#suggestions
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💡 when using cultivator player does not obstruct planting
💡 placable turnips???
💡Staff of the East Wind.
When cast, a short gust of wind comes from the east, humbling even the mightiest of warriors.
💡Add a neck raincoat, similar to the wolf fur cape but unlocked in swamp and uses neck trophy and more drops to protect you from getting the wet debuff when raining.
💡 Impaling stake: Add a buildpiece unlockable with dvergr stuff on which you can place enemy trophies to deterr the corresponding enemies from attacking in a set radius. Doesn't work during raids.
💡 make the ballista like the ward. You activate it and it won’t shoot you. Then you can have friends added to it or not 🫠. Also keeping the trophy attachment too for targeting a creature you want
💡Refighting the Queen can be a real challenge to get the mats. Could we have a potion that attracts Seeker Solders so we have a better shot at getting their trophies? Or can we use 5 mandibles instead?
💡 Missiles as wardarts
Make Balista-Missiles throwable by hand.
They would be similar to a thrown spear but not collectable, without any mele application.
The corresponding skill would be the spear skill.
Darts as weapons were still used during the viking age so I think it would fit the setting.
Maybe even some fulings would use such weapons.
I think that weapon-class would fit them well.
💡 diving, to pick up the serpent trophy.
💡 make it so that you get 3 bronze out of the two copper and one tin you need to make it. All other metals are so much easier to get by comparison. Or go with the true ratio of copper to tin 9 to 1 and get ten bronze out of it. But basically the amount of metal I put in should match the amount of metal I get out like all the other metals.
💡 When crafting 5 of something with shift click (and when crafting 5 bronze), you should get 5 procs of the chance to create an extra item instead of only the potential to create 1. Otherwise crafting 1 at a time results in more bonus items.
💡 I think white blossoms should heal some hp if mixed with another flower
💡 Sea and pirates – the oceans feel a bit empty right now, so it would be great to add pirate ships that could ambush players, or even pirate camps on islands. They could have unique loot and special equipment.
💡 wood stacks should be increased by 20 later in the game since it becomes such a common resource and stacking it up can be a bit irritating depending on what you need it for
💡 I was in a group voice chat in this server last night and someone thought of a clever suggestion, posting here
Allow us to hire Dvergers to farm for us. As long as they are paid coins every few days they will continue to work (coins being used as fuel essentially just like wood for fires) and the Dvergers stop working if they don't have coins.
💡 Option or hotkey to hide all map pins, or option to have them on/off by default
💡 Turn the dvergr healthbar yellow, or another color that imply "neutral creature" instead of "friendly creature". Maybe also add some lines saying "watch your steps here", "I strongly suggest you keep this weapon still, in your own interest..." or similar, so players can feel "ok, we have the same enemy, but that doesn't mean we are friends".
💡ik the north will be the last update but it would be super cool if you guys added the world tree as the next biome as DLC maybe like a tower type of design 👉🏽👈🏽
💡 The radius in which a spear throw alerts nearby enemies should get smaller each time you upgrade a spear to a higher level.
💡mine carts and track would be fun, it could be expensive in materials cost if considered overpowered movement. Early carts are heavier. Physics would apply.
💡A dragon Mount would be nice, hatched from moder's egg where you can ride and mount or tamable seeker where you can mount as well
💡 AbILiTy To FiGhT ThOr AnD tAkE hIs BuGgY aNd RiDe It.
💡 there should be nets in which you can catch bugs in, which would allow for either ingredients or fill em into jars for collection
💡 The ability to dye wood buildings with different colors, (i.e. if you have a barn you could make it red and white instead of the usual brown). Maybe a painting system could be implicated. (Paints could be purchased from vendors, or crafted from goos or something, i.e. red = bloodbag, blue = freeze gland, green = guck, etc.)
💡 Some sort of in-game "noise level" indicator. This could come in the form of a symbol on your status effects bar that reads "Silent", "Quiet", "Noisy", or "Loud" depending on how much noise you're making. Most casual players have no idea that certain actions (e.g. running, mining) can cause more noise than others and often end up attracting more enemies than they can handle.
If that's too difficult or unwieldy to implement, then perhaps add a tip from Hugin about noise that triggers when the player first sneaks.
💡 option to hide items in workstation we lack the workstation level to craft.
💡 inventory sorting should be automated depending on settings (similar to fortnite weapon slot presets), including hotbar, quality of life
💡 wolves level up stars with kills over time
💡 I want a creature counter. Tell me how many of these foes I’ve defeated. Starred as well
💡 Some biome variants for the upcoming Deep North update
-Meadows (flat lands, ponds, strawberry forest, mushroom forest, birch forest, beech forest, flat lands with oak, hills)
-black forest (blueberry forest, mushroom forest, pine forest, fir forest, flat lands, carrot forest)
-Swamp (marshes, mushroom lands, turntip lands, treeless swamp, geyser marsh, Swamp forest, yellow mushroom forest)
-mountains (stone less, forested, silver tops, rocky tops, crystal tops)
-plains (tar steps, cloud berry valley, birch forest, stonepillar monuments, bushless and berryless, plain hills)
-mistlands (fogless land, rocky valley, jotunpuff land, magecap lands, saptree valley, infestation lands, jotunn remains, yggrasil forest, old mistlands biome)
-ashlands (treeless forest, pillarless sea, flat sea, hills, fiddlehead forest, smoke puff forest, geyser lands, old ashlands biome, flametal lands, grausten valley)
Deep north (old deep north biome, tree less forest, deep north herb forest, icebergless sea, hills)
Sea (flat islands, rocky islands, deep sea, beaches, ruins).
💡 maybe a buff from cartography table that temporarily increases a players discovery radius
💡 armoured skeletons should have 20 less hp in the first biomes, they can be super annoying
💡A pair of Friendly Muttonchops beardstyles.
One big and more bushy.
One more neat.
💡 Idk if somebody has suggested this before, but wearable trophies would be kinda cool. They don't need to have practical uses or anything, just as an additional form of cosmetic. The assets are already in the game, so I think it'd be a small but cool thing to add for aesthetics and RP. Either that or a "Pike" furniture item you can put the trophies on to act as wards, or maybe just damage buffs for players. Vlad the Impaler type stuff
💡 No feature suggestion, but it would only make sense for weapon skills to level with damage dealt not hits connected. Knives level much faster for this reason, simply because of their attack speed, compared to axes.
💡 I'm not sure if this has been said already, but my friend was talking about making it so stamina regain is a curve so its more rewarding to stay out of combat for a little longer to get way more stamina
💡 so, probably a lot of people have asked for this:
Add decorative plant options ie: flowers, bushes, vines, leafy potted plants. Some could be accessed through the cultivator and others crafted with pot shards and other items
💡 wood should be able to be decorated with exterior resources such as flowers
💡 Rare dungeons we find throughout the earlier biomes (either Ashlands or Mistlands and prior) that can't be entered until we acquire an item from the deep north.
This is a suggestion I had made a long time ago (Pre-Discord wipe) that I still fervently believe would be an immensely impactful addition to come with the deep north, and thus I am suggesting it once again.
The sheer amount of mystery this would build throughout the game for both new and returning players as they find these locations and yet can’t enter until the end game would be staggering. This would provide landmarks to return to older biomes for, or seek out if you have not found them all yet during your progression. The absolute goldrush of content this would be!
What might be within these dungeons? Components for the final tier of weapons!
The final hunt as you delve into Valheim's last remaining secrets to seek out mystical weapons of immense power.
And for those who are not interested in the given weapon a dungeon provides a component for, you could include a handful of build pieces you unlock after acquiring a unique material for each dungeon. Given that these are unique locations, there should be plenty of decorative elements to said dungeons that could be repurposed as these unlockable build pieces.
Yes, this suggestion is a hefty ask. But I truly believe it would be one hack of an addition for the conclusion of valheim that ties the whole of valheim together.
💡 Sneak skill also increases sneak speed. At level 0, moves at 2 m/s (current level). At level 100, moves at 4 m/s (equivalent to normal walking).
💡 I suggest that in the trophy section, each time you get a trophy, the description of each one tells you information, for example:
its weaknesses
its strengths
how many you've killed
inspired by grounded game
💡Hello, First of all sorry if i make some mistake on my English its not my first language so im sorry for it. i have been playing the game since it came out and i always wonder if we could get a real Spear instead of a kind of javelin, i do like the weapons that we have and the new ones on the call to arms trailer. Just like i said i love all weapons, but i would like a proper Spear whit proper animations of a Spear and not the down pointing attack. I have been doing research and using a spear in real life and it should be a mortal weapon whit a good range and different handling. it should be a so good to be able to use it whit a shield. The more kind of real spear we have is the polearm type but that is two handed and not one handed like a spear would be. That's all thank you for reading and keep it up, love the game since launch.
💡dedicated equipment slots
💡 It would be awesome when you activate a boss power you get a spectral head of the boss - kinda like a helmet but only cosmetic and only active while the power is active (like the Dragon Aspect shout from skyrim). I think that it would look cool and also a nice indicator without having to look at the timer.
💡 scraficing a boss trophy to the altar allows you to craft somekind of mini altar at base with that bosses trophy allowing you to swich between forsaken powers more easily
💡 Give crossbows some mild block armor, allowing to parry general enemies for explosive high risk/reward gameplay with them. Gives them something to compete with regular bows.
It's a lot heftier than a staff, which DO have block armor for some reason.
💡 one more row of inventory, if we can go back on no bears we can go back on this
💡 auto equip the armour you were wearing on death when interacting with your gravestone
💡 Stop turnip hate! Let us place turnips on item stands and with the serving tray! What is the reason we cannot?! 😆
💡 I know it is said alot but, dedicated armor slots
💡 hey, could we get a helmet like the boar tusk helm (had a picture but the lord of the hanged did not like) or a boar head helmet for early game?
it would complete the last missing koryos trio of animal helms
💡throwing axes like thomahawks
💡 Can we get Quality of Life features that are currently covered by top most downloaded mods available on the thunderstore?
I'd love to see these added to the game for everyone as Xbox players currently cannot get it and the mods can cause issues in crossplay.
Accessibility Essential (Must Haves)
- Ability to increase font sizes for menu and chat
- Adding gamma adjustment options to settings
- More controller support specifically, better snapping for controller and easier tool/item swapping for controller (like having a radial menu to toggle for weapon/tool equips)
- Colorblind friendly option for health bars
UI Improvements (Must Haves)
- Descriptive tool tips/info on cursor hover
- Dedicated Gear equipment Slots and utility slots for accessories like mistlight, belt, and wishbone so all can be active at once
- Option for in game date and time
- Option to see system time somewhere in game (even if just the pause/menu screen)
Gameplay Improvements (Highly Desirable)
- Mass Planting / Farming
- Earlier access to magic system (i.e. with foods and equipment scaled to each biome as with bows)
- Better aiming for bows (so it aligns with the cursor instead of slightly above)
- Ability to recycle items and reclaim materials
Some additional nice to haves:
- More build pieces for normal wood and stone
- The ability to plant berries and other forage
- Removal of mists from Mistlands after Queen is defeated
- System announcement when people want to sleep / options for how many players must sleep to toggle sleeping
- Option to craft/process from nearby chests
- Ability to have tamed animals follow and go through portals or board ships without breaking them
💡 Small thing, but can we type '<' and '>' symbols? We cant use them ingame, and I'm not sure why.
💡 Not original at all, but either armor and accessory slots or another inventory row/columns 🙏 Not backpacks bc that would be excessive, just something small to relieve this issue I and many other suffer from
💡 Permanent skill points earned by achievements!
A player can only raise a skill up to level 50 through their own actions, and the remaining skill points, beyond 50, are awarded as permanent, un-degradable points through in-game achievements.
Example of permanent bow skill through achievements
- Break a beehive with a bow: +1
- Kill a seagull: +1
- Kill a deer: +1
- Defeat Eikthyr: +2
- Kill a crow: +1
- Kill a ghost: +1
- Defeat a troll: +2
- Defeat The Elder: +2
- Craft a Crude Bow: +1
- Fully upgrade a Crude Bow: +1
- Craft a Finewood Bow: +1
- Kill an enemy from over 100 meters away: +1
So, by the end of the Black Forest, a player would have a bonus of +15 added to their bow skill that cannot be lost.(If they did their achievements I mean)
Then, you could earn another +7~8 points per biome. If a player earns all these bonuses, their total skill would be something like: 40 (from regular gameplay) + 60 (from permanent bonuses) = 100. And when player dies, only the degradable 40 points would be affected so only 40×0.05=2 would be lost. Therefore it would be beneficial to earn more permanent skill points for the player.
I think Capping skill earned by action to 50 and giving rest of the skill points(more than 50) through achievements can encourage more regular gameplay and exploration rather than just pure skill farming
💡 make an ocean boss called Jörmungandr that is summoned by putting a lox head on a fishing rod and casting it into water as it is similar to what Thor did but instead with an ox head
💡 Where is my troll hide rug? Why can all my other hides be rugs but not troll?
💡 Secondary attack idea for to the Dead Raiser
The Mistlands are really mountainous and skeletons often get stuck behind terrain. Because of this you often have to re summon them all which takes a long time. What if the Dead Raiser’s secondary attack could teleport all of your skeletons back to you for around 50 Eitr.
This would also be useful if you want to bring your skeletons into infested mines or other dungeons or after going through a portal when you want to bring your skeletons with you.
By “teleport” I mean that they would all die and immediately be re summoned around you, keeping their roles and names.
💡 An in between setting for no map. Map only available at cartography table.
💡 I don't know if this is already been suggested but add more capability to farming, like making raspberry bushes and blueberry bushes capable to be farmed as not only will this be practical in cooking or banner crafting but I think it adds a nice touch to some bases if made in meadows or even the plains biome.
💡 Keep Inventory on Death
💡 Make enemies on dungeons being able to respawn
💡 "Muscle" skill for increasing carry weight
💡 Been thinking about the staff skill. Having the opportunity to create a simple wooden staff early in game with a twist: make magical staff require 50 staff skills.
💡I've been thinking on some ideas for a while now, so this is what I have.
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I really want to ask if we can make the blue glowing mushrooms from the spawn list real? Like they could be in the deep north or mountain caves similar how the glowing yellow mushrooms are in troll caves.
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I'm not sure if this has been suggested in the past or not but would love to be able to itemstand all the different gems for treasure hordes, raw meats, honey/royal jelly, and turnips for kitchens or store houses or other decorative ideas, fishing bait for fishing docks and other fishing related builds it would be so cool to have the different types of fishing baits on itemstands like they're on display in a fish shop, and if possible clothes and rugs for decoration purposes as well.
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I know there's a mod for cats but I think it would be fun to have cats in valheim without needing a mod, they could help fight against smaller enemies like necks or occassionally catch fish as a gift for you, plus it would be fun to have a wolf and a cat as tamed pets in game 😊
💡 I think the Wooden Spikes crafted from Corewood and regular wood are a bit silly. The idea is great, they look nice and are a fine addition to a base defense... In theory! I wish they weren't as expensive, the resources used for it are fine, gives core wood a good use but maybe half the costs of it. I think it should do a bit more damage and not break as easily. Also when it breaks it should give at least a fraction of it's building materials back because they break so easy and it feels just like a waste of resources. I think this change would fit wonderfully into the current update so plsss consider ittt 🎀
💡 Discord Channel Suggestion:
Could the suggestions chat be redesigned as a thread, with each individual suggestion acting as a thread with discussion within the thread?
Benefits:
- This would help limit the reposting of already suggested ideas by making it easier to find what was already recommended.
- Easier to track discussions and keep topics organized.
- Less responses required from the team as each suggestion can be addressed once.
- Can facilitate text and sentiment analysis if structured with tags or syntax cues that function as topic coding.
Cons :
- Would require time to setup.
- May impact existing text mining analysis.
- More formality may result in less casual, open-ended conversation.
💡 I think more emotes should be added they're pretty funny and more is always better
💡Dedicated extra slots for some equipment.
💡 It would be nice if new build and/or crafting recipes are highlighted in their respective build menus as you unlock them.
- The game already tells you this as you acquire the materials. But there are often times where you're unlocking many recipes all at once and build/crafting menus are not sorted by newest/oldest.
- The compendium doesn't keep track of it, so there could be an option there to view older unlock messages there as well.
- Could also be a system configuration if players do not want it on by default, similar to Hugin tutorials.
💡 When you hover over the weight icon in your inventory for a few seconds, a list of all items in your inventory in descending order by weight shows up. This would be quite useful at least for me so i don't have to search my inventory for the heaviest items to throw out.
💡 Add Surtlings to the Ashlands; even though they're relatively weak, the environment makes sense for them
💡 I had this in the works for a while, hopefully I do not come too late. It was clear that the forsaken powers had to go through some changes and I like to see the devs trying to do that. But I think that mashing together more effects at once is not the best way to go about it.
I suggest dividing the effects into 3 different powers, given by each of the forsaken bosses:
- a global passive, generally a small buff / qol improvement. This should be activated when putting the boss head in the circle and stack together with all other global passives. It should not impact the general gameplay too much, but give welcome effects, plus they add a sense of progression
- an equipped passive, a buff with significant effect, but not very strong. Only one is active at a time, depending on the chosen boss power.
- an equipped activated power, a strong effect, useful in a certain situation. Basically works like presently implemented powers.
Basically global passives you accumulate as you progress. The equipped passive and equipped activated power are a pair that you equip on you from the circle, like you can do right now. This also means you can make the equipped passive and activated power work in symbiosis, adding a bit of potential flexibility in designing the effects.
Some conditions should also be present when designing the effects given:
- forsaken powers should not make other things useless, like potions for example. They should not have effects like magic damage reduction, the player should use potions for that. You do not encounter a need for resistances of different types at once (outside of Yagluth), so potions are more than enough.
- each boss should have a certain theme and the powers should reflect that or the theme of the biome as much as possible.
With this in mind, here are my suggestions for the forsaken powers:
💡
Eikthyr
Theme is stamina and land exploration:
- Global passive: Reduce stamina regeneration delay
- Equipped passive: Rested buff duration is increased by 5 min. Running and swimming speed while rested is increased by 5%
- Activated power: like it is currently (with the swimming too)
At the start rested buff duration is short, so 5 min extra is huge. Or maybe 5% stamina regen increase or somethin, dunno.
Elder
Forest and ranged damage (cuz the power of the forest makes wood stronger):
- Global passive: Increases chopping by 60% (lets be real, it should clearly be always on)
- Equipped passive: Pierce damage increased by 10%. Ranged weapon stamina drain reduced by 10%
- Activated: Increase knock-back from projectiles. Projectiles slow movement speed
Activate the power to help out if you get swarmed.
