this:

  • Raspberries could grow best in Meadows and Plains (open and high sunlight).
  • Blueberries could grow best in Black Forest and Mistlands (low sunlight areas, but swamp is too wet).
  • Cloudberries could grow best in Plains and Ashlands (dry, higher temperature areas)
  • All berry bushes could grow in any biome for decoration purposes but would only yield fruit in their best biomes, or would have significantly slower growth in the wrong biomes
steady spire
#

💡 I can almost guarantee this is a recycle, but PLEASE let us put crafting table improvements (for all the different crafting tables) closer to the table itself!!!! Omg it feels so jarring not being able to put them closer.

graceful gazelle
#

💡 core wood should provide two coal when burnt in the kiln

severe idol
#

💡 It would be very cool for the metalic armors (bronze, iron, silver etc) to be able to ad trophys to the helmet as Decoration. The Utility armors look allot better most of the time, so adding for example boar horns, Abomination roots or Seeker claws would seem more intimidating for a melee based and tanky viking. Or war paints for the face.

You could give the Barberrer table an additional use case, unlocking warpaints and Armor decor.

wary flower
#

💡 Buckets for liquids, like water and tar, and water manipulation in man made pits/wells/ditches. For moats and such far from the open water.

arctic wedge
#

💡 Move all enchantment recipies (Bloodstone, Jade, Iolite) to a separate crafting station to prevent cluttering up the black forge recipes

high fjord
#

💡 dunno if this has been asked before or what but

on the map, if you have the cartography table, you can already hide other people's maps they've uncovered--but it would be really cool if you could toggle both the map and other people's icons. Being on a server with friends that add a marker onto the same location makes my map look really ugly and this would be a wonderful way to add some organization since even though i can delete the icons, touching the cartography table just adds them back

rancid karma
#

💡 exploring reveals area in the map
relative to biome and sight lines. Maybe it’s the completionist in me but I was sailing today trying to unveil parts of the map and had to sail like a lunatic to uncover wide open ocean …

And this could make uncovering the mountain and forested areas slightly harder to reveal. And in fog, the radius reduces. This could also set up for a boat type that’s made for exploration and adds 15% more to your discover radius.

strong folio
#

💡 holding e on a armorstand will switch the armor on you without animation, so when you got home and want to do a little farming you have an armorstand next to the garden and just change chloths

native onyx
#

💡 I read someone complaining about why upgrade to a lvl four armor when the lvl and the next armor are unlocked in the next biome. Same for (some) weapons.
Both armor and Weapons when upgraded only give us more flat status 40 --> 44 armor; 200 --> 300 durability.
So my suggestion is, add a little bonus by reducing the speed penalty to every (heavy) armor and weapon/shield that is upgraded to lvl 4. (note that light armor already have a bonus all around)
So say, any Tower shield has a 20% speed reduction. But at lvl 4, this penalty is reduced by 5~7%. (Just a number)
All heavy armor, legging and chest, at lvl 4: Penalty reduced by 1%. (total reduced penalty -2%)
All magic armor at lvl 4: +3% Eitr regen. (all set lvl 4 would give +10% in total)
All weapons at lvl 4: Penalty reduced by 1~2%.

grave night
#

💡 Add a roof the has a 3 sided connection thingy (for example the 26 degree thatch roof can connect to 2 sides)

royal field
#

💡 This is more of a design perspective rather than specific suggestion, but I need to emphasize the difference between the content density between biomes, the amount of love given to later biomes is well appreciated but I feel like progression early game feel too dull next to end game, not only progression but overall world systems feel way weaker, the amount of enemies, the diversity, their attack patterns, their models.

I understand they where created earlier in development and they where made many biomes at a time, but I feel like an overall normalizing of the amount of.. detail put into it would be great.

Examples of what I mean exactly:

Good examples: Terraria, the game has lots of content through early to mid to end game, and spreads itself perfectly among many classes giving each almost enough choices to make for every boss you encounter.

Bad examples: WoW retail, the game has been built on parasitic mechanics that get outdated once the new patch comes out, so retail is a weird mess of different art styles, narratives, game design and overall does not share a single common game view. This one imo is the biggest offender of the "normalizing" factor Im striving for in this suggestion.

TLDR; make overall gameplay more homogenic in amount of content throught its different stages, early-mid-late, by hopefully implementing more stuff early game to balance out the very, VERY, cared-for and very well tuned, later biomes.

brisk oar
#

💡Buff the Moder forsaken power to also always give you the maximum wind speed when sailing

restive marsh
#

💡 potions from bog witch that allow me to take shape of mobs like fuling, dverg, greydwarf, etc. for a limited time

bonus feature: while transformed, you're friendly to those units

static epoch
#

💡An option for the server settings (portal settings, resource quantity, difficulty, etc) that you can turn on when first making a world that permanently locks those settings to that world. This way, sweatier gamers can get the "the game forces you" vibe they love so much, while the rest of us can leave it off and change settings mid game if we want for our more casual playthroughs`

versed bear
#

💡 lower the max spawns of the Valkyrie to one

reef portal
#

💡 I honestly think one of the most beautiful looking biomes is the Mistlands. Its really unfortunate that so much of it is covered up and hidden. As others have suggested, allowing the wisp to give you a little more vision, but thats not my main suggestion. Fog usually forms in the morning or at night. Would be nice if there was like an "hour" during the day, like Noon, when the mist would thin out and really allow you to see out into its beauty.. before the mist comes back thick after noon. Maybe also have the same effect happen at "midnight", so we can also see all of its beauty with a full moon, but mostly high noon would be nice.

robust crow
#

💡 Probably a duplicate suggestion, but since building is such a big and enjoyable part of Valheim's gameplay it would be extremely nice to be able to use the build hammer or some new tool to "grab" (not grab out of the world, but rather grab it with the tool to move/rotate it with) an already built/placed item (ones that would make sense to be movable), like crafting stations, furniture, chests, decor, etc., to be able to move and rotate them again after they're placed. (Did I mention being able to move chests? 😁 )

To possibly go along with that suggestion it might be nice to have some kind of fine movement adjustment capability like using modifier keys + arrow keys or something like that.

opal marsh
#

💡 Increase the gain from the crafting bonus items for large numbers of items.

At the moment, when I get an extra iron nail, or an extra wooden arrow, I experience more annoyance than gratitude, because it's a slight inconvenience to manage, with very little material gain. To make the gain easier to manage, consider upping these 20x item bonuses from 1 to 10 or 20. I believe these high volume items also constitute the most useful use of the crafting bonus, so should be balanced around highest benefit

crystal torrent
#

💡 Add a tab into the building menu called "Favourites" you can favourite any build pieces and they will appear in the favourites tab. This would be nice for things like building large buildings as you could put all the build pieces you use in the favourites tab.

boreal plinth
#

💡 Add some kind of Admin commands for Nitrado servers so xbox players can also change world modifiers on servers. I cant find any way to possibly change these on Nitrado xbox servers and those are (sadly) currently the only really affordable ones i can find

wooden swan
#

💡 Add a wisplight potion that can be combined with the normal wisplight for a greater mist clearing area. Make it need wisp's to brew, so you still have to beat Yagluth to be able to clear mist.

static epoch
#

💡 A first person mode, there are mods, but they're a bit janky.

graceful gazelle
#

💡 trolls should be tameable

scenic cloak
#

💡 Just like minecraft where you can wax copper to stop it from degrading: Add wax to stop wood from degrading.bee

waxen idol
#

💡 Once we kill the last boss... he should drop an item. This item if feed to any boss altars... it summons the same Boss but very very stupidly harder then the original. For Late game completionism. Like you need tamed loxes to help you, balistas. potions etc. to be abble to kill them. Naturally they should drop a special trophy to showcase if you succed.

halcyon swift
#

💡Separate the graphics settings for view distance and detail level. I don't need the highest level of detail, but it would be great to see further. Especially in no map mode, I would like to be able to see landmark structures from further away.

floral loom
#

💡Add more comfortable thrones and beds to help with the rested buff for players. I would like thrones that kinda resemble the ones in castles and Royal settings. I think newer furnishings would be great as well.

shadow wagon
#

💡 shields placed on your back unequiping weapons should mitigate damage taken from the back

floral loom
#

💡I also think that we should be able to explore the world tree or meet Odin instead of just seeing him randomly by chance. If this gets taken into consideration, I think that there can be special quests or challenges for the player. I want this in game so it can still be played after completing the game. I like the idea of having small tasks or quests to do after completing the game.

glossy rose
#

💡 I think to save on inventory armor should have its own menu off to the side

fiery nexus
#

💡Increase spawn chance of started gjalls.

Gjalls have been one of my very favorite creatures and I have played 1000+ hours and have encountered less than 3 one-two started gjalls in my time. The images from the wiki look so cool and many players never get to see in game the size differences of started gjalls

woeful goblet
#

💡 start off the deep north with a huge raid and opposite of all other biomes certain enemies start spawning everywhere after the raid is finished. I would do a dvergr pirate ship raid which also has captured gjalls for airships. later in the biome youll be able to capture a gjall yourself and build an airship which will help alot when your tired of climbing the ice spires from my other idea. The gjall airship will obviously have fire and tick cannons but can only fly so high before the gjall dies. The gjall can take damage and die but you can heal it with a special tick it drops on the boat which will feed off you and return to the gjall.

woeful goblet
#

💡 Paratropper dvergr pirates which spawn from dvergr/Gjall airships ( like the ticks do) and parachute /featherfall down to your location.

wise pawn
#

💡 add the names of biomes to the names of worlds from Scandinavian mythology and write standard ones under them

glossy rose
#

💡 can we have a magic food that gives a bit more health I understand it a Canon but having the health a meadows mushroom in Ashland isn't the best

bold turret
#

💡after we beat the boss in mistland, the fog clears up. mistland is beautiful, but you can't see that beauty because of the fog or buff visp

ebon fern
#

💡Map Stones - Lore related stones clear up a part of that biomes fog of war (1-3 stones per biom). Would give meaning to the stones and reduce the clutter on the map.

primal bane
#

💡 The text on a runestone shouldn't be determined at world generation. When it is first interacted with, it is set to a random text for that biome which the player hasn't seen already. If the player has seen them all, choose a random text.
Runestones that spawn objects such as the boar and draugr runestones will continue to work as they do now.

shrewd wraith
#

💡 Add new lore content to past biomes. Valheim is a world full of questions and old stories we know nothing about.

Here a list of ideas for some of the game content I want to read lore about:

  • meadow villages. A little runestone at the center of some of them explaining the dawn of the civilization here. It may even be an occasion to give a clue about draugr villages (like “travelers told me about villages being contaminated/invaded by undeads”).
  • Dvergr lore. These stones would show a text written by the dvergr giving more details on the Queen arrival, how mighty their kingdom was before, or what are the legends they kept from their banishment to mistlands.
  • Swamp cryptes. What is the reason gods didn’t destroyed them during the war ? Uncorrupted warriors deserving to rest ?
  • Observation from vikings/old world people about why the biomes are at war. It would be a good opportunity for talking of “when the forsaken started using their power”. As an example “from this time we saw a big light in the sky, wilds animals are becoming more aggressive and some hunters says they saw strange wooden creatures roaming in the forest”.
  • merchant lore. Why are Haldor and Hildir doing this strange job, shelling things in the middle of nowhere? Customers disappeared because of forsaken, vikings sent by Odins have enough money to give, they fled the mistlands invasion, etc… AND from where did they got their stuff? What is the thunderstone, are baits crafted in Dvergr harbors, etc…
woeful goblet
#

💡 Deep north enemy: Terrorfish These are pirahanna type fish that travel in schools under the ice. If they detect you above they will follow you around below the ice. If the ice either breaks, or otherwise becomes open to the water they will attack in a a swarm of deadly jumping fish. They do slash damage and are weak like bats but in numbers they can really tear you up and are designed to attack when you really don't want them to since other enemies may be responsible for breaking the ice near you.

static epoch
#

💡tameable hares

tawny nest
#

💡 sitting pauses or slows down the countdown on your rested buff

versed bear
#

💡bonemaw teeth can make another Ashlands teir arrow option, that does, for the sake of putting numbers out there, 60 fire and 20 poison, and 12 Peirce (the bonemaw spit attack does 20,20,and some blunt). This allows for the holy 'better fire arrow' and circumnavigation of the accursed curse of Peirce resistance literally everywhere

wary flower
#

💡 A cart that can be pulled by boars. Maybe even a rideable cart. Boars must be tamed and at least a 1 star? Maybe make the cart out of fine wood and iron nails? Maybe use a rope made from leather scraps or deer hide to tether them to the cart? Kind of like how the harpoon ties you to a creature. Storage would be maybe the same size or slightly larger than a normal cart. This one just doesn't use your stamina and the fastest it can go is in a jog. Obviously I'm just tossin out ideas, nothing in stone.

wary flower
#

💡 Food Troughs for the animals tamed. Each trough is designed with each animal. Boars won't require as much food to fill it, where as the trough for the Lox will require more to fill it. So on and so forth for each animal. A food pile could be as effective. Just something to keep food from despawning when away from base for a raid or boss run or a mats run.

static epoch
#

💡A chest you can carry in your hands. When carrying it around, you have a 30% decrease in movement speed. When you switch to weapons or equipment, it drops to the ground and leaves a map marker like a grave stone does. When its on the ground, activating it will open it like a normal chest, and you need to hold shift and e to pick it up. Thinking it should have 18 spaces (3×6) and have a maximum storage weight. If it's too heavy, you get an on-screen notification and you won't be able to pick it up.

brisk oar
#

💡Special heavy metal soundtracks that play in the Ashlands whenever you get into combat with 6 or more enemies at once. I adore the somber sound of the regular Ashlands soundtrack while exploring, but think something more dramatic would add a nice dopamine rush to the combat

unreal dome
#

💡

Leash that can be used for tamable creature entities.

granite canopy
#

💡 Please make Molten cores usable on fireplace as firework, similar to Surtling cores, Black cores and Thunderstones.

lavish elk
#

💡 Please make Megingjord an armour piece not an equippable item

fiery nexus
#

💡 Make starred Morgen's look different

leaden mural
#

💡 Make mining give potential for gems, such as rubies. Higher mining pickaxe skill, higher potential. idea by @hard trellis

rocky pawn
#

💡 Drastically increase jotun bane's chop damage to give it a fair use vs any other axes (even berserker axes)

rocky pawn
#

💡 A way of improving how poison damage works:

Instead of making the damage stack, making so the DURATION stacks instead, it could have a limit of course, and the damage would still be the same, but this works in contrast to spirit/fire where the damage stacks and the duration resets, allowing for these two to focus on quick, short-lived DoT effects while poison would work as a long-term effect.

The strategy the player would use is to do long pauses between poison attacks after it reaches the timer limit, allowing for a safer but much slower way of killing enemies.

rancid karma
#

💡 drop rate sliders

  • After the 1.0 release.

I’ve run maps with normal drops, half drop rates and double drop rates. (Triple seems excessive) The tri-nary currently is a little all or nothing. Half rate makes gold and treasure almost impossible to find (it halves the number of drops AND what you get from the drop). And double makes finding things like bees and cores trivial. Or fills up your stash of squito noses faster than you can shoot them.

My suggestion is a slider on item categories, or an include/exclude button on what is affected by the modifier. Categories such as: building materials, seeds, farming foods, enemy drops, trophies, etc.

halcyon swift
#

💡Having the wishbone look for treasure is cool, but at this point I'd gladly trade half my treasure for a single onion.

slate valve
#

💡 Make 2 star seeker soldiers red instead of purple to match the 2 star seekers color scheme. (I think that would look super rad) NeckSmile

limpid bolt
#

💡 Add a Flying Ship in the Deep North that can ONLY be flown in the Deep North. If you try to fly in another biome the ship will start to collapse and break. Also to start flying the ship you cannot have recently been in combat for a certain amount of time. As well as limited storage on the ship the size of a Wooden Chest (5x2).

muted solstice
#

💡 Trees should always drop at least one of their seeds so they can be replanted (as in farms)

simple fulcrum
#

💡 Please make the hotbar (1-8) available for custom binding in the settings menu

rose seal
#

💡The one thing me and friends are missing for being a survival roleplaying game. Is a tiny spec of customisation for the armors, like the shields had and the collorfull banners.

The one thing we always had happening, was that we would walk around with older armor because the collors apealed more to our character.
Perfect example is the eitr weave vs the robes of embla. The collordesign forces my buddy to stick with the eitr instead of the otherwise supirior robes of embla.
If paintdye was introduced for armor with the collorpallet of the banners and shields in mind, that would be a small update that will have impact on our community at least.
Like the linnen capes! Those where awesome! Combine that with an effect like the other capes with bonuses and i'll wear nothing else.

north marten
#

💡 How is there no chopping or cutting SFX for crafting at the Food Prep Table?? Add an appropriate SFX pls.

rocky pawn
#

💡 Another way to scroll up/down the in-game chat and the console other than Page Up/Down.

Not all keyboards have those buttons (laptops), which makes it impossible to scroll

graceful gazelle
#

💡 let us ask dverger for directions to the nearest mine. have them turn and point in the general direction

glossy rose
#

💡I think to stop animals from walking into walls when they are tamed they should be tied to the spot they where tamed so we don't have to wait 3 hours to a lox to shit out a baby

floral loom
#

💡hot take, the ashlands suck and need to have less combat oriented gameplay. In my play through, I can't get to the places I need without being stabbed to death and losing most of my stuff there. Even just getting the spawning chance lowered would be enough for me

versed bear
#

💡 Ashlands food feels a bit unbalanced to me. The salad thingy and the mashed meat are the easiest foods to get in the biome, but are in the top 5 best foods in stats. I think maybe mashed meat could take bonemaw/serpent meat or the black forest chunky meat sauce, and I don't have ideas for the fiddly salad thing

floral loom
#

💡give all tameable creatures the same stay/follow thing that the wolves have

modern rune
#

💡 Disable the ability to place crafting Hammers on Armor Stands.

Unless there are plans to make a set that benefits crafting, I don't see the need to hang up the Hammer. It is a fairly common occurrence to re-position Armor Stands, and accidentally placing your hammer on the stand feels like an unnecessary hiccup when trying to dismantle it. It could also just be an option in the settings, as by now there could be some players that utilize the hammer slot.

spice wave
#

💡 Make slowmode 5 seconds in most channels, The idea of slowmode is all fine and dandy....but this server is seriously not even close to active enough to actually need it in the first place.

upper seal
#

💡 Add tattoos to the game that you can select in the character creator like the hair selection. It would make for a fun customizable experience if 15-30 different tattoos get added. Making them have different runic symbols and maybe even different colours. It would add a sense of style and personality to your character in the game.

primal anchor
#

💡 Just a little fix: the Harvester does not sheathe back like any other weapon/tool, instead it just disappears.
It acts like a hammer somehow, but it doesnt sheathe back at all.

strong folio
#

💡 the deep north is a very good opportunity to add frost bombs

primal bane
#

💡 Rename parry bonus to parry armor. I often seen players thinking it multiplies damage instead of block armor.

quaint beacon
#

💡fix the water physics

warped tartan
#

💡 would suggest to be able to build bronze structures and other things regarding bronze age things from chests to walls and gates

graceful gazelle
#

💡 a darkwood variant of the small door, and shutters

humble jasper
#

💡 I think it would be a nice change to make it so items like the Wolf Fur Cape can be repaired at the forge so you don't have to go to the workbench when repairing. Especially because the Wolf Fur Cape specifically is made with silver which means it should use the forge.

bitter juniper
#

💡 add clothes for skill or/and stamina usage while fishing in hildir's shop

wary flower
#

💡 3 Suggestions here. 1. Anchors/Tie offs: To anchor a boat for fishing purposes. It drifts while you stand on it, dragging you away from prime fishing areas. 2. Light source building not attached to a build area of a workbench/forge. Once I learn a recipe for a light source, I shouldn't have to carry around a workbench/forge to place the light source where I wish. I have somewhere around 6-10 forges, workbenches and stonecutters buried underneath foundation stones to get them out of the way and yet still be in range of them for building. 3. Build area of each workbench, forge, stonecutter and other crafting benches used for structural building should have a larger build area. As stated in suggestion 2 above, I have buried so many of these to get them out of the way and still be in range for required building range.

torn aurora
#

💡 The only suggestion I have is to make the raise ground / mining down stuff be to a set world limit rather than based off where the terrain originally was.
Or at least increase the limits that are already there. The base design i really like building means doing a lot of terraforming, so I end up having to wander and search for just the right place to build where I'm not hindered so much by not being able to get the terrain how I need it.

Not sure if I explained my thoughts well enough, basically I like the idea of a world build height for the terrain, I guess kinda like how Minecraft for example has the height limit for how many blocks high you can build?

Unless there was some specific reason for having it the way it is that I don't know about, in which case nevermind.

limpid bolt
#

💡 Don't let people build with materials or raise the earth near Fortresses. It ruins the catapults & battering rams intended purpose (for the fortress sieges) and allows people to easily cheese the fortresses using ladders or raised ground. Completely ignoring these new building pieces that were added in the Ashlands. Also remove the stuff near the fortress so people cannot jump up to the spikes from the rocks, flags, etc (or make them non solid).

blissful aurora
#

💡 can we get a journal in the next update? it would be really cool to keep a journal of your travels. and when you die you can choose whether or not people can read it at your gravestone? if you choose not to let them read it, it could perhaps be written in runic? it could also be used to take notes on how many build peices you need or where youu keep your buried treasure. ^_^ i feel like it would be an amazing addition to the immersion of the game. what do you guys think?

swift spade
#

💡 Build pieces for raw mineral ore stacks for each variant would look amazing.

Just like the build pieces for a stack of wood or stone variants.

How cool would a stack of black metal ore look laying around your forge area

limpid bolt
#

💡 Remove the ♻️ emoji in these suggestions. Most of these suggestions have not been suggested before and even if they have that just means more people want it.

restive marsh
#

💡 make the game ending be like you wake up and it was all a dream and then you get on the pc and boot up valheim. holy shit like inception

naive barn
#

💡 make a event called the tide is rising if your bed is within a certain radius of water/shoreline (i was trolling my friend who made a base next to water and i said bro the tide is rising and he said "say sike rn" thought it would be funny and a good idea where you get attacked by sea creatures)

fair aspen
#

💡 Hitting 100 running skill saddens me, I feel like running makes less sense, cause what's the point, (obviously exaggerating here)!
Make the skill level cap 200, but it takes the same time; (amount of length), to get from 100 to 101, that it did to get from 1 to 100. Now it takes the same time from 101 to 102 that it did from 1 to 101, effectively doubling the amount of running or whatever, every level, so, to get to 103 running, you would have to level from 1 to 100 eight times.

This way, you will never become stupidly fast, unless you never kill Eikthyr and spend all your time running into a wall at the starting location. Cause dying means losing 5 points, and it takes 16x from 1 to 100 to get to 104 running skill. Granted, it's possible to become a bit faster, and well deserved if you are the kind of dedicated player that can reach higher than 110.

fair aspen
#

💡 one button to fill up coal/windmill etc. instead of pressing E 50 times? could be set to "G" for example?

mental ruin
#

💡Have wood floors count as a roof for beds, workstations ect

vital sleet
#

💡 Because Bonemaw is a serpent, allow Heavy Fishing bait to be crafted from its trophy. This to alleviate the rarity of acquiring the Serpent trophy (it's a rare spawn + only 33% chance of trophy dropping), which is the current requirement.

ruby sluice
#

💡 Wax that you get from bee hive, that you could add to wood to stop it from rotting.

sinful orbit
#

💡 Troll being able to heal himself by eating a Greydwarf

low plume
#

💡 Maybe some smaller alternative endings, could make it feel more like your story since your actions influence the end

restive marsh
#

💡 dvergr engines to turn boats into motorboats. this would solve the problem with the wind and stuff

shrewd wraith
#

💡 Please, consider creating TWO levels in Deep North : one classic where you discover the nee stuff and craft your mighty armor, but second phase you have to fight harder foes.
That way, we will not be frustrated at the game ending with “I had this incredible stuff and I wasn’t able to enjoy it long enough” (many games suffer of that kind of thing).

Let’s give an example because I see I am not explaining my thoughts well (no offense, explaining what you think in another language and in messages is hard).

Let’s say you arrive in DN with your ship and your ashlands gears. You land, start exploring and encounter challenging foes. You get new materials fighting inside dungeons and gradually get more powerful. Now, enemies are less challenging, and you reach the north of the biome where you know the forsaken is, and NOW…
A range of high cliffs block you. Only at some places where there is a hole in the cliffs, greats doors are blocking the way. You discover that the special item you have isn’t for the boss summoning, but for opening the gates. And now welcome to a biome-in-the-biome where you have to fight harder foes just to get the boss summoning item.

mental ruin
# mental ruin 💡 being able to pick up shot arrows, the arrows could have a chance of breaking...

💡Improving on the idea and making it more clear

When you shoot an arrow you should be able to pick it up but they could also have a chance of breaking. The chance of arrows breaking could depend on what they hit. For example, if an arrow hits the ground, it could have a small chance of breaking, like 5-15%. But if it hits a creature, the chance of breaking should be higher—maybe around 60-75%—since the impact would likely damage it more.

If you kill the creature, any unbroken arrows could still be picked up with the other loot it drops, which would make sense. Also, when an arrow breaks, it could leave behind some materials like a bit of wood, a feather, or flint, depending on the type of arrow. Fire arrows, for example, could drop resin or maybe even coal (charcoal would be better but that isn't in the game), which would make breaking them a little less frustrating since you’d still get something useful out of it.

This would make the system feel more rewarding overall, and it’d make crafting and resource management a bit more interesting. Plus, if higher-tier arrows, like obsidian or needle ones, had a lower chance of breaking against weaker enemies, it’d add another layer of strategy when deciding which arrows to use in different situations.

twilit depot
#

💡 Workbenches have access to all the items (in chests) in its vicinity. If two workbenches are in each others vicinity they share items. (No more sprinting back and forth to craft stuff.)

static epoch
#

💡 paint and or dye to change the colours and patterns on gear, some shields have some designs, but having more to choose from and being able to change armour and capes too would be cool.

restive marsh
#

💡 add the griddy dance, emote by /griddy

novel prawn
#

💡ability to turn on and off armor vanity, i want to see my characters face but a helmet is in the way

ivory pewter
#

💡 Better snapping points for banners. Right now it's a bit hard to do it symmetrical.

unborn swallow
#

💡ability to tame and breed rabbits of Mistland biome 💡

naive barn
#

💡 cart train

primal bane
#

💡 While the brew of animal whispers is active animals may show dialogue lines, like Dvergr and fish do now.

halcyon swift
#

💡When you unlock new crafting recipes, add them to the message log so you can scroll back and see when you're not being chased by mobs.

tropic frost
#

💡the Northlands update could introduce cedar trees and cedar wood. Cedar wood pieces would have a red tinge to them.

crystal zinc
#

💡 since theres already a fishing hat which increases ur fishing level but currently requires obtaining every single fish (making the bonus levels pointless as after that theres no point in fishing anymore) i think changing up the way to obtain it would be better. Instead of requiring every fish it could just need the first 3 fish to make then the next 3 fish for each subsequent upgrade, then 4 for the last upgrade. Quality 1:Perch, Pike, Troll fish. Quality 2: Giant herring, Tetra, Grouper. Quality 3: Grouper, Coral cod, Tuna. Quality 4: Pufferfish, Anglerfish, Magmafish, Northern salmon. And then maybe each upgrade could increase the fishing levels gained from the hat.

native onyx
#

💡 Change de SFX of Dvergers taking damage. Sometimes they sound the same as fulings when they take a hit.

marble flax
#

💡 make it possible to place food on placed food in order to make piles of food

lilac bluff
#

💡 add a chef hat, cooking skirt and dough roller to Hildir's quest rewards which substantially increase the player's cooking level. As a bonus the dough roller can double as a blunt 1h weapon.

grave linden
#

💡Be able to plant everything possible on console so we can have the landscaping benefit that PC has with the “plant everything” mod

rancid karma
#

💡 spyglass equipped item
I offered up previously being able to gain more map revealed by environment and conditions (or maybe less in some cases)

This could be more of a binary, set increase to revealed area at the trade of mist light and megingjord.

rain sentinel
#

💡When loading coal kilns, why does it prioritise finewood over core wood?

Currently it is wood > fine wood > core wood.