Bonemass
Disease and swampiness resistance:
- Global passive: Increase regen by 10%
- Equipped passive: Immune to wet effect
- Activated: Poison aura (increase damage with each boss defeated to keep dmg relevant)
After resisting all that diseased environment, your immune system is improved, thus more regen. Bonemass gives you its power and ofc that comes with some slimyness... ew. Well, at least it keeps the wetness away from you. Also, now you can also poison enemies around you, just like Bonemass whose power you just took. This can come in handy when overwhelmed by wolves in the mountain, which will come next.
Moder
Sailing and the mountain:
- Global passive: Increase mining damage by 60%
- Equipped passive: Cooldown countdown is accelerated when wind is not blowing in the sails
- Activated: Forces tailwind when sailing.
It is always annoying when wind blows from the front and power is in cooldown... well, it is cooling down faster now.
💡
Yagluth
Magic (Wizard King of the Fulings, no?) and farming:
- Global passive: Maypole makes crops grow faster. Farming stamina usage decreased by 5%
- Equipped passive: +50 Eitr
- Activated: Increase Eitr generation by 100%
I remember when I first saw the shamans using magic and thought to myself "oh, do I get to use magic soon?". I think this biome should offer some magic too. If not, at least let us get some initial eitr, like the equipped passive I proposed. Magic can be quite underwhelming at the beginning, and 50 eitr is a big boost at the start and not too much to make you op in the endgame. Maybe tweak the weapons to comsume a bit more eitr as you level them up to compensate.
The Queen
Tanky build (because she is "born in armor") and mistlands:
- Global passive: You learn to build a device that clears the mistlands of mist when activated
- Equipped passive: Damage taken reduced by 10%
- Activated: What Bonemass has now (including the recent change)
I think the recent changes look good to this power, but for the Queen. The mistlands I think might be the most beautiful biome in the game currently, it is a shame you cannot see it, only in some brief moments when the mist clears a bit locally. And once you master the biome, I see no reason why you should not have the option to clear it. Maybe make it consume whisps or somethin, so its not too easy to keep the mist clear.
Fader
Melee dmg build and strenght:
- Global passive: 150 extra carry weight.
- Equipped passive: Slash and blunt damage increased by 10%. Attack stamina reduced by 10%
- Activated: Adrenaline increase by 100%. Stagger meter decrease by 50%. Gain stamina from parrying
This one is for the dmg. The 150 extra carry weight is basically like the belt that gives strength. It does come late, but you already have the potions to help you out, so its fine if it comes later.
💡Using fish in mead base - When it says "2 Perch" for the Mead Base: Vananidir, please make it 2 of any grade of perch. Currently, if you have a level 1 perch and a level 2 perch, you have 2 perch as per the recipe; but it still won't work because they're not the same 'level' of perch. Either that or make the distinction evident in the item key.
💡 Add a way to pause the game in multiplayer, for example when all the players are in the menu
💡more world building like hildirs request would be nice.
💡 Inventory size adjusted by a world settings slider: Infinite - Blackmetal Backpack - Leather Sack - As Irongate Intended
Or just by # of rows. iirc Container sizes above 8x4 are already gracefully supported with scrollbars but I could be wrong...
ain't no way nobody has suggested this yet but I couldn't find anything so I figured I'd put it out there in light of recent discussion / complaints
💡 add a Greyling trophy please!
💡
Valheim is starting to feel like vanilla Minecraft with adding more items you have to hold or you're in a disadvantage, running out of slots to use
I have a simple idea that doesn't force adding more slots:
Stacking items of similar usage, basically you can put helmet, boots and chest plate all in the same spot, but putting the armor on takes as long if not slightly longer than you'd do it separately, putting trinkets and accessories together also spares one more slot
To separate them just hold shift and right click the things you connected
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- Add a separate inventory slot for the new amulets.
- Add a crafting station where a player can customize their outfits (like the transmog table in Abiotic Factor). The outfits would have no influence on stats and would not take up inventory space, purely a visual change
💡An idea that could also fit well into the new update "The Deep North". I think it would be fun if Iron Gate added a sled. I think it could be a fun new way of transportation through the snow or down the snowy mountains.
You can sit two on it. The sled could gain momentum down the hill. You could build it the same way as the "Cart" with the Hammer. It shouldn't be that expensive to build since it would also be used in the "Mountain" biome/region of the game. As I mentioned earlier, it could fit well into the new update "The Deep North".
You could either use it as a quick way to get down the mountains or for a fun snow race with your friends. Edit: Can someone please explain to me what the recycle symbol means. I am new.
💡 I hope the devs will add like a quest and more NPC since it feels like it is empty when playing as a solo player and I guess it would be perfect
💡I personally think paintings would be a great thing to add I feel like they would fully complete alot of the builds that ive been working on
As in different paintings for differents biomes paintings of the bosses,monsters and even the ruins(im not too far into the game yet so im not sure if there are already paintings)
💡 a sit on both knees emote
#screenshots message
💡 I would like to add to @umbral ferry idea of adding sleds, I love this idea! I also think adding a sleigh and tameable reindeer-esque creature to draw it say maybe 2 reindeer to pull a sleigh and the sleigh could hold 4 in comparison to the 2 the sleds could hold. The sleigh could utilize materials from the deep north so it would be a form of transportation unique to the deep north same with the reindeer creatures. Could also make the reindeer a mountable creature too so there's more mobility than only using them to draw a sleigh. The sleigh could also have small storage no bigger than the wood chest on it as well.
P.S. I too would like to understand the meaning of the recycle ♻️ symbol.
💡 Simple idea. Staff of Protection shield should give visual indication how much of the shield "hp" is left. I would prefer having it next to health bar as purple bar and number going down. (and make it so that it would scale properly as if you have high level of protection it could be anything from 200 - 700 , so it should be too big)
Apparently I cannot add pictures in this post (i made a mad paint representation what i mean), but hopefully you guys get what i mean.
💡 Anti-Wisplight, makes the fog even denser.
💡Think it would be cool to add Yetis to the Deep North as an intelligent species with their own villages of both cave style and bushcrafty style homes that have pine needle roofs. They would be 1.5 to 2 times the height of nords, fully covered in fur like you would imagine a yeti to be and have fur colors be white, light bluish gray, and cream or something along those lines to allow them to blend into the landscape of the Deep North, intimidating fangs and claws as well as horns, and would utilize ice, lightning, healing magics/eitr so they can heal themselves in combat. And only get aggressive if you attack them or steal from them similar to the Dvergr in the mistlands. Maybe have a quest system with them as well. Not sure if there are plans for a merchant in the Deep North yet or will be but a Yeti could definitely be a merchant for this area as well with tamed monstrous reindeer-esque creatures and a sleigh instead of a wagon. (Going off of previously posted ideas 💡 from @umbral ferry and myself) could possibly buy the sleigh recipe off this merchant among other unique recipes perhaps exclusive to the Yeti village/Deep North. For example the recipe to the food item required for taming said reindeer-esque creatures, or saddle recipes, or reins for adding to the seigh. And/Or have quests (if implemented) through this Yeti merchant and village for unique recipe or items.
Something fun I've been thinking about, I'm super excited for the update!
Or if above is undesireable Yetis could be a passive reletively solitary enemy that gets aggressive when you enter its territory very specifically. With same magic/eitr abilities and design with unique drops either way (lets be honest we all accidentally and/or purposely fought ourselves some Dvergr for their drops at least once) and they could be like mini boss powered.
💡Option for Computer users to set a single "Dodge" keybinding (Defaults to dodging backwards, usual WASD presses to add different direction).
I apologize if it has been addressed by the devs before already, but I can't seem to find any post/media if that is the case.
💡give us option to make tunels like some new tools or something
💡could add large cats 🐈 to the Deep North and smaller more house cat sized cats in other biomes. But in the Deep North wolves could be competing for territory with large ancient breed cats such as Smilodons and Cave Lions (pathera fossilis). Could make them tameable like the wolves but unlike the wolves could be able to draw a sleigh. With size difference to something like a reindeer, where I previously suggested 2 of them to draw a sleigh, it could require 4 cats to draw the sleigh. Sorry I'm on a roll with sleigh ideas. There is lore regarding Freyja having her own personal sleigh drawn by two large cats so maybe could have a small sleigh for 1 to 2 people with storage space of those small personal chest that only have 6 slots.
So we could have sleds that have no storage or beasts pulling it that sit 2 people.
A smaller sleigh needing only 1 reindeer or 2 large cats (could add mechanism for wolves to pull sleighs too but would take 4 for a small sleigh and say 8 for a large sleigh), and sits 2 people with 3×2 storage.
And finally a large sleigh that sits 4 people, requires 2 reindeer, 4 cats, or 8 wolves to draw, with 5x2 storage.
As for the more house cat sized cats in the other biomes, they would be used as more a quality of life for those who just want cats 🐈 in game, would be a friendly mob that could gift fish and rabbits or maybe random plants in area (depending on biome), attack other small mobs like necks, could even add in a way to control seagul population that way. Have mechanisms to pet, pick up, have them attach to your base once tamed. Would have to feed multiple times before they allow being picked up or assign themselves to your base. Could add a build piece like a wall to make a "cat door" so tamed cats can enter and sleep in base at night. And add a recipe involving fish for cat food.
Fun idea I know cats have been requested previously (by myself as well) but I wanted to give more thought to the idea.
💡create a channels for people from different countries like valheim germany,valheim poland etc.
💡 similar to another suggestion above, some indication of the hit points remaining for a magic shield bubble. However I’d like to suggest that instead of another bar, the shield takes on a more damaged and shattered look as it loses hit points.
💡 Make sticky inventory slots. Reserved for whatever is currently in them. (Like spears) Also, they ignore container stacking. (Hammer)
💡 The crossbow firing from a shouldered position. I cannot fire it over battlements when it's from the HIP. reference: https://www.youtube.com/watch?v=MMoL_SBD6gw:bulb:
💡 I have a server on indifferent broccoli that I play with family and friends. Some of us have different work hours than others so we leave quests and updates on signs in the tavern for them to read and follow and have fun.
Problem is that the signs hold very limited amount of words so writing lore about the quests and what our characters have done is hard. My suggestion is to have a new item that can display a lot more text on a bigger sign or board even if you need to interact with it like the lore stones already in the game.
This would be great for multiplayer development!
Thank you
💡 Make mistland hares tameable
💡 add some sort of way to make exposed building blocks immune to weathering (such as wood flooring)
maybe have a way to wax them with honey? would give excess honey a place to go.
or use tar to "seal" the wood if devs want it to be harder to do
either way just some sort of way to optionally make blocks immune to having cosmetic damage from being exposed
💡 bloom intensity display tweaks - so we do not get blinded when looking at any metal at a specific angle.
💡 Ok so we all know bases create massive lag so my idea would be allowing the player to merge all connected build pieces into one big piece which would decrease lag a ton and for structure dmg all the pieces health inside the build would go to massive health pool and once the build ''dies'' the entire thing would collapse
💡 A slimmer, less obtrusive sign option to alleviate chest labelling. Perhaps some sort of Viking-tape made out of Resin (or Tar) + Leather Scraps/Deer Hide (or Jute) + Coal?
💡 Add alternate attack to fist weapons… maybe a charge or something.
💡 What do you think about Item Stands to disappear once an item is placed and reappear when the item is taken off?
💡 When you remove a marker from your map that you recorded to a cartography table, the next time you record discoveries it's removed from the table as well.
💡 a way of combining wishbone/meginjord/swamp key/wisplight maybe you get a quest from haldor once you beet the queen to go find components or buy a tool from to add lets say an artisan table
💡Implimentation idea for reducing the Mistlands mist.
One of the more popular request.
Wisp Lantern
-Black Metal x2
-Wisp x1 / Wisplight x1
-Crystal x1
Crafted at Artisan table tier 2, which requires for you to have killed the Queen.
Works identical as the Dvergir lantern,
but also clears the mist for double the area of a Wisp torch.
Can be Crafted into Wisp lantern poles and Wisp wall lanterns with
Black metal x3, Wisp Lantern x1, Chain x1.
Retains same effect as base Wisp Lantern.
Design wise identical to Dvergir lanterns, but with the black and green metal,
and with a bit more intricate lamp design that shows artisan worksmanship.
Hence the Artisan table tier 2 requirement.
Please and thanks!
💡 Transmog in any way you approve
💡more defensive structures for early game
💡 Some sliders for world creation to spice things up. Allow for adjusting for big islands, Fewer islands, bigger continents, more rivers, fewer rare resources, crypts ect.
💡 instead of having fist weapons be equip-able like a normal weapon, have fist weapons be more like trinkets where they are always equipped. So if I am chopping down a tree with my axe, and press X, I put my axe away and now have my fist weapon equipped. This would let us keep the models of the fist weapons on our characters while having other things equipped.
💡 if the player cannot summon again due to max summons with Trollstav, the player should not lose health and eitr
💡 occasional cutscenes during dreams or some illustrations.
💡 Yagluth’s bottom half, frozen in the deep north.
💡 I know players are divided on what's the best solution to the inventory problems: craft/buy backpack items, just bigger inventory, paper doll inventory. I'm sure the devs will find the best solution that feels right for Valheim, but I just need a solution. Half my inventory is taken up with tools, weapons, armor, supplies, and now a trinket! It's too much stuff, and later biomes have tons of loot (Black Forest is also now pretty dense with bears added).
A great part of many survival games is upgrading character inventory—it adds challenge to the early game with limited inventory, there's a variety of unique ways to do it, and it feels satisfying to reach the next tier. I'd much prefer a tiered upgrade system via crafting over just making inventory larger or a paper doll inventory. There are plenty of under-utilized materials that could find a use in such a system. I like the management aspect in Valheim with tools, gear, and supplies, and definitely don't want that abandoned by just giving us a separate equipment inventory (unless that's what we upgrade via in-game crafting). But do something about inventory space 😭
💡 Staff of Embers should damage trees and turn some of the wood into coal.
💡 Tell me how many hours I have in current world/total on character and how many hours other players have spent on a server?
💡 buildable pulley so you can lift up carts or other items with a rope, using a structure you build. Would be cute to have like a lil port yard
💡 books, notes and/or just plain parchment. I'd like to have a neat little thing to write and store information in, in-world. I like building areas and recently started building item stands to store communal equipment, but it would be nice to have a way to just write down a letter to a friend when logged off. Maybe just making tales and scattering them around the place would also be nice
💡 Simple addition to Dead Raiser to give player clear indication how many skeletons currently is summoned. (it could be small icon in lower left corner with number on it) (or any other summon staff for that matter, trollstav and any possible DN staff)
💡 Raise ground walls are a very popular method to safe proof bases
My suggestion is make the texture of raise walls more random and unpredictable so they look more like real earth-ground walls and have less of a pattern to them
💡 I like that one knife that you dual wield because it's interesting it's the only weapon of it's class to have another weapon with it so it would be cool if there was a fist weapon that had something on your foot at well so your kick does solid damage
💡 Adding to this suggestion. Add items related to pull & push mechanism: Pulley, capstan, chains, ropes, gears (the item not the outfit), cranks, anchors, etc
This will allow vikings to create their own unique system to e.g. lift bridges, open gates, simple elevators attached to wood floors (so they can transport cargo), and so on.
Probably this will be difficult to implement but would be very interesting in a norse theme survival, where Eitr is also a thing, to see players build their own unique systems.
💡 A serpent raid that can trigger when you are in the ocean it can trigger like wolves except only when you are out on the ocean. It gets added to the raid pool when a serpent dies in your world like the troll raid
💡 map pin that automatically draws a thin line between the nearest sametype pin.
So that we can define perimeters, mark roads, draw phaluses, etc on the map.
Preferably with several linetype options (solid, dashed, dotted, etc).
💡 emote wheel, I think it will be great addition, and simplision of current type to use
💡 add villagers and village town.
💡 what if we had possibility to control bees, and deal damage with them
💡 Mini-boss: Black forest
Name: Wendigo
Materials:
- Dark fur
- Wendigo's blood
- Cursed Antler
- Wendigo claw
Mead: Mead of cursed spirit
- 1 Wendigo's blood + 5 blood + 10 honey
- Positive effects: Buff move speed, attack speed, Night Vision,
- Negative effects: -10 max health, Friendly fire automatic on because you're under cursed state,
- Cooldown: wait 30 seconds or be prepared to sacrifice 10 max health + 1 (in each consumption, stackable debuff) while the cooldown is still on, and the cooldown will reset back to 30s.
Wendigo set: light/medium armor
- 60 dark furs, 12 Deer hide, 2 cursed antlers (for the hood). (lv1)
- full set effect: increase Slash damage/Fists, stamina increase
- Durability per piece: 980 (lv1)
Weapon:
- Type: Fists
- Wielding: Two-handed
- 6 Wendigo claw, 10 Dark fur, 7 Silver (lv1)
- Primary damage: Slash
- Last attack will thrust both claws to front (Deal bleed effect)
💡 angled core wood pieces should not cost 2 core wood
💡 Skill ups should be listed separately than other log entries when popping up; they often get immediately replaced by loot since the log only shows 1 entry at a time. I like keeping a rough track of where my skills are at, but often times, the skill up message is gone before I can look. I think something in the upper middle of the screen, but not too distracting, so it's easier to read and isn't immediately over-written by looting. While we're at it, picking up a mix of loot should just give a running tally of the total we picked up of each item (with maybe 5 max lines), not just for consecutive looting. At the moment, the log is largely useless by only having 1 message at a time and it can't tally up what we've looted if it gets interrupted by a different item type.
💡 make the hammer upgrades use less stamina per build
💡 Kraken boss, and player can dive underwater.
💡 Perhaps late-game smelting of gold to craft ornate decorations or modifications to existing build pieces (chairs, tables, etc). Vikings loved to flaunt their wealth by crafting intricate silver/gold designs (though they preferred silver to gold, but gold is more prevalent in the sagas).
💡Optional extra row of inventory slots, purchasable from Haldor only after Yagluth is defeated. So folks who don't want more inventory don't have to use it.
💡 Bigger ship!
💡 A different bow for the bronze phase, we already have recurve bow, but longbow, would be nice. It would be more expensive to make, but have a longer reach, more damage and longer fire rate.
💡 Musical instruments
💡 Metal core wood to build taller feels weird to have it only on normal wood
💡 enchantments?
💡Ship Anchors (not sure if it's been mentioned xD
💡 I think Bonemass should have 1 more attack, and Yagluth should have 2 more attacks than they do right now.
All of the original 5 bosses have just 3 moves they use (except Moder who has 4), but the Queen has 7 and Fader has 8. While it makes sense that early bosses like Eithyr and the Elder don't have a complicated moveset, I think the mid-game bosses don't do a good job of preparing players for late-game bosses by slowly upping the complexity. Yagluth in particular feels very simplistic despite having an amazing design and soundtrack. A little more variety in the moves they use could go a long way toward improving them.