Surely wood > core wood > fine wood is what more people would find easier?

graceful gazelle
#

💡 1x1 darkwood dividers

fallow path
#

💡 New weapon suggestion: Boomerang that comes back to you after damaging like a harpoon
Maybe even get back the drop for small creatures

twilit depot
#

💡 Maybe this has been brought up before but, update portaling animation?

fair aspen
#

💡 Surely, we will have to fight the last boss on the Ocean Biome, on ships, and surely, the arrows wont hurt it much, and SURELY, the abbysal harpoon wont work, AND DEFINETLY, THAT BOSS WILL DRAG US OFF THE SIDE OF THE WORLD, WHERE OUR BODIES WILL PLUMMET OFF THE MAP, AND OUR GEAR WILL FOREVER BE LOST! SURELY!!!

calm vault
#

💡 When doing construction, we have the ability to rotate items left and Right, but we don't have the ability to rotate up and down. I think adding the ability to rotate on X axis and Y axis, could open up substantial building capability in vanilla without the need for mods.

graceful gazelle
#

💡 more colors of wax/flame for the candles

livid saddle
#

💡make initial spawn have a very large (like big enough maybe to cover the whole of acceptable spawning radius around player if they're near) spawnproof (i.e. like a giant radius workbench) radius centered on spawn, possibly also suppress all raids from even triggering for players it would otherwise trigger for but in radius, possibly also have an effect like the traders that forces mobs to de-aggro the player (with or without the usual visual bubble indicator of the effect radius)--the basic idea of this would be to add a further element of specialness as well as 'home base' or the 'eye of calm' in the storm of valheim, esp. for first timers first coming in, they find an island of safety, in a world of ever increasing hostility the further out they go (and would be nice to have a sort of in vanilla compromise between raids and no raids, for players to use as they see fit)

livid saddle
#

💡following up on the former suggestion, the inverse--make the world increasingly hostile as a direct function of how far out from center you are--to an extent the distribution of existing biomes kind of does this, but I want more and more directly, for example the more 'rich' version might be variant monsters or new monsters you simply don't find except a certain amount of distance out, a more 'basic" implementation might be having a the chance of starred creatures increase a certain distance out and/or giving them a buff to HP and damage (and maybe size?) a certain amount of distance out

limpid bolt
#

💡 Add Jötnar & Menðsívör in the Deep North

charred heart
#

💡 add rare runestones which provide clues as to where the merchants can be found in the world

charred heart
#

💡 disable the auto pickup of spears thrown by another player

ancient jasper
#

💡 I would genuinely appreciate a way to lay barrels down on their sides, we even have small wooden arches that we could use to lay them in, it'd make for making really cool looking cellars and a new way to have storage. Please hear my prayers valheim devs 🙏😂

rancid karma
#

💡 as a fail safe, defeating a boss sets the location of that undiscovered trader and sets it on your map.
Elder for Haldor
Bonemass for Bog Witch
Moder/Yagluth for Hildir

Could be chosen at random, closest, or furthest depending on desired mechanic

warm plank
#

💡Maybe add a endgame spear that when you throw it, you can also recall it. Or a purchasable item from the trader that allows you to do that with any spear.

rancid karma
#

💡 the wishbone has a secondary ping color and sound (perhaps while sailing) that offers guidance to find the traders.

livid saddle
#

💡I'm not sure how the trollstav summon cap works--I tested and noticed unlike the dead raiser it doesn't despawn any summons in the loaded area on stepping through a portal--so if the summon cap for the trollstav is global on the map, can we get a marker, maybe an agry red pulsating troll head akin to the raid marker, to show us the map position of summoned trolls, so we can "clean them up" in case summons counting against the cap get lost somewhere in the world?

lilac sonnet
#

💡 Static Map for 'No Map World Modifier"
New feature / item for the cartography table. An actual map item.
You can only see the map if you have the item pulled up.
It only updates when you update the table itself.
You don't see yourself on the map when you have it pulled up.

runic stag
#

💡 Polar loxes in deepnort 😄

low plume
#

💡 make the atmosphere from the ghost raid appear more often, maybe some kind of dark day or smth

median oracle
#

💡 More Armor sets for Mages, with different buffs and bonuses for each type, Like a Druid gear for poison, Necromancer set for Blood magic, Fire mage, Ice Mage, Lightning etc.

shrewd wraith
#

💡 Only in Deep North, introduce 2 wizards armor set instead of one. One would give a bonus to Blood magic skill and the other would give a bonus to Elemental magic skill. That way we will truly have "wizards" and "necromancers" with a different look.

gloomy notch
#

💡 could we please have yetis as trolls. Also bears. I really want to see bears in the game. I feel like they should be in a viking world. Especially a cold biome like deep north.

tulip wave
#

💡A fish smoker as a new kitchen appliance would be great and give some uses to the deep north salmon

dusk wing
#

💡 Make so that you can make another player an admin directly in the game via console, without needing to do any manipulations in game files or world files

lean sleet
#

💡 Frozen lakes in Deep North that creak and "sing" like IRL lakes

violet pivot
#

💡 Add seals to Deep North

limpid bolt
#

💡 Add Beavers to the Deep North

waxen idol
#

💡 locking Item stands and armor stands

the same way Maj+E is used to rename a tamed animal. I would add the same logic for Item stands and Armor stands. so if we miss click a door or a chest with a trophy that happens to appear in our line of site. we don't automatically remove the item from the stands.

gloomy notch
#

💡 could we please have the ability to make snowballs in the deep north. Ones we can throw at friends?

rancid karma
#

💡 Post 1.0 DLC
I’d gladly pay another $20 for this game. Ive supported with merch as much as possible. The first $20 will easy net me 100 hours per dollar.

To that end, id like to pose a 1.5 release to the devs that would be a great place for them to expand and put some of these ideas. A way to add an armor and weapon for each biome, new animals (common request), themed build pieces and content and challenges that just can’t make it to this one.

And the updates could be a built in place to alter some of the systems like “tower shields” and fishing overhaul, that updates to the larger game as well (so they stay congruent)

brisk oar
#

💡Adjust Haldor's spawn radius to work similarly to Hildir and the Bog Witch. The latter 2 spawn between 3000 and 8000m from the world center while Haldor spawns anywhere beyond 1500m. This can make it harder to find him than the newer traders since some of his 10 possible spawnpoints may occur near the very edge of the map. IMO Haldor should spawn 1500-6500m or 1500-7500m from the center (not sure which is more balanced)

olive python
#

💡 Rope! It would have so many applications and utilities that would be really cool additions to the game. Possibly made from flax (it would certainly fit the theme of the plains as being a step up in technology). Uses for it include anchors/mooring ropes; making mechanical contraptions such as a cart/lox lift; tying boats together, and having a cargo boat that can be towed, which could be used to transport tamed animals back home; drawbridges for base defence. There's so many quality of life things that could come about from adding rope and i feel like its very fitting and works with things that already exist in the game so well.

rancid karma
#

💡 Ashkfin Skiff
An Ashlands boat with askvin sails made of ash wood and ceramic plate. The same size or slightly smaller than the karve (1 or 2 extra seats, 0 to 4 storage)
And make it significantly faster.
Paddling: 3.5 m/s
half sail: 3.6 - 8 m/s
full sail: 6 - 12.2 m/s

** DN could still require the Drakkar for traversing. But a small boat to explore and scout the rest of the world would be killer.

main meteor
#

💡 DN
I’d like it if the metal system worked similarly to the black forest, you’d have to find 2 types of metals to forge a stronger version. I think it’d be nice since it’d force you to gather resources 2 different ways, and overall would be nicer having to scavenge through the biome too

warm plank
#

💡 Whales

rancid karma
#

💡 ** Tame-able Animal Wards **
Carved wards similar to the pvp wards in the game currently. Stylized the same, these wards would alter the AI of boar and lox, so that they migrate around that central point.
(Currently they try to gather in corners and move away from intended fences and zones. Yet never where you want.)

It could also offer the chance to raise a zero and one star animal to the next level. Help protect your stock. Quicken healing. And provide a bonus chance to breeding.

There could also be Wolf and Askvin wards that up their damage and healing rates. So that when raid and mobs attack your base, they are better defense mobs.

And if nothing else, it would add a very cool decoration element.

clear wedge
#

💡 disabling Immersive Camera should disable the camera rocking while riding Asksvins

warm plank
#

💡 ice giant for the deep north (like a troll but the size of a tree)

raven dagger
#

💡Make it so that, once an inventory is closed on a ship, if there is someone in the rudder seat, they are given owner of the ship.

I ask as accessing inventories makes you the owner of the container but, by proxy, the ship. Hence the driver experiences bad lag if someone opens the ship inventory during travel`

hybrid dagger
#

💡 Add a "Rare Loot Table" to most enemies in each biome. Exclude mobs made from spawners (optional, if possible).

Each biome has its own, and if you hit the small % chance on a kill, it'll drop a random piece of that biome's gear, but as a "broken" (optional) version. EX: a skeleton in the Black Forest could drop a "Broken Bronze Helmet". This helmet needs fixed for a much cheaper cost than making it whole yourself from scratch, perhaps at a new tab in the forge/workbench etc. This would disallow circumventing the natural progression to get the new gear entirely (ie you still have to mine/smelt a little bronze regardless).

This gives us a way to kill for our some of our gear, instead of entirely having to craft/mine for it etc. Gives people who would rather go out and mass murder monsters a reason to do so instead of mine all day, but those who want to mine can still do so. Adds an entirely layer of excitement to killing monsters instead of them just being a chore and dropping ingredients we're going to have millions of already after awhile.

raven dagger
#

💡 Unless I am missing something fundamental, the only time structural calculations need to be done is if a player adds a new piece to an existing structure or destruction of a piece.

If it isn't a, and I quote the industry term here, "massive pain in the butt"...

Would it be an idea to change the structure calculations from a per-frame system to one that is triggered and calculated for individual structure upon placement or destruction of a building piece?

raven dagger
#

💡 This one I say with love (And disclaimer, 100% post 1.0 suggestion).

It may be time to re-evaluate the dynamic peer to peer system the game has for networking. The community has grown ridiculously, the modding scene is popping off... but there are basic mods like "logging mods for checking player logs" and "shop mods" for player owned shop chests etc that have never been made.

Whilst annecdotal, I think it is because, by the nature of the dynamic peer to peer system, truly "large" servers are not too feasible due to the inherent lag caused by the aformentioned system not being designed for lots of players, and the lack of these mods are a symptom of there being no "demand" for their creation.

I know the game itself ballence wise is not designed for a significant increase in players on a server, but I honestly believe that, if you were to reevaluate / update from dynamic peer-to-peer to a more "server side" model (with maybe even an option for choosing which a dedicated uses) the modding community would be off to the races with mods taking advantage of the raw potential of "larger servers being more viable / stable" and create even hard to fathom mods that could see valheim have an incredibly diverse and high variety of server types 😄

hybrid dagger
#

💡 Lightning arrows.

Gives our Bow-bro's another element to play with. Prob suggested before but w/e. Suggested mats:
Thunderstone - To provide the lightning (gives us something to spend gold on constantly)
Silver Bar (Any metal bar) - Arrow tips, Silver being the best conduit for electricity. Added bonus is we could farm silver and more freeze glands at time, makes it feel like an archer is wasting less time!
Feathers - Duh.
Yggdrasil Wood - Channels the power of the Thunderstone - Forces Mistlands or so level of progression before they can be made, can tune an arrow's damage around this level of progression since there hasn't been an elemental arrow since Mountain.

Damage would have to be tuned very carefully since lightning is rare and powerful in general but I think it'd be good for the game! Small shoutout to a Fire Arrow V2 too, since current fire arrows are so low in damage in endgame. Make a new one outta bile bags etc?

celest anchor
#

💡 farming tool similar to the scythe that will place as many evenly spaced crops as possible in a hoe sized radius

rancid karma
#

💡 A mead feast using the three large kegs on their side.

The recipe can be anything, but the idea is you get a bonus that lasts 25min and would be a drink for before you leave or when you get home.

Ideas: requires the lingering potions of stamina and healing and gives a 10% boost to both regens.

Could take greater heal and stamina meads and grants a +25 to each bar and give other potions an increased duration (+5 min)

tardy pike
#

💡 When we inevitably expand the shops of the many merchants in the game can we get Hugin to mark them on the map after killing the boss of their tier?

With how many servers ive played on where these merchants were pre-discovered for them with a seed finder i think giving players a marker on where they are after a reasonable milestone. Like Elder for Haldor, Bonemass for the Bog Witch, and Yag for Hildir, would be a good addition. At least make this suggestion as a world setting.

rancid karma
#

💡 Wolfstav or Askvinstav
Doesn’t summon anything, just shoots a low damage blast and designates a target for attack by your trained pets.

hardy tartan
#

💡 hold action button to automatically swap equipped items with the ones hanging on armor stands (would be very comfy, not a programmer, could be code-nightmare, idk)

native onyx
#

💡 Add doors, shutters and a gates of the material available.
We start with a door and gate with just wood, then we are given shutters. But then we got a sequence of only gates until ashlands, when we get a new door. And not a new shutter.

main meteor
#

💡 Lava Grenade
Ashlands idea:
Crafting- 1 flametal 3 proustite powder and 5 sulfur for ( 3 peices. )

Use/how it works: when thrown to the ground it will work similarly to a grenade, it will continue its trajectory as to where you threw it but it will slow down. Grenade blows up after 2 seconds. When it hits a mob, it immediately blows up, or while rolling gets touched by a mob. It looks similar as to when a lava blob blows up. The explosion is stronger the closer you are to it. The bomb is held together by multiple flametal pieces, or “fragments”

Damage: i don’t know a balanced damage amount but, the damage types are, fire, pierce and blunt, the fragments of flametal would be “pierce” and maybe some blunt. The explosion would leave a fire on average of 3-5 seconds, but in the Ashlands, lasts as long as other fires do. Explosion deals more damage closer to the entity is to the center, not sure what the damage should scale like.

Design: Same design as flametal, maybe a little bit more bumpy, where the cracks meet there’s orange/yellow light pulsating. And obviously round.

hybrid pagoda
#

💡 Weapon upgrades slight change appearance. Example is the club which requires bones to upgrade, so actually have bones spikes. That would be cool.

woeful goblet
#

💡Deep North Suggestion
All biomes have a gimmick of some sort. Mountains has the freezing gimmick which is partially mitigated with potions and then fully mitigated with armor. It works because the gimmick serves its function and then is not as prominent as it was when you first experienced the biome but your still in the biome! This is the original design and it works. Swamp has the same design with poison. Plains also has the design with fire resistance but it is much less overarching and the potions resolves the issue in that case.

fast forward to mistlands.. Irongate provides the potion level support of the mountains/swamp etc through the wisp/wisptorches but do not provide the higher level mitigation seen in the mountains or swamp. The result is player fatigue over the gimmick. You could make a case for the cape i guess.

fast forward again to Ashlands and same result as Mistlands. This time they really don’t supply any tools to mitigate the endless spawns other than a campfire and the ability to run away faster if you choose light armor. .

Mistlands result: many don’t like the mist gimmick
Ashlands result: many don’t like the endless war gimmick.

why? You deviated from your own working formula!
So returning to the formula that works.. in the deep north it should go something like this:
Initially its crazy/impossible, you get some item like a potion that makes it doable and when your about 50-70% done the biome you get something that more or less overcomes the biome gimmick. Whatever that is. I would also go back and apply this working formula of your own design to Mistlands and Ashlands and if possible restore some of the original release challenge Since both these biomes were made easier when the challenge shouldn’t of changed at all, the tools should have been upgraded.

rancid karma
#

💡 item stand snap point so you can choose to phase it into the wall and just the hook is standing out.

rancid karma
#

💡 Hildir’s Platinum Chest is located in an infested mine… of spiders
The fourth chest was taken by a Dvergr thief that sought to hide out in an abandoned mine. He was ready for seekers, but not the natural predator of them: giant spiders. Now with the queen dead, they have started emerging from their lairs of web and shadow. Using the original Mistlands as inspiration, spiders now guard her fourth chest.

Item/recipe balance: Spiders can drop soft tissue, blood clots and thread. No need for new drops. The exteriors can use huge webs to differentiate like the flames outside the sunken crypt and frost cave dungeons.

  • I know all the reasons they wouldn’t, but I’m posting this to get the idea out of my head. I know they’re not gonna add more to the game. It’s just a pipe dream. And could add to my previous hopeless dream of 1.5 content. The biggest version of the dream: Spider themed armor, potion, food, and spider silk furniture/banners for your base
crystal torrent
#

💡Compass for no-map mode. A item that tells you where north is. There are ways to figure it out but they are pretty scuffed. Maybe add this to haldor after defeating Bonemass or smth. Alternatively a crafting recipe using iron. The compass could go in the accessory slot and work either actively or passively.

graceful galleon
#

💡 This probably has been already said, but instead of gettin 20 arrows from bronze/iron/etc metals, there should be 100 full stack from that. You will lose the arrows either way when shooting, making them pointless to be crafted and making you only sacrifice more precious metal.

shrewd wraith
#

💡When 1.0 will be out, choose carefully the creature showing on the menu screen. Here my opinion :
Keep the greydwarfs, for the menu is black forest themed. These blue eyes looking at you from the wood gives a mysterious feeling, absolutely perfect. Other possibility would be to change the creature according to the character currently showing progression (if this one beat Elder, draugr are showing instead, etc). In any case, please put creatures with glowing eyes when possible, for it gave a perfect feeling of "something you don't know what is looking at you from this dark place".

low plume
#

💡 How does the on-floor model of deer hide look? rolled up Wolf pelt? rolled up Lox Pelt? rolled up Scale Hide? rolled up Troll Hide? NOT rolled up. So how about we add a bit of consistency? (and when you already have a flat troll hide model, why not turn it into a placeable carpet?)

trim snow
#

💡so you can tame monsters (not all obviously) monsters like greydwarfs

surreal prawn
#

💡music instruments to play music on our adventures?

timber ginkgo
#

💡 Buildable guardians. not sure how much eitr + building is doable, but i'd love to have a few knight statues that come to life to fight random events that happen at my base, or the occasional stray enemy that wanders near the base and starts hitting stuff.

weak tundra
#

💡let greylings spawn 1-2 star naturally after defeating eikthyr

lone pagoda
#

💡It would be a good idea to add a claymore sword in the new update, it would be a two-handed sword with a V-shaped crossguard, it could be made using resources available in the deep north. this scottish sword would definitely be a good alternative to the ashlands greatswords

paper mountain
#

💡adding various achievements on steam

flat helm
#

💡 A NoMap option for enabling map when around a map table.

From experiencing it with the console nomap (on/off) option, it is a great way to make impactful and realistic meetings, planning the next expedition and trying to remember the path.
This also is a way to make the map table useful and feel more like home, while keeping the game immersive when traveling.

versed bear
#

💡 reward those of us that preserved getting half damage with spears for half the game with blunt resistant enemies in deep north

flat helm
#

💡 A NoMap option for pinging bosses location on interacting with their runestone.

Meaning you only know the boss direction. It then usually takes 3 to 4 runestones to find it.
From our experience, it is a really playful and immersive way to find bosses.
It also enables players with really limited free time to play NoMap mode.

granite canopy
#

💡 Don't remember if it was suggested before, but 10 poison damage in Jade weapons seems pointless. It could be better if it was changed to 10 spirit damage instead.

weak tundra
#

💡new feature in deep north : new secret area which you can enter only with dyrnwyn so the fire sword quest aint that boring and unnecessary to get (ps. Add more point to the iodine weapons)

potent cliff
# tardy pike 💡 When we inevitably expand the shops of the many merchants in the game can we ...

💡 Any friendly NPC should be able to offer a hint towards finding the others. For example if you find the clothing trader she could offer vague hints like "I met a trader in a black forest to the northeast" or "be careful, I saw the signs of witchcraft in a swamp to the south"

These would only show if you have not yet found the NPC the hint corresponds to, and these hints would always direct the player towards the nearest valid spawn point to the current NPC's location. They would guide players to other NPCs without removing the need to explore

rancid karma
#

💡 **DN tree that gives giant core wood. **
Creates a vertical build piece that is 2.5 times bigger around than core wood and 2m and 4m tall to act as giant pillars. Could have a tar version with similar styling decoration of tar pieces.

Could also be used to make a canoe like ship that is used to navigate icebergs and DN terrain. (Sledding down hills anyone?)

Thirdly could be used to craft planks of wood with a workbench tool that is the actual wood pieces for the biome. Similar to an ore that needs to be mined, the DN wood has to be cut from this giant core wood.

Lastly could be used for carvings and decorations like the dragon fine wood mount pieces.

prisma mason
#

💡For Deep North let us use tamed wolves to create a dog sled

warm plank
surreal prawn
#

💡 the ability to enable using the mouse scroll wheel to change selected items in our hot bar instead of 1-8

tepid spruce
#

💡 make Drakkar deal pickaxe damage to rocks for easier sailing through black forest waters

lean venture
#

💡 fruit trees for farming and decorating

dire marsh
#

💡 We need a better alternative to the cart. Perhaps an upgraded version that doesn't burn or break in 3 hits from enemies. I know portals allow transport, but I don't want to have 20 portals just for travelling 100 meters to some trees in every biome, and using carts in the Ashlands is incredibly frustrating.

rancid karma
#

💡 **Open number slot 9 for the hammer only. **
The hammer is essential and I don’t know anyone who leaves home without it. And the no.9 is begging to be assigned.

warm plank
#

💡 It'd be fun to unlock a final longship with oars on the sides, that can paddle at 3 speed without wind. Maybe as a final unlock at the end of the game?

final orbit
#

💡 To expand on ideas for better cart, what about a much larger version that can be ridden and has to be pulled by loxes? This would naturally put it further into progression and could even use materials like black metal

quaint marten
#

💡 WEAPON BALANCE (in my opinion the 2H swords and combat axes NEED more love)
a) 2H swords

  • No multitarget penalty! - it's very sad that the 2H swords actual dmg per hit can be worse than the 1H sword (of the repective biome tier) just bcs you hit a random rock/tree/ground/multiple enemies - which is not that hard and way too common with how wide the 2H sword swipe is

b) combat axes

  • Lower the knockback on base attacks OR increase the range slightly
  • Lower the movement speed penalty to maybe -10%?

c) for both of the mentioned above:

  • Maybe just a little more damage - to make them stand out a bit more from the 1H weapon variants - make them feel as the powerfull 2H options to pick from - not just a nice looking decoration on the item stand 😦
  • Maybe a bigger upgrade dmg scaling (so the % dmg difference in between 1H and 2H weapons stays the same as they get upgraded)
  • Aaaand maybe as a drawback for both just not to overtune and them too strong maybe balance it more around parrying (similar to “skoll and hati” and “flesh rippers”) by lowering the block armor and increasing the parry bonus respectively so that missing that parry would hurt more – I think it would make them more interesting to play with and give players an ability to use a different weapon with a different approach to the fights - as compared "standard" to 1H weapon + shield combat.

(d)) I created a really big wall of text about all that in my notepad in which i mentioned why i think those need a buff. And I'm not a noob i have hundreds of hours in valheim and i completed the game on all combat difficuly settings and even on normal the 2H swords and combat axes feel a bit too weak - Yeah they look cool tho. But when i tried to copy-paste it here DC told me its 4400 letters too long for 1 message without a DC nitro xd - so thats just the proposed changes without all the talk about how and why - but i guess i'll leave that in my notpad for now haha.

wispy tree
#

💡 Finewood cart with more slots, hp and better mobility when loaded, and blackmetal nails for Drakkar and this cart crafting, to craft this cart you need 30 finewood, 10-20 blackmetal nails and some skin (deer or lox)

warm plank
#

💡Iron Fire Pit that uses greydwarf eyes

desert crow
#

💡Buff blodstone.

lusty cedar
#

💡I'm sure it's a repeat but give ghosts a unique drop, theyre rare and hard to deal with early on and dont drop a single item. It'd be cool if it were a rare drop for a unique early game weapon or something

exotic quarry
#

💡 An improvement on how the lingering health potion works, not just increase 25% of life regen but also increase for example the frecuency of the regeneration by at least 10%, I think right now they are not as good as they should be in a combat

urban heart
#

💡 A new trader called 'the Varangian', after Norse people who travelled to Istanbul/Constantinople. Can buy new spices from him/her/them, including coffee. Coffee restores stamina only, to an extremely high level.

wispy tree
#

💡Surtling core arrows that can deal crushing damage (will be useful against Bonemass)

leaden mural
#

💡Dyrnwyn Buff
Since Dyrnwyn uses bloodstones in its crafting/upgrades, perhaps its fire damage could increase with damage taken, like other blood weapons.

tawdry quarry
#

💡 add crossbreed of animals, like wolves x loxes, loxes x boars, smth like as an April fools

modern rune
#

💡 Slightly Repair Weaponry & give further utility to the Sharpening Stone item(and inherently the Stone Cutter).

Craft Husk Whetstones with 1 Sharpening Stone+1 Withered Bone using a Workbench at tier 1. Allows Workbenches to function as a tier 1 Forge for each 'Husk Whetstone' being carried.

Craft Crude Whetstone with 1 Sharpening Stone+1 Chitin using a Workbench at tier 1. Allows Workbenches to function as a tier 2 Forge for each 'Crude Whetstone' being carried.

Craft Coarse Whetstone with 2 Sharpening Stones+2 Copper Scrap using a Workbench at tier 1. Allows Workbenches to function as a tier 3 Forge & Tier 1 Black Forge for each 'Coarse Whetstone' being carried.

Craft Scored Whetstone with 2 Sharpening Stones+10 Charred Bone using a Workbench at tier 1. Allows Workbenches to function as a tier 4 Forge & Tier 2 Black Forge for each 'Scored Whetstone' being carried.

Craft Fused Whetstone with 3 Sharpening Stones+1 Molten Core using a Workbench at tier 1. Allows Workbenches to function as a tier 4 Forge & Tier 3 Black Forge for each 'Fused Whetstone' being carried.

Craft Pitch Whetstone with 3 Sharpening Stones+1 Insert Deep North Material using a Workbench at tier 1. Allows Workbenches to function as a tier 4 Forge & Tier 4 Black Forge for each 'Pitch Whetstone' being carried.

Being able to carry and utilize a full stack of ~20 Sharpening Stones would allow for longer voyages. Currently the only inevitable halting factor I've experienced when exploring the entirety of biomes is the need to repair weaponry. Apologies for the lengthy suggestion, a couple friends and I really enjoyed conceptualizing this idea. 😅

TLDR: Portable Weapon Repair Stones craft-able with a basic Workbench & allows for that same workbench to temporarily double as a Forge.

tawdry quarry
#

💡 dark magic update: new ability, control, u can control mobs(U can say them to attack enemy or point to go somewhere) for certain period of time(like 5-40 seconds), the greater your level of dark magic, the better mob u can control, but if your level is too low u get stunned

raven dagger
#

💡 Make it so The Star rating of a fish counts towards recipes.

E.g: a 2* Troll fish would count as 2 troll fish when making the endurance mead base

glacial orbit
#

💡Make your ability to pull a cart tied to your current stamina level:

  • with every stamina point allowing to pull 20 weight almost effortlessly.
    So that with base 50 stamina you can pull 1000 weight (a cart with 10 stacks of wood). If your stamina drops below the required level (with running), you need to stop and wait for it to regen.
    Thus, in order to walk with a cart full of wood you need to maintain 90 stamina, which is easy to achieve even in early game.
    With 150 stamina you can go with a cart full of copper ore.
    This way, prior to using the cart, you can decide what to eat and what level of stamina is required.
    Also troll endurance mead among other things could give you unlimited pulling power for 5 min. But it's a relatively late item.
quaint marten
#

💡 i've seen a lot of ppl asking for bloodstone buff/rework ('m aware chances for a rework are propably low) but I'll drop my ideas (for the rework) here:

  • bloodstone gives lifesteal but u can't just slap % on every hit bcs u could just facetank everything :
  1. it has a cooldown (not too short, like 30sec, maybe 45sec) and gives (some decent ammount... like 10-20-30%? not to get to high - mobs have no armor so the dmg u deal to them is insane compared to ur HP) - and it also casts only when ur missing some % or flat amount HP treshhold 🤔

  2. instead of cooldown maybe it has to charge itself before it procs and u have to deal some amout of dmg with the weapon (that'd have to be a big number in >1 000dmg range possibly) for it to charge and then heal u for that % of dmg deal on the next hit if ur missing HP, and the weapon stays charged for let's say maybe a 1min after every hit and after a minute looses the stacks (either over time or instant - that'd require some balancing)

  • bloodstone keeps its dmg % buff but it works similar to the 2. point with lifesteal i mentioned - a player stacks %dmg dealt by fighting and charging the stacks on the weapon

  • that 2.nd could also be used to rework and make the other stone enchantments to make them not RNG (but i think the RNG on the lightning and vines are fine and those could totally stay the way they r in my opinion, but the bloodstone could use some love 🤔 )

twin oyster
#

💡 Fertilisers for farming!

• These could either speed up growth time, increase yields, or both

• First fertiliser I could be obtained around swamp, maybe digging the ground in swamps has a chance to drop mud combine that with bones or some other fertiliser ingredients
• Second fertiliser at plains could be obtained by having lox dropping added which they drop after some time has passed and food is available + they are tamed to encourage engaging with taming mechanics
• third fertiliser could be obtained in the Ashland’s and provide the highest tier of boosts to crops

pulsar crow
#

💡 If possible can you make it so that we can experience weather from adjacent biomes. It is kind of immersion break when you are making your sunny walk in meadow wander over mountain and all of sudden the mother of all snow stroms strikes. And it will stop if you enter to meadow. Some deal with ocean and randomly hitting som black forest etc.

I presume this is limitation in the game engine, but it would be nice to see the weather in adjacent biome

minor pagoda
#

💡 Achievments on steam

paper mountain
#

💡adding various achievements on Steam, such as Terraria has

maiden tusk
#

💡 I was just out at sea and thought I heard this creepy wind-like noise I've never heard before and thought, that would be an excellent idea for an ocean creature!

Ghost Serpent : Monstrous Spirits of long lost Serpents at sea patrolling the area where they once lived. Lets out a creepy wind-like sound once it's began chasing a ship, and always begins chasing from behind. Instead of letting out a roar, it latches onto the ship to announce its presence and deals 3 ticks of damage before letting go and coming in for the next bite.

maiden tusk
#

💡 Storms on the ocean have a 100% chance of spawning a dangerous sea creature about 100m within the player, even better if it spawns the direction we're facing. So many times I'm riding through a storm and night and terrified imagining I'm going to get attacked by a serpent right now (even though I've got enough in game experience to know it won't happen on purpose) it would be very cool and very scary

main meteor
#

💡 DN
Maybe the DN could introduce another level of technology, for example, might need a stronger furnace, new item that needs a new placed item to be refurnished into something better etc. And with that I think it’d be nice to bring in some stronger walls of some kind, overall what I said doesn’t have to be included, but a step up again would be nice to introduce some new building pieces, items, to make it more immersive and fun rather than having to use the same item over and over again. Rather you have to discover the recipe and that’s where you go forward from. In the case Fader could POSSIBLY work the same as dragon tears.
I’m just spitting out a lot of ideas.

hot cypress
#

💡 Improved inventory management. Wearable backpack or potion pouches. Keep the management as a pillar of the game (I like that I have to choose what to bring) but allow us to have the feeling of progression by giving us craftable items that alleviate the burden of Valheim's current inventory system.

Some Ideas for craftable containers:

  1. Quiver
  2. Money Pouch
  3. Potion Belt
  4. Component Pouch (Flowers, Goop, Teleporter mats, etc.)
  5. A regular ol' backpack
  6. Weapon slings/holsters

I wouldn't want it to be burdened by too many options, it doesn't sound fun to instead have to manage 5-10 different containers within the inventory. But even a simple backpack or bag would feel great. Resources are a massive component in this game, as is inventory management. Make the backpack expensive, and require every material from the biome in question (metal for a buckle, animal hide for the fabric, plant or fiber for the spindle, a special needle to sew it, etc.). Give us 2 slots in Meadows, then 2 more in every subsequent biome as part of constructing a new pack. That's a slow enough progression, but feels like a warranted difference between starting the game and in end-game. I am aware of Megingjord--that only solves the weight problem.

There's also opportunity for choice; Megingjord takes the same slot as a component pouch or potion belt. Quiver takes the same spot as a backpack, etc.

There's basis for realism, and I think it stays in line with the game's core. It's a survival game where resources matter. Part of the progression in a game like this should expand how well you carry resources. We get progression in every other aspect, why not in our very limited inventory slots?

merry canyon
#

💡 add jiggle physics to weapons and shields that are on your back, and the swords should be on the waist belt, not the back?

swift spade
#

💡 Starred versions of some notorious enemies;

Sea serpents, Stone Golems, Lox, Drakes, Deathsquitos, Fenrings, Oozers, Wraiths...