💡Have a "Request to join" button in the Select Server screen. As it is now unless you have a external connection to a server owner and access to the password, the join game tab is more or less locked out. Playing with other people shouldn't be a huge undertaking involving multiple Discord servers and/or websites. I understand that not everyone should have access to whatever server they want, so perhaps a way to vet players as well.
💡This idea isn't really intended to affect gameplay but more-so make the lore more interesting.
Make Odin and Thor appear more often or make it so they can be interacted with, perhaps for quests or challenges for unique rewards or make more gods and goddesses to make the game a tad bit more immersive to complement the lore.
Also, to encourage exploration, there could be unique items or shards spread around the world used to recreate artifacts represent various Norse/Germanic gods. There could also be unique blessings for each of the gods that could be obtained by setting up shrines with various ingredients and have a CHANCE to be obtained once an offering was made... Some could be lesser offerings and grant short blessings or heavy and complex offerings for long blessings or to increase the chance to obtain it.
The game is about the Norse world after all. From Odin to Thor to Yggdrasil, I'm honestly surprised not more is referenced in the game.
💡 Track your skill progress
Simple addition to the skill progress tab that would include (for example) tickbox next to the skill and if tick box is clicked by player it would include progress bar (and skill level) in player UI. I would personally place them in lower left corner about width of inventory crafting screen, having the skill name and level shown and height according to that.... And perhaps allow user to tick as many askill (even all), (that would clutter the UI, but that is users fault.)
There was #suggestions message earlier request about skill messages. High second to this suggestion, and perhaps the skills could be shown on lower left corner (and if player ticked progress bar, it would show it there with some nice glow effect)
💡 Adding to this suggestion.
TURKEYS
use-- replace chicken as a high tier food source allowing chicken to be used early game and make it not as good
Drops- FEATHERS, raw turkey meat
Use- FEATHERS, turkey platters, Thanksgiving feasts, etc
Reason- FEATHERS!
Doing this would make chickens a early rss allowing players to farm feathers easier early game, and giving another early game food source and allowing turkeys to be in turn the replacement as a late game source
How to aquire? Same as rabbits, wild and you would have to tame catch and tame them to breed and farm
Where- plains or if you did a flame variant ashlands
💡 for the deep north: dire wolves bigger than normal wolves you can tame them and ride them
💡 Valheim ideas
My friend and I have been discussing some ideas for Valheim. I want to put them here to see what the community thinks.
- Adding more variety to the enemies in the Mistlands. We think that the seekers could use a ranged variant. We call it the Seeker Spitter. It flies around more and hovers in place to shoot a ball that does AoE lightning damage and slows you down, but it's very weak to damage and goes down easily.
The second is a big praying mantis type that usually chills out on high rocks. That's because the rocks are generally a safe area from the seekers. It sits there and waits for you to climb up. It shouldn't be very tough or do a lot of damage but it should have a good knockback.
-
The raids are more difficult at night.
This is a simple modification but quite fun in our opinion. The mobs are usually more dangerous at night, but this doesn't extend to the raids and we think it should. -
An ocean rework. We suggest adding randomly floating boats with "pirates". The smaller Karve only has skeletons, but the bigger Longship can have Draugrs.
The second idea are Ocean biome "caves". You sail around and find a small rock pillar that you can climb and maybe find a Sunken Cave. The idea is that you hit the Swamp biome at the same time as the Ocean. Therefore the level of difficulty in the Sunken Cave should be the same.
- The fulling patrols in the Plains that spawn at night can be led by a Shaman or a Berserker. This idea comes from the lack of those enemies outside the villages and for the sake of difficulty they shouldn't have any stars.
So here they are. These are our ideas. We're looking forward to your responses fellow Vikings. 💡
💡 first-person view? Only can change through the option.
Ingame voice chat?
💡Ivy and ashvine open sky checking could be adjusted so it can grow when it's partially covered like on walls where the roof is slightly bigger
💡 I've said it once, and I'll say it again, ADD MULTIPLE LOADING PICTURES, it gets kind of boring seeing the same picture every time you load a world
💡 A potion boosting skill xp gain
💡 Add another option to the Hoe that restores previously-terraformed terrain to how it was. This is so as not having to use the Raise terrain option and expect to reach the height an area had before changing it.
💡 Played Valheim with a friend on the no map and no teleport configurations. The no teleport was amazing (truly the ""right"" way to play the game, because traveling by boats becomes more relevant) but the no map was awful, here's my suggestion to improve the no map option:
A) Make an item called 'map'. How it'd work: 1 - recipe for a map on the workbench that works similar to the current map, to update it you must go to the grey area. The map item would only cover something like 100x100m² area (random number), so you'd have to make more maps to cover the rest of the world. After you build a Cartography Table the option of combining them into a single one becomes available. 2 - you can only see the map when opening it, but there's no such thing as "player's position" on it.
(I know, one more item in the inventory 😭, that's why the combining option)
B) If A is accepted, the no map would have two options: 1 - no mini map/maps, only map items available. 2- no mini map/map/map item available.
I know we could "cheat" and make irl maps of the world (and we kind did lol), but why not make an in-game item?
💡 INVENTORY
Everytime I get into the ashlands my inventory immediately gets filled. All my extra 10 invent slots, I mean, get instantly filled with grausten, bones and a single berry.
I don't think that we need more invent space (unless it's upgraded/crafted), but we definitely need extra slots for at the very least armour, equipment and the newly added trinkets (which is just another slot permanently occupied). I feel like I constantly have at most 10 slots available and that is without basically any potions.
Besides having specific slots for armour and the aforementioned items, we could also have specific slots for food, potions, perhaps a hammer slot so we dont have to carry it all the time (maybe the same for the hoe??). These are just some general ideas, but currently the invent system feels, to me and my friends, one of the worst things in the game. And I play with friends, so we can stack particular items, for example when we go to a dungeon together. I cant imagine how solo players manage their inventory
💡 Door locks, windowsills, and window locks.
There needs to be a way to lock up your house in a village without having to use wards. Either locks or adjustable ward radiai.
💡 This was suggested before but like many suggestions before the server purge it was lost. The ability to take down a ship's mast. Historically, most longships and similar boats of the type were designed so that the mast could be quickly taken down or set up as needs required (including for the reasons highlighted below - navigating rivers and going under bridges).
Why I feel this feature is important? For most of us vikings that enjoy building bridges, building a bridge that both allows carts to be easily pulled across the top and boats to pass underneath requires us to push up against the limits of Valheim's structural engineering with whatever tech level we have appropriate for the boat we have at the time. Not every bridge needs to be a grand span, and I feel like it's much more reasonable of an engineering ask for the minimum defining factor of whether or not a boat can pass under a bridge to be the width of the boat instead of its full height. This feature allows quaint bridge builds to exist without necessarily completely shutting off a river's ability to be traversed.
How it would work? Hold E on the mast for maybe 10 seconds (longer for larger ships?) to take it down. While taken down, you can't use the sails and can only paddle. Hold E again in the same spot for about as long to put it back up (if there is sufficient space).
💡 Adding a bit more difficulty to procuring Honey
Feels odd to have a sudden superfood early pn in the game, and it's pretty much an infinite source generator as well. It would be great if we're able to at least "fuel" the apiary with organics for the bees to eat, or have a requirement of having flowers around. I just think, compared to most other foods of its calibre, its acquisition and basically infinite procurement is a bit too "easy" compared to the complexity with other food stuffs
💡 Blowgun as a light weapon to pair the root armour set:
shoots darts made with 1 bronze and 8 wood (30 darts per recipe)
Shoots twice as fast as a bow and damage peaks at a medium range then starts to drop off.
30 piercing damage and slowly increases firing speed the longer you fire it.
💡A new pickup mode: smart pickup. You only auto-pick up items that are already in your inventory, other items are ignored.
There's a mod that does that (https://thunderstore.io/c/valheim/p/b0n3/Smartpickup/) and after using it for a long while I think it's very handy for situations when you're only interested in some things and you don't want to clog your inventory with "junk".
The only caveat is that you can miss drops you're not aware of, so this option could have a little adjustment: you only pick up items in your inventory and items that are new to you.
💡 i wanna share some thoughts about inventory management.
i think this is how it should always be handled in survival games:
-anything equipped is something you aren't carrying in your inventory except for weapons and tools, otherwise you'll autopick up things in place of your weapons and tools and that's annoying. so there should be slots for armour, capes, trinkets and any other wearables. arrows are sort of an outlier but i say they would technically count as "weapons". maybe to counteract the problem with taking up space with too many different types of arrows they could add some quivers for arrow-only storage which would allow you more freedom throughout the game to be an adaptable archer who can still pick up the same amount of loot as other players who aren't specialising in bows.
-progression in games like these always means a steady flow of new resources every time you find a new biome/enemy adding to the amount of things there could be to pick up, which means there should be some way to gain some new inventory slots throughout the game to balance this out, whether that's the good ol' backpack or some other unique path they might want to go down in order to tackle that problem
-weight should be calculated by everything in your inventory overall but whatever you have equipped is 1/2 of it's original weight and whatever is in your hotbar is 2/3 of it's original weight. i don't really have to comment on gaining more weight in game overall because there are multiple things that do address this but i would like to point to some kind of new "strength" skill that would increase your max carry weight to something like +1 per level which would be calculated NOT by being over encumbered because that's obviously just annoying but rather, by something along the lines of...
[ the more weight in your inventory = the more XP you gain x amount of points of stamina used when you sprint, sneak, jump, swim, etc. all being calculated differently due to their inconsistent changes in stamina drain rates ]
regardless of all that nuance though, i just say ditto to needing some sort of solution, whatever the devs feel is right
💡 add more and harder monsters to ocean. Tie spawn triggers to boss defeat flags, harder monsters spawn as you kill more bosses. Thus the ocean would gain content, become more interesting/chaotic, and not interrupt progression
💡Minor decoration addition: I would like a Pink banner
💡 Seasonal items. Let players that played during the event keep the learnt recipe on the character that learned said recipes and be able to craft em at any time.
💡 What about taxidermy? Trophies are well and good, but making a stuffed bear decorate your hall would be awesome. or a stuffed wolf by your throne. Trophy rooms would never be the same again 🙂 it would (in my opinion) only require a static creature model. What I feel is missing would be statues or stuffed creatures.
💡 New form of portal made with Mistlands wood and at this point of progression, giving the ability to teleport animals such as wolfs, boars and loxes. Since not every starting island has Plains Biome it would make loxes far more usefull and not just a scarcely used mechanic
💡Seasonal comfort buildables like the Yule tree and Maypole count as the same category of furniture and thus the comfort they grant doesn't stack.
Once again a past suggestion that was lost to the hack. It'd be nice if people could feel free to change out their decorations for the seasons without feeling like they're losing a gameplay advantage. Yule trees aren't meant to be kept up year-round, and while some maypoles are, typically most get taken down beyond a certain point too.
The one lost comfort level from implementing this could easily be made up with changes elsewhere, either to an existing piece of furniture or by adding a new (non-seasonal) one. This also opens the doors for comfort-raising buildables for other seasonal events without needing to worry about power creep.
💡 UPSCALING
Upscaling options (DLSS, FSR, XESS...) are somewhat of a standard in modern 3d games. Performance issues (whether CPU bound or not) are also common for Valheim. Im not sure how challenging of an undertaking this would be in unity, but I suspect this would be worth it.
💡 Remove the extra comfort from Seasonal build pieces and instead give it to other pieces where it might be more useful and available, such as Cartography table.
The idea is to both give some pieces a better function and also make the seasonal pieces a completely cosmetic/visual aspect rather than an actual useful mechanic locked behind a certain time of the whole year and make people feel like they are missing out on that mechanic
💡 weapons and armour that are equipped should not take up inventory slots! 😀
💡 The last Forsworn should drop a component for making a new hammer, that doesn't need any nearby workstations to build or repair anything.
💡 make 1m diagonal poles for wood
💡 64* roofs for all types of pieces so we can make very steep builds
💡 saw some interesting chat about inventory suggestion, this will be my 1 and only take on it
Purchasable bags that take up a new 'bag' slot (thus cannot stack) after defeating each boss.
Haldor
-100 Gold 'Leather Satchel Recipe' (defeat Eikthyr)
2 slot bag, crafted with Deer Hide, Leather Scraps, Flint, and Feathers
-200 Gold 'Moonlit Forest Satchel Recipe' (defeat Elder)
4 slot bag, crafted with Troll Hide, Blueberries, Thistle, and Greydwarf Eyes
-300 Gold 'Satchel of a Fallen Warrior Recipe' (defeat Bonemass)
6 slot bag, crafted with Ancient Bark, Guck, Ooze, and Leech Trophy
Hildir
-400 Gold 'Cultist Satchel Recipe' (defeat Moder)
8 slot bag, crafted with Red Jute, Wolf Pelt, Cultist Trophy, and Wolf Fang
-500 Gold 'Pillaged Satchel Recipe' (defeat Yagluth)
10 slot bag, crafted with Linen Thread, Lox Pelt, Cloudberries, and Tar
-600 Gold 'Carapace Satchel Recipe' (defeat The Queen)
12 slot bag, crafted with Carapace, Magecap, Scale Hide, and Blue Jute
Bog Witch
-700 Gold 'Burning Satchel Recipe' (Defeat Fader)
14 slot bag, crafted with Asksvin Hide, Celestial Feather, Proustite Powder, and Sulfur
-800 Gold '(Deep North Revalant Satchel Recipe)' (Defeat Deep North Boss)
16 slot bag crafted with Deep North materials
these bags would open the same way a chest opens (so you can't have a chest open at the same time as your bag, they take up the same spot on the screen) so as to not increase screen clutter
💡 22.5 degree (or at least 45 degree) inner/outer roof corners for all angled roof sets. So many circular builds with makeshift roofing solutions at the outer ring because all our corner pieces are for a 90 degree angle.
💡 add steam achievements
💡 Additional equipments inventory
💡I've said it once and I'll say it again though, Hildir needs more appeal in terms of rewards. Unlocking something much more substantial by doing the quests is honestly a must, otherwise, I personally could go through the entire game giving less of a hoot about even finding Hildir entirely. The most beneficial thing that you can get from her are clothes for farming buffs, but thats about it.
Quests unlock exclusive padded furniture, decor, or build pieces
Or Quests unlock exclusive trinkets
Or Quests unlock various degrees of Inventory Bags (maybe you can only equip one at a time)
Something.
💡sunglasses
💡 Change the EQ of various monster noises so the bass content of their noises/vocalizations are consistent with their size. As an example, the Greydwarf growl is similarly bass'y to the Troll and ||new Call to Arms Black Forest enemy|| when it should be thinner/reedier.
💡 Mammoths 🦣 for the Deep North that are rideable.
💡tameable bears but with a berry or some other material from a later biome so that it's still a late game kinda thing
💡 make armor slots separate from your normal inventory so you dont need to waste 5 spaces for armor and an item be it whisplight or megingjord
OR/AND
Make number slots separate from inventory
💡 Unsure if its being brought up before ( new to the discord and returning player from launch) but Id love to have horizontal and vertical beams that are the same as the 26*/45* beams so i can have verticals or horizontals that match thier thickness
💡More slots given by accessories based on progress i.e. specific quests,
Giving more slots on the get go isn't needed because inventory turns from being a challenge to being an issue only from Mistlands.
They need to be accessories in order to be mutually exclusive with other super useful stuff.
They shouldn't be crafted because that would mean anyone would have them just by playing, although extras slots, while nice to have, are too nice to have and should be earned.
And they should possibly be given by Hildir because her current quests are nice to do but disappointing when finished.
💡 I've been stewing over this idea for some time; I adore the gem variants of flametal weapons like Ripper and Slayer, but I got some ideas for possible changes. In regards to following gem weapons, ideally 1handed and dualwield weapons apply 1 stack on successful hit and 2handed weapons add 2 stacks per successful hit.
Iolite: base chain lightning becomes rarer but stronger (maybe purple-ish to show it's different?). Each consecutive hit stacks a debuff and does a guaranteed weaker chain lightning that reaches further (logarithmic curve so it limits but gets stronger?) per stack. Perhaps keep the base lightning damage, so the chain lightning only dishes damage to other enemies therefore the enemy being hit takes more lightning damage as opposed to those hit by chain lightning.
Bloodstone: each HP lost when equipped adds a hidden stack of blood rage with visible timer. Each time taking damage it adds 15sec but limits to 45sec or 60 sec? Stacks limit to 50% or 100% current max HP?
Each successful hit adds hidden stack of bloodwrath/fury or smth that makes blood weapons cost less stamina on use, same timer concept as bloodrage?
Jade: this one I was less sure of so I have more idea combinations; either keep, change, or remove RNG root effect. If change, maybe make it less frequent but AOE/contagious rooting?
Jade wepaon adds a short debuff to hit enemies that slows &/or poisons.
My favourite part of this idea is make debuffed enemies spawn (lesser?) tentacle root upon death, making perfect synergy with the slowing or rooting effect, punishing grouped up enemies.
edit: I didn't find other posts similar to this in chat history, and I only just recently joined so I apologise if this has already been addressed.
💡I often play Valheim alone, as I don’t have friends to join me. While I enjoy the game, always being by myself can feel lonely and isolating. I would love to see a friendly NPC companion added—one that can follow the player or stay in place depending on the situation. It would make solo play feel more comforting and immersive. If I may suggest further, it would be amazing if the NPC could carry up to half the player's weight and be assigned simple tasks like farming or other basic work. These features would greatly enhance the experience for solo players like myself. Thank you for considering this idea
💡 I think to have the ability to adjust structure stability for each world (just like you can adjust drop multiplier) would be very nice. While later in game you have more stable materials I still believe that having this option would be much appreciated among builders as it would allow you to push the limits of other materials. The slider which would be used to adjust this could have values such as [Normal, 1.5x, 2x, 3x and Unlimited] this would still allow others to play it the normal way.
💡 I think it would be cool to have a canoe or other small boat to make travelling on rivers easier. Something without a sail and smaller than a Karve. Something small and cheap that's slow and has low health.
💡 Chalk to whiten your walls to make more beautiful timber framing buildings.
💡 living roofs would be nice to have, maybe a few varieties even to match biomes like the meadows, forests, plains, and mistlands.
💡 Being able to build portals and only portals inside of the npc "sphere"
💡 add snus
💡Please do something with cooking and planting skills. You do not level it that often, but loose it way more times. Loose less xp?
💡Ability to search for items in crafting menus (Forge, workbench etc)
💡 photomode...
💡 make trophy drop rate scale with resource multiplier setting. Quite a few trophies got a new use with CTA, and it doesn't make sense to choose an option for faster progression and then be stuck behind drop that doesn't scale with it.