These do sound tough but i think would be nice to come across, maybe only at night or after you kill the biome Boss.

tawdry quarry
#

💡 Buff fader, it's not strong enough

tawdry quarry
#

💡 Add categories to the crafting, like to not search from all of the items, U could just choose to open or close the category and find needed items(also I recommend the possibility to turn that off and on in the settings)

pure turret
#

💡 Add more complex shapes/geometry/prisms to building components! I also think it would be cool to see some early game wood traps to help to defend from raids or for use while hunting! Wooden bear traps (possibly with lure/bait) for ensnaring boar, deer, or the nearest greyling! A spike pit trap that opens up when hostile mobs run over it (presumably single use and can be reset later). A swinging log to defend gateways! Or rocks to drop from the top of castle walls! Maybe a flammable resin trap that slows down passerby! I see alot of people using terraformation to prevent raid mobs from being able to path to their base. I see that as a negative aspect of the game and with more ways to fight back against raids it will give enemy raids more variety and variables and make it more enjoyable for the player with options and alternatives! Ideally making a change in the fighting dynamic of raids that players seek to avoid, instead of being fearful of the destruction of the base and resources this suggestion aims to change players experience by giving them confidence in the defenses of their base that they forge to better fight off a horde!

tawdry quarry
#

💡 Possibility to equip the second one handed weapon to first one (like 1h dagger + 1h dagger, or 1h dagger + 1h axe) in cost of increased stamina usage, aka dual welding

limpid bolt
#

💡 Make Swimming Skill increase swimming speed as well as stamina reduction, because at the moment right now swimming is not ideal when boats & portals exist.

charred heart
#

💡 add runes to the game which provide minor passive non-combat buffs. The runes can be found at runestones or very rarely at outside structures and the equipped rune(s) can only be changed at a runestone until an end game option is available in your base. Buffs could be 5-15% increased gather/craft rate to a specific type, wider wind envelope for sailing, better cart pulling strength, etc

versed bear
#

💡 I heard somewhere that when there's a ring of indestructible stones similar to the forsaken at spawn, it's a leftover from when the devs wanted to make it so you could only build a portal in that area. I feel like this would be an awesome thing to add to the portals slider, so you have the sweet spot between immersion and tedium

graceful gazelle
#

💡 a weapon/tool version of the serving tray. If we can place food items on tables without the item rack why not swords too? Having little wooden squares from the item racks everywhere looks silly.

leaden mural
#

💡Magmafish could have a small chance to yield enchanting stones as part of their loot table. This would technically make them infinite, and could alleviate extremely rare occurrences where a world runs out of stones. (Multiplayer, difficulty options, RNG, etc)

lean rapids
#

💡 World Modifier, Option on Portal Settings - Depreciating Portals. Each time you deconstruct a portal, lose 2 Surtling cores (or something to this effect, or all Surtling Cores). Full portal mode can be cheesed, no portal mode is nice and immersive but can be too labourious. A cost to constructing / deconstructing portals would be a nice middle ground that portals are highly valuable, can be cheesed if you want to mine excess Surtling Cores, but general game play doesn't allow one just to exploit constructing / deconstructing portals excessively.

civic wolf
#

💡 Ballista function like wards

screw the trophy ballista system, so many people suggesting "increase the trophy capacity" or "make a anti-player ballista" and such to reduce its laughable transition from kill everything to kill one thing

no need for a new ballista (aside from make it less useless with its targeting and endgame dmg, or maybe a progression upgrade version)

Make it work like a whitelisting system like Wards, fixes the 'one enemy' restriction which is useless to defend against various raids and the variety of enemies in a biome AND makes it somewhat useful as a home defense for PVP players but not your teammates

quaint marten
#

💡 A yet another "bloodstone" idea (I tried starting a discussion about that yesterday but noone got into it and it got lost there :/ so here we go: )

  • bloodstone gives your weapon +10-15% dmg buff BUT that extra dmg damages the player as well (avoiding armor obviously - kind of like fall damage - so it doesn't destroy the armour either and doesn't cause the stagger) and it can't damage player when he falls below f.ex. 40% HP (i think some value in between 30% and 50% should be fair)
  • then the existing dmg buff (+0,2% per 1HP missing) might need to be reduced then (to maybe +0,1-0,15? range?) OR turn on only after the players HP treshhold reaches that 40% treshold for the maximum value when low HP

My reasoning - as for now the bloodstone is just annoying to use as both getting hit itentionally and throwing around some blood spells just wastes a lot of time in combat to reach any decent value with the bloodstone variants - that just diminishes every 5sec as the HP regen constantly lowers the DPS. So in my opinion that solution ⬆️ would give it it's this risky playstyle with better dmg without it needing the "extra steps"
+(the numbers i threw in there are obviously just estimated examples - that'd need to be adjusted propably)

lusty cedar
#

💡changing world and character names

eternal eagle
#

💡 Change Bloodstone to instead scale off of missing stamina, with massively increased scaling when under 10% total stamina.

This change will accomplish the design goal of incentivising risky combat for high damage (getting in the mix without enough stamina to safely get out). Even better, the weapon would work better the less total stamina you have, incentivising risking eating low stamina food for higher damage.

ebon fern
#

💡 Inventory for armor, weapons, ammo and trinkets. Trinkets like the belt, the wisp e.g. could be switched with a button instead of wasting away in your inventory.

smoky vector
#

💡 I'm not sure it's been suggested yet, but an enemy theme in the Frozen North could be frost giants similar to the first Thor movie. Basic ones would be as quick as Fenrir and strong knock back like a lox. Others would be like Frost mages that vary in strength. Some would make ice spikes and knives/ swords over their hands, others strong enough in magic to make ice shields/ walls even up to including allies of theirs. Final boss could be the king/ Loki to prove worthy to Odin. Dire wolves stray and tamed by frost giants could add another pet/tameable creature to it as well. This game is great and my wife and I love it. I hope this helps kindle ideas to keep this game a favorite. Thanks!

dense orchid
#

💡 The ability to use Grausten as an input to the hoe's raise terrain function (possibly with a higher tier hoe?)

trim merlin
#

💡 useful smelter.. would be nice to be able to throw items into smelter and get your metal bars backs, or really any way to get rid of my excess nails and outdated tools and weapons without turning the valuable resources into coal, perhaps obliterating could return metal bars?

earnest gorge
#

💡 instead of constantly adding ore and coal to smelter and such, after you click on the place for ore or coal, a window with 16 maybe more slots would appear. you could fill them with stuff and relax without having to pump up the smelter every 3 minutes. if there are more items, let them stack in 10/1 visible item

shadow magnet
#

💡 DN trees. Please make them all droop in the same direction (instead of the goofy every which way that has been in the sneak peaks)

main meteor
#

💡 Throwing skill
Tiny addition, but works for bombs that currently exist.
• Increases how far you can throw it/& player can throw it a little faster
•Increases the strength of the effects it leaves
• Obviously the blunt damage it deals on hit, it deals very minute damage, but the skill can still increase it nonetheless

pulsar crow
lusty cedar
#

💡changing sail patterns on ships similar to shields. As a solo player I love the karve a lot, but the solid white sail is annoying

fierce field
#

💡 Add a (Dacian) falx weapon, it would fit in perfectly! Not a sickle like the Scythe or Skoll and Hati, but something more akin to a Yatagan, and a bit longer

cursive cypress
#

💡make ocean more entertaining

pulsar crow
#

💡 This is quite pipe dream, but I envision this "event" happening sometimes in the world that you would witness shooting star that would eventually hit some "random" / "semi random" spot in the world. Going to this meteor strike site there would be mineable meteor inside crater giving some high end material to create some "legendary" weapon or armor. Naturally it should be guarded by some rather nasty creatures.

It could work something like having set time when the meteor strike might happen. For just visual interest perhaps restrict only to happen on nights. Then it would always hit some unexplored place nearby and player could then find it... If the meteor isn't found in some fixed time (being in unexplored part) it would be removed, thus removing players accidently running it after some time. It would be like, you need to witness the shooting star and then go near it.

Perhaps the crash site could work in similar fashion as points of interests as there are fixed possible locations where the meteor might strike (this would allow creating some really interesting terrain for it) having some fixed range for trees to be cut down etc. Instead having it drop complete in some random spot.

Dunno i think it could be quite flavourable event for people to witness and then embark on adventure

twin oyster
#

💡
The frost class of weapons getting a large hammer and sword variant along with a blizzard greatstaff for mages

tawdry quarry
#

💡 Idea about Ocean expansions: add a chance to find a small island as a part of an ocean biome, there you can find empty dungeons with dead explorers, or new mobs(i didn't think much about it) and there u can find some hints on Ocean boss Kraken, where to find him and how to summon him

wheat mason
#

💡 I'm sure this has been suggested 1,000 times before.. but can we please get some range upgrades for the Whisplights? The Mistlands were awesome when they first came out and I did enjoy the limited visibility for some time.. but the novelty has definitely worn off.. now it's just a pain in the arse to head into the Mistlands.. which is a shame because if it wasn't for the mist it would still be my favourite biome.

I believe the view distance with the Whisplight is like 6 meters or something.. if we could get an upgrade to 12 meters, then 18.. then maybe even 24 meters , then at least we'd have the ability to choose how impacted we are by the mist ourselves. People who like the Mistlands as they are can just skip the upgrades... AND I think the upgrades should be unlockable only once you've progressed so far in the Ashlands.. maybe they require Flametal or something.. which keeps players initial progression through the Mistlands as intended.

frigid inlet
#

💡 i don't know if this has already been mentioned (I'm brand new to the game) but being able to tame necks and having eggs that hatch into tamed drakes would be awesome 😍

tawdry quarry
#

💡 throwing knives?

midnight mica
#

💡 I would like to see additions to Heavy building like 1x1 Grausten Wall, 26° Grausten roof, 45° and 26° Grausten Roof Ridge. Perhaps a wall Arch that aligns better with Archs themselves.

glacial orbit
#

💡Apparently, there are a lot of first time players who try to make all possible bronze items items (later fsr they have to repeat the same with iron too), either out of pure curiosity, or thinking that different types of weapons will open up something new, or simply following the recipes that appear. And for some of them, Valheim remains in their memory as a game that requires merciless grinding. And they either put the game aside, or continue playing, but this period in the game is imprinted in their memory as too grindy. Which later extends to the overall impression of the game. Even upon finishing the game it is often reflected either in their reviews or just general thoughts about the game.
So i suggest considering the options for reforging weapons (starting from the early game) - either the ability to get the bronze spent on them, or to remake one type of weapon into another without the need for more bronze. So at least first-time players can try the basic types of weapons if they want and decide which one is more suitable and not drown in copper mining in the first place.
"Valheim is about grinding" I heard this phrase so many times already. Of course it can be about grinding if one likes it. But in most cases it's just a false impression. What do you think?

quaint marten
#

💡 Different approach to the "dismantle weapons" / "the game is to grindy" complaints:

  • The "anvils" forge upgrade (the existing one, 2bronze 5wood) gets extra use : allows the player to interact with it and allows to REforge weapons into each other (f.ex.: bronze sword into bronze mace) but a player needs to input the missing resources if the new weapon needs them (if the new weapon is a bit cheaper, let them just go to waste and dissapear maybe... - debatable tho)

  • it works for bronze weapons only (iron... - debatable, not necessary imo) - and here is a nice spot for the Hugin to appear and warn players that all the aviable equipment is not necessary, and that this lil feature is here to let him/her experiment with their favourite playstyle

  • main goal : allow new players to try out and test all the weapon classes without grinding extra hard to dig out all that copper, tin, coal etc...

rose moon
#

💡 May be controversial but rideable/flyable dragons. 3 different types, Green, Red, White. Huge end game boss like creatures featuring in the Meadows, Ashlands and Deep north. Killing the dragon (non respawnable) drops 1 egg which you hatch like a chicken egg or a crafting bench like "egg incubator" which needs a constant flow of fuel. The dragon each spews it's respective color's flames. In order for it to grow you dont just feed it meat but your very own tames such as lox, direwolf and or boar

tawdry quarry
#

💡 rideable wolves: maybe in Deep North there is possibility to meet big wolves, and tame them and ride like Loxes, but they are faster, stronger, but a little bit smaller

wet copper
#

💡 I think a small addition that would fit great with the atmosphere of the game would be the ability to open double doors at the same time. (Barn doors, darkwood doors etc). Maybe it would be automatic, maybe you would have to hold block and interact. I think that would be a great addition

shrewd wraith
#

💡 I said it as a joke but I think I actually truly want to see that:

please rename the iron gate to “iron bar gate” or something similar and give us in DN a real Iron Gate that looks like the studio’s logo.

twin oyster
#

💡
Add a apiary structure with chance of having multiple beehives that spawns in meadows further out from world spawn, could be guarded by a few draugr

More structure variation is always welcome

shrewd wraith
#

💡 A variation of my previous suggestion : The Iron Gate is actually a very big door (still looking like IG logo) locking the last forsaken altar. You will enter in the final scene of this game by passing under Iron Gate logo, how Metal it could feel !

pulsar crow
#

💡 Simply addition to building / crafting / farming that when you are shown the materials needed it would show your total number of materials inside ()

For example you are planting carrot seeds you have 45 seeds in inventory it would show it

1 (45)

cloud dawn
#

💡 Allow the mobs in all biomes to damage and knock each other around as they do in the "current last complete biome".

gilded spear
#

💡 irongate if you see this i would like to say that there is an issue with the silver shield. There is a yellow spot at the top of the shield. I dont know if this is intended or not, but i have to be honest and say its hella ugly. The blood is fine but the yellow spot has to go. sincerely a day one supporter. Thank you

glossy rose
#

💡 can we lower the fire spam of the Ashlands boss the boss fight isn't fun with so much insta kill fire around

Don't get me wrong I like the boss but I have to deal with half the Ashlands during the fight and the fire he Spawns is doing 30- to 40- damage a tic with fire res is a bit much at once I try to get close but she just stands in he fire and when that goes away he Spawns more or I'm jup by a random group of chard and a Morgan

I wanna be a mage I understand it a class Canon but I feel like more of a class water gun I wanna do magic not be punished for my play style

With fully upgraded Ashland gear and lots of puff we still couldn't stand a chance plus immediately the boss immediately rushed to our portal and brakes it as soon as the fight starts the Ashlands isn't easy I get that but it a massive difficulty spike from mist to ash if the game wants longer life span it shouldn't punish you because you don't wanna be super omega tank

Like we threw everything at it and hour but he kept spamming fire so we had to shoot I'm with cross bow for and hour just for him to kill us leaving us to way to come back so I had to kill him with cheats that isn't fun

ancient jasper
wraith moat
#

💡Steam achiements?

crystal torrent
#

💡Make smoke go through iron gate pieces. It would be nice to be able to make industrial themed building with grates on the chimneys.

trim snow
#

💡add option to plant raspberries and blueberries

tawdry quarry
#

💡 melee magic staff, U can fight with it like Saruman in the Hobbit: Battle of five armies

restive marsh
#

💡 ability to eat soft tissue (eitr food)

shrewd wraith
#

💡 For DN weapon, if it suit the look you want to give to the biome, it would be great if they could include bones in their models (and recipes of course). As an example, a sword with metal blade forged around a bone, a battle-axe (please a battle-axe for DN) with bone handle, a bonemace (no joke here :D), etc... Anything you want these are just example to explain the idea.

trim snow
#

💡add option to lock on enemies like in elden ring or something

low plume
#

💡 Make the thrust (Middle Attack) of the dual wielded Axes be directional in up and down based on where you look, so you can launch yourself in the air with feather cape.

ionic glen
#

💡Add an end biome item that makes a new fertilizer type for the cultivator. That way, crops can be planted in anywhere once the biome has been completed.

crystal torrent
stone berry
#

💡 Add the ability to lock item stands. It should require holding 2-3 seperate buttons for a second to lock and unlock

The main purpose would be to make it impossible to accidentally pick things up

fervent void
#

💡 Content for yggdrasil tree pls, make us able to climb that tree and maybe add some monsters there or whatever

opaque bobcat
#

💡 a device or something you can place near copper and silver ore deposits that either scares away all sort of mobs or preventing spawning them. either some one-time use or something that needs to be fueled or so.

bitter juniper
#

💡 as we have paved road made of stone, we could have paved road made of marble!

tawdry quarry
#

💡 add possibility to tame goblin, that can auto-sort your boxes, collect smelted bars, or useful drops

tawdry quarry
#

💡 electricity: making generators, windmils(that produces power), batteries. Electricity can be used for e-furnaces, lights, etc.

gray flint
#

💡Imagine you have tamed smart Asksvins that dont run around in search of their death. You crafted armor set for them, what made them less useless (disposable). They listen to your commands (stay calm, protect, attack). What is the purpose?
One of them pulls catapult, another one pulls ram, one more is just for protection. Behind you have a lox with huge cart carrying ammunition for catapult, some food and other stuff. And you are trying to get your caravan to the next castle siege.

versed bear
#

💡 fader drop: flameberries flameberry seeds. They protect you in the deep north from the cold, take a food slot, and give 1 health 1 stamina. This is because I, personally, think that the stat bars are getting ridiculously high. I know that the team probably already has something else in mind, but it's always fun to speculate

novel prawn
#

💡 woolly mammoths in the deep north and they are rideable

stable quest
#

💡A stamina slider on the world generation options to have a freer experience from stamina starvation at times!

grand meadow
#

💡 make battering rams deal damage to all objects, currently they deal 0 to trees but do damage stones in the ground.

valid totem
#

💡 idea, similar concept to the cartography table but its with items, so a person who has unlocked iron tools and crafts can submit their knowledge to it and it can be shared for players who havent found the material yet.

prisma mason
#

💡World modifier slider allowing for the changing of structural integrity levels. Exact values would be tested of course but off the top of my head I’m thinking something like normal at the bottom, 2X structural stability in the middle, and unlimited at the top.

south nexus
#

💡 make the overhead hammers have a special attack which is a mix between a horizontal swing and an uppercut, with a small hitbox that causes extreme knockback but not a ton of damage

faint grail
#

💡 Add a setting to hide the text which appears at the top during a raid (improves immersion)

fast echo
#

💡make ash wood ladders and roofs like roofs that look like tar roofs but round shingles and buildings that fit with each other like how the ash wood arched wall fit with the door but the grausten small arch just leaves a gap if you make a window with it

tiny adder
#

💡I would like to see a boss raid multiplier for servers. Explanation follows: when having X amount of players within an X distance from a boss altar. The boss gets increased Health and does extra damage. So having 10 people fighting would be as hard as fighting solo. This should also be scalable so X0 would add nothing with multiple players nearby, where X1 would add the boss's health and damage for each player to the base stats.

hidden dome
#

💡 I suggest adding something like a "rain cape" to the game, at least towards the end of the game. The idea is simple: the player wearing this cape did will not get the "wet" effect during the rain (the cape does will not work when the player is immersed in open water). I think it would look good in a the Hildir store, or it could be crafted with something + serpent scales.

dark tapir
#

💡 There should be a button for sailing where you can center the steering, then it isnt a hassle.

noble onyx
#

💡 Some rare items (like trophies) shouldn't need to be found before the recipes they unlock are found, e.g. drake helmet recipe could be unlocked without touching a drake trophy, maybe just killing a drake is enough

carmine solar
#

💡Valheim has qute realistic survival due to the physics and mechanics of the game. Therefore, it would be quite natural to add several types of backpacks (instead of and in addition to the already existing cells of an undressed character).

edgy moth
#

💡 Make Hildir sell a backpack for a hefty price, to increase inventory slots. This could be achievable in mistlands for example.

red bridge
#

💡 Nerf the death penalty, you lose to much XP when you die. Especially in Ashlands you will die a lot

vapid walrus
#

💡 It wouldn't necessarily make sense but I think it'd be convenient if cartography tables could sync up. That way in a multiplayer server each player could have a table at their own base instead all having to visit a central location each time they wanted to update the map. Slightly less immersive but possibly more enjoyable for gameplay.

wild tundra
#

💡 add a blowing horn to provoke enemies and if not for that than just to feel cool while using it

peak abyss
#

💡 Hello, I don't know if this has already been discussed, but I think a rework of the Elder buff would be interesting, something like activating it and the growth rate of orchards, seeds, etc.. would increase when it is active.

south nexus
#

💡 I think experience should be calculated based on the damage you deal instead of just how many times you hit. right now, the fastest way to level combat skills is taking the worst weapon for that skill and finding a spawner with enemies you can tank the damage of and whacking away. Maybe it could be calculated based on the base damage of the weapon compared to the health of the creature? i wouldnt want it to be a situation where you just go find a horde of trash and swing for an hour.

surreal prawn
#

💡add the ability to plant mushrooms, raspberries, blueberries and thisal

gusty quail
#

💡 Rename the “Putrid Hole” dungeon to “Putrid Pit”

It rolls off the tongue and sounds waaaay cooler! BoneShield Bonemass BoneShield

twin oyster
#

💡 Staff of Mistlight, allows the user to summon a stationary temporary wisp that will clear surrounding mist and provide light for a period of time

wind yarrow
#

💡 Each new biome adds new features that fundamentally change the way we move, extract materials, and so on, and makes life easier. We carry everything on our backs in the meadows. In the black forest, we use a cart. We transport everything by ship in swamps. And also through wood portals. In the plains, we have our first mounts, and in the misty lands, we get a cloak that divides the game into before and after. It ends with OP stone portals from the ashlands. In my opinion, in the northern lands it is worth adding something that we have not had before - flights. And by the way, the northern lands may be the birthplace of flying dragons or valkyries that could be tamed. Flying could be a window into the next biome - the world tree that we all see in the sky. So, you kill the last boss and get something that let's you to fly to the next biome that is located in the sky. How about a rebellion against Odin? Also we might get a possibility to cosplay "how to tame a dragon"😅

woeful goblet
#

💡 end the tyranny of the pick in the final biome. If things need to be dismantled it shouldn't be done with a new pick. Its totally played out. Try explosives or some kind of magical beam or both instead. Really this should of been done in the Mistlands imo.

carmine solar
#

💡For the new Snow biome: I would like there to be places with deep snow (for example, after a snowstorm), where the player would get stuck waist-deep, like in a swamp or water, and his speed would decrease. To move around normally, you can buy snowshoes from a merchant.

carmine solar
#

💡It would be nice to return the large web to the Misty Lands or Swamps (as decoration or an element that slows down the player). Or to new dungeons. And with cobwebs and spiders with large cocoons in their spawn areas. And if you cut them up or set them on fire, then bones, skulls, meat of various mobs or parts of insects fall out of them.

charred heart
#

💡 ability to add a trophy to the shield generator which prevents that type (or all types) of monster from entering the area at the cost of 1 trophy/30 minutes time

graceful galleon
#

💡 The way you get fishing xp should be extended also, what kind of catches you get. Keep the xp you get from reeling, but also the bigger the fish, better the xp as well.

trim merlin
#

💡 barter mechanics with the dwarves, so you can potentially trade items or buy items from them and involve them in the game as more than friendly or hostile NPCs

trim merlin
#

💡 chickens eat vineberry seeds.. those things need another use

south nexus
#

💡 Stealth needs an overhaul or some improvements. The current implementation where when an enemy becomes suspicious (yellow) they just go directly to your current position, even if youve since moved, feels very lame and disappointing. When a player makes a noise that is heard by an enemy or is seen by an enemy that makes them suspicious, the location of that noise or where the player was last seen should be stored, and the creature moves to that location if they reach it without finding the player, they should sort of wander in a smallish area around that location until the suspicion expires. I also think detection should be independent to each player, so that one player can aggro an enemy to distract them, and another player that has not been detected can get a nice sneak attack, or leave.

south nexus
#

💡 a way to make it so tamed creatures that would normally chase after enemies, dont do that. like a "passive/avoid" mode where they just try to stay out of attack range if possible

sinful sable
#

💡Not certain if it's been asked for before, but it would be nice if we get the Snowman as a seasonal item when Deep North is released.
It would require one carrot, six charcoal and snow / Frost glands (4 pieces) from the Mountains or snow / special item from the Deep North to craft it.
It would be available one week after the Yule seasonal event ends and last until mid March. So about 8 weeks in total.

It can't be build inside buildings, but has to be outside, just like the Maypole. And just like the other seasonal items, it would provide one point to the comfort level.

sharp panther
#

💡Wolves should have a fix with their pathfinding. Whenever I’m running with a few, they always get stuck in between trees that they just don’t turn around out of. Also, when chasing something on stay, they should return to the area of wherever they were set to stay at instead of tracing a greydwarf super far and then never coming back.

livid wedge
#

💡Always show eitr meter like the health bar, if it is above 0

main meteor
#

💡 DN
I would like for the enemies to have different types of resistances & weaknesses so one weapon doesn’t dominate all, I’d rather see a variety, & good use of different weapons

versed bear
#

💡I talked about something like this a bit before, but an example of how I theorize DN might work is you get some kind of sentimental item that fader keeps, and is also really hot, and caves are just really really deep snow that you can only 'melt and go through' with the relic. I'm sure irongate will come up with something 3X as good tho.

charred heart
#

💡a 2x2x1 horizontal structure with a 1x1 square hole in the center. Ideally it would be made from each of the stone materials in the game. A hidden benefit could be the hole directs smoke up and through it if smoke is within a certain distance and the path above is clear

south nexus
#

💡 explosive ammo for the arbalest with low impact damage but a decent radius and explosion

carmine solar
#

💡Since there was no compass in those days, the Vikings used the magic Sunstone (Calcite or Iceland spat) to navigate the sea. It would be nice to add it from the beginning of the game (at the merchant), so that during swimming, for example, our marks will be displayed at the top. Or the ability to indicate a mark on the map with further direction and distance to it during the game (when on a ship or even on land).

carmine solar
#

💡Sea pirates. They are activated, for example, near the Swamps near the flooded dungeons, only when the player floats past on a ship (like a sea serpent). A half-rotten pirate ship with 3-6 draugr on board emerges from under the water (like in 'Pirates of the Caribbean') and pursues the player at a speed greater than 1 and 2 of the player's ships. When caught up and rammed, some draugr may jump towards the player. They also land on the shore and pursue.

carmine solar
#

💡Ability to obtain milk from Locks. New items: leash (to keep animals in one place), milk jug, new recipes, such as cheese.

crystal torrent
#

💡Pings, kind of like map pings but works like this: You look at the area you want to ping, then press some button (changable through setting but default could be q or smth). Other players in the vicinity will see it in the direction of the area being pinged. Could be linked to map pings (pinging with q would show up on map and vice versa)

pliant kettle
#

💡 More caves but in the style of a hidden natural oasis like many of the caves in Skyrim. Something like Ancestor Glade, Frostmere Crypt or Moss Mother Cavern would be really cool. They could contain some old ruins and cool loot too. I imagine these would spawn in BF.

carmine solar
#

💡For the Northern lands. The ability to extract pieces of ice from glaciers in the mountains or floating ice floes (it would be nice to make destructible ice floes in water). Build semicircular buildings from pieces of ice (like stone, but more fragile).

shadow apex
#

💡 I think they should add more diversity for building, such as rounded corners on walls. Eventually maybe some feature so you can add some depth to your builds, what i mean about this is like a beam but in the bottom it's more pushed out

carmine solar
#

💡In case, after biome 8, the game will not be released yet. Biome 9 - Asgard with the final battle, for example with Odin. The biome can be made as a separate large dungeon. Through a special portal, the Iron gate, we find ourselves in a new world with a rainbow bridge (possibly without the right to return, until we defeat the boss). Here, essentially the Meadows biome but with deposits of 3-4 basic metals.

pulsar crow
#

💡 Atleast for healing and stamina potions could you make it so that it wouldn't drink it at full heatlh / stamina. Thanks!

livid saddle
#

💡expanding on this #suggestions message, smoke bombs could at least temporarily break LoS, allowing a player to hide, basically if you hit an enemy with a smoke bomb and they're in the radius and you're outside it, if they've got the alert (red exclamation) they lose that and then they cannot "see" anything outside the smoke bomb radius for a period so they will not re-aggro right away; if they leave the smoke bomb radius or the smoke bomb effect ends, they re-detect the player as normal--so a player could use smoke bombs to 'disappear' from an enemy that's alerted to them, then sneak back up on them like normal setting up a repeat sneak attack play style; additionally, if the ability to throw stones was added as has been suggested in the past (an early, low damage, low range, 'ranged attack' using stones one can gather to lob like a greydwarf), throwing a stone could also cause a sound at the place the stone lands causing enemies to investigate

carmine solar
#

💡Is it possible to somehow fix it a little, to simplify the moment when the player puts tamed animals into the ship? To make it easier for them to enter/exit through a special structure (or pull with a leash or lure with food). And so that they don’t jump overboard the ship.

tranquil bronze
#

💡 Please make more of the stuff you gather be usefull for multiple things. Like witherd bones, and ancient seeds, they are useless after the boss summon and could work great for other things, like decorations.

shrewd wraith
#

💡 add a shortcut to activate the pointing emote, just like X for the sitting emote. Pointing directions in multiplayers is very useful.

rancid karma
#

💡 Neurosis Idea: Change the name if the putrid hole to putrid Crater, to continue the naming convention of burial Chamber, troll Cave, sunken Crypt, frost Cave

Similarly the Howling Caverns could become Howling Tunnels to match the Hildir quest “_____ T-word” naming structure.

fair moth
#

💡For the time when the Deep Ocean is added...
Just like the fantastic overhaul that you did with the food and blocking mechanic, you could expand on the concept of ships and how sailing works:

As somebody who sails himself, you could address the real life issue of tilting and capsizing where you would need to balance the ship with your seating position, turning into the wind for when you are dangerously close to flipping over and also pulling the sail sideways to take the pressure away

When your boat is capsized, you should be able to swim to the side and lift it enough for the wind to pick it upright again, making it annoying, but not a death sentence. And doing everything well in terms of balance and sail position would give you a satisfying max speed

All of that would make for some interesting new options, such as PvP regattas (sailboat races)

carmine solar
#

💡Please fix the moment when, when attacking on an inclined surface, the player does not in any way approach the NPC, and the NPC usually turns (in principle, there is a mod that fixes it).

wild brook
#

💡 Add the ability for players to choose between some stack multipliers for their server and perhaps a character carry weight multiplier to go along with it as this could overcome the problem of adding more slots to the player inventory where they bug when scaling the HUD

charred heart
#

💡 queue additional item crafts (eg. arrows, foods, mead bases) while another is being crafted

carmine solar
#

💡Add chance of finding fired arrows (1 out of 3). And the ability to cancel a shot with a drawn bowstring.

carmine solar
#

💡Decorative proposal. Add a small animation or growl for a few types of trophies, such as urs (for example, the troll head sniffing when the player is cooking or the fuling barbarian when the player is doing something on the workbenches). With the ability to turn them off (for example, by putting carrots or turnips in their mouth).

earnest gorge
#

💡 rename longship to langskip, so it feels more nordic

carmine solar
#

💡Maybe a hole for humus? We put any meat in it, after a couple of days we get a couple of simple worms for fishing (or a type of worm, depending on the type of meat). And if you add plants and seeds, you can get fertilizer for the garden that accelerates growth. (new shovel tool). And excess worms can be placed in a bird feeder (we get 2 feathers every day).

quick lake
#

💡 It would be cool to add a snap point to beehives so that you could center them on a pole if desired.

sharp panther
#

💡I think boats should exist to items as a structure so that they don’t just go right through. I know it’ll create loopholes for extra storage on the boat, but how about adding the risk of them getting thrown overboard on large waves.

gentle ermine
#

💡 Endgame Deep North weapon: Eitr Bow which only usable with eitr instead arrows.

strong barn
#

💡 ||let me hold the horns infront of the last ship||

carmine solar
#

💡It would be nice to create outfits from Hildir with different properties. For example, green - to accelerate the growth of all plants, red - acceleration of metal smelting, yellow - accelerated preparation of food and mead in barrels, blue - lightweight, accelerated fishing. Purple - improved or accelerated ore production. It is still better to automatically change the appearance to a shorter men's shirt and a longer women's dress.

south nexus
#

💡 A column similar to the black marble 8 sided one (black marble column wide) but with 16 sides instead of 8. This is because you cannot use the black marble column wide as a corner for two walls which are at a 1/16 angle offset from one another, without it being misaligned on one side.

south nexus
#

💡The "nudge" feature from Satisfactory, to allow for more precise control over angles and placement

glacial orbit
#

💡I think that Raft should become more usable in the mid-game. Its window closes too quickly with the making of Karve, which is faster, more maneuverable, and has a cargo compartment.
In fact, in a good half of all the world seeds, where the starting island is large enough, Raft is never used at all (except for cases when the player forgot to take Karve resources fsr, cannot teleport, and there are enough boars nearby, i.e. very specific conditions).
I would prefer Karve to have no cargo slots at all, be smaller in size (for 1 player only, essentially), less durable, but with the same sailing speed and maneuverability. While Raft would become a little faster at least with paddling and have some place for cargo on it - say, the ability to place one Barrel in the center of it next to the mast (this would also slightly increase the value of Haldor in the pre-Elder period), thus giving it 12 slots.
So that, after producing the first bronze, the player can now use Karve to explore the world quicker, but in order to transport large quantities of copper or iron (as well as metals when changing the location of the main base), he faces a choice - to sail back and forth multiple times using Karve or once using Raft, but with all the possible dangers. Logistically, such a choice would be much more interesting, as I suppose.

rancid karma
#

💡 when black marble columns align, they should graphically fuse so it’s one single unit. Similar to how you can merge the rectangle shapes to make solid surfaces.

cloud dawn
#

💡 unprepared foods left on player's person and thus subjected to body heat for several days straight goes bad - meat becoming rotten meat, fruits turn to bukeperries or ooze maybe. Cooking, seasoning, and special storage methods to keep it cooler allow food to last longer irl, and could be somewhat simulated in game.

pearl prairie
#

💡 training dummy that shows damage or as a decoration maybe give very little xp

carmine solar
#

💡New building - cellar. This is a small underground room, like a personal dungeon (with stairs and entrance from above), used as a refrigerator. Perhaps, only visually, or if the food still spoils, then the player will need to get ice to work in the Northern Lands.

oak musk
#

💡 Barley bales - This would be a placeable block, probably the size of a 2x1 stone wall and requiring a workbench nearby, that would feed tamed Lox and keep them from roaming too far away. The bales are constructed of 10 barley and 10 thistle, can be built on top of each other, allow Lox to free roam without roaming too far or needing confinement, allow Lox to auto-breed and heal, and looks more natural than terraforming a stone prison.

light fiber
#

💡 trolls with a log should drop said log upon death. The log could be of corewood+regular wood.

old sail
#

💡 bring valheim back to gamepass so that me and my friends can play it together.

echo grove
#

💡 ability to shift+click to pick up items that have been placed using the serving tray. This way we can prepare from the table for longer adventures.

charred heart
#

💡 ability to place or drop a single item from a stack when holding a keybind and clicking

carmine solar
#

💡Possible boss of the Northern Lands The huge wolf Fenris (or his equivalent). This would be quite logical, considering that we are faced with the cult of the Wolf who worship him (and the story with them is not over). Well, a meeting with old familiar werewolves (but a little larger and with lighter hair).

primal anchor
#

💡 the ability to move chests containing stuff without needing to destroy them (similar to V Rising)

visual dagger
#

💡smoke from campfires and such being able to pass through cage floor

modern rune
#

💡 Sitting in a throne for 2+ minutes switches to a cinematic camera that pans around from different perspectives.

oak musk
#

💡 A cart upgrade, the carriage. We already get storage upgrades for chests and ships, so why not the cart?

Once black metal is accessible, you make black metal nails to be used in the construction of a carriage, and other new furniture, that could only be pulled behind a tamed Lox with a saddle. This carriage has triple the durability and double the storage capacity of a cart. I'm thinking the materials are fine wood, tar, black metal nails, and chains. You'd need an artisan table nearby, and you attach it when the front of the carriage is nearby a saddled Lox.

carmine solar
#

💡New pose. The Viking puts his palms clenched into a tube to look around. Practical application is also possible - a small approximation, like a view through binoculars or a telescope (on land or only on a ship).🫡 🧐 👌

south nexus
#

💡 All trees, or just trees planted by the player, should have a higher drop rate for their seeds

charred heart
#

💡 a second variant of cart unlocked in Swamp or Mountains that has same capacity, but larger wheels and expanded range of terrain it can traverse (eg. steeper terrain). Also a dedicated position in the back that another player can use/connect to actually help push it

gleaming flume
#

💡 When you log off, effects don't disappear.

hazy ember
#

💡 making offerings to sacrificial stones or maybe to other hidden place to its corresponding biome for longer buffs. They should be permanent but also very expensive, for example to extend buff for the eikthyr you have to offer something from swamp like throphies of abomination, Draugr elite and maybe something more. And similar concept for other bosses.

earnest hatch
#

💡 A Target-
You would make it out of 30 barley and 15 stone and you would use it to train your combat and upgrade your skills.

wild trellis
#

💡 New Mechanic for Abyssal Harpoon -
when you latch a mob with the harpoon have the option to attach the rope to the ground to prevent mob from moving for a time and different amount harpoons required for certain mobs
Examples: You need 4-6 Harpoons in a lox to prevent it from moving around to much and more diverse spot of anchor like 3 on each side will make it super hard for it to move, While a deer will only need 1-2 harpoons to prevent it from moving to much (harpoons can be picked back up)

crystal torrent
#

💡Remove the need of the "💡" emoji as it can be frustrating to write a long suggestion only for it to be deleted for the lack of a singlular emoji

dull sphinx
#

💡 Changes to Ashlands

  1. The flameballs that randomly spew up from the lava need to go. They randomly killed me twice, and caused me to just ragequit the game. Rightfully so. It's completely out of my control and happens randomly with no audio queue.
  2. The asksvin should not sprint at you when alerted (Not hunting). I suggested this back when the biome was in beta, but unfortunately either it wasn't heard, or it wasn't agreed to make the change.
  3. There needs to be a proper loud audio queue that tells me when the basalt platforms are about to go away. Dying a third time because I see the platform, only for it to go away without any sound is just.... infuriating. Please change these things, especially point nr 1.
wild brook
#

💡 3+ years of development and still can't craft a cage to put on a cart or boat to transport boars since there's no way to teleport them or carry them or pick them up... absolutely jokes

hollow hedge
#

💡 The rooted effect of the jade gem should stop mobs from moving with thier attacks, rooting an askvin or a morgen is basically pointless because their attacks can send them flying away from you. Also it would be nice if rooted mobs didn't take knockback, the klossen's description of "If the force of your blow isn't enough to knock your enemies to the ground, perhaps the primal roots will hold them down for you." doesn't hold true in game because the roots don't hold mobs down.

vital sleet
#

💡Allow building in caves or dungeons or both once certain criteria are met.
Citeria examples could be as simple as vanquishing all dungeon enemies or far harder via story progression e.g. a boss could drop a key that allows players to build if the key is carried etc. Could be mid to late game to have something to aim for thus adding an extra RPG element. The possibilities are endless...
This way dungeons are not trivialised initially by allowing building in them from the get go to make them too easy....

versed bear
#

💡 make it possible to place the haldor barrels in dungeons/caves. This will give them a unique purpose and, at least to me, follows the rule of cool (there's a reason i'm not a game designer)

carmine solar
#

💡Probably something similar has already been proposed. Leash for tamed animals. Strong rope (possibly 2 types - short and long, or adjustable). Will not allow you to run far (including from the ship). It has two attachment points - to the animal and to any surface at a distance.

glacial orbit
#

💡Some subtle elegant (mainly know how-to) ways of using boss summoning items to show you the nearest boss altar. For no-map obviously.
I feel like camera turning to the altar direction is not immersive enough (especially when you have to use adze or whatever people use after dungeons). It still kinda feels like a temporary solution to me.
What if you could spend (or just use) one of those boss summoning items to show you the way instead?
Let's say you collect Ancient Seeds for the Elder summon. Whenever you spend one of those by throwing it into any fire, some little animation of it burning could show you the direction. When a vegvisir is not found it points towards any of his altars, so you don't know if it's near or across the whole map. But when a vegvisir is found it points towards the nearest one.
Or mb planting this seed in bf (the same way as any tree, w/o need for cultivated soil), it sprouts those spawner-like roots pointing towards the nearest altar (say, with a small little flower on it idk).
Or whatever the idea could be (withered bones burning in fire, dragon eggs and fuling totems placed on an item stand, deer trophy dropped on the ground), just a bit more immersive way of finding altars and an additional use for those items as well.

carmine solar
#

💡Indeed, many items for summoning bosses are used only once per playthrough. The dragon egg is especially exciting and fascinating. Why shouldn't the player, for example, raise him as his own pet dragon? It will fly and freeze gnats and cockroaches. Hatch the egg in the cold (make a small room out of ice, crystals or on snow), feed the baby only ice cream.

muted moss
#

💡Let us put the boss summoning items (and generally more items) on item stands for decoration purposes.

glacial orbit
#

💡Since a lot of first time players completely sleep on chitin in early game, cuz you know they either use portals for metals and sail less or simply unlucky, wouldn't it be a good decision to make chitin a rare find on bf coasts (not further than 30 m from the ocean), like a very rare find, so you unlock the recipes but not able to actually craft anything yet? Or not on the coasts literally but those chests which can be found on the bf coasts.

lean sleet
#

💡Time and biome dependent ambient sound. This would actually be a lot of work, but I thought I'd just throw it out there. The menu ambience is really rich, and it would be nice to experience that in game. It would also be a cool, immersive way to track time. IE: crickets in the evening (frogs in the swamp), occasional owl hoots at night, some songbirds in the morning and during the day.

lusty cedar
#

💡 definitely a repeat but please add the bowl for hildir's lox's as a feeding trough

trim snow
#

💡 add frog mouth helm and great helm

versed bear
#

💡 resin clump: similar to wood stack, but stores 100 resin (i'm sure this has been sugested in one form or another before)

humble jackal
#

💡 An old one but still a good one: Ocean update!! I would love to see the ocean biome get some love before major updates for Valheim end. Some suggestions for that might be to add some different tier gear the represent an early game option, then midgame, and finally endgame! Mega oceans would be a nice addition to, changing the world generation to have one or two sections where it force fails a landmass to spawn in order to generate a huge ocean, maybe a dungeon and POIs with new enemies and such!

static epoch
#

💡after beating a boss you get an item you can cash in for a 10 point permanent boost in either health, stamina, or magic. Each boost is only valid for that specific map so you can't take it to another world, and you have to get them from each boss (you can't just farm eikthyr 8 times)

south nexus
#

💡 Shield generators with overlapping zones should combine their "wall" visual effect into one area, so you can sort of connect multiple together and have it look like one zone. or multiple right next to each other increases the radius into one big shield im a bozo its already in the game

boreal plinth
#

💡 Some kind of Proustite mining charge in the Ashlands, as a throwable that explodes after a while (like 20 seconds) or if another one has gone off in close proximity, that helps with getting the max amount of ore from Flametal columns. This would help a lot with high-population servers slowly running out of the (as to my knowledge) finite Flametal with everyone needing it for gear and building. (Edit: I know resource rates are a thing, altough those feel unnatural and speed up progression a bit too much IMO)

fervent void
#

💡 plant grows even when offline

plucky oak
#

💡 Rain should gradually increase wetness (at the same speed that it dries by fire) rather than giving an instant 2 minutes for being out in the rain for half a second.

carmine solar
#

💡Possible Very slow recovery of some resources - 1 unit in 2-4 game days (where chemical reactions clearly occur and growths or build-ups occur). For example, iron ore from heaps in Swamp Dunges, flametal on lava mountains, or shells on Leviophans.

wind yarrow
#

💡 Not sure if that was suggested earlier. Why not adding more steep or gentle roof variants? At least 0.5x1m and 1x0.5 could fit the game design imo. The only problem is that there will be too much elements to pick from.

carmine solar
#

💡Chance of a random increase in one skill scale with a debuff to another random one. For example: drinking a new mead 'shmurdyak' (buy from a witch) or eating something in a new biome, for example, a blow with a club improves by 5 units, but the jumping scale decreases by 5. It works differently every time. The duration of action is like any mead, or all day (or until the Viking falls asleep).

trim snow
#

💡add ocean boss fight : kraken

wind yarrow
#

💡It would be cool if we could give items to other player via the special trade interface instead of throwing items on the ground or putting items into the chest.

finite matrix
#

💡 Mountable Horses would be cool. It would be cool to see some armor for horses as well and to be able to use them in combat maybe to run over necks and greylings 😂

frosty roost
#

💡 Since we have a potion for attracting trols so why not one for serpents, or a Bait that can be tossed in the water. Something that will need a insane amount of ingredients so it's not just so easy to make. And you only get one that can be use only so many in game days. So not to over use it.

rain sentinel
#

💡 Random procedural maps can lead to extreme situations where people don’t experience “normal” play.

The game is balanced on the premise of certain items unlocking progression. If you want to play without reading the wiki in advance, you are essentially hoping RNG doesn’t screw you over.

For example; burial chambers can spawn without surtling Cores. Same as infested mines (for both Black Cores and Sealbeeakers).

For Swamp Cryots it is RNG if withered bones drop.

Having a minimum of 1 of special items required to exist in each of these locations ensures that when someone does one of these for the first time, you are guaranteed to unlock the item, giving clues on what to grab.

It’s also means there is an RNG maximum you need to run in order to obtain the minimum needed to progress. Otherwise you could, in theory, run multiple, never get the item, and just quit or look up wiki.

If you consider 12million+ copies sold, then mathematically you know that hundreds of thousands of people were screwed over at some time.

So with 1.0 release might be nice to soften the edge cases.

meager swallow
#

💡 Make it so when you crouch your hitbox gets smaller so you can fit through smaller gaps.

granite canopy
#

💡 Eitr weapons' impact should alert nearby enemies similarly to bow/spear throw hits.

crystal torrent
#

💡Easier way to measure lenght. The map could have a scale in the bottom left which would be used to measure distance. This would be useful for figuring out things like "how far is this place from spawn" as it is a commom criteria for biome, trader and starred mob spawning.

gleaming flume
#

💡 Able to dive underwater, so anooying when a boat breaks and I can't reach to get the materials.

last bronze
#

💡 Add water mechanics. Ranging from:

Watering plants for faster growth that would include also rain. The tamed animals would need water so they can stay hydrated.

To cooking, some ingredients would need water maybe a fourth slot would be for only drinks. This could also add new type of "cooker" like a pot or kettle for boiling water. For fermenters and mead kettle the water would be necessary.

Also building, mud bricks, clay bricks(it would mean that a clay would be added) and to make it into a material you would need ash from extinguished fires or from smelters or kins, also surtlings would drop ash

New items like a wooden bucket(and more) so we can transport water to various points of need like maybe barrels or into holes to make a ponds, like imagine an aquarium filled with fishes.

This mechanic could be awesome in future update where you guys explore how us players can conquer ocean.

worldly hornet
#

💡Let's add some capabilities to the Ashland's slug boat. How about adding sleeping capability and a portal. It's already painfully slow. It sure would be nice to have another reason to use it rather than ramming into everything to get to the shore in Ashlands at a snail's pace.

carmine solar
#

💡I suggest a small canopy (or tent) on the ship and a small fire source (some kind of fuel or bacon-fired, like Wisp in Mistland), such as a lamp. You could stand in the middle of the ocean (move away from the steering wheel), sit under a canopy, dry off the water and get minimal comfort. And the light could disperse the fog around the ship a little more.

strong barn
#

💡 make it so emotes like /rest have the same effect as sitting with x, so they also give you resting by campfires without shelter

wise prawn
#

💡 A bow that adds magically adds damage to the arrow if you have the Eitr to spare. Added damage would be the type of the special damage the arrow deals, (poison, spirit, frost, fire)

spring kernel
#

💡 No idea why there is no Grausten center piece as roofing and outer corners. But we 100% NEED this in the game. Surprised that it's not a thing already...
It doesn't even have "outer" corner roofs. what the

The reason why I say it must be added to the game is because we are supposed to play how we want, and not how the devs want.
Grausten only works if you build in certain diameters so you can not make different kinds of shapes or make the buildings 5-6 wide, My building would look cool, like a roman ish building but now I can't put normal roofs on this so I'm already done with it. Would've loved to build with Grausten but not being able to make the 2 most crucial items just make me skip it all together now -.-

south wing
#

💡 Probably mentioned before but a "Dread" mechanic would be nice. Maybe mounting the trophy of an enemy on a wall could have a radius similar to a crafting table that repels that type of enemy. You would usually have to defeat a good amount of these types of enemies before getting a trophy anyway.

Another note: Maybe boss trophies could have their own unique effects on a radius when mounted.

Main reason behind this- Sick of walling up my base in order to stop greydwarves from attacking my meadows base when I'm in the Ashlands 🙂 Not a huge problem but I think it would add some cool dynamics to base building

lone pagoda
#

💡 It would be a good idea to apply wax to the wood to prevent the structures from being damaged by water and rain

stray scaffold
#

💡 First to dive into water or at least make diver suit or smth. Second being able to build boats as you like it. Thirdly it would be cool if you could make tunnels easier.

dense orchid
#

💡 The elder's power should increase the drop rates of tree seeds while active.
Having the shield up in the ashlands should allow trees to be growable inside it. If the shield shuts down, any grown trees would be scorched

livid saddle
#

💡 Instead of the message saying "an item prevents you from teleporting" a little dialog box should pop up that says "these items prevent you from teleporting" then list everything in your inventory that is causing that--yes I know that info is all there already if you read the tooltips closely and experiment a bit, but if it's not terribly difficult to implement this UI change think it would make it more clear the system and how it works to new players, just saw an exchange indicating this confused a new player

modest forum
#

💡 It's probably been mentioned, but having the possibility to double click a server from the list and saving passwords would be two nice, little quality of life additions!

wise prawn
#

💡 A nicer looking later-game version of the workbench, just a visually more refined and less rocks-bashed-together looking crafting place.
This so that a nice castle looks nice even with a crafting bench in the room.

main meteor
#

💡 There are specific places in Valheim (structures) such as Fuling camps, once you killed all Fulings, or destroyed the buildings, the intense music should turn to the normal plains music/ambience, a little immersion breaking to walk into a dead empty camp to be greeted by heavy metal. Goes for other structures too if this may be the case for others.

  • add toggle option for POI music ^
royal field
#

💡 Building distribution and society world generation.

I'm thinking adding ruined cities, and relative to these, you could add more settlements, you could use noise map to create like sub sections of the map to be designated as an empire and have that zone have more ruins of a certain type. As to tell a story.

Example would be having a corner of the map have more dvergr ruins and structures than traditional viking ones. As to signal that that was their place before migrating. Or whatever is the story you wish to tell.

Biomes right now feel very similar one to another, every plane is a clone of the previous one, so changing this would help give each biome of a single type their own feel of uniqueness. this goes hand in hand with my previous suggestions of variations within biomes themselves
(like minecraft with the badlands variants, caves variants, etc)

It also helps to make the world feel more inmense and mysterious since theres less monotony and more variety to discover.

wind yarrow
#

💡 There is a little dverg dock location in mistlands, but with no ship there. Would be cool if sometimes this location could be spawned with a docked ship, that we can steal and use. Dverg lantern could be stationed on it. It can be smaller than drakkar, bigger than longship, and be repaired via the black forge. Thus the game will reward a bit more for exploration the map

raven dagger
#

💡 A passive level boost (say +5 per level of crafting station) when crafting at crafting stations that are not in range of any other crafting station above level 1.

This is to encourage individual buildings for crafting like blacksmiths and cookhouses etc.

Doesn't restrict gameplay, but gives a neat boost to those who prefer doing cool builds ^_^

livid saddle
#

💡 REPOST (due to reactions not working last time): Instead of the message saying "an item prevents you from teleporting" a little dialog box should pop up that says "these items prevent you from teleporting" then list everything in your inventory that is causing that--yes I know that info is all there already if you read the tooltips closely and experiment a bit, but if it's not terribly difficult to implement this UI change think it would make it more clear the system and how it works to new players, just saw an exchange indicating this confused a new player

shrewd wraith
#

💡 Have the Roar emote to produce sound. Please, I want to hear my viking warcry.

jade cargo
#

💡 change the opacity of the mist in Mistlands to a slightly more transparent, only a bit.

Currently the mists looks more like intestine-colored cottonballs, than actually mist.

shrewd wraith
#

💡 Here a possibility for implementing the Sailing skill (which suit this game too well, we need to implement it in a way or another).

Idea :
While sailing, your character get used to the wind movements and weather changing, so that he get able to predict changements a bit before they happen, by feeling the wind on their skin and seeing the clouds changing.

Game implementation:

  • On the wind compass, a second indicator appears that looks like the wind direction indicator but in a different color (or a level of transparency). It shows the direction the wind will be in X seconds, X depending on your skill. At 0, both indicators are at the same place.
  • Next to the wind compass, a small icon can show the weather (sun, fog, rain, thunder) in X second (depending on the skill of course). At 0, the icon would show the current weather.
  • Optional , but indications can also be imprecise depending on the skill level.
last bronze
#

💡Search bar so we can easily find stuff rather then looking for them for every menu that we can open, also maybe for map so when we type something that has that letter/name it will be highlighted

bronze solstice
#

💡 more pieces for building. Such as,

  • 45⁰ doors and 26⁰ doors for cellers / basements.
  • trap doors for floors.
  • triangular floor tiles (also slightly curved?) for circular structures.
  • and ofcorz, drawbridges and giant iron gates for castle builders!
carmine solar
#

💡Slightly (not 2 times) increasing speed of the ship depending on the number of players on it. Perhaps a separate ship, only with oars, or an improved ship (up to a maximum of 3 benches and up to 3 pairs of oars 🚣), allowing you to move faster without sails and wind.

stone heron
#

💡perhaps some Viking sailors on the waters as we travel.

  • small Viking settlements and npcs like the dvergers in mist lands.
  • many flowers that we can plant for decorations
  • barely plants that are easier to see when planting
quick jay
#

💡 Literally a repeat just reiterating my support for Ghosts in Burial Chambers having some kind of unique drop

half escarp
#

💡 I am once again BEGGING for Necks and Asksvins to be friendly towards eachother. It makes sense and it would be precious.

carmine solar
#

💡Probably already suggested more than once. Introduce different speeds of movement on different surfaces (grass, vegetable garden, stone paths and slabs).

glacial orbit
#

💡Throwing as a battle skill, which includes throwing stones, bombs and snowballs.

Ofc it was suggested before in various forms and implementations and was probably even considered by devs long time ago, but i've been thinking about it a lot recently, and it feels like it has much more potential than it looks like at the first glance. So i urge you to take a more in-depth look at what it can bring to the game. The rest is here
#suggestion-discussion message

quick aspen
#

💡I would very much like tameable bears in the Deep North. Maybe add some cats too. My 3 year old daughter keeps asking why there are no cats in Valheim.

light pecan
#

💡 A way of levelling up Dvergr in the Ashlands/ Mistlands by giving them items (Expensive ones) giving them more stars, that way you can either pillage their camp to get what you need, or level them up so that they can defend you, themselves, and the area they are located in more efficiently.
Also a way to heal them would be cool.

wise prawn
#

💡 Shepards cane, a staff that speeds up taming and makes tame animals follow you. Maybe bought from Bog Witch

lean cipher
#

💡 Fix Dvergr pathfinding since currently they walk into lava and kill themselves very often. And as a bonus, add mages to Dvergr in Ashlands so they can resist a bit longer against the endless Charred onslaught.

carmine solar
#

💡What if, during a battle with bosses who summon additional enemies or simply accidentally enter the arena, the damage from the boss’s strong attacks would also partially pass through them (when they are in the strike zone) or at least push them back a little or stun them, like a shock wave.

spring kernel
#

💡 On top of my other suggestion with more variations with Grausten, we also need to have Grausten half walls. Why is this not in the game? We would again have to adjust the building now which we don't want in the first place.

It's better to have more variations in the game of that material and then it not being used, then to have less variations and people complaining that they want something cause it's not in the game

earnest gorge
#

💡 maybe let us pick biome which we'd like to see in the main menu, based on explored biomes (if you're new to the game, you won't be able to see ashlands). i'd also love remixes of the deafult soundtrack for each/some of the biomes

modern rune
#

💡 Achievement idea:

"Hello there!"
Wave at the cloaked figure watching you.

Use the /wave emote with your crosshair on top of the figure presumed to be Odin.

mortal shuttle
#

💡Performance optimizations to make more use of modern CPU core architectures and the GPU, with auto detection and scaling for system specs - or a guide to do so manually. Upgrade engine/infrastructure to something that can if it's not currently possible. I'd love being able to build a nice computer without having 30 FPS at all resolutions in friends' bases they slave away building, at 18% CPU and 40% GPU recruitment.

tough stump
#

💡 Biting Anglerfish

earnest gorge
#

💡 more fishy enemies, maybe a miniboss for further from spawn meadows that would be black forest tier? something that could warn the player about the dangers of the water

fast storm
#

💡 In my opinion, all categories of weapons (two-handed axes, swords, hammers, crossbows, etc.) should be available from bronze, e.g. bronze two-handed sword, bronze crossbow, and they would be replaced by iron and then black metal ones
equivalents. Additionally, all unique weapons and armor such as Flesh Rippers, Frostner, Troll armor set, etc. should be able to be upgraded until the end of the game (that is, the end game armors should not have better statistics than the maximum improved Troll armor set because the Troll armor set is useless in the late game due to the lack of armor even though it gives a bonus to sneaking). Plus, magic unlocks way too late. Early game should have weaker skills than endgame, of course, but it should have access to magic.

carmine solar
#

💡Update loading screens in the game. There are quite atmospheric and varied ones, in the Valheim style, with the 'Intermission' mod (with tips on the game). The only thing is to make them less bright.

carmine solar
#

💡Since many people like to hang lamps and chandeliers high, and it is inconvenient to light or add fuel to them, some kind of remote device is needed. As if invisible buttons with a pop-up menu "add fuel" (height-adjustable) and / or physical objects, such as long wicks going down (like electrical wires with the ability to connect several torches or candles), and the other end is possibly in a container in which you can put resin or other consumables.

weary fox
#

💡 Trophy for Lord Reto the AshLand miniboss 💡

charred heart
#

💡a shallow stone stair that permits a cart to traverse

wise prawn
#

💡 We have two Dvergr merchants and a greydwarf merchant, should the plains have a fuling merchant?
They could sell lox-taming or plains-farming related gear, or maybe shamanistic medicine and magic stuff.

restive marsh
#

💡 disable ability to enter/exit rudder when browsing build menu. right now if I click E while build menu is up, it also interacts with the rudder controls

visual dagger
#

💡 64° angle building parts, like roofs and beams

trim merlin
#

💡 on a single player server killing the queen should provide some kind of possibility to dispel the mist in mistlands… who wouldn’t love to build there if it was clear?

timber mica
#

💡 a liitle staircase for the stone portal, help get throw it if you're carrying too much

wary seal
#

💡 How about a wisplight that can be leveled up? Make it so we can have the same size as a wisp torch if we level it up or bigger.

worldly hornet
#

💡Please make the Ooze Bombs work against ticks and seekers' larvas again. Uncool you took that away. 😦

carmine solar
#

💡 New construction elements: Narrow rope bridges (for example, in Mistland you can build from one mountain top to another or across a river up to 10 meters). Vertical rope ladders (can be laid out from top to bottom, to go down/ascend steep cliffs, you will need a new Viking climbing animation). The buildings are fragile and easily burn when hit by a torch. Movement is slow as in a swamp.

rotund coral
#

💡 1. Make barrels able to stack up onto each other

rotund coral
#

💡(Ok this ones kinda boring but I am a woman so) Coops for chickens like with the bees, so even if you do build a pen or little house they lay the eggs in that instead (Like with bees and honey)

trim snow
#

💡 make trees smaller because they are too big

muted moss
#

💡Suggestion, change the multitarget penalty for greatswords slightly in favour of them, dealing a little bit more damage then other weapons when striking multiple enemies.

jovial scroll
#

💡 Change world generation:

  1. Create a threshold to how small biomes and pieces of land should be to stop the generation of "microbiomes" and lil turds on the sea.
  2. Introduce different types of world generation:
    • Default one with weird, wonky islands.
    • Bigger and less wonky islands with more concentrated biomes
    • Flat earth type shi; generates a super continent surrounded by the Deep North and Ashlands. The deeper you go into the continent the harder it gets.