💡 be able to use the harpoon to drag logs out of the water. damn it hate it when ygdrasil wood logs falls into the ocean
💡 3 words... coloured glass panes
💡 mooring post/ropes to tie ships to docks that holds it in place with in reason but prevents damage (maybe a roof required otherwise goes down to 50% like other buildings materials that 'weather/rot' would be a amazing, as much as i like making wooden holding posts actual mooring options would be so aesthetically pleasing
💡I think the game could benefit from like a potion pouch that’d make me more inclined to actually carry them instead of them holding valuable inventory space
💡 Potion tap barrels
💡 What would you say about random events in the world? For example, a meteorite falling (new ore, etc.), a tsunami that would flood a piece of the coast and wash away some treasures and materials, a raid by fallen warriors on a destroyed ship, and other events?
💡 trapdoors, cellar doors and ladders would be really nice for those of us who enjoy building basements and cellars
💡 Had a recent thought 💭 not sure if it’s been brought up before but sometimes the trees seem a bit repetitive ie… Black Forest, and meadows. In reality there are dead trees standing in forests and whatnot thought maybe an odd standing dead tree here and there would make it a touch more interesting. Perhaps a little less resources gathered from it but also a few less swings of the axe. Just a thought 💭
💡 They should add kratos's weapons to the deep north.
💡 Colorable portal runes and effects
💡 I have a solution to fix inventory issues while not adding new slots, dedicated slots or backpacks, and that is a simple change, stacking!
Being able to stack "the same" items on top of another would give you more space while you're still burdened by the weight system, interacting with them is slower than how you'd do it normally but in the cost of more inventory slots, to separate them hold shift and then click to pull items out of the stack
The items you could combine would be:
- Armor (+2 slots)
- Accessories and trinkets (+1 slot)
- Food (+2 slots)
- Stamina and health Meads (+1 slot)
- Status effect Meads (+? Slots, depends how much you carry)
- Different types of wood (+? Slots, depends how much you gather)
- Different types of ore (+? Slots, depends how much you gather)
- Trophies (+? Slots, depends how much you collect)
If devs really oppose the idea of more slots, this could be a nice way to solve the inventory issue
💡 Huldufólk that try to sneak up on u . Discussions on which biome they would be?
💡I know similar things have been mentioned before, but it would be fantastic to have the ability to plant raspberry and blueberry bushes from a rare drop (to make it less easy than simply planting the berry). Probably not necessary for cloud berries since they're much more abundant, but maybe for outdoor decor. It would be great for landscaping, and keeping up stock for mead and food. But mostly for landscaping/decorating honestly. Same goes for the non-harvestable shrubs.
💡 a boat cleat or mooring made from metal to tie a boat to, making them not drift from docks and keeping them in place, higher tier boats will need higher tier metal moorings or cleats to keep them in place (bronze for karve, iron for longship and flametal for drakkar). The costs of the moorings or cleats is up for interpretation, but i think making them cost 10 or 5 of a spesific metal would suffice.
💡 with the new update i think some weapon animations and weapons in general could really use overhauls
some examples i have are
most 1 handed and 2 handed blocks using the same block animations (bows swords spears battleaxes) looks really wimpy and the animation often doesnt match the weapon
sledges main attack feels really stiff
battleaxes main and special attack
fist style weapons (not a huge issue but i think they could really improve if their animations actually used the claws which all fist weapons so far have and are named after)
fist style weapons special attack (kick is nice but doesnt feel like a power attack and usually when youre fighting an enemy with an extremely close range weapon youre not trying to kick them further away from you)
spears should have actual spear attacks instead of holding them right next to the tip in reverse grip (seriously how has this issue lasted so long)
also a lot of animations set your legs down and stop whatever animation your character was doing which feels really janky seeing my character instantly switch from a sprint to standing dead still and swinging an axe around their entire body
💡Pirate ships sailing the ocean biome
- Daugr Ghost ship. A putring almost broken gray and moldy ship with thorn sails, with 2 or 3 Daugr archers that only spawns at night near swamp biome.
- Fulling raft. A paddle propelled raft with spear weilding Fullings and a fulling shaman in the Crow's nest of the raft
- Dverger catamaran. Friendly, with Dwergers and big treasure chests in it's hull, to tempt you.
- Charred bonemaw knarr. A ship with decorated with bonemaw bones, a balista and Charred Marksmen
- ????? .A northlands themed pirate ship
💡 I may have asked for this before so sorry if it's a duplicate but I would love expanded accessibility options like hotbar keybindings and other keybinding options like putting multiple actions on a single button (not to use multiple things at the same time just to lessen the total button requirement). Only option for those of us with disabilities is to use either mods or 3rd party programs.
💡 Indicate Berry Bushes
When looking at a berry bush, it will have text describing what it is(similar to looking at a tree). This would help to prevent accidentally chopping any berry bushes close to home, as there are some identical bushes with no berries.
💡Better map markers. Our current map markers are way to basic. Let us add color
💡 Cooking recipes for each named fish (Like in the mistlands) or more early recipes with fishes. For me fishing in the game should be an alternative to hunting and agriculture.
I got a few ideas for example :
- Seasoned perch : 1 Perch 2 Thistle.
-Pike Stew : 1 Pike 2 Red mushrooms.
-Roasted Northern Salmon : which requires a bit of everywhere reagents and the oven to be cooked.
💡 I've read somewhere that there isn't much information on nautical superstitions in norse folklore, which might be why "pirate" ships might be frowned upon at this channel due to its thematic clash, though there are a few legends about sea undead either way. However, with how barren the ocean is, I think it's in desperate need of further events or interesting scenarios beyond what we have already. It's a pretty good spot for creative liberties, as the game has taken already before. Otherwise, it's the part of the game my group dreads the most, as it's pretty much a guarantee of 20-40 mins worth of nothing remarkable happening, depending on the distance of the trip. At best, we'll get stuck on some rocks, or find a serpent if it even bothers to show up.
💡 a Fish Frenzy Mead to make fish spawn more for the same duration as the Love Potion
💡 Dog Sleds in winter biome - Made with Fine wood, silver, iron, leather etc. 2-4 storage slots in sled. You should be able to use 1-6 tamed wolves. The more wolves, the stronger the pull on your sled.
💡Sickness
A small possability of getting sick, perhaps after eating certain foods, swimming, or not sleeping. It could be accompanied by a very small debuff to stamina or movement speed.
💡 A new tool to cultivate blueberries or any berry for that matter.
More colors, designs, and patterns for Shields, cloaks and ship sails
💡 I would like to see the devs take a MASSIVE build like this and use it to optimise the game more for big builders. The Satisfactory devs did this with a users save file, and I believe Cities Skylines also did similar. So I think it can be done and should be done, it will be great to get some heavy testing out of! Not mine BTW https://www.nexusmods.com/valheim/mods/3130
💡 Add a Burial Chamber like dungeon to the Ashlands. This dungeon would have all of the gemstones in there along with some flametal but not the bell fragments. The fortress would still have all of the resources it has right now.
💡 the stats of Dundr don't show the basic Eitr requirement to reload it. All the other Eitr weapons show the Eitr use on each attack, if Dundr showed the Eitr use on reload that would be useful for people that remember stamina and eitr thresholds necessary to use weapons in combat like I do
💡 Maybe add more animals like cows or sheeps
💡 After fullrelease, there should be a cutscene after placing the last trophy.
For example.. the trophies connect and they summon a portal. The portal takes you to odin. After that you chat with odin.
💡A whale-like creature found in the ocean biome that players could harvest oil from. The oil would be used to weatherproof wood build pieces so they no longer get damaged by rain.
💡 make spears immune to the effects of turned off auto pickup. turning it off is perfect to prevent it not being picked up but then so goes for the spear.
💡Give us dedicated equipment slots or at the least a few more inventory slots so we can actually carry the things you add in the new updates
💡 Summoned skeletts are just so good but I would be incredibly happy if we could order them to hold position, where they do not wonder around at all, or maybe do to kinda shamble or patrol? They pursue enemies a little but abandon and return to post if enemy goes too far away. Ideally they turn back around to face original direction if shambling set to 0.
But it wouldn't make me as happy as having meelee skeletts spawn using main attack and ranged skeletts spawned from using special attack (maybe included in item description so peeps actually are aware).
Additionally, it could be interesting to consider adding some mini health bars of skeletts on icon and/or health fraction/percentage in the tooltip.
💡 magic heavy attack (cost more than 100 eitr)
💡 I wish the cooking worked a little more like 7 days to die where it took time to make meals.
You have the ingredients and you can select how many of an item you want to cook and you go on about your business… then as long as the fire doesn’t go out it will continue to cook until it’s all done and waiting in the campfires output.
💡Make the combat difficulty option when making a world be two separate things
One for how strong enemies are
And another for starred enemy rarity
💡Got another idea, alters of the gods ie to the different gods like Thor, Odin, Loki, Hela, etc. based on what you offer you would get a certain buff. Make it off of trophies and make the alter based on an item that really hard to get like Hildirs Elite bosses, have the same concept but they create the alter of Loki or Alter of Odin etc.
💡 Solution/idea to the current inventory discussions: instead of adding dedicated slots for equipment or items that grant more inventory when equipped, add +1 slot per Forsaken defeated. Slot could be gained by returning the trophy to the Sacrificial altar and activating the newly found Forsaken power (first time activation would grant permanent +1 slot, power could still be changed to other). That way it would be tied with progression.
💡Statistics in game, I want to see numbers like date I started, deaths, iron picked up. Ik you can view it in game chat but id love a screen with all of this information
💡Add a buildable item that is exclusive to boats wich adds a map marker wich moves around with the boat. Im so fed up of losing all my boats
💡 The ability to wear enemy trophies on my head, i really want to run around feeling like ghost rider wearing brennas trophy.
💡 It would be nice to have an option to hide head armor to be able to see your character's head.
💡 The ability to eat multiple of the same food, allowing you to have a full belly on just one type of food. However, this is counterbalanced by an enforced law of diminishing returns - the second instance of a food you've already eaten has the health (including hp/tick), stamina, and eitr values it grants you halved, and the third instance grants only 1/3 (maybe 1/4) of its value.
Under this proposal there are very few-to-no cases where eating multiple of the same food is strictly better than having a diverse diet (I welcome any examples made in #suggestion-discussion), but it still remains a strategic option available to players who are starved for food resources or inventory space.
To help with new players' confusion if this is implemented (and just surrounding how food in Valheim works in general) it may be beneficial to have Hugin mention something about a varied diet being advantageous when he squawks to the player about food for the first time. Another potentially helpful tell to point out this mechanic is yellow text appearing when you eat three of the same food at once that reads "You're getting tired of [food name]"
💡 Steam Achievement ideas:
1st night: Survive your first day/night without dying
Stone age master: beat eikthyr
Bronze age master: beat elder
Iron age master: beat bonemass
Silver age master: beat moder
Farm age master: beat yagluth
Magic age master: beat the queen
Age of flame master: beat fader
Golden age: beat the deep north boss
Head collecter: collect all trophies
Weapons collecter: craft and collect all weapons
Armorment collecter: collect all armor (discluding hildirs)
Tool maker: craft all tools
Viking craftsmanship: upgrade all weapons, tools and armor to max
Master chief: cook all foods
Tasting good: eat all consumables (including puke berries and rotten meat)
Feast party: make all feasts
Beast master: tame all creatures
Alchemist: brew all potions
Odins worth: beat valheim on normal playthrough (any settings)
Worthy warrior: beat valheim on normal (devs intended way)
Worthy berserkers: beat valheim on hard
To valhalla: beat valheim on hardcore
Trace master: beat valheim with no portal/no map
(hidden achievement) Heavy metal thunder: beat valheim on the most hardest setting possible (hardcore, no map, resource 0,5, high raid, fire hazard on, no portal)
(level up all skills to 100 achievements, can't name them all)
💡 Arrows that are selected for a bow are visible in a quiver by the side or on the back whenever a bow is selected
💡Options for Plains-tier foods that aren't gated by Moder to craft (you can get a level 4 cauldron by skipping Pots and Pans and stealing black marble from Mistlands to make Mortar and Pestle, but you can't use it to make anything without already having tech unlocked by an artisan table). Here are two:
Cloudberry Jam. req. cauldron lvl 4, cloudberries x12, thistle x1
21 health, 65 stamina, duration 1200 seconds (20 min), healing 2/sec
"Seedy but tart and sweet."
Lox Roast. req. cauldron lvl 4, cooked lox meat x1, onion x1, carrot x3
70 health, 22 stamina, duration 1500 seconds (25 min), healing 3/sec
"A roast fit for a king."
These are all-around worse statwise than the foods you can make with access to a stone oven and windmill, but are slightly better than mountains-tier food. For non-sequence-breakers, they function as a decent intermediary between the two if you're having issues finding or growing barley. The lox roast in particular is also a good sink for any excess carrots you might have at the time.
💡A Bonemaw raid that can activate only if you're close to a large body of water
-Obviously wouldn't be super common, but I can't stop thinking about how cool it would be to be living on an island or coastline and have Bonemaws rearing out of the water and firing projectiles at you from the sea. Would also just be very cool to get raided by an aquatic enemy.
💡 Would it make sense when you get the crafting bonus item for arrows that you would get 20 bonus arrows or at least 10? Getting one arrow seems pointless in the case of the arrows
💡a wand that can relight all within range - still requires the resin/wood, etc. I had modders already create something like it using the sparkler and each successive swipe increased the range, so it looked pretty cool and felt awesome to relight your base.
Actually, the main use for this would be to relight candles, as having to break down and replace an altar of candles is both dangerous and tedious
💡Fishing trap, that would require rotten meat to reset, and maybe fine wood and some metal to build - enough to make it restrictive, maybe even yggdrasil wood. Maybe doesn't yield special fish, only cheap fish
💡 Serpent scale shingle roof tiles and other build pieces
💡Altar of Protection that functions exactly as the staff of protection.
For when you die with your staff on you and want to quickly cast it before death run. Would still require same eitr to cast, but would save you having to retrieve and replace a backup staff. And would look cool as hell, without unbalancing anything.
Cost to create: similar to staff plus black marble.
*maybe even requires a fully leveled staff of protection to build
💡 Deep North should add a triple shot crossbow.
Each shot would individually do less damage than the previous tier crossbow, but the damage of the three shots combined would equal out to be a lot more. So, it would not only be rewarding for having good aim but also being able to consistently land all three shots. Another tradeoff would be that it would end up ammo hungry(you'd consume 3 bolts per use whether you wanted to or not), but the damage would more than make up for that and having 3 hits means leveling the crossbow skill would be a lot faster.
💡 Log Walls made from Core Wood and preferably other fitting build pieces.
I know we can already build Manual Log Walls by stacking Core Wood as they Snap but having a set of Log themed build pieces would be neat.
💡 A fairy themed biome, with styled houses new build pieces, the fairies are ally’s and work the same as the dvrgers. New magical items, weapons, wood villages, dungeons. I think the ashetic would fit and be unique.
💡 More beds, with each granting a different buff when you wake up.
We could have a bear bed for the black forest, lox bed for the plains, and a misthare bed for the mistlands. the buffs could be chosen by the devs, as well as the crafting recipes for each.
💡 Is it possible to lower the volume on the pickaxe when mining ores?
I love the ambience of the game and how you can use sound to know what's around you (especially black forest and Mistlands) but i have to lower the volume whenever i mine ores (I think it only happens when mining copper and metal things).
Maybe add it as an accessibility option?
💡 Randomly generated quests at dvergr ports where they request delivery of very heavy non-teleportable goods (so exclusively by boat) to a different random dvergr port. Upon delivery they award gold and random ore.
💡 Make boats more utilitarian (add repair stations and/or more item storage). Playing without portals means constantly filling up the boat storage with spare gear or crafting station materials.
💡 Split world modifier resource rates into two rates, one for enemy drops and one for all other drops (wood, ore). I don't mind grinding enemies for their loot, but destroying less landscape for ore and trees would be nice.
💡 Make Crafting skill also affect the hoe (as it's also technically the "building" skill)
💡 A quiver where I could put arrows? With a visual effect?
💡 Unique Craftable Headpiece by using a Trophy.
Unique effect of any Trophy Crafted Headpiece is to fit into any Set Bonus plus a neat bonus based on Trophy.
Leech Hood, adds a slight % of passive lifesteal.
Boar Helm, slightly faster run speed.
Deer Helm, slightly less stamina usage. Eikthyr Helm could simply be a better version.
And whatever else neat effects could be themed based on Trophy.
💡 add character body customization
changing body shape of the character allows for more cosplays or creating an oc by players.
PLEASE I WANNA MAKE A CURSED CHARACTER BODY SHAPED 😭
💡 anther suggestion add diff races to the game like elfs & orcs & dwarfs they can be only for customization or just for looks
💡 A Tall Oak Tree
A rare Oak tree variant that is two times the height. Oak trees are beautiful but are often too small to utilize around buildings/in small villages without branches clipping through. The branches also hang very low and obscure vision easily.
💡 Speaking of. The large branches of an oak tree can be chopped separately from the trunk, for very similar reasons to those listed above. This won't affect the time it takes to chop the entire tree from the trunk.
Each branch is already the size of a small tree itself so it doesn't feel too outlandish gameplay-wise.
💡 unique sfx when you burn food on a cooking station
💡A vulture event
Titled: “Dead Meat”
Active after you steal an egg
💡A "center steering helm" for sailing would work wonders
It could just automatically do it after pressing it, or have the function of slowly centering the helm as you hold it down
💡More wall, floor, and roof varieties (darkwood walls and floors for sure, maybe corewood walls and roofs for easier stacking). Darkwood walls and floors would be great for more exposed builds, decks, etc.
💡 Suggestion- Add all the boss items to be placeable on the wall/ground mounts. The dragon's tear, dragons egg (not a boss item) and Yagluth's items look very cool as decorations. I had a cool idea to use several of Eikthyr's antlers to make a kind of stag antler display but was upset to find out i cant place them. An added suggestion to allow for them to be rotated vertically once placed - so one could be a 90degree left facing, and then a 45degree left facing, then top facing etc.. (think hands on a clock)
💡 Mistland Mob: Greydwarf Exile
An Elite Greydwarf spawning in the Mistlands with Yggdrasil energy coursing through its barklike skin seems like a feasible way to provide renewable Yggdrasil Wood. Greydwarves and Fulings seem to have a pretty 'complete' social hierarchy, so simply adding the spawns in the Black Forest after a boss kill wouldn't feel quite right, but an Exiled Greydwarf unable to rely on its allies would need something like the energy of the Yggdrasil to survive.
💡 Make a full song of the Call to Arms trailer
💡 What if weapon xp was awarded based on the things you kill using the weapon not just how many hits you get. Also the harder to kill (more dangerous) the enemy is the more xp you would get.