@me if you need any details

carmine solar
#

💡 New finished building made of wood or stone, Sundial with dial. Or just a similar dynamic icon at the top of the screen so that the player can understand when it starts to get dark (maybe an hourglass that turns over 2 times a day).

carmine solar
#

💡 Fix when almost all mobs can chase the ship indefinitely (except for leeches and cockroaches). Or give them a return point (sailing 20+ meters from the shore - the mob turns home). Or give them stamina like a player (so they start drowning and losing HP, rather than walking and shooting underwater, as some do in the Swamp biome). And there is no need to justify this by saying that they are dead and not breathing.

charred heart
#

💡a new set of bombs which float and are intended to be used to clear shallow waterways for your ship. it could also be used against the serpent and bonemaw, but would be difficult due to the delayed blast. there would be three tiers of the bomb whose radius increase slightly to match the diameter of the karve, longship, and drakkar. the intention would be for it to not be a primary method of mining ores or for killing land-based enemies (maybe the stone golem would be an exception) either by crafting cost or damage resistance.

gilded patio
#

💡tower shields could have a unique function that doesn’t stun the enemy
For example the mountains/deep north tower shield could apply to frost to enemies when you block. perhaps there could be a timing feature similar to parrying

warm plover
#

💡 Two-Handed sword feedback

I've noticed some great additions to stamina consumption on Ashen Cape. But I feel like and option with Frost debuff could help two-handed sword feel more functional in more situations it is currently weak in. Getting surrounded feels too dangerous to recover from in ashlands

rotund coral
#

💡 This is purely cosmetic but.. The ability to dye things and change the colour maybe? And having to combine certain berries and items pre-existing for that purpose? This goes for furniture, building, and also gear too.

spring kernel
#

💡 Please let us be able to put item stands or other small pieces of decoration like candles on top or barrels, this would be so cool.
I think I'm not the only person who places a lot of barrels near their kitchen area, just being able to decorate that more and put some finished/unfinished pieces of food on an item stand on it would just bring it all more alive

carmine solar
#

💡 They’ve probably suggested it more than once. Floor push plates with timer to open/close doors. It looks especially harmonious with lifting gates/bridges across the moat (which many have dug out). There are plates at the entrance and exit - when you drive up, the bridge goes down, you drive in and it goes up. You can have a couple more types of secret, retractable doors (like a wooden wall or a stone one).

tawny ore
#

💡 An option for difficulty like portals and stuff, just for stamina too. To change stamina because it can quite ruin the game for some people, and no stamina in creative is fun. I know there is a command for disabling it but still. (Setkey StaminaRate 0)

native onyx
#

💡 New accessory: "Whisperof Ðesea".
"Lore": Once used to traverse "Ðe Long Sea" by the ferryman, the Mighty Oar broke during the Æsir–Vanir War. The shattered piece floated away to the edge of the world into the forsaken world of Valheim (ps:I didn't find anything related to 'mighty oars'.)
— When equipped, this accessory increases the rudder's maneuverability and increases peddling speed by 50%.
(Maybe Haldor sells it after defeating Bonemass)

wind yarrow
#

💡Make it possible to pick forsaken power from the trophy that is mounted on the item stand. It will work only if there is another trophy hanging on the spawn runestones. It can be done by using shift+e hotkeys.
Will be very useful for players, who don’t want to build near the spawn point. Will save much time because the only way now is to use additional portal every time you need to swap power. Thus we encourage players to experiment with powers.
Also will be very helpful for nomap - noportal walkthroughs.

rotund coral
#

💡 Making it so you can purchase berries from vendor to grow themselves, perhaps like bog witch, but to keep the same level of difficulty when it comes to foraging, make them take longer to grow, have a limited supply OR make them quite expensive, E.G: 3 x 500 or something. Idk, I like foraging a lot, im currently doing it as I edit this message lol but it would be nice to have an individual farm area for everything like how you can grow carrots/turnips/onions/barley

wet stag
#

💡 **Magic Improvement#1: **(mistland spoilers ahead)

Heavy attack with Dead Raiser spawns ranged skeletons while Light Attack spawns melee skeletons. It's a simple and useful change probably doesn't need more than 5 lines of code to implement.

wise prawn
#

💡 beehives built in different biomes could produce different kinds of honey, maybe a chance for them to produce sap in the mist?.
Guck in swamp?

carmine solar
#

💡 Fishing nets or fish traps, to work you need to throw in worms (possibly different ones, depending on the biome). They themselves catch the simplest fish of the biome, 2-5 fish per day. Only one such building is available in shallow water (but can be broken and moved to another location). Made, for example, from 20 ropes, 4 high-quality wood, 5 werewolf fur, 2 green mucus.

wet stag
#

💡 Magic Improvement#2: (Mistland spoilers ahead)

Topic: Staff of Protection, adding a secondary spell.
► shield-spell changes from light attack to heavy attack.
► preforming light attack will pop the shields, but knock back enemies instantly.

  • light attack has faster cast-animation than heavy attack.
  • to balance things out heavy attack's cast-animation * could* become longer, so the caster would experience a brief immobility in the middle of the fights.
  • adding knock back to this magical staff would solve the issue of being surrendered and perma-staggered by large groups of enemies; and make fights more cinematic and interesting.
  • for further balance, light attack could also cost a percentage of health like the regular spell.
  • for even more balance/control the light attack could only pop the shield of the caster.
tacit copper
#

💡 Make one-handed axes as fast as one-handed swords & maces:

Topic: Weapon animations.

I don't think it makes any sense for one-handed axes to be slower than one-handed maces; both axes & maces are top heavy weapons, & thus not quite as nimble as swords, which're bottom heavy weapons (which the game seems to be ignoring somewhat for the sake of fun gameplay), if not as dramatically as a lot of other games depict; & unlike maces, axes taper to a thin, razor sharp edge that cuts through the air instead of pushing against it, dramatically reducing the wind resistance it has to contend with. That's why I think one-handed axes should be made as fast as one-handed swords & maces; it makes more sense, & makes one-handed axes a more viable weapon choice in combat.

carmine solar
#

💡 What about combustion mechanics? Enemies can catch fire. Why not set fire to static wooden objects (houses, trees with animation of burning, like Yaglut's, for example), with partial destruction (possibly with temporary animation of charring and smoldering)? Gorenje The burnt trees will disappear completely, but new shoots will appear later. The grass will also burn, leaving bare ground (with restoration in a day).
Fulings (or skeletons with fire weapons) with torches could set everything on fire to see those hiding in the grass (there is a plus - this would not only add epicness to night battles, but also illuminate the place of battle, stealth would not work in illuminated areas). If enemies with fire weapons notice the player behind a wooden fence, they can either simply break it or set it on fire or fire fiery arrows at the base in an arc above 3 meters.`

wooden vortex
#

💡 Stamina rework: Probably already mentioned, let me know if I'm out of pocket here or whining lol.

Topic: Stamina

I think stamina needs a rework. I understand the feasts and food that can increase it, but I believe the amount of stamina being used in menial tasks, such as swinging and axe or jumping and running, uses too much stamina. Even building while at your base should be reworked.
I just feel stamina usage is too high in most situations. Or...stamina potions dont have a cool down timer. What does everyone else think?

modern rune
#

💡 Tools With Magical Properties 🪄

*While it may be too late for such a suggestion, I still think it could serve some importance. Special thanks to @acoustic girder & @carmine solar for building upon this premise!

The next set of tools if any could provide magical advantages to those with Eitr flowing through them, while still being very useful without Eitr of course.
Examples include:

  • A pickaxe with the ability to strike additional rocks/ores around the direct hit, in an AoE fashion(with an orb-like hitbox?).
  • A woodcutting axe with the ability to instantly fell any trees that are struck.
  • A hoe that has an option for a larger radius when Eitr is present.
    etc.
quaint marten
#

💡 bob the builder - well that name is a joke, someone should come up with something more fitting 🤔
New mead focused on building:

  • probably should use a new bog witch trader mead seasoning
  • effect: reduce the building and deconstructing by somewhere in between 50% and 90% (doesn't affect the fixing - could lead to some new ways to cheese enemies 🤔)
  • unlocked early - somewhere around the swamp-stonecutter "era" to make it perfect for the "second" - after the meadows shit-shack - bigger base building purposes
south nexus
#

💡 Food decay rebalancing: make the reduction in benefit per second lost much slower until just a few minutes before it wears off. The current percent based system means feasts that last 50 minutes only really "last" around half that before most of the stamina and health gained from eating is gone. I find myself just taking smaller foods instead of feasts because while smaller foods have a shorter total lifetime, i get more stamina and health than a feast at ~25 min left
basically there should be next to no stat decay on food until theres about 5-7 minutes left, then it ramps up a lot

south nexus
#

💡 register location stones should be breakable after the location has been registered

serene idol
#

💡 Floating crates/shipwrecks in ocean biomes as an incentive for people to explore, similar to how chests spawn on land. Loot rarity increases further out from center.

leaden hollow
#

💡 Rebalance of Blood Magic -

The Price for casting blood magic should be the health itself, with minimal Eitr usage. The blood IS the power. Blood magic should max take 30 Eitr; Upgrading a Blood Magic Staff should lower blood Cost to allow Higher Hp pool Mages or Battle Blood Mage optiond

meager swallow
#

💡 Please let me use a torch/lantern in my offhand while using the build hammer I cant see anything at night

crystal torrent
#

💡Make sparkler durability go down less when swinging it, they are supposed to be swung but can only be swung a couple of times. irl swinging has a negligible effect on their duration

wet stag
#

💡 Quality of Life improvement#1: (Mistland spoilers ahead)

►preforming certain emotes in front of Dvergers triggers certain dialogues.
e.g:

  • /wave would trigger greeting/goodbye dialogues.
  • /cry would trigger sympathetic dialogues.
  • /laugh would trigger funny responses.
  • /toast would make them celebrate with you, and could trigger a drinking animation from their Dverger tankards.
  • /challenge *could *make them hostile.
  • /cower could make them friendly over time.
    ► Other interesting ideas could be done with /flex , /dance, bow, etc.
    ► Implementing this concept does not necessarily need creating specific animations or complex coding that triggers a complicated action or mechanic, it can just be a simple text reaction from devergrs with clever and charming dialogues.
    ► This concept would make Dvergers more interactive and fun to hang out with, most of the community would probably love to have a way to communicate with Dvergers.
plush pier
#

💡 Make a collectors edition with a cool boss statue for the 1.0 release. if not a collectors edition, please start making collectibles to sell 😄

glacial orbit
#

💡A Kvastur (Home edition) idea
A buildable object, which requires a Kvastur trophy (also wood, resin, and a surtling core?), that you place anywhere at your base. When placed it is connected to a chest or a barrel (the same way as upgrades connect to a workbench) and has a 50m working radius around it. When not active it just stands idle. Upon activation it goes wandering around its working radius and sweeping the same way it does at the bog witch's. But it effectually has 3 functions:

  • checks if any refillable items within its radius can be refilled with the items placed into the chest it's connected to (torches, braziers, campfires, hearths, smelters, kilns);
  • picks up any dropped item within its radius and stacks it into chests, if the items can't be stacked, it is placed into any empty slot, if no empty slots available it spawns those cart boxes and places items there;
  • collects honey from beehives.
    Ofc visually it only wanders around the base and mb attacks intruders, all of the functions are basically just automation processes happening in the background while the broom is active.
    Also i'm fine with it being used as a pocket companion (don't think it would be any useful tho), but to prevent that it can be expensive to build or require some high level workbench or even some high comfort level around.
boreal plinth
#

💡 Infused Resin/Coal

Usable as fuel for torches or braziers which does not run out or emit smoke, kinda like a magical flame that never dies down.

Maybe make it take Eitr to craft to not make progression seem too unnatural

Infinetly burning, smoke free light sources for bases would be super useful for us builders in here, and using eitr as an excuse for the infused fuels not burning hot enough for furnaces should also kinda work

carmine solar
#

💡 A new tool for harvesting from the garden, by area - a sickle. In fact, this could be a replacement for the scythe, since it was with the sickle that cereals were cut. Or leave the scythe for rye and flax, and use a sickle (maybe with a slightly smaller radius) to remove other plants and vegetables (including mushrooms in Mistland).

fading rampart
#

💡 Add 1-2 alternative attacks for each melee weapon; could be something that is automatically input when using one normal attack after sprinting for 1s+ or crouching like fromsoft games implement it, or they could also just have their own key binds (like stab, overhead, etc. in melee games) and be usable anytime.

karmic galleon
#

💡 A search/filter box in crafting menus. /sortcraft is good but this seems like a sensible QoL upgrade for the UI.

carmine solar
#

💡 Is it possible to add in the game settings (the same as with portals and others), the ability so that when crafting, resources are automatically pulled into the recipe from nearby boxes. And also the opportunity to lengthen the day and shorten the night.

analog bluff
#

💡Proposal for a New Maritime Event: "The Daughters of Ægir" or "The Jötnar of the Seas" (Depending on Preference)

Summary of the Idea:

In Valheim, sea navigation is already a key gameplay element, especially with storms and Sea Serpents. However, to further enhance the mystical and dangerous nature of the oceans, I propose adding a rare event tied to maritime fog: the appearance of the Daughters of Ægir, aquatic titans inspired by Norse mythology, or the Jötnar of the Seas, giants linked to rivers and oceans, also from Norse mythology.

Event Description:

When a player is sailing in the open sea and a dense fog rises, there would be a small chance (e.g., 5-10%) that massive silhouettes emerge from the waves.
These entities, visible only through the mist, appear only from the torso up, with glowing eyes piercing through the fog.
They emit distant, eerie wails, and the water around the boat becomes turbulent, increasing the tension.

Behavior and Gameplay Mechanics:

  • They initially observe the players, creating an unsettling presence without attacking right away.
  • If the player sails away quickly, they gradually fade back into the mist.
  • If the player lingers or gets too close, they attack by unleashing massive waves that can destabilize or even break the boat.
  • Some of them might extend a colossal hand to try and grab the boat or even a player.
  • Using a special item (a new in-game object) could help ward off their presence.

Impact on Immersion and Gameplay:

This addition would enhance the sense of danger and mystery in the oceans, encouraging players to prepare more carefully for maritime expeditions.
It would also add gameplay significance to weather effects, making fog more than just a visual effect.
The appearance of these sea titans could even serve as a precursor to a future update centered around Norse deities.

karmic galleon
#

💡Slightly adjust Item Stands: One kind of Item Stand holds the item at the bottom (the way mugs are treated now). Another kind of Item Stand holds the item in the middle facing out (the way weapons are treated now). All Item Stands conform to the angle of the surface they are built on.

delicate carbon
#

💡 Valheim sky block

delicate carbon
#

💡 devcommands feature to place any object and rotate omnidirectionally

spice wave
#

💡 bears

tawdry quarry
#

💡 instead of printing<color="">, <size="">, etc. we could choose those options inside of the table(when write smth in

brazen silo
#

💡 Game setting option to make Map capability progress like other aspects of the game like food or weapons. Eg starting out, having no map. Get some item(s) that unlock some basic map. Additional items make map discovery zone bigger, more detailed, etc.. Essentially extending the idea of Cartography Table. Based on IMO up thru Mountains is a better experience "immersive". But Mistlands w/out map is difficult/tedious.

ocean zenith
#

💡Let's see if they like this idea: that the trees grow back from the cut trees.

charred heart
#

💡 entrails used as food for wolves

plush pier
#

💡 tree stumps should slowly degrate and eventually dissapear. make it so they get dmg by rain like some builds so if players want to use them in builds that is still an option.

wind yarrow
#

💡Just a little idea. How about a growth creature from plains will get a little damage when it attacks? It’s attack animation looks like it throws a part of itself, so thus it will slowly decay while attacking.
Also it will regenerate while being in tar pit, because it concentrates it’s mass there

plush pier
#

💡 after defeating bonemass there is a chance of a raid starting where some tree stumps around your base turn into abominations (max 3 per raid). it would be like the troll raid from blackforest. it could be called "The cursed roots awaken" or something and would be an awesome new raid mechanic. if theres no stumps around your base this raid has no chance of happening.

twilit depot
#

💡 if all materials in game is combined make a nuclear bomb that makes everything into cooked meat.

glacial orbit
#

💡When using a hammer, shift + mmb on an existing sign copies not only its orientation but also its text and rtf tags, so you don't have to struggle with typing all these over and over again.

||Also, make signs glowrious again
MushroomYellow This
(Not a part of the suggestion tho)||

plain ferry
#

💡 shrimp

tawny ore
#

💡 Birch resin/sap.

Found in birch trees, in maybe like 1-3 clumps a tree.
Used to make beer, maybe multiple types of beer.

Beer gives alot´ of stamina, but if you drink it too often you might get the "sick" effect, or become dizzy.

You can maybe also chew on it. Since Vikings chewed on resin/sap to keep their teeth healthy, yup true.

twin oyster
#

💡 Deep North Frostner upgrade, a final tier 5 upgrade to bring it upto par with other endgame weapons, OR it could also work like how the gem upgrades work where it brings the weapon back down to tier 1 and allows for 3 more potential upgrades...?

carmine solar
#

💡 For the Northern biome. The northernmost berry is shiksha or crowberry (Lat. Impetrum), black berries on evergreen bushes with needle-like leaves. Could be used to create a new mead (or alcohol, perhaps with red grapes). After drinking this wine, the Viking would be resistant to cold (longer than from frost-resistant mead), would receive a large boost of endurance (and maybe movement speed), but the accuracy and power of blows would decrease.

ocean zenith
#

💡flat roofs?

olive python
#

💡Sacrificial altar, used to make offerings to the gods for good wind luck, and potentially other things. Acquirable early, and fuelled by trophies or food items. Fits very well thematically, would be cool to do, gives usage to the trophies besides decoration and bait and helps to lessen the effect of bad wind, a common pain point.

south nexus
#

💡 door with a width of 1 and a height of 2 for small passageways

cerulean timber
#

💡 iron greatsword for swamp tier, fun weapon type, just a shame it's locked far into the game's progression.

plush pier
#

💡 caged carts in wich you can transport animals. throw in the food related to the animal and it wil enter.

celest vine
#

💡 aligned build pieces
Grausten:
column pieces: 2m options,
1x1m wall (like the wood piece)
26 degree roof
45/26 degree „beam option“ to fit the roof
45/26 degree walls to make proper closing when building (normal and inverse as with the wooden option)
A piece that properly fits the small arch without creating a gap.
Cosmetically fitting decoration like the dragon head and raven with grausten (eg griffin or small sculptures)

Wood:
2x6m wall
1m beams for dark wood

These are imo the most lacking pieces to have a consistent possible build layout and which are missing to combine pieces of the same type properly (especially grausten is not completely thought out as it feels)

carmine solar
#

💡 Rare (like boss summoning sites), scattered around the world Random ancient portals that work only in one direction (in the form of crevices in high hills and mountains, covered by bushes). They throw the player into a random and inconvenient place: on the top of a snowy mountain or in the middle of the ocean (but not too far from the shore) or in the middle of a Fuling village. It would be quite funny. This way the player would get acquainted with the magical mysteries and knowledge of the ancients and would really be afraid of the unknown.

charred heart
#

💡 mead which increases your stagger limit and grants a minor but noticable movement and attack speed increase

distant gazelle
#

💡 When playing with increased resource rates, it shouldn't apply to certain items, in particular the boss spawning items. Those are easy enough to find and you only need a few for each boss, so multiplying the drop for those isn't necessary.

smoky pine
#

💡 Mountain graves: presently wishbone is reacting (ping) to mountain graves. When you dig them you find nothing (sometime a pile of bone), even digging very deeply, and pinging remains after. This make "false alarm" while looking for silver veins with wishbone.
My suggestion: either add a treasure chest like in meadows Viking graveyards that stop pinging when hit or broken, or suppress wishbone ping signal for those graves.

inner tundra
#

💡 It would be fun if there were a sidequest similar to finding the pieces of the dyrnwyn connected to the voyage of hervor bloodtooth. Perhaps it could be a blade of frost as opposed to fire or something else entirely

plucky oak
#

💡 Workbench upgrades should be updated to allow better freedom when it comes to building and decorating.

If there is i.e a forge cooler next to the forge bench, instead of having to put the forge bellows relatively close to the bench aswell, it can link to the forge cooler instead which daisy chains it to the bench.

carmine solar
#

💡 What about simple puzzles/quests, like collecting seals for the Queen's Gate, but in the form of puzzles or riddles with several levers or buttons to activate? Perhaps when passing into some special catacombs or dungeons.

twin oyster
#

💡 Planting any of the previous trees in ashwood will give a variant of the scorched tree, oak tree could turn into those thick trees etc etc

half escarp
#

💡 Make seals and necks friendly to each other NeckSmile 🦭

south nexus
#

💡 tonic of wakefulness: potion that gives like 7 minutes of rested buff, can only be drunk once every 20 minutes? to allow you a sort of "emergency" stamina and hp regen boost like if you run out of rested during a boss fight

carmine solar
#

💡 Seals are cool. As for me, their bodies should be made a little shorter (otherwise they look like caterpillars). I hope they will be harmless. Although if they butted heads, pushing the player in the back, without much damage (like the deer in RDR2), it would be funny (falling off the edge of a high cliff laughing). And perhaps they would make meowing sounds when they run away (and plaintively when they hit) 😉.

charred heart
#

💡 the Plains is missing the enjoyment of mining for a resource. Maybe black metal is the answer, or maybe it is something else, but small deposits (smaller than a muddy scrap pile) could be located within the large fuling camps as though their camps were placed there to claim ownership over the resource

pulsar crow
#

💡 Purely aesthetic stuff, but I personally don't like the word "soft tissue" as it is quite generic stuff found from pretty much any animal/player in the game. I would suggest that perhaps renaming it to "Jotnar Brains", "Jotnar Flesh", "Pieces of Jotnar" etc. Or something cool like that 😄

rustic root
#

💡 More content for a fist/monk build?
In my first playthrough with my roommate, I explored the specialized armors, and when we got to the mountains, that meant Fenris gear improving the Fists skill, of course with the corresponding Flesh Rippers. That was one of the biggest highlights of my playthrough, but it dropped off after the mountains, never to be seen again.
I like the different builds, (One-handed melee, two-handed melee, bows/crossbows, magic) and I think a monk-ish class would be a great addition to that roster. It could even start in the mountains, with the Fenris set being what ushers it in, similar to the Mistlands introducing the magic build.

mellow gust
#

💡 I've said this before but I will suggest it again. Since Deep North is almost coming and the game will finally break free from early access, I suggest that the biomes in game menu can be changed whenever we want to. We had Black Forest as a biome in the menu for years now and I wish we can change it to a different biome anytime, like how we can change the characters too.

versed bear
#

💡 Since Smiffe is Loki or Loki is actually Smiffe, we should fight a giant shapeshifting cat as the forsaken in the deep north. Makes sense to me.

ivory kindle
#

💡 a valheim show/anime with brikk animations would go hard, also i think an awoken ability that increases damage output would be nice

orchid moon
#

💡add romance, wedding and love stories 🥰

low plume
#

💡 When the Journey of Hervor Bloodtooth (goated name btw) is finished, make one single video containing all of the short episodes. It will make rewatching easier.

ivory kindle
#

💡 what if when full release comes out they add a character selection thing where you can choose your race, like maybe you can be a Dvergr and based on what your race is maybe you would have different starting stats like maybe one race would start with more health but get less energy than the basic character and there could be a race specific perk, like "tough skinned", which would give you more defence points or something, or intimidating which would make enemies that are weaker than the player run in fear instead of attacking, or maybe a perk Called tough stomach where you can get an extra food slot and eat bukeberries and other stuff that is too gross to be eaten normally, but you would get hungry faster and if you don't eat you would starve because the character race would likely be fatter since they can eat extras.

ivory kindle
#

💡 what if there was a type of carrage thing that you could use by attaching tamed animals to the front to pull it, I think it would make transferring material from base to base or to the traders and such, it would make travel in earlier ages of the game where there aren't things like lox or askvins you can actually ride, but there would be smaller and larger carriages, so you could have a big storage carrier pulled by lox. I also think it would encourage more people to actually build roads to travel on and tame animals because they can be used to get places. And the idea can actually make since because the trader's Hildir and Haldor already have some kind of carriages that they set up their shops at. And since the only other vehicles we have are ships it would be nice to have land vehicles

spring kernel
#

💡 Why can we not put uncooked food on item stands? I want to do this to dress up the kitchen, add more detail and realism. Now I've made a table near the food prep table and close to the oven so I could for example, put uncooked honey glazed chicken on the table, as in. Ready for the oven but then the game says no.

If you can put some food on item stands, why not all?

carmine solar
#

💡I saw a picture somewhere where Fulings with whips are riding on Locks. Maybe after staying above Yaglut, such riders would appear near the villages: some with long whips (attacking with them and the Lox themselves), others with wooden spears, and maybe also with nets (severely slowing down the Viking until he breaks the nets with 3-5 blows of any weapon).

tough field
#

💡 Add world modifier to allow raids to bypass biome requirements. I tend to build bases in the meadows due to the look but would like to have some of those higher tier raids that can only appear in the mountain biome or higher.

ivory kindle
#

💡 I think a combat overhaul could be nice, if you can actually have hits land on enemies even on slopes ( I know a lot of people can agree that an enemy that is an inch above or below you not taking damage even when the hit should Land is annoying) I also think that in addition to the overhaul they should add more attack animations, possibly even a counterattack when an enemy is parried because sometimes when you deflect a weaker enemy they fly backwards, and also add more deception moves for weapons that aren't the sword.

orchid karma
#

💡 Water works

Have water sources emanating from springs and bogs higher up on each island, and allow players to dig canals to channel the water for various purposes. Not only could we use it to create motes that slow down enemies, but there could be water fountains, irrigation, water wheels that provide mechanical energy to drive other equipment, etc. Generally in addition to the architectural creative landscape it would be fun to have some varieties of sort of mechanical/engineering creativity.

olive python
#

💡 Make raids summonable. Something terraria does really well is the ability to make raids you've already beaten summonable if you want something that drops during the events. There's a big portion of players who love raids but don't want to risk a troll destroying their entire house before they can react, or ruining the aesthetics of a nice build with a stone wall/moat. Making the raids summonable would allow players to take on added challenge for an easier time getting some resources- such as wood, stone and resin from greylings, cores from surtlings, freeze glands from wyverns etc. This would also introduce making arenas using the many base defence tools and traps in the game, so it plays into existing systems really well. Additionally, crafting the raid summon items could be done with the boss summon items, giving them a purpose and preventing them from being redundant once you've beaten the boss they're for.

bronze solstice
#

💡 Forgot to mention... For the building, there should be more glass decor and windows. For animals, bears! We still need bears!

carmine solar
#

💡 Many people like to dig caves and tunnels, but the physics of destruction (crumbling) in the game does not quite allow this. To prevent the earth and stones from crumbling from above, spacers are needed, as in mines and mines. For example, one П-shaped spacer would hold the ground 3-5 meters forward (then we put the next spacer and dig a few more meters). This is how you can walk through mountains in Mist land, Snowy Mountains, or dig Hobbit holes in earthen hills.

buoyant solar
#

💡 Mountain Loggers stew could provide resist vs frost. At the moment if you want to go into the mountain late game to gather supplies you need to either take off your favorite gear or add frost resist meads to your inventory. The feasts design philosophy is to help declutter your inventory by adding longer lasting affects that you apply at your base rather than on the go, which is an awesome concept and I feel this would be a great expansion of that idea. It would also differentiate the soup from the Ocean tier feast, which at the moment is identical despite being available a boss earlier. It would also align the feast with its flavor text and be great for worldbuilding and immersion.

charred heart
#

💡 a thirst mechanic as a world modifier for those who want an extra challenge. A thirst buff would deplete during the day and could be replenished by rain, swimming, and certain foods (berries and the like). If the thirst depletes entirely, the player would receive a taxing debuff until they replenish their thirst

obsidian otter
#

💡 Definitely mentioned earlier before by someone else but make standable lanterns on horizontal item stands.

rare drift
#

💡 Trapdoors for buildings. I think it has been mention earlier but I would love to build with Trapdoors

wise prawn
#

💡 the biome themed feasts could give a biome-specific xp boost

carmine solar
#

💡 New material - grass turf (or moss). With the help of a tiller, you can cover any external element of a building (or just roofs) with green grass, except for fences and floors. Consumables: flax/rye seeds/sprouts (and possibly stones).

wise prawn
#

💡 Since Queens forsaken power offers two very situational buffs, maybe Moder could as well?
Always tailwind while sailing, and something motherly…
(Example ideas: Cooking or farming buffs, or maybe you are always ”below the wind” while sneaking)
Vote on the general idea of secondary buff, not on those examples.

wooden verge
#

💡I think adding dynamic open world events would make exploring much more desirable and enjoyable, like what they did in guild wars 2. an example would be maybe escorting an NPC to a certain area an getting a special reward to make it mechanically important as well

carmine solar
#

💡 What if the hero could lead a small squad? For example, using something like a 'love elixir' or a special gas (intoxicating) bomb or a flashlight in your hand, you can summon friendly Dvergs to Mistland (coming from nowhere or bewitched by the player in a place where they congregate, within a certain radius). After that, watch your pets follow you (for 5-10 minutes, then run away). It is possible to bewitch some other more or less intelligent mobs in this way (do it for a while with a green stripe).

south nexus
#

💡 More curved/arched building pieces!

mystic needle
#

💡I Dont know if it has been said before, but since many people are upset with the Inventory system in valheim, Ive come up with a minor change that many people would welcome. You all know, we have 1 row of slots in our inventory that we can use for equipping items with the keys 1-8. and the inventory size ( 3 rows below extra) is based on those 8 slots. My idea is the devs add 1 or even 2 more rows to the right side, which means we have the hotkeys 9 or even 10 available, and with that, 3 or 6 more inventory slots extra. This is in my Opionion a good way to slove the issue the devs have with mods that provide slots for armour and those 3 extra items slots.

spring kernel
#

💡 There's a understandable, but big issue with the following: Open build pieces like iron cage floor, stairs with space between them. Ashwood decorative floor, etc. (build pieces that are kinda open) Currently do not let smoke go through, as if even though you can see that there's bars on the iron cage floor, and that there's holes for the smoke to go through, this doesn't actually happen. As it's probably only a skin that we're seeing.

Please make smoke actually go through stuff like this so you can kinda create vents, or still have torches in houses with ceillings and not a chimney everywhere. I have holes at the upper side of the roof so if the smoke could go through open/see through build pieces then this wouldn't be a problem anymore

wind yarrow
#

💡 Add a simple hotkey to put all my equipped armor on the armor stand. It will speed up clothes change if I want to use Hildir dress at home more often.

shrewd wraith
#

💡 Automatically toggle the Auto-pickup to Off when the condition player has effect “no skill drain” and not “death run” is True.
Being killed a second time because you forgot disabling auto-pickup and took 3 grausten stacks while running to your stuff is… annoying.

spring kernel
#

💡 Regarding the suggestion above I would actually like to see the option to craft backpacks so you can carry more instead of having more inventory slots by default

exotic totem
#

💡 Insulated housing
in the deep north, maintaining warmth is going to be important, so i suggest a system to insulate our walls, either by layering woodwork and masonry or by just using tar to pack holes, i would like a way to basically double the effective range of a fireplace inside a building

charred heart
#

💡 shift+e to put five items at a time into things like kilns and smelters

half escarp
#

💡 Little rainbow that lasts a minute or two after it rains to compensate for the fact that it always fking rains when you're building. 🌈

wise prawn
#

💡 I know rhe Dead Raiser is not an Ashlands spell, but…
Elemental skellies, please they don’t even have to be good for long

cold siren
#

💡 should be a wax of some sort to clean or keep flooring/ build tiles from going green in the rain (like another use for ooze etc.) useful for making decks or patios and to keep them looking nice through weather

inner karma
#

💡fallen logs that have been sitting for a while rot and mould, turned into standard fallen tree. I think this would add to immersion

wise prawn
#

💡 Another skeleton one; Skeletons mimic your emotes

drifting cedar
#

💡 Having a Bee hive in the vicinity of a farm plot give bonus to growth time and/or Yield buff for pollination of the crops.

inner karma
#

💡randomly create sneaky greylings that open doors that aren't protected to scare the crap out of ppl

carmine solar
#

💡 It has probably been suggested more than once to carry a one-handed weapon, as it should be, on a belt (visually).
And spears, halberds, bows, crossbows on the back.

low plume
#

💡 Rename the Flametal Mace to Eldner again, it was teasered with this name and even still has that name in the code. Eldner sounds cooler, just like Splitnir or Nidhögg.

wise prawn
#

💡 There is a warm mountain feast, but how about a cold mountain feast? A mass of iced sweets and berries? The Bog Witch could sell a ”Mountain Pine Syrup” for it

exotic quarry
#

💡 Ashlands gourmet bowl, which is Ashlands FEAST should give a little bit of more stats. Currently it is a very small upgrade from Mistands feast.
For example, it could give:
Instead of 75 health, 75 stamina and 38 eitr, give 80 health, 80 stamina and at least 45 eitr

tawny plaza
#

💡 Add all the build pieces, from certain dvergyr pieces such as the slightly bigger wooden beams with the metal rings around them, and the special wooden floors present in the dvergyr buildings etc. to certain build pieces from the fuling villages that we do not have access to build

inner karma
#

💡a single container where you can stock fuel for torches/lamps - and some npc/servant uses the stock to go relighting lights on base

real path
#

💡Support for discovering the Valheim gameplay/RPC port through SRV DNS record when connecting to a server by domain name.

grand meadow
#

💡 Create a color indicator, or something, for when building mats are "locked" to another, vs when they are free placed. This is mostly for when trying to lock to building parts that might have edges under ground, or behind another wall.

inner tundra
#

💡 The feasts are a fun addition but mechanically weird because they are definitively worse than just eating normal food. Something fun to fix this while still keeping them unique would be to give feasts a special "buff" depending on the biome. The meadows feast could give a slight speed buff, the black forest feast could give a buff to mining or chopping, so on and so forth. This would make it so that in terms of stats they are worse than normal food, but they have unique buffs that could come in handy in certain situations. This would also give a good reason to make a variety of different feasts as opposed to just the best one

glacial orbit
#

💡As there are no starred golems, a rare (5% overall) chance of either:

  • a silver golem to spawn only on mountain peaks (15-30 silver ore drop);
  • a copper golem, if bf not far away and also very rare in those starter mountain biomes, which are almost empty (20-50 copper ore);
  • an iron golem, the same as the previous one but if there's a swamp nearby (20-50 iron scrap).
    It will make finding golems a bit more exciting and give an alternative way to get a bit of different metal ores.
    (Current stone golems already look a bit silvery tho, so mb make them more stony plain)
carmine solar
#

💡 What if we add a few more references (like the ghost of Odin or Thor on a heavenly chariot), clearly visible but inaccessible? For example: Flying through and disappearing into clouds (or a portal) UFOs or the Loch Ness monster emerging from the water (or another prehistoric creature) or a fox running and diving into the bushes and glaring at us (a reference to Loki) or something else from the valheim universe and Norse mythology.

unkempt torrent
#

💡 -Ship wrecks every biome or some of them would have ship wrecks in them some would be on land with destroyed boat nearby and skeleton or mob form the biome guardian it second would be further in the water with destroyed mast etc some of them would have random items placed near it to tell the story of the viking that died there like body of the sea serpent on top of the dead body -Map for immersion mode this map would be different from the normal map let's you would need first to craft a book which would enable you to have a map on immersion mode but the map won't be made by the game as you travel across the land but by a player you will be able to craft a map after the elder other map additionally you will be able to craft different types of drawing tools the difference will be in colour of the map

full scaffold
#

💡 There is a raincoat in Valheim, which helps not to die from the fall, but it opens closer to the end of the game and that it does not need to be used to make any efforts, really? (Except for the resources to create it). I would like to have the opportunity from the beginning of the game to be able to reduce the damage from the fall, because it is often necessary to deal with the plains, and especially from the mountains, buildings (both their own playing). Therefore, I want to offer the option 'The Shepherd's Leap' (Spanish: Salto del Pastor) is a Folk Sport Practid Through the Canary Islands. I think that would be a good addition until the moment the player receives a cloak. Moreover, the process of 'jumping' itself could be made interactive for the player, and not as 'passive 'as simple soaring

sinful sable
#

💡 What I'd like to see is a "Kvastur" emoji we - as users - can use when one of the admins / mods have been doing a full server spammer clean up.

junior rampart
#

💡 Raspberries, Blueberries, Cloudberries, Fiddlehead Ferns and Smoke Puffs can be replanted in their native biomes

graceful galleon
#

💡 Can we please have x-ray for objects, we are about to place inside of another object or terrain? Especially when you place support beams inside another beam and such.

leaden hollow
#

💡 Dual Axes
Can we have the full animation of attacking on a tree with them? Using the one Axe on the tree is a bit odd? Perhaps make a unique animation for them with using the one axe to chop wood?

junior anchor
#

💡 Seeing the recent controvercy about TAA smearing would it be possible for Valheim to allow player to select which AA algorithm they want to use in game? Or even an advanced option to adjust TAA settings?
Best case selection:
• Classic SSAA x2 for people on high end GPUs
• FSR
• SMAA
• adjustable TAA
• anything new that surfaces

MVP: a choice between TAA and anything else

A bit of explanation: #suggestion-discussion message

unkempt torrent
#

💡 seed customisation to choose between few options from making ocean much bigger place and islands bigger or smaller

glacial orbit
#

💡I really like the midsummer crown in the early game, i think from a decorative seasonal item it's already become sort of a meadows trademark.
And i wish it had some little mostly fun practical use as well to compensate for the lack of armour, so you don't just run around as a careless flower boy/girl as someone has recently mentioned.
So i suggest even more decorative crowns, chaplets, garlands or headgear in general for other biomes too, but with some little twist to them (just raw ideas yet):

  • midsummer crown: when on, has a 10% chance of clearing the skies in meadows when it's raining, if you're not under a roof and make a cry (or mb roar, nonono, etc) emote, and yes you can repeat until it's worked.
  • thorn crown: bf tier, made of thistle, has 50% chance for any greydwarf stone that hit you to give you +5 stamina;
  • bone crown: has 50% chance for poison effect that is about to kill you to stop at 1 hp (alt. option, poison resist mead can stop poison effect if used after being poisoned);
  • obsidian crown: 50% chance to kill a drake with one arrow of any type (alt.opt., 50% chance to stay alive with 1 hp after excessive fall damage);
  • black metal crown: fulings are hesitant to chase you if there's no shamans or berserks among them;
  • eitr crown: 'dvergr friend' allows you to take or destroy their stuff wo aggroing (ofc if you don't touch them), and by the time you make this crown you still need to obtain your first extractor somehow, so it won't break the initial mechanics;
  • celestial feather wreath: idk yet, mb turns some % of any fire damage you take into eitr regen or smth.
    Also was thinking about xp boosts for different skills when wearing different headgear. Suggest your own effects in discussion channel.
marsh mica
#

💡 I wish that we had more colors for Hildir's shop cloths. we have Red, Blue, and Yellow, but it would be so sick if we could get greens, or purple, or orange. you could even add recipes to add dandelion to a blue shirt/dress to get green.
you could even do a whole revamp, where she can sell a component like a tailors kit, to craft the tailors station. then she sells basic white cloths, and you use red and blue berries and dandelions to recolor them in the tailors station.
instead of unlocking new cloths directly from her, you'd unlock beads/capes that you can craft with your colored clothing types.
i know that with the current crafting UI that would be a drastic hit to QOL, but it would unlock a lot of potential to have much more customizable Vikings, and could make her cloths feel more rewarding as it becomes more personal.

tawdry quarry
#

💡 how about, possibility to rotate building items in a sphere, maybe require better hammer for this, but unlocks more possibilities for imagination

prime lodge
#

💡 Rendering improvements: Add a cluster mesh rendering for the main zone renderer especially for building to drop instances down to only a few renders per x z distance.

Did this with valheim raft...got a 40fps 3000 piece moving ship up to 80fps. Wearntear would need to be applied on the combined meshes. And total health computed from all those meshes with shared materials or exclude the areas about to be damaged and rebuild the combined mesh.

Also add Unity Burst compiler for access in mods and utilize it in the rendering steps

tawdry quarry
#

💡 wolf armour for defence + wolf metal jaw for damage(similar can be applied to the other creatures, maybe I'll improve the idea later with numbers of damage reduction and damage boost similar to current to current player armour, and better view on the idea)

granite raptor
#

💡A wandering Trader who trades Wood/stone in the beginning and as you progress through the bioms/bosses he gets more stuff (like Haldor). It would be very helpful, and to ensure it's not to OP that you can't capture him in your base or anywhere :)

charred heart
#

💡 2x2 dvergr wood floor and a 2x2 dverger wood floor which accommodates the curve of the spiral stair

sick perch
#

💡I suggest adding possibility for players, to create and write their own Runestones, to mark and remember places or moments, that are interesting, simply funny or important in their gameplay.

unkempt torrent
#

💡 craftable better fuel source for campfire etc "10wood and flammable material" will allow you to craft wood covered in the material you choose it results in a wood that last longer than normal wood and fire buff effect will also covered bigger area but the downside will be poison effect if you use this wood to make food or simply stats of the food will go down based on the material used to craft the wood

half escarp
#

💡 Obtaining a trophy also reveals extra information about the mob that dropped it, more specifically, their resistances and/or weaknesses. These could get added to the compendium as the player discovers them.

(this suggestion was brought to you by Valheim chat so credit to them)

ivory kindle
#

💡how does a portal for animals sound? Because I know it's nearly impossible to get the stubborn animals you've tamed over the ocean in a boat because they are just kinda mush brained sometimes so being able to tp them would help alot

gilded patio
#

💡training dummy idea
Several different versions for different biomes- as you progress, higher tier biomes allow crafting of higher tier dummies. The only difference between dummies is appearance and durability.
The first training dummy could be made from a troll trophy, troll hide, and bronze
another could be made from a lox trophy, lox hide, and black metal

training dummies do allow players to train skills, however once they are broken all materials used will be lost.

carmine solar
#

💡 My version of a traveling merchant. Since our magical world consists mostly of islands (and two small continents at the poles), it would be more correct to make a traveling merchant on a ship. For example:
The event takes place, roughly, as in Attack on You. The day before the merchant sails past our island, Munin arrives and tells us that he saw a ship passing nearby. After that, with darkness falling, we need to launch a Surtling salute for the merchant/traders to see and dock in the morning at the island where we have an active base. A marker will appear on the map near the shore (like ⚓ReinforcedChest), you can approach the merchant who has come ashore (probably the same one sitting in the forest) and buy or trade something (pretty much any resources except wood and stones). The next morning he sails away. The event happens about once every 10 days.

primal anchor
#

💡 find a way to reduce clipping for wide capes (lox cape, feather cape, ashen cape etc.) with weapons sheathed on the back and legs while moving

granite raptor
#

💡No random mob spawns in Bossfights. I'm fighting against Moder rightnow and there is a golem spawning all the time and it makes the bossfight very exhausting and no fun to play. It feels like a hardcore mode..

carmine solar
#

💡 I've seen this before. In the menu, at initial character selection you can customize the Viking's voice (male/female) - 2-6 voice tones. And 2-6 short sounds like: war cry, skol exclamation, cry for help or frightened yell/shriek, laugh, call to follow (for players or pets) and other.
It is possible with animated poses. Or without them.

naive raptor
#

💡 NPC idea!
When you build a big "bustling" marketplace it feels really empty. A craftable station almost like the wisp station, where every other day a peaceful npc shows up and gathers next to it. Humans, Dvergr, a rare peaceful fuling.. none of them with combat. In actuality you "pick them up" and place them where you want, set their name, and maybe even a text greeting that pops up. Ideal for populating a village with people and "vendors."

💡 Down the line UPGRADE

It would take a lot more work from devs, but an update such as being able to turn a placed npc into a vendor and give them items/food to sell.
As well as a guard AI package, so being able to place an NPC, assign them the "guard" role, and setting a couple of points that they'll path to. Suddenly you could have guards walking along your walls, and townspeople milling about the town square!

warm plank
#

💡 Frost version of the Dyrnwyn in the Deep North

versed bear
#

💡 frost version of the Dyrnwyn that's a battleaxe in the Deep North

raven dagger
#

💡 Today myself and a couple mod developers found out a big bottleneck in Valheim is actually BatchRenderer.Flush.

It's an undocumented unity method that is called when a GPU instanced object is found to not be in line with its batch anymore.

The method is being called potentially 100s of times per frame (which is flat out just unexpected behaviour of the method even if there was a lot of build pieces).

The Flushes stop though if you remove the code for building calculations. (WearNTear for the devs)... like flat out.

This highly implies that the build piece integrity code isn't slowing the game due to its calcs, but because somewhere in it, it is doing some subtle change to the piece's properties that is constantly breaking GPU instancing... hence being a big CPU bottleneck, as the handling of the flush itself is CPU handled.

I suggest the devs humour this observation and just have a look. As it is a very real possibility Valheim's biggest bottleneck is not the build system itself, but a potentially easy to fix unexpected / unpredicted behaviour...

And I think that's worth a shot to at least look at.

charred heart
#

💡 add an arm animation to the player model when using ship rudders

granite raptor
#

💡Harbor blocks.
It would be floors and pillars of wood in a resin case that won't get damaged by water/rain

quaint marten
#

💡 ocean version of "you are being hunted" - spawns a sea serpent (or two instead of the wolves)

  • is enabled by the bonemass kill (like the hunt) or maybe moder 🤔
  • area of effected ocean is bigger than the land hunt - it is still possible to just run away from the area - the hunt goes to pause like any other raid event 🤔
  • name could go "you are the bait" and when the event ends it goes "the bait is gone"
  • edit: another name idea "you got baited" / "you took the bait" - for names that are a bit more fun than serious (but still fits the games vibe as we do have similair lil things already)
junior anchor
#

💡 Portal difficulty adjustments:

  • Convert the slider to a group of check boxes allowing to use existing keys in any combination (for example no boss portals and allow metals)
  • Add a setting that also prevents teleportation of common building materials (woods and stones)
  • Add a setting that will require a consumable item to travel via a portal (like gold)
mellow gust
#

💡Once Fader is defeated in Ashlands, Bonemaws should be able to travel anywhere the ocean at night just like the Charred Warriors spawning in Meadows and Black Forest at night.

teal hull
#

💡 If changes to forsaken powers are coming - Yagluth - +30% dmg boost -30% attack, block and dodge stamina usage

wise prawn
#

💡 For Hildirs inventory, a lumberjack hat, that gives the appropriate bonus to the skill. Or maybe a "cape" that is actually a lumberjacks scarf/muffler.

charred heart
#

💡 a wisp "bomb" which is a consumable and causes a wisp to attach to a monster for a duration and disappearing after the duration expires or the monster is slain

ocean zenith
#

💡 floating loot?

meager epoch
#

💡 How about a hammer like a Mjölnir, that you can throw like a spear, when it lands it make splash damage like a Stagbreaker. Then u can lose some stamina and get it back with second click on M3?

glass sphinx
#

💡 Inventory - I would like to suggest adding a separate character window specifically for equipped items, so they don’t occupy regular inventory space. This would improve inventory management and make gameplay more convenient.

tepid rain
#

💡give the morgen heart another use

low verge
#

💡 Neck Tail Poncho - 3 Neck Tails, 2 Leather Scraps, 1 bone chip - 1 Armor, Keeps you dry in the rain

meager epoch
#

💡 How about Ice-shard bomb, works like a Basalt Bomb, but on the water. It will help to pick floating loot or jump on the high shore.

ivory zephyr
#

💡 I think it would be great for the seals in the deep north to do a funny bounce one and a while

carmine solar
#

💡 Huge (or not so huge) volcanoes in the Ashlands 🌋. Cone-shaped mountains (but with almost sheer edges at the vent so you can't climb up there), every now and then, the following happens in turn: first a small rumble and shake in the area of the volcano (maybe a little camera/image shake at the player in close proximity), then smoke is ejected (probably sinks to the ground and prevents breathing for 2 minutes), then fire rocks jumping out of the vent and flying from above for 30 seconds (like meteorites in Jaglut, but not targeted, but in the area and before falling for 2 seconds illuminates the circle of the danger zone), and then lava flows destroying everything (disappears after 1-2 minutes).

icy surge
#

💡 Better and more interesting dungeons please

carmine solar
#

💡 Add rivers and lakes with hot water to Ashlands (you can swim by drinking barley mead without taking damage).
Possible small geysers near them. 💭💦 Periodically release fountains of hot water and steam (some possibly poisonous), dealing small area damage.
Perhaps some small lakes would work as baths, giving comfort and a little HP regeneration 🛀.

ruby summit
#

💡 Spyglass

carmine solar
#

💡 A little tweaking of some of the mob models and their movements.
For example: make clearer articulations of body parts made of small stones in stone golems.
Slightly smoother movements of sea serpents (now there are small collisions and sharp, unnatural kinks in the body).
In general, a little tweak the appearance and physics of movements.

restive shuttle
#

💡 might be a recycle but the ability to pick separate colors for hair and beard

jade cargo
#

💡 A new kinda map pin: A - that can be turned in various degrees by holding shift and using mouse scroll, or similar.
This can be used as a drawing tool for marking walls on big encampments, roads, etc. by placing them next to each other.

pure veldt
#

💡 There should be some instruments added, like the Hurdy Gurdy, Trumpet, etc. I think it would add a bit of fun to the game, and there should be some wind instruments and acoustic instruments. Then you could play some in-game music where ever and there could be a manual playing mode so you could learn and play different songs yourself!

charred heart
#

💡 half-sized chest, reinforced chest, and black metal chest

tawdry quarry
#

💡 put tables on the chests, without an additional structure

hushed rock
#

💡 buff the tower shields

Tldr: Tower shields should make stagger bar go down faster via soft stagger.

Long:
You have little incentive to take the tower shield, they are not that much stronger until around plains, and parrying beats them in raw numbers and control (stagger>>>>>knockback).

I think that part of stagger damage should be split 30/70 and that 30% goes to "soft stagger", which goes away around 1,4-1,6x faster.

This gives tower shields their own gimmick that makes it useful against any number of enemies, where standard shield is more of single mob/small group thing

inner karma
#

💡when walking or running with a torch, would be nice if he held the torch up steady, like he does when sprinting. Would look cooler

west snow
#

💡How about making dirnwyn not glow when not in hand?
I don't play with it, only because the light on its back is very annoying

  • it looks very flammable when you have a feather cape and a flaming sword on it
teal hull
#

💡 Use for every single fish - meads or foods (Now only half are used in something)

atomic orbit
#

💡 if there was some kind of notice on newly discovered items when you aproach some of the working stations ... something like a star next to the item name untill you hover over it or the items listed in the order you discovered them!? taht would be awesome

rotund jackal
#

💡 Hate it when your outdoor build pieces under rain (without the 'Shelter' effect) rot/decay to half HP? To prevent them from decaying/rotting. I have a solution (suggestion) for you. You'd first have to create a new item; 'Brush', with the workbench. It'd require 'Tar' to either use and/or to create. Even though if 'Shield Generator' exists, it makes annoying noise constantly - and it is also an endgame object.

unreal ferry
#

💡 When pulling the bowstring with my gamepad(8bitdo's pro 2), the viewpoint moved at the same speed as the normal, making shooting very hard. I think the aiming movement speed should be slower than normal, and there should be a way to change the controller sensitivity separately when aiming in the settings. 🏹🎮🦌🐗

carmine solar
#

💡 After a fire, the wooden beams reinforced with iron burn away leaving only charcoal. It would be nice to fix it so that the iron doesn't burn.

lilac drift
#

💡 It should be lore that a trolls life cycle starts as a troll fish

maiden tusk
#

💡 Huge fan of the game but lately it's been hard to make progress. Can't find Queen Vesvigir. Made me think of an idea.

What if there was an item, like the Wishbone, but instead of detecting Silver, it detects if there is an 'Infested Mine' entrance within 250m or a large distance, essentially (because the distance between some islands is very large).

To broaden the scope of the item, the item could be a 'Glowing Alter' that you can build on any island to detect the nearby presence of a certain type of entrance.

If you sacrifice 5 bones to the Glowing Alter, it will glow if a Burial Chamber is within 250m, or so.
If you sacrifice 5 Entrails, it will glow if a Sunken Crypt is within 250m, or so
5 Wolf Pelt to check for Frost Caves
5 Black Metal Scraps to check for Stone Henge Formations (sometimes have Vesvigirs)
5 Carapace to check for Infested Mines
etc

maiden tusk
#

💡 alternative to the suggestion above, a trinket could be crafted for each biome that would allow you to carry it around, and the Bone Trinket will only search for Burial Chambers, etc etc (credit to ZionE for thinking of making a trinket)

half escarp
#

💡 Reduce the hitbox collision between animals AFTER they've been tamed and only between their own kind. The climbing on top of each other, especially Lox and Asksvins, is ridiculous and makes building and maintaining a pen very difficult. They can have their huge hitboxes when aggressive or towards other enemies, but maybe reduce them if they're among their same, tamed species.

drifting cedar
#

💡 A wish from server manage side of things is a option to Allow or deny people to join a dedicated server with gear, materials or characters from a previous game. I understand that from a game design it will be a rework of the system where your character is stored, so it's would most likely need to store character server side, with the option to download the character like you have the cloud storage solved. Yes I know it can some what be solved by mods, however I like to see it implemented Vanilla.

rocky viper
#

💡Ability to deconstruct pelts & hides into leather scraps 🙏🏻

wise prawn
#

💡 A concept for a flametal atgeir
Whirlwind, compared to other atgeirs performs an additional spin with the secondary strike, each spin having the combined knockback and stagger of a normal atgeirs, or slighlty more (60%+60%)

unreal rune
#

💡 give dead raiser a secondary attack. Make primary summon a random Melee unit, secondary summons an archer.

frosty roost
#

💡 I would like to see options in the future for the color and size of the retical for the vision impared. I have a friend who's eyes have declined. So aiming is a lot harder with that small white retical. I think this would be a great feature to add for those who need it.

twin oyster
#

💡 I think it would be cool if during storms in the Ashland’s you could catch a glimpse of the shadow of fader flying above the clouds rarely, assuming this isn’t already a thing and I haven’t seen it

spiral rover
#

💡 I'm not sure if this has already been suggested, but it would be great if dual axes could also be crafted from iron or silver.

sand horizon
#

💡 Make the Dead Raiser left click spawn warriors and right click spawn archers so you dont have to keep killing them with friedly fire and spawning to get the ones you want

unique matrix
#

💡 You can build campfires and sitting logs on Leviathans, so that you are able to get a barebones rested buff just before mining Chitin, but both campfires and sitting logs would break as soon as the Leviathan starts to sink

royal mist
#

💡 It would be awesome to have a meat trader in the game who buys different types of meat, sausages, cooked meat, and other food items. This would create a new way to use excess resources and add more depth to the economy.

icy slate
#

💡 It'd be nice to have a late-game version of both smelters and charcoal kilns

crimson pier
#

💡 Towershield middlemouse button taunts. I noticed this while playing with friends, one of them is playing a tanky build while I'm playing fenris armor + bow, so him being able to taunt enemies with shield special attacks that consume stamina would be nice, shields can have a taunt capacity and for the taunt to be successfull one can taunt a couple times depending on the enemy and what shield we got.

rocky viper
#

💡Ability to harpoon tree logs/floating crates out of the water

icy surge
#

💡 Why don't boats have anchors?

potent urchin
#

💡It will be great if the size of the towershield would be changeble. Also, I would love to see a "baseshield" which will stop mobs from entering it and will stop any damage, so we wold be able to make a safe zone for our crops or mini-base. Not big, maybe the same size or even smaller than the current towershield

ocean cloud
#

💡 An error message that tells you if your mods are out of date

tawdry quarry
#

💡 having posibility to rotate building objects in a sphere, on R(or other button) its posible to change axis (X,Y, Z) of rotating, each step is like in normal rotating, but in more axis, vertical and horisonal duplicats maybe made in one object(or it can be in the setting, to possibility to turn on simple rotating(current), or advanced rotating(that one that i suggest)), Why? u may ask, it is to increase creativity, cuz of increasing ways of making things

half escarp
#

💡 Instead of a sword, the Draugr Elite should be swinging his missing arm as a weapon instead

granite canopy
#

💡 Idea for a new battleaxe I mentioned in discussion channel some time ago (#suggestion-discussion message):

  • Mistlands tier
  • Blade would look similar to Jotun Bane but one sided, larger and different glow
  • Would require silver, refined eitr, thunderstone and yggdrasil wood to craft in Black forge
  • Could deal partial slash and lightning with some extra spirit damage.

Edit: have few sketches of what it could look like: #fanart message and #fanart message

wise prawn
#

💡 Harpooning to benefit from the Fishing skill, at least when a serpent is harpooned

north marten
#

💡 Holding W alone will take you up spiral staircase. No need for turning or moving the camera.

warm plank
#

💡 a mead that can 2x xp gain or more for ez leveling skills in late game so that i dont do raiseskill anymore and a loot modifier whre i can modify each loot like black cores and surtling i like to keep them on normal and berries on 2x and a death penalty loose all inven and equip except for skill levels

wooden flicker
#

💡 Built in camera mode to allow people to record cinematics videos of their builds within Valheim without the use of Mods or Console panel.

quiet oar
#

💡 I would like to see a few more feast options. Preferably with Eitr. We dont' have any that use chicken/eggs or a 'model' of a poutry meal which could look nice on the tables. Maybe a veggie meal for Eitr? Just a few thoughts love the system just want to see it expanded some!

inner karma
#

💡in sunken temples to add hidden or hard to see gutters from which leeches come out. Ideally destructible

analog bluff
#

💡Updates that Valheim could have in my opinion:

Update Name:
Go Deeper !
Add large caves so that exploration is broader and we are not limited to just the surface. To do this, we could increase the amount we can dig down and thus generate caves and other things like mobs, items, tools, armor, accessories, food, etc.

Update Name:
Aquatic Diversity !
Better exploration in the seas, adding new items and mobs in addition to the Leviathan and the Serpent. We could also add the possibility of being able to dive using stamina or oxygen. At the bottom of the sea, there could be treasures and rare items, as well as building items with a more aquatic feel.

Update Name:
Tame Them All !
The player would have a more complex taming system, allowing them to level up their pets and have variations in their skins. They could also have a UI that wasn't too complex, giving commands for their creatures to follow, such as "Stay on guard", "Kill this type of mob", "Run". The pets could have different taming styles, making the game more biodiverse. Of course, they don't all need different styles, as it would be too much work.

tawdry quarry
#

💡 floor is lava 2025 April fools

rocky viper
#

💡Lord Reto should hunt player who holds Dyrnwyn sword

cloud dawn
#

💡 Increase gemstone availability, perhaps modifying Ashlands Fortress loot and / or number of fortresses. If a server has full roster of players, they may not all be able to upgrade many weapons for lack of gems.

charred heart
#

💡 shift-e on doors to cause them to open towards you

noble merlin
#

💡 Some suggestions for improvements:

  • Add mob health as numbers to better understand the damage dealt to mobs by different weapons
  • It would be great to add a special attack (curcle aoe damage) for the ice and fire staff by pressing the center mouse button, similar to how the dwarves from the mistlands do it.
  • The dwarves Mistlands Healing Staff is also interesting, it would be great to see one in the future. It needs to have high mana costs, otherwise it will be a very unbalanced item.
carmine solar
#

💡 It's unlikely that anyone will like this, because-because everyone loves buffs. I would suggest a few debuffs: cold (appears from being wet or frozen for a long time) - Viking's movements slow down a bit (maybe animation of shivering, coughing or sneezing). This may occasionally fail to trigger a punch or block. Curable with barley mead or jam.
Limp - (chance of rare injury from some mobs) also reduces speed (slow running and can't jump). Curable with health essence.
Fever - (near lava in Ashlands and possibly on the plains when wearing a warm winter cloak) decreases speed and jump height. Cures with ice cream or fireproof mead.
Poisoning - (from a rare poison or gas attack) the Viking vomits every 20 seconds (all satiety is lost), possibly a shivering animation and a slight decrease in speed. It can be cured by mead that restores health (or by vomiting berry - the Viking vomits again and everything normalizes).

crisp fern
#

💡 May I suggest lowering the fog generated by the Stone Golem Trophy? maybe halfway? It's such a pretty trophy; you get a glimpse of it when you pop it down on an Item Stand but then it fogs up and you can't make anything of it... I just got my first one with my partner the other night and we wanted to display it but it's so.. foggy.

azure mason
#

💡cartography table should allow access to a map in no map mode

wise prawn
#

💡 Potted decorative plants made with seeds and pot shards

obsidian otter
#

💡 A small percentage for a mob with a weapon to drop it upon death.

cinder moat
#

💡 Stacking Ingots, Berry Bush cultivation (i.e. 20 raspberries make seeds for a bush), More use for Serpent Scales and Chitin

carmine solar
#

💡 Probably a little late but still (even though this has probably been suggested dozens of times). During the Christmas holidays (at least for 10 days) on the valheim world (in all biomes (maybe except Ashlands) winter descends (all surfaces turn white, snow falls, it's cold). Some other characteristics at the discretion of the developers (for example, reduced speed, faster hunger, berries and plants in the vegetable garden do not grow - you need to make supplies in advance, bees are asleep, perhaps ice on the water bodies and can not fish). But there is enough snow - believe me, it is very atmospheric.
A small reference is possible: at midnight in the clear sky you can see Thor (in a red cap) flying by in his chariot, with a war cry: 'Ho-ho-ho!'; 'Hel!' or something else. Sprinkling the sky with confetti, surtling salutes (well, or lightning).

restive birch
#

💡 One biome I would like to change is the Swamp. The main reason is because in the Black Forest, the Swamp and the Mountain biomes we are required to spend a LOT of time mining resources and it would be nice to do something different.

My idea is to build on one of the stories found on one of the runestone:
Long ages ago, the world of Valheim was home to a race of proud and noble people. They built great towers that touched the clouds and delved deep into the earth for precious metals. But their pride was their undoing. They challenged the very gods and went to war against the Aesir and the Vanir, destroying themselves completely. Great Odin levelled their cities and Loki consumed their mines in fire. Mighty Thor broke down their towers and Freya sowed their fields with salt tears. Now they are sunk many hundreds of years deep. No songs sing of their stories, and the earth has claimed their cities. But pride cannot be killed entirely and the warriors who fought in that final battle will not surrender until their bodies are dust and the dust long gone. They return as Draugr, unholy walkers in ancient armour, creatures of rust and despair. Break them, bury them, let them know they are dead.”.