💡 could be cool if Jotun frost giant could be added
💡Allow for shift hold to build multiple pieces at one, ie floors, walls, roofing etc holding shift with the appropriate amount of wood would build them all at once
💡add carts that can be fastened to the longship
💡 Issue an update to the Soundtrack on Steam with the Bog Witch Music
💡 Decorations or furniture that require chitin. It’d give players a nice but totally optional use for the material after they’ve used it in the few crafting recipes that require it.
💡 I think Valheim needs more peaceful/prey animals, like deer, birds, and hares. They could be moose, reindeer, foxes, or some other mythical creatures.
💡 A new world modifier for more inventory space. (Dedicated slots, backpacks, normal, less inventory...)
So people that want to play in hard mode can have less inventory space. (would make wild speedruns)
And people that want to chill can cheese the game.
💡 add upgradable wisplights. cost refined eitr and sap to upgrade and turns it green (15m range), cost majestic carapace and smth else turns the light pink (20m range)
💡 Adding more Mobs that have a unique appearance according to their level-And not just a change in color or size. Suggesting this because I found a reddit post. Link here: https://www.reddit.com/r/valheim/comments/1n6homd/concept_if_valheim_mobs_had_a_more_unique/
This has probably been mentioned before, but I haven't seen it and this reddit post is new.
💡 A very little and simple change - to add a sound when raid happens.
Valheim is chill game for me, and I spend a lot of time alt+tab afk doing something else while taming/waiting for crops to ripen/just have smth else to do at the moment. With such sound players like me could be warned to give some attention to the game when it is rly needed.
💡Mistlands trader idea
Trader would operate similar to hildir, but instead of chests and clothing, you rescue lost dverger from dungeons or towers. After completing each one, you gain a dverger companion that can be used for base management and/or defense
The trader will sell a build piece that allows the player to designate the location of earned dverger companions, and the build piece also allows the player to choose what they would be assigned to help with, sorting, farming, smelting, etc…`
💡 Swamps must be after the snowy mountains (Moder before the abomination).
The mountains yield silver, obsidian, and drake trophies—key ingredients for advancing gear and surviving harsher environments. Without this step, players would enter the swamp underpowered against poison and abomination attacks.
Would be great to move iron to mountains as well.
What to do with all these resources? Where will all it be?
Add mines! And weaker undead dvergrs inside.
In swamps replace iron with a new organic material that fits the biome’s rot-and-life cycle.
Mountains before swamps now makes perfect sense:
- You get iron and better mining tech from the mountains.
- Moder remains the gatekeeper, thematically tied to Dvergr forging and dragon lore.
💡I do not know if this was suggested but i have some thoughts.
Proposal: Stamina Based Overflow for Blocking/Parrying
Problem:
On Hard/Very Hard, blocking and parrying often feel unreliable. Even with strong shields, players get staggered or take unpredictable damage due to inflated enemy stats. This makes defense feel inconsistent instead of skill-based.
Solution:
Introduce a stamina overflow mechanic that absorbs excess damage when Block Power isn’t enough.
Mechanics:
- If incoming damage > Block Power → excess drains stamina 1:1.
- If stamina reaches 0:
- Remaining overflow applies to health.
- Player is staggered.
- Stagger duration scales with player's max health
Why this works:
- Keeps item stats intact (no rebalancing of shields/weapons).
- Adds meaningful stamina management to defense.
- Prevents “cheap” stagger chains while keeping difficulty intact.
- Makes outcomes feel consistent and predictable.
- Scales as the player makes progress and accesses better food.
Outcome:
- Blocking stays viable with proper stamina management.
- Parrying remains the highest payoff, but with stamina risk.
- Stamina absorption delays stagger, making blocking and parrying feel consistent and less frustrating.
Additional comments:
-
Think of it this way: when your Block Power isn’t enough to fully stop a hit, your character has to physically absorb the impact. Instead of taking health damage immediately, the extra effort drains stamina first. This represents the exertion of holding your ground under pressure, making defense feel realistic and skill based while preventing sudden, unfair stagger.
-
I imagine the ratio of incoming damage to stamina loss will need to be balanced.
-
AI was used to help clearly and comprehensively present the idea due to my poor english skills.
💡 Once saw a white troll in the mountains but they disappeared from the game. Now since we all love trolls, and the Ashlands had a fire troll, wouldn’t it give everyone a nice warm feeling if the Northlands had a bigger, uglier, ice troll? It could carry an ice stalagmite which would damage you and have freeze effect as well. Big thumbs up for this one I think 👍👍👍😆!
💡Some kind of deconstruction... Could be a new NPC, could be a crafting table.... But something to uncraft old armor for an amount of resources. So we could build with our old iron armor's iron bars.
💡 Able to build Dverger furniture. I really like their tables and kegs.
I would also like to see the spiral stone staircases you see in some dungeons, like the ones in the Infested Mines.
💡 it would be neat to have trophies for higher star ☆ creatures/mobs. For example necks are green at 0, teal at 1☆, and purple at 2☆. It would be neat to have a trophy in each variation of necks and other mobs/creatures.
💡 Getting the fishing hat AFTER you've fished all the fish you could ever want is silly, and the recipe changes everytime you add a new fish.
How about you can craft it from a perch, pike, and trollfish, and it only gives +5 to fishing, but you can upgrade it with fish from the next biomes. Each upgrade grants a larger fishing buff.
💡 make adjustments to the staggering mechanic to reduce how easy it is to chain stagger enemies.
Have recently watched some insane runs (such as deathless no food), and it made me realize just how easy it is to keep most enemies chain CCd by constantly staggering them. The atgier spin attack was used a lot.
I am suggesting there be some sort of stagger resistance or cooldown enemies gain after being staggered, to prevent chain CCing them to the point they just can't fight back at all.
Additionally, some enemies which might merit being more resilient and aggressive could stand to gain some short rage durations that make them immune to being staggered. For example, the seeker soldier could have a roar that tints it red for 6 or so seconds while giving it a bit more move speed, attack speed, and stagger immunity. Bonus points if it let's off some slight steam particles to help sell the state of rage. 
💡 a trough (similar to like a barrel or a chest) where you can put animal food. could have different tiers as the game goes on that can hold more. could add new food recipes to prepare animal feed that even boosts likelihood of mating.
💡Shield Generator Upgrade
Have you ever wanted to build a bigger base in the ashlands, but struggled to find a decent place for multiple shield generators? Have you found a good place for multiple generators, but the shields are uneven with one another and ruin the look? I suggest an upgrade for the shield generator, functioning like upgrades for other workbenches. Maybe it could be some kind of auxiliary battery, or maybe you might have to place it further from the generator, not closer, to act as a range-extending antenna.
💡 Show benefits for upgrades. Currently you do not see what you get out of upgrades until you upgraded your e.g. sword(+6 Slash and more durability). In the current state you cant really make a rational decision because you do not know the benefits.
💡 rooting from root fang shoulnt work against bosses. you can simply bow spam them with a high bow level to freeze them until they die
💡fishing claws to be able to grab things under the waters surface, ie metal or rocks that sink in water
💡 When playing at x2 or x3 resources (anything > 1x), you can build a stone with a hoe for 1 stone. When you pick it up, it gives you 2 or 3 stones back. Please either make it cost the right amount or make a seperate man-made rock prefab that gives you less resources.
💡Some trolls are left-handed.
💡what if you could make a new cart through artisan table. Crafting wheels and body there to allow you to craft in the open. Could make a variety of wheel types that are good for different terrain. Different tiers of cart bodies for more storage and durability. Cause honestly the cart is awful pretty quickly. This would add more to the artisan table and make the cart better.
💡Apples as a food source. It would make sense to have apple trees almost everywhere since they're a staple food in almost every culture. You could go nuts with red apples (dark forest), green apples (meadows), dark apples (swamp) etc. Make pies out of them for different stats partaking to those biomes.
💡 for the Stuffed Mushrooms recipe the white label for the number of Turnips required blends in too perfectly with the Turnip icon, and I don't know how many Turnips you need.
If there was a slight UI overhaul to change the numbers on the icons to have a bold colored border around the numbers in your inventory and the work stations to clearly show how many of each item you have/need that would go a long way.
💡Make a percentage chance for healer dvergr to spawn with the groups of dvergr in the Ashland’s.
💡 Change the Moder requirement for the Scythe handle to Bonemass, since you unlock silver (the Scythe’s ingredient) after Bonemass.
💡 Trees that get taken out by falling trees don't leave stumps as if they were chopped down by axe.
💡 women can have beards too. I know. I’m married.
💡 crop snapping like in building to help aid in placement for healthy growth; also crops being red/wont let you plant if you are trying to plant in the incorrect biome
💡 Birlinn as a new ship. Mountain tier, Birlinn is wider and shorter than longship, with taller sides. It falls between karve and longship in speed, handles like drakkar, but has 40 cargo slots, a covered front deck providing shelter and slot for lantern at the mast which can be either coal-powered lantern providing fire effect, built from crystal, iron and bronze, or wisp lantern, built from silver, blackmetal and wisp.
💡 Please change the name of one of the two "A Foul Smell From The Swamp" events into something else.
Having two events with the same name can be quite confusing, especially early game when players haven't defeated Bonemass yet.
So therefore I propose to rename the first event with the Draugr and Skellies to "They rise from murky waters", while keeping the name of the event with the oozers and blobs the same.
💡Bat Trophy
Just so ballistas can target bats during the "you stirred the cauldron" event, so we can let our boars and chickens live outside like normal animals. Like the Kvastur or Wraith trophies, it could just be the whole body, which would also look pretty cool as a decoration, especially on spookier-looking/gothic builds
💡Once 1.0 hits if not already an option add a NG+ that starts all creatures, enemies, and bosses at 1 star increasing the overall loot drop and difficulty without just modding the overall world. Would also allow for stronger versions of the same weapon opening up 5,6,7,8 upgrades based off different and unique drops the harder starred enemies have. Like a Neck and Deer trophy to upgrade the bronze axe to 6, etc.
💡new tracks for heavier raids. It leaves off at the Fuling raid, and after that with the seekers and charred raids, it just has the soundtrack from the greydwarf raid.
💡 I wish the resource multiplier option was split into frequency and yield
💡 Clothes that give cooking skill
💡Reordering skills!! And also maybe fix the bug when you hover over anything it makes the sword skill appear :)
💡 would really love to be able to plant the other trees like the ones from the ashland and mistlands as well as berry bushes ect
💡small waterfalls that would be cool!!! maybe even with fishies swimming up. Some fishes fail and land next to the waterfall. free fish!!
💡 Being able to redrink meads (like fire resistance) to reset duration even when it isnt out.
💡 been playing on a multiplayer server lately and getting gold for multiple players can be tough. Made me think of an idea
Gold blob, lives in swamp crypts. Eats any item left on the ground. Respawns 1 gold blob (max 2) in every crypt every 3 or 4 days.
When killed, they have 100% drop of 30 gold, 30% chance to drop 4 amber, 2 amber pearl, or 1 ruby (only 1 type, does not stack)
This gives early game players and late game players a good way to farm gold for the many many uses it has.
Would be kind of fun to have an enemy that's basically a pinata, plus old crypts that you don't use anymore can be useful again.
💡 Would be cool if when you upgrade a weapon, tool or armor it doesn’t only increase stats but also makes it look a little better. This might’ve been suggested before I’m not sure…
💡 A personal enemy kill counter. This could appear when hovering over trophies displayed on item stands.
💡 Add an exp multiplier depending on the biome monsters you fight. Example :
Meadows : Exp x0.75
Black forest : Exp x1
Swamps : Exp x1.25
Mountains : Exp x1.5 and over and over, like +0.25 per biome.
It could be good to add x0.25 per stars (a two stars draugr is at least as hard as a fuling) and add 0.5 multiplier against bosses. I just give random numbers for the balance, it could be better of course.
Actually, the best way to level up skills it to hit weak ennemies with bronze or wooden weapon.
💡 Building suggestions, as I see this important aspect of the game neglected:
-Improve the building interface so that hovering over or clicking on a piece displays its variants.
-Add size variants to other materials. (Ex: 1-meter diagonal beams, 4x2 stone walls now also made of wood, etc.) Standardize piece sizes so they fit together better. (Why are there 4-meter beams made of one material and not 4-meter-long circular stone pillars, for example?
- A 2x2 Grausten wall that comes in black marble and fine wood versions. I mean that they have that width (like the wooden wall) (because it seems that there are pieces that are incompatible with their counterparts: in width and sometimes in texture. I'm referring to the 1x1 wooden wall piece; if the area to be completed is at the top next to a 2x2 wall, the decoration never matches)
- A 4x4 floor made of other materials.
- More degrees of inclination on the roofs.
- The use of ancient bark, flint, chitin, and black marble when building more furniture and some pieces such as carved pillars. (Mix the materials more. Black marble and stone or ancient bark and black metal) (Mix the materials so that they can be used better together. The combination of black marble and Gaustern seems too different to be used together (the only thing that would be needed is for the pieces from the different sets to be able to be used with another material)
- More stone models or textures (tool use also impacts construction). The finish of a wall is rougher if lower quality tools are used. (Game progress influences the construction of better-finished textures)
- Egg as an emulsifier for making pigments. (Humans spend more time painting with blood or other pigments than with pitch)
- The color of certain furniture doesn't match other colors. (A workstation that allows some customization of the color palette) (perhaps a barrel for mixing pigments) (This can be improved with the vat for painting fabrics)
💡 - Stone becomes practically obsolete after Plains. (It would be fair to have new models for use with stone before Marble. (Keeping in mind that new workstations are used after Plains) (work).
-Taller gates to better fit the saddles and, above all, to make their corrals more aesthetically pleasing. (Or reduce the size of the LOX to make it more coherent.)
-Larger pieces. The buildings would have fewer instances and could be built more quickly.
-Glass building pieces (perhaps windows, a rose window, a door).
-Stone and wooden ramps.
-Tents or awnings made with different materials and pigments.
-Exterior stone fencing.
💡 World modifier setting which increases or decreases skill gain speed, similar to the resource rate setting which goes from x 0.5 -> x 3.
💡 Change the flashy effects for portals!
To more easily distinguish between different portals, you could have unique particle effects based on where the target-Portal is...
Mountains: Frosty effect with snowflakes blowing out
Ashlands: Smoky effect with ash and glowing particles
Swamp: mist and foul greenish odors
... and so on
💡A special character menu switch for each character that turns on/off dropping of armor, tools, and weapons upon death (turned off by default on new characters)
💡 Be able to enable/disable ships showing on the map like players to track where all of your ships are
💡 Parry resistant enemies.
Parrying in this game is really easy, you can basically lock every enemy in a loop without much skill required, making the game really easy, especially if you have a broken buckler, with the new update coming and parrying costing no stamina, making the 2 or more parries per enemy seems realistic enough.
I think some enemies should require multiple parties to get staggered depending on your shield/enemy type/enemy level. This would make you want to craft the new shield in every biome instead of keeping the iron buckler for the rest of the game and would also make 2 hands have a different style at all, making it easier to buff this kind of weapon at the raw damage capacity. This would be good with some other staggering balancement, but I think it's a good idea alone.
As an example i think that the draugr elite could need 2 or more per level to stagger, same with the mighty golem.
💡Throwing a spear creates a transparent "ghost item" of that spear in the hotbar slot it occupied when you threw it. The primary purpose of this ghost spear is to keep that hotbar slot from being filled until you pick that specific spear back up.
-Left-clicking on or putting another item in the ghost spear slot while in the inventory clears it.
-It will disappear after a few minutes (five?) of being created.
-Even with auto-pickup turned off, the thrown spear will still be picked up as long as the ghost spear occupies the slot.
-Optional feature 1: right-clicking on the ghost spear in inventory or hitting the hotbar slot number to "equip" it causes your character/camera to face in the direction of the location of the thrown spear.
-Optional feature 2: while the ghost spear exists, other players' auto-pickup will ignore your thrown spear
💡 To increase player inventory. add craftable pouches (smaller inventory item that you open and place things in) perhaps add a boss drop for each that allows you to craft an upgraded pouch as you progress. "meadows pouch" "Black forest Pouch" "swamp pouch"
💡 A crafting table (for lack of a better word or phrase) where the character sits and whittles wood or molds clay into something as a pastime. This is considered as a suggestion for a hobby mechanic of sorts, doesn't serve any purpose in the game except for decoration or player enjoyment. Could possibly have the character sit at the crafting table and after a set time the character crafts a random item given what is available or in stock or unlocked with certain materials, that has something to do with Valheim lore or whatnot. Nothing crazy or oversized these items would help to spruce up the place. I would personally use this mechanic to pass the time as I wait for the crops or coal to finish. The idea isn't fully fleshed out in my mind but I thought I'd pop it in here while I was thinking it.
💡 Troll skin mead: troll leather+ a hard material ( either stone, marble, etc depending on where it is placed in progression) +bogwitch ingredient(unlocked after beating a boss, again depending on where the mead fits in terms of progression) gives resistance to blunt, and say around 10 armour. Really need a use for all that troll leather lying around, and we don't have a mead for any physical damage reduction yet.
💡 Give the possibility for all mobs to have 2 stars at night maybe only spawn after biome boss is defeated
(Wraiths, Drakes, Fenring, all Blobs, Deathsquitoes, Lox, Vultures.....(Starred Sea Serpents maybe only in the outter rings of the map)
I Think these would bring some really cool fights to some creatures that get stale.
Also only 2 mobs in the game change model if they are starred (Deer, Boars) would be really cool to have some more variation.
Eg. trolls have more hair, deathsquitoes bigger needles, Greydwarves more branches, a white Fenring with thicker coat.... how cool would a 2 star serpent be
💡 Make a “single player only mode”, which is activated upon world and/or character creation. This mode means that this world and/or character can never have more than one player playing inside the world, the world belongs ONLY to this unique character and it can be deactivated only once without being able to be reactivated: you turn it off, you lose the “single player mode” bonuses forever (for example, if you need help with a corpse run and are stuck).
The changes to this mode are extra inventory space (I personally feel like inventory management becomes exponentially easier with multiple players as you can stack specific items, and this elegantly fixes the problem for solo players without needing to break the balance of multiplayer valheim) and reduced enemy density in late game biomes (or maybe instead increase enemy density on the “normal” mode?).
Other changes could be added to balance solo valheim vs multiplayer valheim; I got inspired from DOS2’s lone wolf mechanic which makes solo runs tons of fun while still being challenging enough (on honour mode). I feel like this would also calm a lot of the player base who always play solo and really miss the extra inventory space, all while keeping the original game design vision (inventory management is part of the game design, and trivializing it would break the game) for multiplayer valheim. Having to make hard choices in terms of inventory management is a really important part of the game for me, but I can understand a solo player’s frustration.
💡 Instead of barrel hoops being a vendor item, make it something you can make with metal nails
Barrel hoops being something you need to buy from a merchant feels like such a weird thing immersion-wise, would feel more complete if it was so otherwise
💡 New Mechanic: Cleaning
A simple house-maintenance system that works like a food buff, but tied to your Viking home.
Core Concept
Players can craft basic tools: broom, mop, and duster.
Surfaces must be cleaned to gain a bonus.
If 80% of nearby surfaces are clean, the player receives +1 Comfort.
Clean status lasts 5 in-game days before needing attention again.
Tool Functions
Broom: sweeps floor pieces.
Mop: mops floors, but only usable after sweeping.
Duster: clears walls and higher build pieces.
Tools function like the hoe or cultivator, affecting a set area per click.
Progression
Mid-game: manual cleaning with crafted tools.
Mistlands+: unlock Magical Cleaning Tools, inspired by the bog witch hut.
These require sap as fuel, similar to how boars and wolves are fed, creating a late-game sink for excess resources.
Design Philosophy
Maintenance is already central in Valheim: we cook food, repair gear, and maintain bases. Cleaning adds a small layer of realism without being mandatory. The mechanic offers optional depth while giving just a modest reward (+1 Comfort).
💡 more recipes made with fish.
💡 The ability to use spaces in world names, and some other characters.
💡 Replaying the game (to test beta) I didn't remember how tedious farming could be. Not the plant, stroll, return and harvest, but the cycle of doing it.
We find Carrot seeds in BF, Turnip seeds in Swamps, Onion seeds in Mountains. All of them requires a cicle to yield crops. Plant ONE seed to harvest ONE crop, plant ONE crop to harvest THREE seeds, rinse and repeat.
This is a needless time-consuming task.
So here's my suggestion:
Plant ONE seed to harvest ONE crop, ***BUT ***plant ONE crop to harvest TWO crops and ONE seed.
This way you don't need to harvest the crops twice.
💡 Let us have certain creatures as pets. Just fragile little base companions that give a +1 comfort bonus or something. A house neck.
maybe it could be commanded to follow as a tame and only act as a challenge to keep alive. 😆
💡 make it so you can plant thistle, berries, and add some new herbs you can plant like lavender and basil basically a cooking and farming update
I agree it might be a small majority of the games players who love farming but it would also introduce new foods for the pvp side
💡 Alternative 'bare bones' crafting units such as the furnaces and windmill, with the same purpose but consisting of just the I/O and internal parts with no 'casing' around it. This way, they would be easier to integrate into a build with your chosen style and materials. The recipe would otherwise be the same and perhaps the game could check you have enclosed the unit in something before use, much like how the game checks the crafting table has a roof.
💡 More types of creatures to raise, either from the existing dead raiser or being able to craft a new one for each new creature to be able to raise. i'd love to be able to raise an army of draugr or new undead creatures.
💡 More raids on the mountains biome.
Every time I get to the mountain biome, I have to face the same challenge in every world; that is, 5 dragon raids in a row.
I think there should be one or more extra raids for this biome, especially in the form of a Golem raid. Spawning between 2-4 golems during the event would be good to farm the rare trophy. He's also a very rare mod, so it would be great to see him sometimes.
A fenrir raid would also be really cool.
💡 Add something to do for the homies while sailing - trawling for fish would be great, needing an attachment to the longship or karve.
💡Heiðrún (Goats) or a larger animal which are tame-able but are of the softer nature making them more difficult to gamble as they'd spook easily then once tamed they'll be able to pull the cart but as there softer they flea instead of fighting back the other creatures of the world 🐐
💡 Have the magic barrier protect you from the wet debuff
-This is manly for exploration so you keep your stamina regeneration
💡 wagon can attached to other wagons and can use Lox to drag it
💡 Make that portals don't require a workbench to be built.
The idea is to make “pocket portals” easier to use and encourage players to do so. Many of players' complaints, like inventory management, long body recovery, etc., are solved by pocket portals. So making pocket portals more accessible could be a solution.
💡 blunt head arrow?
💡Add tools to help players search for traders.
Explanation: I think the game is in a really good place right now IF you find the traders in a timely manner. In my current playthrough, I went a long time without finding any of them, then found them all almost at once. The difference is night and day. Their wares and quests greatly enhance the experience. Without them, midgame feels like it's missing several important features. If the player gets unlucky in their exploration, there's very little they can do about it; just keep searching blindly.
I suggest making traders easier to find earlier, and to make searching for them more interactive. There's very little downside to finding them early, as their goods are still gated by price. Hildir in particular should be found early, otherwise her quests become underwhelmingly easy.
Option 1: Signposts. Spawn signposts throughout the world, using existing build pieces. These have messages like "GOODS FOR TRADE" or "BEWARE THE WITCH", along with "HEAD NORTH-EAST" or "TOWARDS YGGDRASIL'S ROOTS". Like vegvisirs, they should be much more common than the destinations they point to, so even if the player misses the trader they'll probably find a couple of these hints.
Option 2: Compasses. Add craftable compasses which point to the nearest potential trader location. E.g. Tin Compass points to Hildir, Iron Compass to Haldor, Silver to Bog Witch. While a compass is equipped, every 60 seconds it prints a message giving you a general heading, e.g "THE NEEDLE POINTS SOUTH-EAST". To ensure there's still a bit of challenge, the headings might not be perfectly accurate (e.g. "North" might sometimes read as "North-East" or "North-West"), so the player has to do a bit of triangulating.
💡Mammoths 🦣 in the deep north would be awesome
💡 Idea for ocean content:
The devs have expressed that the full 1.0 release will likely include more than just the deep north - for the purpose of incentivizing a complete playthrough of the game as opposed to just the deep north, and I think additions to the ocean are a no brainer to fill this role.
I'll start my suggestion off with the most important addition - repurposing the kraken into a dungeon. The kraken currently serves very little purpose, yet is a very interesting "mob" / mechanic. Seeing as the devs likely aren't interested in adding diving mechanics and thus underwater dungeons are unlikely, I think they could expand on the krakens. Firstly, increase the amount of craftable items with chitin. However, when the chitin on the surface is broken, instead of its anger causing it to retreat, it instead blows a hole through the top of its body with water (like a whale) allowing entrance into a dungeon instance. The dungeon would have unique enemies and loot, but most importantly I think the dungeon difficulty and rewards should scale with world progression - which mirrors the need to keep revisiting the ocean throughout world progression. This would be tied to boss kills. Probably not every boss, but every couple of bosses "upgrades" the kraken dungeon.
Next we need new enemies. Serpents are cool, but maybe they could add some more common enemies such as jellyfish or some sort of aggressive birds. Crabs on the shoreline would also make the ocean feel more alive. The best idea for a new enemy though, would be enemy ships. Like the kraken, I think these ships should progress as you progress through the game. To start, these enemy ships do not spawn. After the defeat of the elder, they could be ghost ships manned by draugr. Then after moder, they could be rickety old ships manned by fulings. Finally, after the queen, they could be scary looking ships manned by charred. The loot should be the enemy drops + loot in the cargo from the biome the enemies are from.
💡 i have a design idea for a raincoat, that ist inspired by necks. Maybe you could create a Neck-Queen or something as a mini-boss, that drops its leather as material. I have designed the coat and have sent a picture in the fanart-channel if you want to see it 🙂
💡 Inventory expansion inspired by pocket portals. (reset the inventory suggestion counter!)
Players connect manually to a chest while near it, and can deposit portal-able items from a remote location while organizing their inventory. (Image example: #screenshots message)
This would still follow the rules portals follow, while also offering expansions of varying sizes in the form of different chest sizes determined by the developers.
Chest styles are similar to wooden portals and require portal materials to craft.
💡 food recipes sorted by biome or something
💡 Reduce the cost of the Dverger Stake Wall
8 Ygdrassil wood
8 Iron
Maybe wood price is ok, but reduce to 2-4 iron per wall
💡 I know it's pretty late in the game's development so giving an idea for a weapon might be too late but having a trophy on the end of a mace and using a skull as a weapon would be pretty cool. Using the skull of an enemy to defeat them would be very funny and very poetic
💡 Text search for crafting stations (work bench, forge, cauldron, etc.). Start typing to filter items that can be crafted at that particular station with those characters in the name (case-insensitive). For example, you go up to the forge, type "shield" and only items including that in the name show up. This would be very useful for crafting stations with a lot of items that can be made, or when there are items that look very similar.
💡 It would be awesome to find gold in the Deep North. It could be used for decorations, selling to traders for a lot of coins, and for crafting magic items/structures.
I would love to have a chamber made of black marble, filled to the brim with rows upon rows of gold bars. Maybe it could be used to craft a new bed, a throne, a crown (after beating the final boss to show your Viking's prestige), incorporated into chairs, tables, engraved wooden beams, and even weapons (magical golden two-handed sword maybe?).
💡 armors, weapon appearance change when upgrade
💡 Norse blacksmiths were very skilled at refining metals and minimizing impurities in the objects they crafted. To this end, and as a late-game convenience for players, there could be a Refinery added to the game. It is built with black marble and late-game materials (probably including proustite powder, and maybe a molten core). The refinery smelts all metals, and at a significantly faster rate. When you reach the Ashlands, you no longer need 5 smelters and 5 blast furnaces. Instead, load up the refinery, finish some chores, and come back a few minutes later with a hefty chunk of metal smelted.
This would essentially be a late-game QoL structure.
💡 Surround charred fortresses with a mystical force like the one at the forsaken altars to prevent you from building over or digging under the fortress walls. Siege machines are such a cool concept but currently they are kinda useless because you can literally raid a fort with just 20 wood and a pickaxe. Also reduce the amount of flametal ore you get in charred chests because you tend to get so much from them that mining flametal spires becomes obsolete.
💡 when you pause the game, reveal what day you're currently on.
💡you can tame the bear and you can put a saddle on it
💡 Can we please get the possibility to remove things like flint, small stones, one piece woods, dandilions with cultivator. So they dont spawn in the middle of buildings
💡 a little more aesthetic to plains since theres a stone tablet reciting black meteor falling in the land perhaps make another fuling camp where theres a small black metal meteor surrounded by fulings that can be mined with pickaxe once you make your way through
💡 It would be awesome if the bogwitch was able to sell blueberry,raspberry, and cloudberry bush seeds for 100+ gold or more. The witch already sells seeds for ivy so it just seems appropriate. Maybe even tying in boss progression to unlock the bush seeds. So beating the elder would make the bogwitch sell blueberry seeds
💡 on our skills screen, record our highest ever along with the date reached for each skill
💡 Valkyrie talons as a claw fist weapons for Ashlands.
Now that bears are in and most of the fist weapon gaps have been filled in the big one remains, the Ashlands. Add Valkyrie talons as a drop so we can craft and enchant claws for the Ashlands.
Decorate them with some Valkyrie feathers that need more uses anyway and use morgen sinew to tie it all together. Could even add the gems to the back of the hand, sort of like the large center infinity stone, when upgrading them to blood/lightning/nature.
💡 Add socks for when I sleep next to the homies.
💡 add double beds so i can sleep with my homies
💡 Add a kill count of how many of a specific enemy has been killed
💡 Bring battle brother back
💡 I know some folks gave feedback during PTB but would be great if ||Viles|| would belong to undead faction again, it would 1. make sense since they're ||undead bears|| and 2. would give plains nights more life due to infighting, fulings holding torches for example would make sense that they fear them but know their weakness. Hope this explanation makes sense. 👍
💡 Healing arrows
Purpose: gives players group support option early game while providing another way to heal tames.
Costs: wood, feathers, greydwarf shaman trophies
Provides: short duration healing buff to the ally hit. Multiple hits refresh the duration instead of stacking to avoid exploitation.
💡Hold E to repair. Similar to the "Hold E to stack" mechanic for chests, holding E on a workbench or forge could be used to repair items with fewer clicks. That might also make it more obvious for new players who often miss the current repair button.
💡 Social enemies and settlements that aren’t totally ruined that would be profitable and possible to raid, and tools to raid them in a similar way as the Vikings. Would be cool cuz Vikings did profit a lot from raiding settlements
💡 Hi, I'd like to suggest maybe adding a feminine top to the Vile ribcage armor. My viking needs her support 😂
💡 more options on the world options, mostly would like to be able to modify “how much stuff do you drop” and “how much skill do you lose” separately, so that you can turn off skill loss without keeping your equipment or the other way around
💡Make the wheat and barley growable in the meadows as well and not have it limited to only plains
💡 Bear rugs require a trophy from a fairly rare and hard to kill creature. They should give 2 comfort (not stackable with other rugs).
💡 Unarmed animations dont feel very impactful. Maybe change the moveset? When wearing a berserker set for instance, It feels like I'm a timid boxer rather than a savage fighter.
💡 Animation for when the magic barrier expires. It has one when it breaks(shatters) but currently just pops out of existence when it expires. it disappearing from the top downwards over .5 of a second would work, and if you want to get fancy, have it "melt".
💡 Currently running through black forest collecting thistles and blueberries and loving how old ingredients can be used in newer recipes.
Was hoping there was more crafting recipes with silver, it's very abundant and feels bad not being able to effectively use more. Perhaps silver adornments around the base or being able to turn silver into coins or silver necklaces to trade at the vendors.
Also resin. If we could have more uses for resin like resin bombs or higher tier fire arrows that scale with your biome would be great. I want to find a use for these resources I have huge stacks of!
Final addition maybe leftover meat like seeker meat, entrails, etc can be put into some sort of cultivated patch of ground to make red mushrooms using a cultivator (just like how on the Food Prep Table you can turn any fish from any biome into Fish to cook)
💡 monsters can friendly fire
💡 Pretty sure it has been suggested before, but think the more voices the better.
A simple QoL feature that has become even more desirable since the addition of the amazing trinkets, are slots for gear. Now there are 5-6 slots in the inventory taken up by each piece of armor, cape, belt, and now trinket.
The size of the inventory has again shrunk if you are bringing at least 1 piece for each thing you can equip. Inventory space seems to steadily shrink the further you progress as food, potions, building materials (think for crafting stations) and portal materials become more integrated into the kit that some players go exploring with.
It makes it almost necessary to bring portal gear just to constantly teleport to offload pickups, or to always be tossing things out, and that issue is only exacerbated by the ever dwindling space the further into the game you get.
💡 new emoji : guard pose.
The idea is that when performing the emote, if holding a 2 handed weapon (battleaxe, atgeir, hammer, maybe lance), the character hold it in one hand, the pole against the ground. That would look cool and have no other effect.
💡 a new cooking recipee that uses bear meat
💡 Bears are tameable and rideable.
💡 cape patterns : instead (or in addition, why not) of the unicolored linen capes, I’d like to have linen capes decorations looking like shields decorations patterns. Not necessarily all the shields patterns, I think some would not look that cool on capes, but I think most of them would give great feeling.
💡 Please an option to mute sound when the game is not focused
💡 Having instant replays would be hella fun.
💡 This is an inventory suggestion but hear me out.
Some items get a 'Small Item' tag, this could be coins, seeds, whatever is felt appropriate to balance the game. Any item with this tag is automatically dropped into a secondary inventory, for the sake of argument lets call it a 'satchel'.
This way, you will still have to make decisions about what equipment to bring and what is worth picking up, but it will ease slot problems by not making 'petty' items clog up your main inventory.
💡Serpent scale shield needs a buff
Since the movement penalty of all tower shields has been reduced to 10%, the unique trait of the Serpent scale shield—having 5% less penalty than other tower shields—has disappeared.
Now it has the same 10% penalty as the others.
I think it would be better to either reduce it to 5% to preserve its original concept, or give it a new distinctive feature.
💡 Troll rug. Please, give us something to do with the hides after we're done with troll armor....
💡 Wraith's should drop Ectoplasm too
💡 Backpack's adding more inventory space or just more carry weight it takes the Cape slot and could have different sizes?
💡 wolves can eat bear meat
💡 more uses for ectoplasm
💡 Tame bears
💡starred mobs have more trophy drop rate
💡 Inventory slots should have a one-time expansion into the late game to ease inventory woes, but it should be optional, permanent, and require earning.
Hildir should sell sowing lessons for 950 gold after all 3 chests have been returned; the flavour text can say that she will show you how to add pockets to your clothes. Upon purchase receive 4 extra slots to the bottom left of your inventory screen.
💡 the paws of the bear power attack is the bear enemy's slam attack
💡 have a bunch of wolfs around the base now and there is just so many materials laying around its annoying to pick up, maybe a structure that picks up the items maybe in a 50m-100m radius after they have been on the ground for 5 mins? near mistlands or ashlands teir
New hammer varrients for building for increased durability
same with the hoe
a tool to plant multiple seeds at a time like a bag made with lox hide or sum
💡 A grainery for mass storage of one type of seed or crop would be cool, maybe store up to 2k or sum
💡weapon and armor from Serpent?
Serpent armor is a light armor.
set bonus: speed buffed when in water or wetted
knife, spear or fist weapon made from Serpent fangs and scales
Edit part below
Add Water bomb to support the Serpent armor effect also extinguish the player's fire to prevent burning effects.
💡more content in the ocean biome, sharks, whales, ability to dive underwater, potions can be added to increase oxigen. make the ocean a biome has any other, more alive
💡 Withered bone can be placed on item stands
💡 extra procs from crafting/cooking give you the amount of an extra craft, instead of just 1, so that it’s more useful with stuff that crafts in stacks (arrows, ooze bombs, queen’s jam/sausage, etc)
💡You can kill lord reto multiple times
First time 0 star
Second time 1 star
Third time 2 stars
You can choose to activate it in the game settings and you need to kill him three times to get the dyrnwyn hilt when the setting is activated
💡 Hildir's Quest Discovery Rebalance
Currently it is likely that you will begin Hildir's Quest after progressing through Black Forest, or even Mountains and Plains for some seeds.
I recommend having Hugin relay where the nearest Brenna dungeon is after defeating The Elder with a "Mysterious Location" marker.
Should the player choose to go here and retrieve the Brass Chest, the nearest Hildir merchant will also also be tagged with a "Mysterious Location" pin(this doesn't count as discovered until nearby). Allowing the player to encounter these quests much more in line with their current progression.