  • Instead of crypts we can explore the ruins of these sunken towers. Maybe the gods locked the towers and we use the key from Elder to enter them. The sunken tower will consist of several vertical floors we can explore.
  • Instead of mining muck piles, we collect scrap iron fighting draugr, find it in chests or in body piles (like meat piles in Frost Caves).
  • Maybe Loki didn’t destroy all the mines, so we can enter these ancient mines to mine iron ore.
restive birch
#

💡 In the Black Forest, instead of the bonfire looking spawner, Greydwarfs spawn around a large menacing looking tree, maybe the size of an oak tree. Chopping down the tree will get you ancient seeds and maybe wood and sap.

olive python
#

💡 xp gain mead/wine. Some weapon classes only being accessible later in the game means that swapping to them can be pretty painful, or even just wanting to switch things up when you find a cool weapon later on that you havent been using until that point. Having a mead that increases the rate you gain stamina would be nice really nice to have, as you'd still need to spend resources and time to make use out of it.

restive birch
#

💡 Since we can now get crystal form the Frost Caves, maybe change the Stone Golem to drop a few silver ore. His model looks like he has a little silver in his body. 😁

magic plume
#

💡 Add an instance dungeon to the plains. The plains is ment to be a wasteland with points of intrest. A dungeon would add more to the plans without making the place feel less of a baren Savanah.`

olive python
#

💡 Alternatively for the weapon skill levelling (but less likely), training weapons. Rudimentary versions of each weapon class that deal low damage and gain xp faster, these weapons would allow all of the above but not work on other skills like farming.
edit- and would also allow for sparring with friends!

neat monolith
#

💡 So let's be honest... the Flametal beams could be a little stronger for structures. Like they're weak for being such a late game building item.

boreal plinth
#

💡 Wards being able to block the use of boss summoning altars, cuz some altars (like for example the elder one) are really nice for building but are not that well suited for it mainly because of griefers

hollow imp
#

💡 Making Wolves having a third command, just sitting (making them passive and not to any nearby enemies) would be good to keep the wolves in place, or transporting wolves overs seas. I had recently had an accident with a serpent once and wolf jumped out, getting itself killed. i feel as if wolves having a passive command would be nice

proud dirge
#

💡 Make non-food items edible as a joke for april 1st

granite canopy
#

💡 Maybe I'm stirring a cauldron with this, but starred Morgen possible spawning randomly instead of how they can currently have stars only in Putrid Holes and random points in ruins around Ashlands.

sinful stream
#

💡Make Moder a more worthy forsaken. I've been thinking about how to do this and one idea is that Moder is a mother buff, if it's active with another players forsaken active it adds that other forsaken. WIth Eik you get 5% runspeed. Bonemass you get small attack bonus. something like that.

shadow delta
#

💡 Add to Moder's Power the ability to clear the weather, like the envclear command. This way, it would be useful both while sailing and on land

final rapids
#

💡Hello, I would like to make an accessibility enhancement request:
please add ability to significantly reduce or eliminate fire flame intensity, especially on portals but not limited to.
I have already turned down the flicker aspect in accessibility tab. This is an issue mainly for the portals because to identify the portal name you have to get close and focus on it while it is flaming intensely. Thanks!

carmine solar
#

💡 #suggestions message In addition to the above, it can be added that when activating the Moder power, the player gets a small buff to cold blood (or a small resistance to fire). For example, you can jump through the lava in Aslands or with less damage withstand Gjal's attack.

carmine solar
#

💡 How about caves/dungeons with a vertical entrance. Several options are possible: 1)a small ground structure with a spiral staircase (like in snowy mountains or flooded buildings in swamps) ending with a door, entering which we are transported to an underground prison with many cells and corridors with torches on the walls, which can be lit by adding resin (for the biome Forest, Swamp, inside stone or dirty brick wall textures). 2)Small round holes on the surface (possibly covered with grass as a carpet and bushes), jumping into which we get into an underground dungeon / hole with narrow dark winding corridors and small rooms with small fires in which you can add fuel, which are secret warehouses and prisons Fulings (for biome Plains, wall textures earthy, overgrown with moss, lined with bones).
3) Underground passages Dvergov, opening a wooden hatch in the ground / rock descend into a small room with stone walls (with lights on the walls and ceiling) connected to several more halls, small flat corridors (for biome Mistlands, wall textures of large bricks and marble floor).
4) Underground crypts/burial vaults, by pushing (or breaking with a pickaxe) a small flat round stone or hinged grate, we get into large shapeless cavities with stalactites and stalagmites (for biome Ashlands, wall textures are stone, in some places from the ceiling and walls dripping lava and with lava rifts in the floor).
5) Ice dungeons, small ice slabs break with a pickaxe and descend into an underground cave with icicles falling from the ceiling (for the biome North, ice-covered rock wall textures, ice floor with small lakes / puddles

  • All of these dungeons are possibly multi-level, both on floors and dunge within a dungeon. The descent may look like a stone staircase, a wooden vertical ladder or a rope down. The exit is the same as the entrance or there is a second one-way exit away from the entrance (possibly in the form of a portal that throws the player to the surface).
spare imp
#

💡 Idea for "Ocean Biome" update - Rogue Waves
Simply a giant wave three times as high as any other wave during storms. Big enough to capsize a longship if hitting it from the side. If you're paying attention while sailing through a storm you'd be able to steer straight at the wave and "ride" it, while anyone going AFK while sailing would return to a corpse run.

exotic quarry
#

💡 The Scythe should be able to harvest all type of plantable farms, including Jotun puffs and Magecaps, which are currently the only two crops that cannot be harvested with a scythe.

charred heart
#

💡 add decorative crystal pots

carmine solar
#

💡 The new building is a wooden bucket. For those who play with fire, it is possible to draw water from the nearest reservoir and pour it on a burning building (extinguishing area is 1 bucket per 2-3m burning area).
Additionally: it is possible to build a well made of wood or stone (for installation / connection / activation, you may need to dig a hole before the water), then the bucket comes with it.
Another application is possible: watering the garden, for a slight acceleration of growth or additional harvest.
*Fresh water is only suitable, you can not fill a bucket from the sea.

forest iron
#

💡tamable flying pet for endgame exploration

carmine solar
#

💡 Most likely, many people won't like it, but I'm against the "graidwarf farm" in BF (mining endless stone and wood). To prevent this from happening, it is worth blocking the possibility of undermining under respawns (an invisible wall or an indestructible stone).

regal dock
#

💡 Either add a sloped and a steep outward corner piece for the graustein roof, or inverted triangular pieces to the ones already ingame, so we can shape outward corners by ourselves.

tawdry quarry
#

💡 Larger signs

half escarp
#

💡 The Raven Throne needs a small makeover/pixel cleanup. I get that the game is in a pixelated style but compared to the other thrones (like Stone for example) it looks ridiculously low-res. You can't even tell what the pattern is supposed to be (it also took me forever to figure out why it's called the RAVEN throne, I did not realize those are supposed to be ravens). It deserves some love after 4+ years I think!

tidal pendant
#

💡 A boat with one of those ballistas mounted on it.

leaden karma
#

💡 a button on the map that lets the user toggle if they want to see pins or not

charred heart
#

💡 ashwood sign

noble merlin
#

💡 Elite spawners in newly discovered strongholds after defeating the Fader

wooden flicker
#

💡 Have the option for players to opt in to have another player take control of the mobs for the next incoming base raid. It could be a queue based system where players interested in this kind of content could just queue and automatically be sent into random worlds of other players who have already opted in. They'll be able to take control of the mobs and even give commands for them to attack specific locations. The event ends after a certain amount of time or if all the mobs die.

boreal agate
#

💡 Crafting stations using resources from chests (only chests in the upgrade circle)

forest iron
#

💡spell marker symbol or shape on the ground that indicates where your summon troll will drop and where your skeletons will summon,
before you cast. a lot easier placement

tepid spade
#

💡i like playin with builds. I want fenris blessing in ashlands without getting 1 shot by literally anything there. make some craftable item that allows you to upgrade armor pieces to an armor class that can be at least usable in your curren biome.

carmine solar
#

💡 #suggestions message In addition to the suggestion above. Add the ability to fill artificial reservoirs/pools with water (rather than digging up to the aquifer). The physics of water makes it possible. So why can't you fill a hole lined with wood or stone with water to the brim?
With this mechanic, it would be possible to build multi-level pools or Japanese gardens.
Ideally, waterfalls would be useful, both man-made (you may need a water wheel as a pump) and in the wild of different biomes.

carmine solar
#

💡 #suggestions message In addition to the suggestion above. The new building is a water wheel. Multiple application options:

  1. It could change the water level in an artificial reservoir (raise it higher). Perhaps by creating an artificial current along which something could be floated.
  2. Connect to a small annex / mill, in which it would be possible, for example, to grind bones into fertilizer or some other extract for something; to squeeze valuable oil from seeds (of all kinds) for new recipes or greasing weapons (adding buffs to it).
  3. Irrigation system for the garden (from the source of fresh water to the city, it will be possible to lay a very thin stream on the surface of the earth, two planks already).
wise prawn
#

💡 Yggdrassil wood variant of the root armor, Yggdrassil Root, if you will, that affects Crossbows instead of bows.

zenith cypress
#

💡 it'd be hella cute if using the elder ult helped you do more dmg to abominations? prolly been suggested, but just occured to me.

karmic galleon
#

💡 Owls instead of gulls and ravens at night.

paper wedge
#

💡 the game is divided in vertical chunks in a way similiar to minecraft, when you build a very big structure that extends on multiple chunks, and with many instances loaded...walking from one chunk to the other creates a lag spike,
you can keep track of these areas with F2, as the game unloads all the instances and reloads the current chunk instances every time, my idea would be to have a visual rappresentation of those chunks, maybe vertical semi-transparent barriers of alternating colors on the border of each chunk, that way one could plan accordingly the build placement so to incur in less bothersome lag spikes

leaden karma
#

💡 have a cute special interaction with halstein (the merchants pet) if you pet halstein too many times

amber dove
#

💡 make a climbing system similar to conan exiles

carmine solar
#

💡 And again about water). It's a small thing... but until when are we going to wet our beautiful raincoats while boating? Either sitting at the steering oar let half of the cloak is reflected (as if tucked), or something to do with the hull of the boat, so that there was no such collisions.

charred heart
#

💡 restore the look of biome rock with a cultivator like you can with grass, lillies, etc

charred heart
#

💡 adjust the height of the rugs so they don't clip through the stone floor

paper crown
#

💡 This post is like a taco bell craving box.

I love building and this game so so much. There is one thing that does actually annoy me a ton though. That is rain damage. Rain damage to wood I believe should not be in the game as it takes away from the enjoyment of the game. (To the one guy who loves clicking wood hundreds of times, I raise my cup to you) I understand that it gives “realism”/“world inclusion” but I’d argue it only takes away from the experience and especially for those who love that of building. To already spend hours placing pieces to go and have to click them again to “repair” them is a nuisance. And it rains a TON! We have walking trees that attack us, why can’t we have undamaged wood in rain. It’s gotten so bad that I will spend hours trying to write scripts so I can play with a no rain damage mod on Mac.

My suggestions:

  1. Please remove it all together and have a dev block (or creative) that is for the existing structures.

Or

  1. give bee hives the ability to give wax that can have a durability to click on the wood to “coat” them until you use all of that single price of wax. I’d be willing to click them all one more time to not have to worry about them again for a 80+ hour play through.

Thanks!

hollow imp
carmine solar
#

💡 Make grids (and other structures with slots and windows) as they should be, not a solid wall. So that, as it should be, the grids can allow smoke, water and various ranged attacks to pass through.

boreal plinth
#

💡 some kind of upgrade for the stonecutter so we can extend its range a bit and not have to make hidden compartments for em everywhere

wise prawn
#

💡 A potion that gives the player the ability to see mushrooms and berries better. I'm thinking a kind of pale smoke the color of the plant rising from it, indicating smell. Call it TruffleSnout Mead or somesuch.

shell sedge
#

💡 Have Forsaken powers eminate a colored aura on the people who are affected by a forsaken power, it makes it a little more clear on who is and isn't currently buffed during a fight

shell sedge
#

💡different colored auras for each forsaken power, instead of every power being red, what if bonemass was a green aura, or yagluth's was a more vibrant pink or blue

jade cargo
#

💡 a small chance of getting 2-4 biome related worms, fishing bait, when clearing tree stumps.

sinful stream
#

💡A thrown spear should get tagged as belonging to the player who threw it so only they can pick it up. Spear users would love to be able to use a throw when around other people but are hesitant to avoid the "did someone pick up my spear?" situation.

wooden flicker
#

💡 Instead of hiding workbenches, stonecutting tables and forges all over the place so that we can build and repair conveniently, why not have the option to upgrade these to greatly extend it's range. This will be a great quality of life improvement.

hazy quiver
#

💡 When making a stone path, maybe just replacing the texture while not leveling the ground would be a better idea than doing both.
Sometimes making a road that is not completely flat is already a bit tricky, and making it out of stone can be expensive, even if we don't take into account the errors on getting a slope right and such. I think that by doing first the shape of the road on dirt and then placing stones without altering the shape of it would be a better cycle, it would be less of a trial and error while wasting resources, and it might incentivize players to further experiment with it

little gyro
#

💡 i feel like elder power should also give you mining buff on top of wood cutting buff

look at this that way: woodcutting isn't nearly as useful as mining in this game, black forest is the first biome you need to mine resources in, and the other biome just as you beat the elder in progression also requires you to mine a metric fuck-ton, this would cause elder buff to be on par with eikthyr/bonemass being always handy if you're the resource gatherer type

take away from queens increased mining damage because i feel like it's a bit random to put mining into a power meant for magic using players and replace it with something else because of that

little gyro
#

💡 how about using eitr to have a way bigger building range? would make eitr very useful out of combat and make large builds not take as long for those who don't want to use wands for combat

this would cause the idea above to not require another buff for queen, because increased building range is so useful it'd be immediate power you use if you build a lot

main meteor
carmine solar
#

💡 It's more of a wish. I would like that in the release version of the game, at the beginning and the finale were screensavers (for example, in the style of existing cartoons), which showed and told about a brief background of our appearance in the world of Valheim (not just the flight of the Valkyrie), the meaning of our adventure and its goals.
Perhaps and at some stages of the game (for example, before or after the battle with bosses) would be screensavers with a brief excursion into the history of the boss and / or biome in which he lives.

zealous hound
#

💡 Can console please get a slider to increase the cursor size? It's so tiny and easy to lose sight of it. Please, please, please.

charred heart
#

💡 loop the special music that plays within the stonehenges in the Plains
EDIT: other special places already do this such as Greydwarf spawners

peak berry
#

💡 I think folks will have mixed opinions on this, but I feel like later on in the game, there could be some QoL automation options. For example, in the Plains, Iron is a requirement to craft multiple items. This means you still have spend time placing wood 1 at a time in your Charcoal Kins and transferring that coal/iron ore into your smelters by hand. In this case, I think it should be on the player to collect the wood and iron ore, but at this point in the game it would be nice to have something that can manage the transfer of these materials at a greater scale. Something along the lines of, I can dump 200 wood into some distributor which automatically transfers it to the Charcoal Kins, which then processes them into the Smelters. This way I can focus more on using the Blast Furnace and Windmill, and less on manual stuff that I spent time doing all throughout the Black Forest, Swamps and Mountains.

delicate carbon
#

💡 first person mode

covert light
#

💡 Plz review the restore option to restore the world, character or both ( as often it’s confusing which character save goes with which world save). If they are currently saved separately then plz add the option so when a save is made then both world and characters saves are done at the same time plz. I’m sure many like it as is so requesting for an extra option where world and character saves are paired.

charred heart
#

💡 option to share Steam cloud saves with friends to grant them access to your world without you needing to start the world as a server. With this option enabled, that world file will be synced with the cloud storage of chosen friends. The use case here is somewhat small, but could allow friends in different time zones or schedule to do some amount of progression or chores (farming, etc) while the other player is away

regal dock
#

💡 give us an option to turn the portal loading screens static please, in some very bad cases i had to endure 20 minutes of the spinning in multiplayer maps that had another player load the area already, causing me to go dizzy.

boreal plinth
#

💡 fix this absolutely gamebreaking, pc-crashing, mental breakdown inducing bug that makes the corewood stack icon show three logs on the top row, because when you build its only two (very urgent)

noble wind
#

💡 better terrain generation for the mountain biome

regal urchin
#

💡 Can Valheim please be added back to Xbox Cloud Gaming (currently own the game, so while Game Pass was great, I'd like to be able to play through the Could Gaming service on alternative devices like my browser or phone again)? Thank you.

daring mortar
#

💡 When encumbered, the player should sink in water instead of being able to swim, this could also allow us to walk underwater, providing a means to fetch sunken items.

carmine solar
#

💡 In addition to the previously suggested. Add more sounds and melodies to the game. Each biome has its own melody: in the meadows - calm and windless (with birdsong, cicadas at night, quiet sounds of stringed instruments); in the forests - a little mysterious, a little disturbing at night (birdsong, sounds of woodpeckers, cuckoos, light howls of wind at night, quiet sounds of piano); in a swamp - disturbing music (sounds of gurgling, owl's hooting, frogs croaking, various rustles, creaks of dry trees, quiet violin sounds); on snow-covered mountains - quiet winter melody (mix of Christmas retro melodies, for example, distant howling of wolves mixed with wind howls, small murmur and crackling of rocks, quiet sounds of piano, violin); on plains - measured music alternately replaced by disturbing music (rustling of grass, rustling of tree leaves from the wind, quiet sounds of drum and flute); in the misty lands - quiet calm and mysterious music (rare sounds of stones falling from the mountains, rustling sounds like the sounds of quick footsteps and digging of the earth, light tinkling vibrations, sounds of the khang and acardion cymbal); in the southern lands - disturbing heavy, slightly festering music changing to quiet calm melodies with sharp jumps of heavy music (sounds of lava gurgling, crackling fire, cries of scavenger birds such as griffins, sounds of organ, quiet melodies of electric guitar and long, dull notes of harmonica); in the far north, quiet, soporific music (crackling branches, howling snowstorms, quiet khomus/wargan sounds, and maybe some bells).

sharp socket
#

💡A boat with a ballista that shoots harpoons.

brazen orchid
#

💡 Armor Quality - It would be cool to have armor damage stages based on the armor's durability, like capes having holes and torn or helmets having scratches or something like that. It would look good because when u get back home after beating a boss with your armor visually damaged that shows how much you fought.

willow pagoda
#

💡 Tamable flying mount at the end of Deep North to allow travel to Yggdrasil in the sky (new biome!)

charred heart
#

💡 1m wide roof building pieces

carmine solar
#

💡 When attacking the base, within the red zone, it would be nice to visually see where the mobs come from. That is, a little above the ground, there would be magical holes in space (like our portals) from which the enemies would jump out and then these portals would close and disappear (without any interaction with them). And the reason/history of their occurrence could be briefly described on the stones. For example, one of the last bosses is a great magician who sends monsters at us (and after killing him, these attacks would stop).

strange ingot
#

💡 Add wolf variations for different biomes (Black Forest and Meadows)

teal hull
#

💡 Every boss T-shirt in the Valheim store

little gyro
wise prawn
smoky fable
#

💡 While in the inventory screen, allow a tooltip to show how much +hp/stamina you have from each consumed food when the cursor hovers over it.

little gyro
#

💡how about moder power also clearing the weather? it's cool it has niche to using boats but its good if powers have more than one niche, and the only way to get rid of the unfavorable weather (like fog or storm) is to wait it out

cedar grail
#

💡 A tool at bronze or even stone that is basically a roller that can help flatten land after it's been dug by hoe (makes building bases easier and you wouldn't have to deal with small little bumps that you would need a pickaxe for)

severe pier
#

💡 Allow us to create multiple characters with the exact same name.

shadow delta
#

💡Since there are no armors for the lox, there could be the possibility of applying the Anti-Sting Concoction to them. At least this way, they would have some chance of surviving while exploring their own biome.

frosty glacier
#

💡Add the Crypt Key function which is consumed when opening the Crypt. Likewise the key to open the Queen which is consumed.

boreal plinth
#

💡 Roofs/Floors that have the texture of Grass/Moss on the top so we can build coolio hobbit-ish homes

hard trellis
#

💡 Make an LFG role. New members should be prompted with a decision on entry.

boreal plinth
#

💡 maybe add some colored wisp variants that only spawn on a fountain in specific biomes.
For example red ones in the ashlands or white ones on a mountain, maybe green from the swamps and the standard blue from meadows/black forest

little gyro
#

💡

mead made from resin and guck that makes you "stick" to walls and slopes, in other words touching a wall or a slope will make you fall considerably more slowly, it'd be handy in building and any exploration in mountains and mistlands

warm plank
#

💡

Trapdoors and Ladders I beg

carmine solar
#

💡 Since most players are unlikely to love fishing (most players) is unlikely to get (this mechanic, in fact, bypassed and it idle idle), it remains only to come up with a more meaningful use of fish. For example, to introduce some details rpg: quest in which you need to take a certain fish (or dish from it), a certain merchant and get a random reward;
or lay as a sacrifice on one of the special altars scattered around the world (as in assasin vallhala, by the way the theme of sacrifice and beautiful funeral rafts floating over the horizon, is not fully disclosed) to get a random buff from the already available in the game (high jump, oak skin, resistance to poison, etc.);
or (as in one mod) to extract something (like fish oil or phosphorus) from fish for some recipes.

abstract remnant
#

💡 add berry bushes but so that they can only grow in their own biomes and it would cost a lot to build them

acoustic girder
#

💡 Add a small assortment of rooms for each type of dungeon that ONLY ONE room will spawn from for each individual dungeon.

I suggest each dungeon (such as burial chambers, sunken crypts, ect) have a small selection of interesting rooms prepared, and every dungeon that spawns will spawn with ONLY ONE of the rooms from the selection.

The benefit of this would be that this greatly increases the likelihood of finding something different from one dungeon to another of the same type of dungeon, as it is impossible to see more than one of thse rooms within a single dungeon, but one of these rooms always spawns.

This would also work wonders for freshening up the current dungeons of valheim for the final 1.0 release. Can see the surprised faces of fans running fresh playthroughs now 😁

shrewd wraith
#

💡 Reworked forsaken power suggestion (1/4)

This suggestion is the first of a list concerning Elder, Bonemass, Moder and Yaggluth powers. It was brainstormed a bit in #suggestion-discussion during several days.

Yaggluth power : The king of elements

Type of power : class power
(designed for a specific type of play-style. Most players wouldn’t use it, but those who like playing with elements will have it always on.)

The resistance against elemental damages is useful, but only in certain specific situations. This makes the power weak compared to others.

The suggestion is to ADD to the resistance effect a damage effect. The power could increase elemental damages from non-magical weapons (concerning bows, frostner, mistwalker, himmignalf, and gem-upgraded Ashlands weapons).

acoustic girder
#

💡 (More) Collectable rewards that are split into multiple pieces.
(Think askvin skeleton)

Imagine a tapestry which is broken into 5 pieces.
Or this could be a statue, collection of rusted artifacts, and so on.

This would pair exceptionally well with my prior suggestion (here #suggestions message) as each unique room could house a single piece of the collectible and further increase the desire to delve into multiple dungeons of the same type.
Collectors may even seek out more than is neccessary for progression.

(Inspiration for this partially taken from enshrouded's collectible objects)

left topaz
#

💡 me and my dad was playing yesterday and he had the idea of being able to turn encumber on and off when making a world i thought it would be pretty cool

sacred elk
#

💡Fishing should be revamped.

A crude fishing pole should be craftable from the start of the game. Upgradeable to level 3 by using core wood for level 2 and ancient wood for level 3.
Level 1 allows for fishing in Meadows. Fish can only be used to make cooked fish, comparable to cooked dear meat.
Level 2 allows for fishing in the black forest. Fish can be used for fish sticks(or something like that).
Level 3 allows fishing in the swamp. Fish can be used in a higher meal.
Need to buy the fishing rod from the trader in order to fish in any higher biomes.
Each biome's fish can be used in more advance meals, making fishing worth doing up to the end on the game.

Trying to fish in any biome without proper rod results in the rod's durability to drop immediately.

Normal bait can be found by picking up dandelions or any crops in your garden. Upgraded bait is made the same way as it is now.

exotic totem
#

💡 Boss Summon Structures
Late game boss summon items clutter up storage, and unless you want to fight the bonemass 100 times all the bones you get arnt gonna do any good, but they could always be used for some structures for decoration/minor function.

I'll suggest a few of my ideas as individual suggestions so since they will very in the function-decoration ratio. But I think we should have the general use for them so they are more than just clutter.

exotic totem
#

💡 Chimes of Fader
Some kind of Wind chime that hangs from a ceiling, composed of 3 of Fader's bells. They toll in the wind almost like they did in the time of peace in Valheim, and perhaps echoing in a new age of Peace.

chrome bane
#

💡

I'd like to host a server for a larger community, but I'd like to be able to have access to a command that allows you to give other members admin so they can also use commands please.

twin oyster
#

💡 Hide all mentions of eitr until mistlands.

Biggest examples I can think of is the rested, wet and cold effects showing a change to eitr before the player even knows what it is. Should only display stat changes to eitr once the player has tried using something that consumes eitr or have had eitr stat above 0

exotic totem
#

💡 Greyheart Lanterns
Dim lanterns made from the hearts of the Graydwarfs. Made from cordwood and Ancient Seeds, they are an early game equivalent to the Lava Lamp.

shrewd wraith
#

💡 Reworked forsaken power suggestion (2/4)

Moder power : The wind rider

Type of power : wide power
(designed for being useful outside and inside of fight for a majority of play-styles.)

Moder power is very efficient for sailing, but is really useful in this unique case and often players don’t take time to swap power for short/medium journeys.

The suggestion is to ADD to the wind-in-your-tail effect a small bonus on attacks, which is traduced by :

  • increasing range of attacks for ranged non-magical attacks (arrows being push by the wind).
  • increasing a little attack speed for melee weapons.
meager swallow
#

💡 it would be nice if there was some indicator of wether you will be encumbered or not when your corpse run runs out

timber mica
#

💡a new seeker unit that only appears during storms in the mistlands, it could be the source of the noise we hear during the storm.

unique matrix
#

💡 each type of fish you hang up on the wall could have a little garbled voice sfx associated with it. Very small detail but just something I thought would be cute

cedar grail
#

💡 A New DLC that would include a new mount (possibly a flying one?) War paint (Corpse paint made from skeleton bones and ink included) an expansion on the black forest and frozen north regions content wise (new craftables/dungeon types?) and we'll call it the Sons of Northern Darkness expansion. 🤘🏻

safe wave
#

💡 Hello, Can we please be able to change MAP marker colors? the color makes it incredibly hard for my group of friends to see. we've got over 500 map markers and i can barely where my bases are....etc. i understand we can hide certain marker types but i dont need to hide them i need to be able to SEE them.

haughty thunder
#

💡 Boss Powers Addition:

It would be cool if the boss altars had two aspects to them, one of them being a permanent weaker passive and another simply the current active power system.
I think killing a boss and putting the trophy on the Altar should always feel rewarding, even if it only ends up in a weak power boost.
It would certainly add to the sense of progression a lot:

Eikthyr: +15 Base Stamina + 5% Run Speed
Elder: +20% DMG on Trees. (or something like extra Wood Yield)
Bonemass: +25 Base HP + 3 Defense
Moder: + 2 Minimum Knot Speed
Yagluth: -20% Negative Status Durations
Fader: + 50 Carry Weight

This way you could keep the current system of the much stronger active powers that you can use with F, but actually give bosses another use aside from a super niche active that most people won't ever use.
A lot of the powers are niche, purposefully, which is completely fine. But I think it takes away a bit of a sense of reward once you kill a boss, especially in a game that revolves around steady and slow progression.
I saw something similar being suggested a long time ago, but it's been 6 months and maybe you are looking for much more specific passives instead of just the general idea?

The suggested passives would not make or break the games balance and instead serve as quality of life upgrades that you unlock for yourself, slow and steady.

shrewd wraith
#

💡 Reworked forsaken power suggestion (3/4)

Elder power : The great tree

Type of power : wide power
(designed for being useful outside and inside of fight for a majority of play-styles.)

Elder's power is cool for woodcutting and... woodcutting. Okay. As it only speed up the process of cutting a tree, it is not really necessary to go switch power before cutting trees, and it is its only use.