💡 Forsaken Powers Balance/Change
[2;40m[2;37m[1;37mCurrent Powers[0m[2;37m[2;40m[0m[2;40m[0m
[1;2m[1;34mEikthyr:[0m[0m
[2;33m-[0m 60% reduced stamina usage for running, jumping, and swimming
[1;2m[1;34mThe Elder:[0m[0m
[2;33m-[0m 60% Chopping and Mining damage increase
[2;33m-[0m 30% health regeneration increase
[1;2m[1;34mBonemass:[0m[0m
[2;33m-[0m 25% resistance VS pierce, slash, and blunt damage
[2;33m-[0m 100% reduced block stamina usage
[2;33m-[0m 5 stamina on return per block
[1;2m[1;34mModer:[0m[0m
[2;33m-[0m Always tailwind
[2;33m-[0m 300 increased carry weight
[2;33m-[0m 10% increased movement speed
[2;33m-[0m 50% frost resistance
[1;2m[1;34mYagluth:[0m[0m
[2;33m-[0m 50% Lightning resistance
[2;33m-[0m 25+ Farm skill
[2;33m-[0m 10% increased damage
[1;2m[1;34mThe Queen:[0m[0m
[2;33m-[0m 100% increased Eitr regeneration
[2;33m-[0m 100% reduced sneak cost
[2;33m-[0m 50% poison resistance
[1;2m[1;34mFader:[0m[0m
[2;33m-[0m 100% Adrenaline increase
[2;33m-[0m 50% reduced stagger meter modifier
[2;33m-[0m 50% fire resistance
[2;40m[2;37m[1;37mReworked Powers[0m[2;37m[2;40m[0m[2;40m[0m
I'd like to rework the powers by introducing passive powers, adding a stacking mechanic for Yagluth, and increasing the time on some powers.
Eikthyr (5m)
Active:
- 60% reduced stamina usage for running, jumping, and swimming
Passive:
- 10% reduced stamina usage for running, jumping, and swimming
Elder (5m -> 60m)
Active:
- 60% Chopping and Mining damage increase
Passive:
- 30% health regeneration increase
Bonemass: (5m)
Active:
- 25% resistance VS pierce, slash, and blunt damage
- 100% reduced block stamina usage
Passive:
- 5 stamina on return per block
Moder: (5m -> 10m)
Active:
- 300 increased carry weight
- 10% increased movement speed
Passive:
- 50% frost resistance
- Always tailwind
Yagluth: (5m)
Active:
- 10% damage (and it stacks)
Passive:
- 50% Lightning resistance
- 25+ Farm skill
The Queen: (5m -> 10m)
Active:
- 100% increased Eitr regeneration
- 100% reduced sneak cost
Passive:
- 50% poison resistance
Fader: (5m)
Active:
- 100% Adrenaline increase
- 50% reduced stagger meter modifier
Passive:
- 15% Adrenaline increase
- 15% reduced stagger meter modifier
- 50% fire resistance
💡 Can we get where are Armor and are trinkets have a dedicated spot so it free up more slots in are storage.
And metal hoe with a higher durability and make so we can do inclines to help with making pathways up and down hills
💡 armor/bag for tamed wolf?
💡Windows
💡More sea themed items for decorating docks/fishing huts.
Some potential examples:
• Shells
• Pile of rope
• Fish drying rack
• Iron Anchor
💡we should be able to mount fish on the wall facing either left or right. when different orientations were added i was sure that would be included
💡 some way to choose which skeleton you get using the dead raiser, probably using the secondary attack button (currently nothing) to summon an archer and the current attack button for a melee skeleton
💡 Some place to read the runestones you found on your adventure
It could be either some build item like a lectern or some option like the diary in God of War.
This would not reveal the runestones to you, only mark the ones you have found and maybe even hint at how much is left per region, like:
Meadow 4/8
Black forest 2/11
Swamp 0/9
💡 I really need the Trophies from Bears to have a higher drop chance. I
killed over +40 Bears even 1Star versions. We got a single one!!
Please increase the Drop Chance 😦`
💡it wauld be cool to have more minibosses i think 4½(zil AND thungr) is not enugh? (i dont know how to write it) At least 1 per biome exept meadows
💡 weapons also have heavy attack combo
💡 Would feel more balanced regarding Swimming ability to allow for fight also (attacking/blocking ability) not just flight (swimming) at more stamina cost of course (due to water resistance). Please consider.
❤️ Thanks for all the recent updates: enjoy it much. Bear jump-pushing me into the water happened to me, fortunately there were a rock nearby I could jump back to land lol.
💡 Tagging to the map without having to open and name the tag. As in when looking at a copper node and the screen says 'copper' there is an option to 'press and hold X to tag'.
Make that type of tag a small dot on the world map that can be cursor hovered to reveal the tag name, as examples, 'copper', 'silver', or 'frost cave'. Works on (almost) anything that names itself when you look at it.
💡 The walk and run animations really need a refresh. The game is beautiful, but these are the most seen animations in the whole game.
💡 rename him back to battle brother T.W.I.G feels very unviking
💡 it would be cool if you could make wood building structures resistant against rain by using honey to "wax" it
💡 2-handed Sword Adrenaline
Currently, the 2-handed swords give 1 adrenaline for their secondary attack. The primary attack gives 2 adrenaline.
The secondary should give more adrenaline, perhaps making it similar to its 1-handed variant? The 1H sword gives 3 adrenaline for its secondary attack.
💡 Add Increase Skill Gain when wearing the headband. This aligns with aspects of the CTA update.
💡 make boars a bit taller cuz how am I seeing more deers, I feel like I've missed a lot and the lighting doesn't help
💡 I would love to see some kind of farmable legume or another kind of grain accesable before barley and
grovable in meadows, I was thinking about classic medieval foods and basic porrages/oat meals were extremely common. I was thinking it could work as a stamina counterpart to the serpent meat in terms of stamina boost. It could spawn on shipwrecs on top of Leviatans with a chance, it would make oceans a little bit more lively, add lore to the world and also a reason for more exploration.
Accesable soon for those willing to set to the sea and waiting for those whobwants to be safe before setting sale.
💡This has been suggested before, but here's my suggestion about a drawbridge, which can either be used for defense, or to let ships pass through canals which are covered by a bridge to make crossing easier:
Required workstation: Stone cutter or forge.
Required materials:
- 24 stone for the "bridge head")
- 12 x Core Wood (for the beams holding the bridge)
Maximum height of the beams should be 4 meters. - 4 chains (to lift the bridge deck and to give the impression you need to pull at something)
- 10 wood for the bridge deck (size 6 x 6 meters)
- 10 wood for the 26° ramp.
When building the "bridge head" needs to touch the soil under water, while the ramp needs to touch the dry land of the shore.
Operating the bridge will be done by holding your mouse pointer over the bridge deck and press [E], but only when the player is standing on the ramp.
💡 Give us a use for fenris hair besides the armor set. Maybe a rug for decoration or rope for hanging items of the ceiling, something like that.
💡 A trash can of sorts to throw away unneeded items and remove clutter
💡 add large structure pieces like 4m x 4m or 2m x 4m walls & floors for wood, stone, and marble. I believe this will save on lag and stuff. I just want some large build pieces.
💡 A serpent scale cloak. Prevents the wet effect from rain. Added benefit of making the ocean biome more relevant
💡Please make it to where if you increase the resource rate on the world modifiers, the greydwarves have a drop limit for the greydwarf eye to be 2. It doesn’t make sense for them to have two eyes and possibly drop more than two eyes.
💡 some way of getting soft tissue easier once you get to the ashlands (or possibly deep north), since it's current form of being renewable (drop from dvergr) is low key kinda horrible and makes me want to tear my hair out, but making it easily renewable during the mistlands circumvents part of the gamaeplay loop of mining for it.
i think you should be able to make synthetic soft tissue from a mix of mistlands tier materials and probably some other stuff - entrails, blood clots, barley, and seeker meat, to form a similar mix to what the jotun brains would be like, with the entrails to keep it held together. the recipe should also require the upgraded artisan table so you can't skip mining before you fight queen.
💡 add the dverger_demister_large (the marble wisp tower things you see near dverger towers) as a buildable. I hate spamming the little wisp torches around.
💡 being able to see the range (in meters) of a bow kill
💡 Lava blobs don't explode when killed by frost damage
💡 **__BEAR ARMOR: __**The top on the female needs a shirt. There is no female version of the bear armor. She needs something covering her so she is not nude
💡 Extra inventory space for armor and trinkets and food so you have more space to actually use
Battle axe more damage, just feels bad in comparison to the faster hitting weapons
Battle hammer, more damage or the aoe on alt attack and normal attacks like swings that deal a huge amount of blunt damage and stagger enemies
💡 Make the XP-gain from archery targets scale with the distance shot from.
💡 Throwing Axes and an update to how Throwing Weapons works in Inventory after being thrown.
A faded version stays in your Inventory allowing it to be auto-picked up from the ground. To hinder your inventory from being filled with random stuff while running around looking for the thrown weapon.
💡Chests can be stacked on top of each other without the 1x1 tile in between them
💡Skill UI
With the recent patches, more and more skills are being added.
Now the skill UI even has a scrollbar, and the sorting is just based on the order I learned them, which feels messy and inconvenient.
It would be much better if the skills were grouped by category, like this:
Combat
vSurvive
Run 100
Fishing 60
Farm 100
Cooking 100
Magic
💡I dont think this really fits the valheim theme but make coffee as food item (Of course a stamina one) which you have to grow coffee beans with a cultivator in order to make it or maybe make it a mead which gives higher stamina and stamina regen
💡 Mead made from Troll's blood
- Boost attack 10%
- Healing increases slightly.
- Damage reduction slightly .
- Can't reduce Pierce.
- Cost more stamina
💡 With Pattern of the Bear, Id love to see more Pattern of X animal parts, Berry/Coloring Item and Trophy for Sets with colored markings and a neat hood/cowl.
As they are 'Berserk' themed sets they should always include the Increased Damage Bonus, a themed bonus after the Animal and a negative effect.
One Pattern Set per Biome.
Meadows
Boar Set: Raspberry/Leather Scraps&Feathers/Boar Trophy.
Bonus: ???
Pink markings.
Black Forest
Bear Set
Ocean
Serpent Set: Serpent Scale/Chitin/Serpent Trophy.
Bonus: ???
Shiny Scaly Markings.
Swamp
Leech Set: Blood Bag/Chains&Entrails/Leech Trophy.
Bonus: A low amount of Lifesteal and takes increased damage from all sources.
Blood Red markings.
Mountains
Wolf Set: Freeze Gland/Wolf Pelt&Red Jute/Cultist Trophy.
Bonus: ???
Frost/Ice Glowing Blue markings.
Plains
Vilebone Set:
Ashlands
Asksvin Set: Molten Core/Asksvin Hide&Morgen Sinew/Asksvin Trophy.
Bonus: ???
Fiery Glowing markings.
💡 Something that can be built using the hammer that allows players to place fires indoors during the very early game. This would be useful for new players for building bases or just for making one's base look better. This would also be useful for making it easier to place fires higher above the ground, such as the second floor of a base. Available during the Meadows-Black Forest stage of the game
💡 More Map markers/pins
💡 Search bar for crafting stations, or better organization
💡 First-person camera or enlarge the dungeons because with the third-person camera it is sometimes a bit uncomfortable to walk through the corridors
💡add build pieces for making circular houses so the roofs don't clip inside of each other.
💡Valheim should have their own servers so the owner doesnt have to be online all the time
💡add new versions of roofs with grass or moss
💡Make it possible to hover over an item in the inventory, and press a number, and the item would go to that hotkey in the inventory, or swap it with the current item in the slot.
For example: You have a sword on "2", but you want the cultivator there for some farming, you press "2" on the cultivator, and it swaps the 2 items.
💡 Introduce a knockback resistance for all Heavy Armor sets and Tower Shields. 25% knockback resistance for each heavy armor piece and 25% for Tower Shield. This will be total 100%. This will make you immune to knockbacks.
This will make sense for a geared player in heavy armor with tower shield to be harder for enemies to knock you around like a volleyball, especially in the current state of the game after so many changes.
💡 In the tooltip/description window of weapons (for instance when crafting) where it says “One-Handed” or “Two-Handed” it might be useful if it also followed by the weapon’s type. Like “One-Handed, Axe” or something like that. Generally you find out as you craft and test them, some are obvious in name yes, but think Himminafl.
When you first see that for the first time idk if it’s clear what it is exactly, and it can be expensive to craft first go just to find out. That is if you don’t go to the Wiki, but having that small detail in-game would save that need of external research.
💡Add a visual effect for monsters that are, relative to the player's stats and gear, possibly very lethal. Maybe something subtle, like a slight trailing afterimage effect, or a drop in ambient lighting, or something that a perceptive player could feasibly notice before it's too late.
💡Dear Valheim Devs,
I come to you not with a bug report, but with a cry from the heart of a proud Viking.
In the harsh lands of Valheim, we battle trolls, sail stormy seas, and build glorious halls. But amidst all this glory, one thing remains painfully absent: the ability to dye our underwear.
Historically, Vikings were not just warriors — they were icons of style and personal pride. To be forced into bland, colorless undergarments is a blow to my dignity as a digital Norseman. I long to stride into battle with crimson briefs of courage, emerald boxers of stealth, or golden underpants of divine swagger.
Please consider adding a dyeing mechanic for underwear — whether through crafting, magic, or sheer Viking willpower. It may seem small, but it would mean the world to those of us who fight not only for survival, but for style.
With utmost respect (and slightly chilly thighs),
A fashion-forward warrior of Valheim
💡 can we have an inbuilt modding system? That way console players have access to mods?
💡Carpets made from linen, counting as rugs.
💡 What if Ancient Seeds could be used later on once reaching Mistlands and gaining access to Sap for planting Yggdrasil Shoots which take more sap and a lot of time to grow. Taking into consideration the lore of The Elder, the Elder's ties to Yggdrasil, and the Greydwarves being tied to the Elder. Maybe only being growable in Mistlands biome also
💡General rework of the xp-system. For example: right now the "per hit"-xp heavily favors 1-handed weapons because you gain a lot more using these weapons. Also seondary skills should increase way more by being actually successfull and not just "doing" stuff (tossing a line and drawing it back in should not raise the fishing skill - catching a fish though should raise it by a lot).
💡 Wolf fang arrows and missiles
💡 Needle bolt, it's the best arrow for the early mistlands, but there is not a bolt version of it, the only viable bolt is carapace and above, problem is that you use carapace to craft armor and weapons.
Just give us some needle bolts between the carapace and bone bolts
💡 I would really love to have a Dragon Tear Lamp. They would make for an awesome light source and provide a great magical aesthetic. Perhaps they could be built with various materials for different colors. Having a bunch of same-colored lights around the base would be awesome.
💡Dream visuals, not every time you sleep but perhaps 1 out of 200 chance where the described dream plays back in a visualization or perhaps a captured illustration of the dream. Either would be cool in my mind. But it is just an idea about a dream about a character whose life is now forgotten in another world.
💡Make us be able to swap gearsets from the armor rack, by holding Shift + E. This would make them more useful, and add some QOL.
You would put stuff normally on the armor rack, then hold shift + e, then there would be like a 5 sec timer pop up, and it would replace all the armor on you and the armor rack.
I dont know about weapons, but you could just unequip them before swapping.
💡 fix damage scaling on upgrading weapons to balance them slightly more - massive disparities exist like how the staff of embers gets a 2.5% boost (240 -> 246 damage) and the crossbows get 1.5% and 1.3% respectively (200 -> 203 for arb and 220 -> 223 for ripper) while other weapons get significantly higher bonuses - dundr gets a 15% (20 -> 23 per bolt) and the staff of fracturing gets a 25% (24 -> 30 per projectile), hell, both the staff of the wild and the dead raiser get a 100% boost per level (20 -> 40 -> 60 for wilds and +1 skeleton per level for the dead raiser).
I will note i dont want nerfs, but just to buff the lower scaling weapons to a slightly more reasonable middle ground, possibly something like the 5-10% for the lower scaling weapons, especially considering that the crossbows are in a bit of a sorry state right now, but three damage for an upgrade feels pointless, especially since the other main benefit is just an annoyance reduction (the increased durability), especially since the more powerful weapons mentioned also get that exact same benefit
💡Really trols must be changed, they cant do damage inside ur base through the wall. its really annoying when they do one thing, damage ur walls and destroy half od structure inside of bulding ... please let the walls be a walls ...
💡 A different inventory for equipment since now we have trinkets, almost half of our inventory is already occupied by it.
💡Here are my suggestions: Expand on the ocean, more sea creatures, a wandering trader on a boat. Add items of legend from Norse mythology such and Sigurd’s sword or Excalibur (those are just examples). A Deep North update, just as the Ashland’s was once only a firery place at the bottom of the map until the update, the Deep North is just a cold place at the top of the map, add new creatures, structures, weapons, tools, materials etc. Make it so that you can raise your skill levels above 100 if you are using the raise skill command.
💡 Scale of map setting
💡 a musical instrument. Long solo sails get boring.
💡 Starred trophy idea: No star enemies keep their 10% drop chance, but one star enemies have a 20% chance to drop a trophy with their color, and two star enemies have a 40% chance to drop a trophy with their color. This way you can brag to your friends (you guys can, I don't have any) about how you have a two star troll trophy and they don't. It also makes it more exciting when you find a two star enemies. Also, enemy eyes should glow more, it'll make everything more ominous.
💡 Something to cook with bear meat other than just cooking it. Cooked bear meat is worse than cooked deer meat. My suggestion is to create something like a bear skewer. Black soup is already TERRIBLE, so what if you used bear meat, two mushrooms, and one carrot (similar to wolf skewer) for 50 health and 17 stamina (identical to black soup) but for 25 minutes instead of just 20.
💡 Introduce Greyling trophies for competition sake. Make them a common drop. However allow all trophies from the Graydwarf family be used in the kiln to make coal.
💡This extends on some suggestions already made, but being able to tame and transport animals properly (like the lox) and then attaching them to a device like a cart to them, or a nifty new idea, some kind of land roller to help create paths and flatten terrain easier. You'd steer them by riding on their backs and then all you have to do is dismount to remove shrubs, rocks and trees. Something like a reaper could also be added to cut down large areas of crops for easy collection.
*For clarity, the reaper is a tool that is pulled by large animals
💡 We need an optional server setting for characters to be saved to the server rather than the client to prevent cheating.
💡 upgrade the wisp light so you can see farther, with each upograde more whisps appear around you
💡Vile Caves in the Plains (credit to Scales for thinking of the idea)
Currently only Trolls and Morgens have caves. Would be cool to see more mini dungeons in the game (credit to ZionE for pointing this out)
💡 Nighttime should be darker and torches should light up a larger area. That's all.
💡 Right click to place One item in the inventory from currently selected stack into an empty slot...
💡cats
💡 Could we get a lox plow? It's a special saddle that enables the lox to cultivate a huge amount of land around it. This would be more efficient than a cultivator, and it would be a cool thing for the lox to be able to do. Maybe it could also be used to ride over grown crops to harvest them.
💡 let the night always be full of terrors but add a slider in the settings about how dark it is (to compensate for monitor quality)
💡Neck or Sea Serpent material crafted Cape that Prevents wearer from getting wet when it rains.