The suggestion is to REPLACE the power by an increased wood drop and seed drop, and ADD to this a resistance against blunt and pierce, and a weakness against fire and slash.

late valve
#

💡 After bog witch all mead base models have changed in the inventory but when they are dropped they are still the same old model. Please update them

spare imp
#

💡 Teach Fulings to keep their fires burning It's a bit of a bummer that fuling villages you have skirted while exploring will have all their campfires and bonfires burnt out if you return later. Would be nice if it was set up so that as long as there were native fulings alive in the camp, the fires would not burn out.

ionic rover
#

💡 Suggestion: Endgame Cultivator Unlocks Fertilizer System – Grow Rare Crops (Midway Through the Endgame)

I’d like to suggest a new system that becomes available midway through the endgame—a powerful Cultivator upgrade that unlocks access to a fertilizer-based farming system, allowing players to finally grow rare plants that are otherwise only found in the wild. These include:

```•Blueberries```
```•Raspberries```
```•Thistle```
```•Yellow Mushrooms (requires underground planting)```
```•Red Mushrooms```

I completely understand and agree with the decision to keep these plants non-cultivable early on. They encourage exploration and biome progression. However, by the time players are deep into the endgame—after mastering the Mistlands and beyond—it makes sense to offer a rewarding, earned way to grow them at home. To be clear, I’m not asking for these crops to be handed out. The system should be something players work for and unlock, not something available by default.

How It Would Work
• Players unlock the Fertilizer System by crafting a new, endgame Cultivator, which is gated behind high-tier materials and progression milestones (such as defeating a major boss or unlocking an advanced crafting station).
• A new crafting structure, like a Compost Bin or Fertilizer Mixer, is introduced. Players can deposit materials such as raw food, plant matter, or magical resources. Over time, this structure will process these materials into different types of fertilizer, similar to how the Fermenter works.
• Different fertilizer types could be tailored to different crops.
Example: 1. A basic fertilizer made from common food scraps could support Raspberries or Blueberries.
Example: 2• A magic-infused fertilizer might require a crafted liquid such as Eitr Water, brewed using Mistlands resources like Sap or Refined Eitr. This would make thematic sense for mystical or glowing plants like Thistle.
• Once you have the fertilizer, you don’t place it manually. Instead:
• Keep the fertilizer in your inventory while using the upgraded Cultivator.
• When applied, the ground is converted into a unique soil texture based on the fertilizer used, similar to how the hoe raises terrain when stone is in your inventory.
• The new soil visually reflects the type of fertilizer, helping players organize and plan their farm plots.
• Once the land is fertilized, players can plant rare crops onto the prepared soil.
• Yellow Mushrooms would require underground planting, adding a fun and creative restriction that encourages thoughtful base design.

Future Potential
• The system is expandable, leaving room for future crop types or trees in upcoming biomes.
• Different fertilizer tiers could influence growth speed, yield, or even special effects, offering depth and replayability for players who enjoy farming and base building.

This idea adds a meaningful new layer to the endgame without disrupting the core gameplay loop. It encourages exploration, building, and experimentation—giving players a satisfying way to complete their homesteads and utilize the world they’ve already mastered.

Thank you for your time, and thank you for continuing to enrich the world of Valheim with such immersive and rewarding content!

visual dagger
#

💡 add achievements

paper wedge
#

💡 stonecutter relay a smaller stonecutter-like structure that you can place at the edge of the stonecutter working area, it generates a second stone-placing area.
we could craft if with just 2 stones.

doesn't allow stone placement without a true stonecutter in the area

chrome bane
#

💡

Purple Linen Cape please!

analog swan
#

💡 I'm a big stargazer so a realistic night sky in a way where you can see the night sky with zero light pollution

crude crest
#

💡 add more snapping points

wise prawn
#

💡 Bone growth, a variant of the growths that fires sharp bones and is protected by a ribcage armor. Melee attacks can shatter the armor, leaving the growth vulnerable.

charred heart
#

💡 etir-infused ballista missiles which offer a minor degree of missile tracking in flight

hollow pine
#

💡 Being able to tame Hares

potent mason
#

💡 Using linen thread for creating fishnets. or the option to grow hemp for the same. Also Being able to uproot bushes and replant them in farm soil.

boreal plinth
#

💡 Mayhaps add some triangular building pieces so that i dont have to clip the crab out of corners

dense hawk
#

💡Add a mead similar to the Love Potion that increases the spawn rate of Valkyries

quick jay
#

💡 Mountains need their own type of tree that only grows there. Maybe a light-colored type of wood that provides decorative accents or panels, is used for making strong arrows, and maybe upgrades or builds some of the stations so it's part of progression. Whatever it's used for, point being that since it only grows in the Mountains it gives a good reason to build a base/tree farm there. Every other biome except the Plains gets their own tree so the mountains could use some love.

wispy walrus
#

💡 Add an unlimited stamina option in World Modifiers. This would allow players to attack, block, dodge, jump, swim, sneak, and move while encumbered without worrying about stamina depletion. Players could focus on health-restoring foods without needing stamina foods, as stamina would be infinite. This change would free up food choices, letting players prioritize health or Eitr instead. It's important to note that this is an optional preset, and activating it may disable achievement progression since it makes the game significantly easier.

boreal plinth
#

💡 the ability to plant those cool looking plains mini tress/shrubbery with a cultivator at the cost of some birch tree seeds. Mayhaps biome shrubbery in general at the cost of biome tree seeds/berries (note that said bushes would only be decorational). But treat them like normal build structures so people can build them indoors

boreal plinth
#

💡 Can we perhaps aquire larger and or smoother crystal windows? the current ones are hardly seethrough and lack in variations. Colored crystal windows could also be a cool addition

boreal plinth
#

💡 Adding to my older suggestion about the stonecutter upgrade for increased range, would it be possible to add the already existing smaller stone statues found around the world to our building repatoir?

boreal plinth
#

💡If you can plant fir trees in the mountains, shouldnt pine trees also be plantable up there?

green needle
#

💡 add a menu option to disable skill loss fully (whilst still dropping items )

frail shard
#

💡 Allow Misthares to be tamed and then breed.

final flower
#

💡more fish based foods so I have a excuse to fish pre plains.

analog swan
#

💡 a spyglass or a telescope

safe wave
#

💡 give us the ability to change the dodge/roll button. its incredibly clunky how it is. its 50/50 if im gonna land the dodge or jump. it would be easier to just make it one button and have us be able to change it to that. example: other games do ctrl, shift, etc. id make block/space the same button but then..i cant jump and you NEED to be able to jump in this game or else you'll get stuck on a tiny rock forever -.-.

storm kite
#

💡 option to smell a fermenter! there could be stages of odor, first stages have a good scent and don't mean anything, but if the mead is stinky and almost done we get the nausea effect and empty our stomachs and we get to know that the process is at least past halfway done

storm kite
#

💡 geological staff which either summons stone spikes like Fader for damage, or temporary terrain for advantage/protection

abstract remnant
#

💡 add an option in the menu to increase the received experience to skills for example: 100% 150% 200%

distant matrix
#

💡 Make money valuable! Turn things in traders more expensive, and add more options of items to buy, like potions, consumables, etc. With it, farm of money will make more sense..

abstract remnant
#

💡 add a progress bar to mead making

sharp socket
#

💡 The ability to plant whole crop patches at a time please

verbal ravine
#

💡 Have the gemstones from ashlands also be able to be used in the future for example deep northarmor and such so that they dont only get used for a few weapons and are forgotten after that

boreal plinth
#

💡 A thing that came to mind because of the suggestion above. If gems WOULD not be used for later stuff, can we get piles so we can build cooler looking treasuries?

verbal ravine
#

💡Let me rephrase this. I would wish to see further use for the gems. Doesn’t even necessarily need to be equipment or something. I dont just want them to be neglected

ruby summit
#

💡 Have your progression through the game reflect further in the rest of the world as well. It kinda already does with the nighttime spawns from further biomes, but I'd love to see this idea expanded. Maybe Dvergr build settlements in the meadows/black forest post queen, maybe new buildings, dungeons or sub-biomes could appear to breathe new life into previously explored places. Maybe a new not biome exclusive faction of neutral or hostile npcs never seen before could show up in the world after a certain boss kill. Something that sort of changes the status quo in a fun way and builds up to the inevitable ending of the game. I'm thinking about terraria's hard mode for reference

charred heart
#

💡 the ability to reset the trophy page of the character sheet as an alternate way to enable trophy runs (as opposed to inventory/chest management)

deep relic
#

💡 Improved respawn animations. Player dies and appears out of nowhere basically, so simple animation when player spawns again in a bed (or joins the game) might be interesting.

young hornet
#

💡Magic Staffs: For deep north not to create that many new staffs from scratch but to instead use the old ones as components to upgrade in to new ones, so we can have the same type of spell with just more damage and that can be upgraded freshly from 1 to 4, in addition giving those staffs an addition spell variety when using the heavy attack function that is currently vacant.

Example: Fire staff heavy attack function being a charged spell that does more damage the longer you charge it and more eityr(mana) you use to charge.
Frost staff heavy attack function giving your a sphere of frost that lasts as long as you keep holding the button, slowing and damaging enemies around you.

elfin wren
#

💡Dynamic NPC Villages & Factions

Suggestion:
Introduce NPC villages with Viking clans or other mythological beings that can interact with the player in various ways. These could be friendly settlements that offer trade, quests, and companionship—or hostile raiders that challenge the player's survival.

Key Features:

Friendly Villages:
Small settlements with merchants, blacksmiths, and quest-givers offering rare items, upgrades, or lore.

Hostile Factions:
Enemy raiders or rival Viking clans that attack the player’s base or patrol certain biomes.

Reputation System:
Players can build trust with certain factions through trading, helping defend their village, or completing quests.

Village Building & Defense:
The ability to establish or take over villages, recruit NPC warriors, and defend against invasions.

Why This Would Benefit the Game:
This would add more life and dynamic interactions to the world, making exploration feel even richer while offering new challenges and rewards.

What do you think? Maybe it's too much. 🙃

crisp fable
#

💡
Please be able to disable creatures from its biome spawning everywhere after killing a boss. For example, the spawning of Ash Warriors on the plains after killing Fader. It's very annoying, and it prevents new players from entering the world. Can this be enabled or disabled?

vernal harbor
#

💡 Make the lord reto fight more interesting in terms of enemy ai/moveset and boss arena cuz right now it's just a big charred warrior in a basic cave :/

boreal plinth
neat monolith
#

💡since the game has a progression maybe some build pieces that aren't yet available become available as the build tables progress. For example the stonecutter table with some additions can include some of the still unavailable pieces of stone, marble, and castle (grausten) that can become available later in the progression through table upgrades. This can also include some of the more primitive builds, like the fuling camps. Why can't we build deer rug tents, bone walls, or angled marble stairs when adventuring in Valheim?

These builds could also include the big wood and copper beams, etc.

cosmic whale
#

💡Stewards: That's a larger one but essentially I suggest adding prisoners to some enemy camps (maybe dverger) that you could take with you to your base and appoint them with repairing damaged build pieces, gathering basic ressources like stone and wood while you are away and maybe even appoint them with building stuff you first made a "blueprint" of. Could help in making the world more dynamic and lived in.

late valve
#

💡 Whenever i drop any item inside the mistlands near one of the big spikes, the item literally always clip through the spike and disappears, it doesnt show up at the tip of the spike. Please please please fix this, ive lost so much wood and stone like this

verbal ravine
# elfin wren 💡**Dynamic NPC Villages & Factions** **Suggestion:** Introduce NPC villages wi...

💡 A reimagination of this idea

For me personally adding that many npc’s would break the immersion of being in the ”tenth forsaken world” alone. And yes, i know there are dverger, but thats where my version of this suggestion comes in.

Taking the reputation system and just giving it to dverger.

If you kill a whole ”clan” of dwerger others would act suspicious around you or even try to ward you off. If you kill too many all of the become hostile or something in that direction.

(Edit:) Also this anger against the player could be given to like haldor so he raises prices, but if you act good around dverger he will lower prices

abstract gazelle
#

💡

Spoilers based on deep north trailer
||If the cold can cause being frozen solid, how about it we use the item to keep us safe in other areas; we get "over heated" and take damage. ||

It might seems silly but keeping with immersion, I think this would fit.

verbal ravine
#

💡 Okay a big idea and prolly already suggested or something, but being able to eventually climb yggdrasil to a new realm or something similar. This might and will rise eyebrows and everybody will definitely not like this idea, but just give it a seconds thought. Im not gonna say any specifics, just the idea of having more to explore would be cool. It would need to be very endgame and there would need to be a way to reach the tree (one way would just be to make yggdrasil have roots on the map (this could also be a new biome)) but thats only one way to interpret this idea. There are countless ways of making this work. Now the problem is only to find the most suitable one

Also if the ending of the game is odin rewarding you for killing the forsaken, this could serve as a way to acces “odins halls” or something

Keep in mind this is only one interpretation if the idea!!!

fast agate
#

💡 This might not be an entirely feasible suggestion with Valheim's water physics and how well the game can handle said physics, but one change I would love to see would be being able to play around with water in terms of landscapes and building.

I think it would be amazing, both in terms of immersion and gameplay, to have actual lakes, waterfalls, and rivers (with real currents...) around the world. Valheim, for me at least, is one of the most immersive games simply because of how well the forests are made especially in the meadows, with the dense foliage and the varied fauna and flora. Natural water sources like tiny streams and creeks and the previously mentioned lakes, rivers etc. would go so far to add so much to valheim's immersion. This would also mean that the water in currently generated "rivers" wouldn't always have to match the map's sea level, avoiding those odd gigantic ravines that have only a tiny bit of water at the very bottom.

And, it could have genuine gameplay implicatons as well. Being able to use boats to traverse not only the ocean but also individual islands, using rivers (assuming you are lucky for the currents to be in your favour) to support your expeditions, carry your resources, etc. In general I think a change like this, although possibly tedious, carries a lot of potential in terms of bringing more depth to the game's atmosphere and also pre-existing systems.

Also honestly I just want to base by a waterfall as I think it would be gorgeous lol

final flower
#

💡 More physical storage options.

I enjoy storing things with the stacks and piles we have avaliable for looks reasons, but the options we have are limited.

I want to see stacks/piles for ingots, ores, and barley specifically.

The barley could come in bales that lox could eat off of so you don't have to constantly drop food on the ground for them.

Idk, I enjoy logistics side of games and like to immediately visualize the stockpile of resources I have rather than go around with a calculator and check every single boring chest I got.

wise prawn
#

💡 Large beehive made with four or five queen bees. A stylish version that gathers all the honey four/five beeboxes make.
Made with artificer table

lofty iron
#

💡 Has been suggested before, but please consider giving us Steam Badges when 1.0 releases.

celest falcon
#

💡I would like to see a Compass item added. We are playing immersive with friends so navigation is main issue. You can use the Yggdrasil, but its kind of unreliable and often not visible due to clouds. It would add depth to the sailing as you could count how long u sailed for example north east, then straight south and then you could use some trigonometry to calculate your way back home. Currently we have to build markings and way points. This would eliminate the need for marking every single island we go by. Ideally craftable after black forest.

hollow hedge
#

💡 This is a discord suggestion not a game suggestion.
There has been a lot of confusion and debate lately in the building screenshot channel with posts that have some mods. Personally I feel that the rules should be reworded so if the build itself is unmodded but there's just something in the UI that is from a mod it should be allowed to stay in the build channel, since the focus is on the build not the entire screenshot. And posting these wonderful builds in the modded screenshots channel just to be surrounded by completely modded screenshots doesn't seem right to me, we go to the build channel to look at builds so why should builds be split between that channel and the mods channel. However it does make sense for any modded posts in the normal screenshot channel to be moved. (I also think mods like advanced rotations that don't add any pieces should be allowed if it's mentioned in the post but that's up to the devs and mods to decide)

onyx surge
#

💡 Treated lumber using wood and resin for building railings outside that don't need to be repaired.

final flower
#

💡 Feeding troughs that store 5 stacks of food and that any tamed animal can eat out of.

Have animals be able to path to it from much larger distances so one trough can support much larger enclosures.

final flower
#

💡 Craftable assesories for tames.

I always had a bit of a problem with tames in valhiem, most are only good in their own biome and even then mostly feel like a liability that you have to constantly keep your eye on less they immediately die. And even outside of combat are only really useful as livestock most of the time.

So here I propose some assesories that can give extra properties or Stat increases to the tame so that they may have more uses and remain relevant for longer.

  1. Black metal wolf armor: made with 15-20 black metal as the primary resourse cost and gives protection equal to 50 defense But decreases speed by 10% (no visual suggestion)

  2. Wolf Sidebags: made with 20 linen thread. gives the wolf a 5 slot inventory and a carry weight of 150 and no extra stats. Visually similar to 2 simple burlap bags hanging around the sides of the wolves abdomen.

  3. Lox Carapice armor: uses 30 carapice and 20 linen thread, provides protection equal to 75 defense but decreases speed by 10% visually resembles 3 overlapping layers of carapice around the front section with a helmet like structure similar to the seeker soldier.

  4. Black marble forged tusks: made with 35 black marble and 10 black metal. The "bite" attack converts to pierce damage and after running for 3 seconds without turning gains high damage and stagger when colliding with enemies and structures. Visually similar to 2 mammoth tusks reinforced with black metal bands and a small harness around the head to attach.

  5. Lox Saddlebags: uses 35 linen thread and 5 black metal. Gives the lox a 20 slot inventory with a carry weight of 800 (not including player character). Visually represents as 2 sand colored bags on either side behind the saddle with black metal belt buckle like latches.

  6. Askvin Flame Metal Armor: uses 15 flame metal as the primary resource. Provides protection equal to 75 defence with a movement penalty of 10%. (No visual suggestion)

  7. Askvin Saddlebags: (hit character limit)

zinc vine
#

💡 Add DLSS. Valheim mostly uses GPU: i have 4060 and it's constantly loaded at 90-100%, whereas CPU - <30%. Many people could greatly increase FPS by turning DLSS on

charred heart
#

💡 hotkey to quick swap between the last two building pieces when holding a hammer and between any other two weapons when not holding a hammer

cosmic whale
#

💡 Obliterator upgrade: I'd suggest the ability to upgrade the obliterator with later metals (Maybe silver or black metal) that boosts the coal conversion rate or even adds additional conversion materials like tar, which also form out of carbon.

spice stag
#

💡 Ability to place the raw ingredients for cooking & mead brewing with the Serving Tray perhaps? Even more decorating possibilities for an already stellar item. I think it could be fun to lay out raw meats, herbs & spices on a table to suggest a meal or mead being prepped as part of a cozy kitchen.

weak helm
#

💡 name tags that let us name our equipment. Calling the deer smasher “me mallet” or a helmet “safety first” for instance.

sinful stream
#

💡Sprinting on Paved Road should use 20% less stamina. Sprinting on Pathen should cost 10% less stamina.

serene rivet
#

💡 sort the crafting menus by biome or by type for less clutter?

wise prawn
#

💡 For drakes, a couple of different attack patterns, maybe only higher-star variants use them. One could be a dive bomb, one a sideways strafe, a fly-by, things like that. Or maybe even an alternate attack, a more torrent-like breath attack. The current is more of a ”spit” that ”breath”😅

modest oar
#

💡 horses

cosmic whale
#

💡Distinct roofs: I suggest adding a different roof for each biome to help make builds in each biome more thematic and distinct. For black forest maybe red corewood shingles, for the swamps either ancient bark or slate (stone) shingles and for the mountains either a kind of wolf-leather or crystal or obsidian roof. (Just examples)

analog spire
#

💡 Hiya Gang, me and my mate are playing through Valheim for the second time, first time we quit after Moder because we felt the boss was underwhelming and we've just beaten it again and feel the exact same way.

We didn't want to cheese it, or cheat the boss but it just kept getting stuck, and even when it didn't it just felt incredibly underwhelming.

Major complaints about the boss ;
AI was very buggy depending on any kind of rocky terrain beneath it.
HP was incredibly high (It took 2 Draugr Fangs and 2 level 4 finewood bows)
Attacks was incredibly predictable and just not fun either.
The boss was not hard, but time consuming and tedious.

Potential Suggestions ;

Reduce Moders health, and turn the boss into a faster fight to give the feeling your fighting a dragon, not a skyship. This would also make it unique compared to the three boss archetypes before it.

Give the boss it's own arena, a 25-30 meter flat area with Perches where Moder can perch and do a variety of actions ;
High HP - On the Aggressive - Using Breath weapons and Ice shards
Middle HP - Attempting to heal back to full by perching and eating from Nests (which the player can destroy before the fight if they know the mechanic)
Low HP- Being evasive and trying to deal as much damage as possible (Dash attacking, from Perch to Perch and Using Breath Weapon)

I think these kind of changes would make Moder feel like it's more inline with the 3 bosses before it. Eikthyr is a tutorial boss with cool lighting attacks, Elder is a really fun tree boss with AOE roots and Ads that make it a hard boss to kite, Bonemass is a slog due to his tanky nature, to me he kind of felt like Smough from DS1 with Ads. Moder feels quite out of place, and done super quickly.
https://cdn.discordapp.com/attachments/290908978664308736/1355600102152212692/image.png?ex=67e9847a&is=67e832fa&hm=98c5196bca450a6fbfb296b68936a45c4c3671453c615a0de11a530887dcc51a&

spiral prairie
#

💡 Hey, I noticed for a while I was doing something weird. I've been calling the raspberries strawberries. Being a botanist, I don't know why this didn't jump out at me before but... Raspberries don't have leaves on them when picked. If the green leaves were gotten rid of, it would make them look more like raspberries and not strawberries which do have the leaves.

Further explanation: The receptacle (Part of the flower all of the ovaries sit on) are what strawberries, blackberries, and raspberries all have with multiple ovaries sitting on. Strawberries the receptacle is actually what gets big and yummy, with the fruits becoming seed like on the outside. The rasberry and blackberry the fruits become the yummy part. The Blackberry retains the receptacle when pulled off and the raspberry loses it entirely. With this being said, you will never see green leaves on a raspberry.

This isn't a big deal, I just figured I'd point it out and if you thought it was worth a change you'd be more botanically accurate 🙂 Love the game! Play it all the time!

coarse trout
#

💡Add a big Anglo-Saxon style moustache facial hair option (and preferably more Anglo-Saxon style hair options like the loose medium royal one)`

pearl stream
#

💡 After 1.0, give us persistent open world mode. Bigger map with looser rules for biome placement so there are more safe areas to explore for newbies, player based raids and less dangerous mobs spawning in earlier biomes after killing bosses, and resource/quest area respawn

tough sand
#

💡 it would be nice if each biome had its own unique weapon, in the mountains there could to stay frostner, and in the swamps, for example, a poisonous mace

pseudo pawn
#

💡 A unique chest that requires special materials to craft. Items placed in it can be accessed at any time for crafting while players are near the chest.

keen kayak
#

💡Could be possible to have custom colours for the custom map markers?

fast agate
#

💡 "Mead of Troll endurance" should be renamed. "Troll endurance" makes it sound as though the mead is meant to be used against trolls in combat, giving the player endurance or some form of resistance against trolls.

Something like "Mead of Troll-like endurace" or "Mead of Troll strength" etc. makes much more sense with what the mead actually does.

Maybe a bit pedantic of a suggestion, but easy to change as well.

cyan wigeon
#

💡Snow Yeti for deep north. It would be kinda like the troll, but snow and has its own snow cave.

gray acorn
#

💡 cart for if you tame a deer you can craft a saddle add equip the saddle and equip the cart for some extra storage wen you go exploring

barren basin
#

💡 Suggestion: Add the option to socket 2 of the Ashlands gems into a Dead Raiser to change the attributes of the skeletts, the same way gems are used to customize physical flametal weapons.

Bloodstone: Sanguine Skeletts that are slightly weaker to physical damage, but deal more damage the lower their health gets.

Jade: Nature Skeletts covered in rock & vines that lose their ranged counterparts, becoming solely melee. Resists physical damage.

Iolite: Galvanized Skeletts that lose their melee counterparts, opting to use bows that fire thunderbolts. (Thunderbolt? Thunderbow!) They don't have weaknesses, but their health is lower to compensate for being solely ranged.

This suggestion mostly exists to add more variety to Necromancy. Dead Raiser on its own drops off quickly in Ashlands, as creatures tend to shatter them just as fast as you can summon them. Even with shield upkeep, it only staves off the inevitable for a short time. And the Trollstav proves itself to be unwieldy at times, leaving a raging beast you'll need to take care of if you plan to stick around.

cosmic whale
#

💡Style option for stone walls: I'd like to see a colour option for stone walls like sandstone, granite, basalt and slate or something like that, that you can toggle like the shield skins. It would be a simple colour grading swap, the texture itsself wouldnt look different besides colour.

analog spire
#

💡backpacks 4 additional slots for only gear

coral nacelle
#

💡 valheim VR for funsies

half escarp
#

💡
The Stone Golem model feels unfinished, or as if something got forgotten. More precisely, it doesn't have a head.
HOWEVER, a Stone golem head already exists, and that is the Golem Trophy. The trophy is shaped EXACTLY like a head, it even includes the crystal that stone golems drop. But, it's found nowhere on the body. Why do we get this trophy if it's not a part of the actual golem model? EVERY other trophy is a part of the NPC model except this one. These two seem unconnected, but like they should have been. The Trophy would make the perfect head for the Golem, you already have the model for it, it's the correct size too!

Here's an image to help my point across better:
#memes-and-clips message

stuck pier
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💡 Was looking for this somewhere else to add thumbs up but I didn't see it. Fist progression. 1) Leather wraps. 2) Bronze knuckles. 3) Iron Fist or cestus 4) rippers obv. 5) Magic Rune Gloves: Shield when blocking, sharp when punching 6) Flametal and Bonemaw tooth, like a Pata, upgradeable with jade/iolite/bloodstone 7) Thematically appropriate fist for the frozen lands.

eternal mica
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💡 add a genuine standing pull function to the abyssal harpoons, easier to reel in livestock / get a serpent where you need it

bit more of a niche thing: if i parry something while i have another entity harpooned it should NOT release the harpooned creature.

cosmic whale
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💡Hunters mead: Add a mead, that makes spawns of one and two star animals in the wild more frequent.

compact narwhal
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💡 new world modifier for raids that limits the raid encounter level based on the workbench level (and player progression), so that "my tiny lumber harvest cottage or my friends new starter base at black forest isnt suddenly decimated by high level monsters"

compact narwhal
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💡 add a ban list for items and buildings to the world setting menu, this would be nice for pvp servers or challenge modes for example

charred heart
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💡 shift-v when looking at an item on the ground to disable auto pickup for that item

hoary stump
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💡 Remake iron helm into "gjermundbu" helmet. (Half chained). Nothing super important or fancy 👍

proven oriole
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💡 the last upgrade of the black forge should be a dwarf

stuck pier
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💡The ability to put everything on the item stands. So sad I couldn't put a charred skull on the arm of my throne. 😔

wanton violet
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💡Suggestion: To create a feature to be able to name a chest similar to how you can name an animal. I find that when I’m creating a massive build for my main base and organizing my storage it’s difficult for user to navigate exactly what is in each chest. Such a small feature can save lots of time when looking for materials etc.

empty shell
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💡 Suggestion: One Biome Island Mode. Having biomes only generate as full islands, no mixed islands possible.

gilded void
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💡idea: musical instruments of different kinds for when you chill around the hearth with your buddies after defeating a forsaken.
(Have not played in a year or two, not sure what is new since then)

granite raptor
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💡The pet rock!
This message should explain enough

frail wraith
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💡 idea: ability to cover/put a texture on building pieces with ground textures and grass textures

cosmic whale
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💡Diving: Have an late game item(cloak or mead or armour) have the ability to dive underwater in order to retrieve serpent trophies and maybe some materials you lost underwater and maybe unlock something like spear-fishing while you dive.

lucid hamlet
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💡 Idea: allow us to animate our pet rocks with refined eitr

granite briar
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💡In the Mistlands, we should be able to find underground giant skulls with the Wishbone. We need tons of soft tissue as a mage, so i figured why cant we find any underground skulls, just like the Dwarfs do?

sleek aspen
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💡 let the harpoon be able to hook items below the water surface, for item recovery

verbal ravine
# cosmic whale 💡Diving: Have an late game item(cloak or mead or armour) have the ability to di...

💡 Adding to this already controversial idea with a more controversial one: having underwater biomes and something like a snorkel to be able to explore the ocean floor. Also some monsters and with this making weapons be able to be used in water. Would need some way to get stamina though. Maybe rising to the surface would give you more stamina or standing on the ocean floor or something like that

low plume
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💡 Assuming Deep North will add one boss, then there will be 9 bosses. And the Vegvisir has the 8 lines standing out and a point in the middle. Maybe the bosses could be put on the ends of those lines, and the final boss in the center? In my opinion it would be a nice detail, but i can see many reasons to leave it as it is right now.

shrewd wraith
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💡 Marker payload.
Currently, siege system is not really working, most people don’t bothering using siege engines because they aren’t efficient.
I spent some time asking myself “why is the catapult inefficient?”, while using it, and finally got an answer :
You can’t know if you aim correctly. Which means, if you can’t ensure you are actually hitting the charred spawner in the fortress, you can either spam payloads infinitely or -much easier- using a trick and bypass the siege gameplay.

That why I suggest marker payloads, payloads that produce something visible at long-range and that stay for some seconds, like smoke or light symbol on ground. This allow the solo player to build a watchtower from where he can tell wether his aim is right or not and how he need to correct.

half escarp
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💡
Please revert the rotations of the affected trophies for the horizontal/vertical item stands. It broke a lot of decorations for a lot of people, and some (like the neck) are nearly indistinguishable now. There is virtually no difference between a trophy placed on a vertical or a horizontal item stand now, and the change feels a bit confusing and unneeded! Please! SmilingNeck

zealous gyro
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💡 Idea: game mode to change forgotten power without stones, for immersive world it would be nice

granite canopy
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💡 Don't know if anyone suggested, but how about changing armor and item stand functions similar to pet rock's. "Hold E" for dismantling whatever items they have and pressing hotkey to switch the item on stand. Pressing E currently dismantle every item, so changing it to "Hold E" would prevent that from happening by accident. Also switching with hotkey would make it possible to switch and replace different armor pieces on stand without needing to remove them all together to get the desired items.

stone canyon
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💡 We need a DISASSEMBLE function!

It's really annoying to have to keep hitting boats, carts, rams and catapults to get items when we want to take them somewhere else.

You could use the current "Deconstruct" function (mouse 3), but with a confirmation message asking if you really want to disassemble, so that we don't accidentally disassemble them.

tranquil eagle
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💡idea: please keep or permanently add the pet rock to the game please.

final flower
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💡 Give us an item in the very late game that allows us to create a single runestone that functions like a time capsule from subnautica.

This would make it a very interesting feature and would solve the problem of constantly coming across duplicate runestones in your adventures.

While I would like to think we could all be mature human beings and not write stupid stuff on the runestones, we will, all the time. As a kind of fix you could add a like/rating system that would determine the frequency of that runestone for other players, it may help weed out at least some of the low effort meme stuff and encourage you to write something that's more informational or world building.

I think it would be cool asf to come across player made runestones that give a summary of their playthrough or informational tidbits on enemies or biomes, I could see someone making a runestone that vaguely hints at the troll in the medows.

charred heart
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💡 a consumable item which can summon a random or specific raid

boreal garnet
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💡 Since we have the horizontal itemstand behavior changed for trophy on this patch, please also consider to change the attach point of creature helmet, especially Skeletons, they are now attached in 90deg rotation, they deserved some love 🥹

arctic valley
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💡 not sure if its been brought up. Adjustable Ward ranges. 5 settings from a room size to current radius. For those wanting to live together or close and protect their goods

cosmic whale
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💡Animals on ships: Have a simple command or snapping point to get tamed animals on your ship, as long as its big enough to contain them.

twilit depot
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💡 1x1 roof pieces?🤔

sinful sable
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💡Given how hard it is to find a stone to craft Rocky, I'd like to suggest that the wishbone is able to detect these stones as well. Thus making finding them slightly easier.

swift spade
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💡 Our Rocky friend should give +1 Comfort level

hollow patio
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💡 Plains feels somewhat... unfinished in the fact it does not feature any underground dungeons or caves in addition to not providing players a means of obtaining light armor.

Could Plains get a little bit of post-1.0 TLC in that regard? And perhaps... a 3-5 minute extension of the music?

next frost
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💡 Reduce the maximum distance from Spawn that Elder altars can be placed.

Most of the time there's not a problem because one+ of the Elders generates in a sane place. But sometimes there is a problem because none of them do. 100% is better than <100%. Make it so that Elder is cool on 100% of maps. "I just beat Eikthyr and now I'm headed to the 2nd bos"--DEATHSQUITO--BOAT LOOP/DEATH LOOP--UNINSTALL If this step is taken the number of altars could probably even be reduced by one. Elder has no business here: https://imgur.com/a/oYZwKBt

Moder could use work in this regard, too, honestly. Little too easy to get a map where every Moder mountain is surrounded by biome 6. That feels like a tougher fix though.

scarlet pulsar
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💡 Create a option to get rid of wood rot. It gets annoying when I'm doing a massive build or a build in general, and then all my wood rots due to some stupid rainstorm. It would be much nicer to have that option.

scarlet pulsar
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💡 Make a way through the Cultivator to make Razzberry bushes, Blueberry bushes, and Cloudberry bushes. It gets annoying to find these ingredients especially when most of the potions in game are very expensive berry wise.

brave cave
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💡 as far as I know achievements will be added with 1.0,
so when they will come I would love to see a secret achievement for naming the pet rock "Wilson" (As a reference to the movie "Cast away")

exotic totem
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💡 Feast of Fowl
A feast item using mountain spices, chicken, eggs, onion, and a dragon egg.
I would say it should be about on-par with the pie picnic health/stamina wise, but should provide the windrunner boost for 30 minutes after eating.
Aesthetically it is a mix of chicken, eggs (scrambled, omelet, boiled, ect) and with the bottom half of a dragon egg with some kind of egg based confection in it as the centerpiece.