💡 Sword Hitbox nerf
The Sword stab/special attack hitboxes are insane and incredbily stupid, you can stand shoulder to shoulder with someone and if you look 2 degrees into their direction and stab they will get hit
The other weapons have bad or balanced hitboxes (Such as the mace's special attack being useless if the target moves two inches to their side)
💡 The special attack for two-handed swords should be a jump strike that delivers a ton of stagger and higher damage than the current stab, in exchange for leaving you vulnerable to other nearby enemies after the strike.
A gap-closer like this could make two-handers actually worth using (since a one-handed sword has more damage output with animation-cancelling and lets the user hold a shield as well).
💡more enemies that only spawn during the night, like wraiths, fenring, and viles. Please make it scary to go out at night
💡 so the turret crossbows, forgot the name sorry... instead of targeting a specific single target with a trophy.
Let players opt in to it like you do with the ward. (To not get shot) And let it shoot everything that is not opted in. And just don't build it next to your tamed animals, unless that's easy to programm to also not kill anything from the tamed faction.
💡potatoes as a new plant to grow and cultivate in game 🥔😊
💡 make the big stone circles mine-able
https://valheim.fandom.com/wiki/Ancient_Stone_Circle
💡 Can we have something that keeps me and my friends from getting nailed by our own ballistas? Currently I am having to use a mod to do this.
💡a big help for newer players (like me) would be that in the dungeon from the queen is so where she spawn is no fog , as a first timer in this game and that being the first time i fought her it would be very nice if i can see her i nearly quit the game there becouse i found do difficult do manage.
💡 Someone suggested to have characters locked to Saves and not client to prevent cheating. I would like also to have world setting locked to prevent exit and change difficult abuse, and a way to hide the seed and not be able to use it to look for stuff and such at map world generators. The no map runs on youtube are all a joke.
💡 Brightness adjustments in settings so people aren't stuck with either too dark or too bright. I don't want to change my computer's global settings just for Valheim!
💡 Make blood magic skill level more based on the hp used to cast, this make it good to up in the early and would not affect the balance in other stages of the game. Leveling blood magic is so hard
💡 Bigger waves, make the smaller boats a little faster, make it so you can fish off the boat, and make it so that waves that go over the boat leave a little bit of water that you have to bucket out. Leaving the water in slows the boat and eventually sinks it with enough volume.
💡mead that increases damage taken and adrenaline gain
💡 make a rocking chair you can sleep in during the day to 'take a nap' to make it be night time
💡 for brimstone Add %fire damage increase or, alternatively, a flat fire damage added to all attacks, It makes thematic sense and I feel it needs a little nudge to be better
💡could we get the option to at least see a somewhat "low definition" map when clicking on the Cartography Table? While I understand Hardcore is meant to be difficult, having no map at all seems purely masochistic and excessively time consuming for no actual difficulty increase at all.
Mind you, it shouldn't be a map you're able to see at all times, only when you click on the Cartography Table so you can plan your journey... Also, there would still be no automatic adding of boss locations or other things.
If you want to add a tack, you should be at the table and rely on your memory alone, and once you're out and about you're all on your own anyway, which sounds like a fair compromise.
💡Fighting Bonemass is an anticlimax. He's visually impressive but actually a much easier fight than an abomination, of which you have probably fought several by that point. You can ignore his poison and tank his attacks in light armour and a banded shield, but one belly slam from an abomination will stagger you and take half your health. This should be rebalanced.
💡 Configurable parameters for world generation.
💡 make the charred warlock, charred warrior and marksman trophy standable on an armor stand, I think it will look kind of amazing, and better than on regular item stands on a wall.
💡 I would love to see the bear show intimidation and fight more like a Grizzly instead of the weird fake rushes that I think are too slow... and please call it Urs... pleadingthedevs
💡 the ocean isn’t very scary. Some different chance encounters based on how far from map center or something? Ocean raids?
💡 Playing on Hardcore with no map. Could we add a windsock or weathervane? It's very difficult to tell the wind direction without placing a boat down.
💡 Please add the option to automatically organize chests, sometimes it makes sense to keep 2 different items in the same chest but over time it becomes difficult to keep them organized.
💡EYEBALLS! When are we going to get them and we should be able to pick the colour. I want red ones please.
💡 pretty sure this has been mentioned; however, if not wanted to toss this in the heap of suggestions you guys get. Being able to turn put out the torches to conserve resources... That is all. Love this game.
💡 ancient bark mossy roofs (it looks like it would make good shingles, can i have a mossy roof for my swamp witch house?)
💡 improve animations or completely rework twohanded axes, it can't compete with greatswords (IRL twohanded battle axes were much lighter and faster than greatswords)
💡 Whittling and Sewing baby
(Additional information in discussion. Essentially another method for cosmetic creativity)
💡Item Spawning Limits on Servers or as an Additional Option
Please make in game option for Characters to be Stored Server or Host side, Or another way to prevent characters from spawning in items into progression servers so that Players can experience the core gameplay without having to install mods (as Xbox and Playstation are unable to install PC mods to prevent this) -- My friends and I love the game, but feel the game progression is hurting if players can spawn in items they lose, or simply ones they didn't earn to artificially advance.
💡 Add a switch to shield generators so they can be toggled off/on. They're useful to block rain and projectiles, but sometimes I wish I could turn them off instead of deleting them so to make screenshots of my base without the bubble.
💡 Please make barrels stackable by three or four.
💡 Add Moose to the Deep North update, ideally as a tame. To be honest kinda surprised it's not already in the game as it is synonymous with Sweden.
💡 For the 1.0 release, it would be nice if every biome got a little TLC for us long time players. My suggestion is tameable goats in the Mistlands biome, since there is no tameable animal there. And also because, let’s be honest, who does not love these mischievous little bundles of furry and cute joy and energy 🐐 ❤️
💡Make it fairplay, If I step in water too deep I lose ability to defend and fight. If anything else steps in same depth of water they can still attack you and kill you mercilessly. That is NOT fair ..
💡More uses for Troll skin would be nice. Troll hide curtains for doorways.
💡 Can we bet the Stack of Charred Bones & Stack of Ancient Bark Build piece, just like the regular bones stack
💡Here are my suggestions: Expand on the ocean, more sea creatures, a wandering trader on a boat. Add items of legend from Norse mythology such and Sigurd’s sword or Excalibur (those are just examples). A Deep North update, just as the Ashland’s was once only a firery place at the bottom of the map until the update, the Deep North is just a cold place at the top of the map, add new creatures, structures, weapons, tools, materials etc. Make it so that you can raise your skill levels above 100 if you are using the raise skill command.
💡 Fighting companions, could be creatures or people like us
💡 opacity setting for pin icons and pin text on map
💡 DoT rebalance idea:
Fire - stays as current. Just stacks more fire as you smack.
Spirit - builds to a "smite" where after 5 stacks the next spirit hit consumes all stacks in a burst of damage.
Poison - DoT application and refresh remains as current, but dealing physical damage to a poisoned target deals additional flat poison damage on hit.
💡 May we have blunt punchie punchie pls?
Thank you for the bear/||vile|| claws. They are pretty fun 👍
It would be nice later on if there were blunt variations so the fist build feels like you're actually
punching and not using Katars otherwise we might as well rename the weapon type to spare the effort.
Or even just make leather scrap boxing gloves for training and recreation.
💡 I'd like to see some sort of inventory improvement for the ashlands. You have the most inventory slots used up by equipment thanks to magic staffs, and there are far more types of drops than in previous biomes. Maybe an accessory item akin to meginjord, purchasable after queen or fader, that gives +8 inventory slots.
💡Make cover work as intended: log-trolls swinging horizontally at a wall or vertically against high-enough walls shouldn't damage what's behind the wall unless it breaks down. And yes, I'm willing to give up the cheese method to kill skeletons with the stagbreaker in burial chambers.
What's the point of building a wall if what's behind it isn't protected? Decoration?
This somewhat extends to how AI pathfinding works as well: if home structures are hidden behind something, they shouldn't try to target it. How do they know where something is if they can't even see it?
💡 This discusión has been adressed, but i think its important to expand more.
Context. I have been testing the new battleaxe weapons, especially the mistlands battleaxe - Skullspliter. But in mistlands there is a clear competitor: Krom. Krom has a faster swing, more damage potencial with the secondary attack as well as more stagger in the secondary attack. In contrast there is The Skullspliter (who represents the battleaxe weapons class in this case) having a very slow inicial swing and less damage than Krom. The secondary attack is perfect at least.
Now, most players consider krom a very solid weapon while battleaxes are labled somewhat as a “cool junk” and this is because of speed/damage related to the respective weapon. Thus, while testing i came about some solutions for making battleaxes as a whole e choice to rival Krom & greatswords:
SUGESTION
or you make
(1) Battleaxes faster animations than greatswords to compensate for his lower damage in comparison to greatswords.
Or you
(2) Make base damage of battleaxes greater than greatswords and keeping the slow animations. This including a greater stagger potential from the primary attack or the secondary attack. I think this solution is the best because it would be somewhat weird to look a battle axe have more speed than a greatsword.
Extra: please add a battleaxe to ashlands and the future deepnorth biome.
💡 Regarding the Deep North, this will be the final biome in terms of progression added to the base game.
Regardless of any other potential content inclusions, this will be a form of a finale to the game thus far.
Please have every weapon and armor type represented within it! There should be a battleaxe, dual axes, greatsword, sword, crossbow, bow, fist weapon, dagger(s?), mace, sledgehammer, atgeir, spear, and at least one new staff for each type of
magic.
I understand this is asking a fair amount, given the crafting options in the Ashlands I’m assuming there will be similar features in the DN, but every viking should have a chance to shine in the final biome!
💡 Add (undead) necks to the swamp
The sound is already there
💡 With addition on new Bear Armor, it might be time to tweak the Troll Armor adding bonuses and penalties like other set armors have.
💡Melee barbarians have a hard time getting their trinkets to activate. Can melee have just as much adrenaline as weilding magic? I fight with axes and never get to the required 65 adrenaline.
💡Ashland Weapon
This might be quite an old issue, but I think the special abilities of Ashland weapons need some adjustments.
Weapons that use Bloodstone are way too underpowered. (The only time I found them somewhat useful was when I intentionally lowered my HP by vomiting and then used the Ripper for long-range sniping—but even that wasn’t very efficient.)
For weapons that use Iolite or Jade, the elemental damage isn’t as important as the chance-based abilities each weapon has. The problem is that these effects are fixed regardless of weapon type or damage, so slower weapons like the Ripper or Slayer end up being far less effective compared to others.
Slower weapons such as Slayer and Ripper need their special abilities strengthened(Chain Lightning should deal higher damage, or Immobilize should last longer.), and Bloodstone weapons definitely need a buff as well. If the current effect is going to stay the same, at the very least their attack power should be increased.
💡I feel like a needed feature is a way to tell if a item originated in the current server or another world/server
💡 The ability to lay crystal flat w/o mods.
💡 Add adrenaline gain with health lost in combat, to make defensive trinkets useful. This would enable struggling players to keep at it just a bit more. Currently, adrenaline only rewards good/flawless gameplay. One could argue that most trinkets aren't necessary if players already play perfectly.
💡i know i alredy said this but
Starred enemies have more thropy drop rate
💡allow 1 and 2-star serpents to spawn after beating Moder and Yag respectively to help keep sailing interesting between unlocking a longboat and beating the mistlands.
💡rocc 🪨
Slings, stone clubs, a literal boulder you can just hold and huck, cavemen themed weaponry could be a fun idea for equipment that both low tier and endgame players could enjoy.
💡After defeating Yagluth can we have a housegnome(nisse) maybe tamed or bought at Haldor or the swampwitch?
One that fills up all the sconces for the player as long as you provide it's gnome-chest with resin/guck/greydwarf eyes. Or instead of the resin...provide it with a treat like honey. Replacing having to constantly hunt for guck which is hard to come by or the tedious task of getting resin and greydwarf eyes.
💡Can we please make greylings befriendable?? They would sit on chairs and you would be able to command them to sit on a specific chair, just like in the mog swamp witch or whatever its called. Not greyfwarfs tho, they suck.
💡 Lots of players go to Valheim for its unique taming system and the multitude of creatures you can tame, I believe adding more creatures and tameables and/or adding certain weapons , armor and ranged weapons that buff the players tames or something along the lines, would definitely make Valheim 20x more fun and worth it for people who actually seek to tame. Afterall no person who seeks out to tame in Valheim has had the most fun at times looking for 2 star wolfs or so on only for them to get one shot by later bosses and do no damage. So making this taming system worth a while and reasonably fun to go against bosses with would be fantastic and would appease lots of players looking for this kind of system.
💡 Ability to give a name to your boat and upgrade boats from workbenches within range. Upgrading gives a slight boost to maximum health and top speed. If the boat breaks it just drops the base materials, not what was spent to upgrade it.
💡 my son wants penguins for deep north 🤦♂️
💡 skis,snow shoes some sort of sled for deep north
💡 It would be nice if in addition to the special drops, bosses dropped a large amount of normal resources so that they could later be spawn-farmed for these items.
Here are examples of what could be dropped:
- Eikthyr - 30 Deer Hide (Useful for armor alter on)
- Elder - 100 Wood and 20 Greydwarf Eyes (never have enough for portals)
- Bonemass - 50 Guck (torches and Draugr Fang)
- Moder - 60 Freeze Glands (Ice Arrows for days)
- Yagluth - 50 Black Metal Scraps (bones wouldn't be very useful)
- Queen - 100 Seeker Meat (Stock up on high-level foods)
- Fader - 250 Charred Bones (Shield Generators, projectiles, etc.)
💡 some sort of pre fab buildings ,castles small village maybe have some npc raids or interactive npc people
💡 I would like the option to lock the camera while sitting in boat. When playing with friends i often like to rest my feet on the desk while they escort me around. Right now the camera dont follow the direction of the boat and i end up looking into the sea or the sail. I would very much like to enjoy my wine and the lovely views of Valheim at the same time
💡 More Norse Gods/Creature easter eggs Like Kraken or Jörmungandr?
💡 Can purchase from merchant such games as dice or ring/stone toss. These games are just for fun with friends. Maybe keep score like archery target.
💡 Increase the difficulty of the game.
💡would like to be able to place the dvergr lantern on an item stand if possible 😊
💡A way to search for items when you're crafting like weapons, armour, arrows, tools, other. etc
💡For fun: host a community weapons competition, get the people to make a nice weapon you like then put it in the game eventually.
💡 A plow to expedite planting seeds and harvesting crops would be great
💡 Would like to be able to hang hides vertically and place troll hides as furniture the same way we can place other hides.
💡 4 Dedicated armor slots to the very right of the inventory to finally solve inventory issues with all new item additions, if we wanna be extra with it. quiver.
💡 Unpopular (probably) opinion, we should get log building tilesets and have to make a copper saw when we get to the black forest for the beech wood tileset
💡Rework of the mistland wisp to emit a static source of fog-removal. Right now the wisp is kinda useless half the time because it won't clear the fog around you reliably. That has to change.
💡Wisp torch that you can use as an alternative to the wisp light so you can use the belt in the mistlands.
💡 add where we can change speed of time so the day time lasts longer so we can have more time in the day light
💡 It would be nice if Red/Blue Jute could be bought from Hildir at a late enough stage, whatever that would mean.
💡I would appreciate a re-working of the bear hide/rug textures. When I first saw a bear, I thought it looked more like a rhino with a bear's head. When I finally got a trophy and made my first bear rug it was well...disappointing. The hide is flat and an unappealing grayish color. Maybe a dark brown? The head is okay. But the lox and wolf pelt rugs have a much better texture.
💡 Just a method to turn carts over or push boats out of weird places.
💡 Materials for the training dummy should be accessible at the very beginning of the game. New players would benefit from it the most, to learn defense mechanics, but currently it can't be crafted until the second biome and requires a drop from a rare mob. By the time you can build it, you probably don't need it very much.
💡 -> A chance that your summoned skeletons have stars (chance maybe equal to the normal skeletons to have stars)
-> The possibility to "feed" summoned skeletons with bone fragments to heal them.
💡 Remove stagger mechanic, add a counter window to perfect dodges and blocks, and let weapon swings interrupt enemy attacks based on enemy size or weapon type. Stagger mechanic is boring and bad for scaling imo.
💡 make ghosts and rancid remains rarely spawn from evil bone piles, the same way that draugr elites spawn from body piles rarely
💡 while sailing, wisplight moves towards the front or back of the boat, depending on if the rudder is 'accelerating' or 'reversing'
The current wisplight location returns for 'neutral' rudder
💡 it would be nice to be able add stuff to the ships like hanging shields to side of the ship or putting some type type lighting on it. It would be really cool if when you do the frist speed on ship's that oars come out the sides to move backwards and forward
💡 As we have to use iron for some of Mistlands weapons, Mechanical spring and Dvergr stakewall, etc (and many other previous uses).
My request is that the padded armor is tinted a dark green-ish color and change the recipe from iron to black metal.
Just that!
It may "just" cost 30 iron for the whole armor set but I'm more with the idea of the armor being correctly aligned with Plains' metal.
💡 Surely asked tons of times: more banners in more colors. My specific suggestion, hopping to be a first: a brown banner, using pukeberries as material (so those nasty things could have some use after all). The embroidery details could be silver in color
💡 The ability to remove unsmelted ores/coal from Smelting Devices such as Furnaces (Probably been suggested before)
💡 Ability to craft a flower bed and grow dandelions
💡 More of an idea for the Discord Server; A separate channel for the upcoming Valheim Board Game
💡 Before releasing the Deep North update, please make an animated trailer first about Deep North like how you guys made an animated trailer for Mistlands and Ashlands.
💡 i think it would be pretty dope to ride/tame a couple more creatures a bear, mammoth, fox , or even something flying
💡 blastfurance can refine all metal but under the black metal (iron tin copper silver) it is faster to rifine
💡 Turn off stick and rock spawns, once there is a buildpiece over the ground or the ground has paved road on it.
💡Eitr Refinery
When refining Ore, the ratio of 2 Coal to 1 Ore works out perfectly.
But when refining Eitr, even if I completely fill the Refinery with Sap and Soft Tissue, there’s always 1 Sap left over.
Could you make it so that, like with Ore smelting, both materials deplete evenly and drop to exactly 0?
💡 Level Ground
Can we have an option to change the brush area of the hoe to a square rather than just having a circular brush.
It can get pretty frustating for when you're trying to make a sharper/more angular elevation...
💡 this is kinda a lot but I've been thinking about what biomes could come next. Subaquatic biome, or maybe some kinda ocean sub-biome with a trench or a Continental shelf that marks a threshold as you get further from spawn. Also some kinda dungeon that goes under water. Could even be like a rainforest biome. Add interchangeable boat parts, when you construct a boat it's just the hull, you have to add the sail and other parts by crafting them. This would allow you to customize your ship with at least a flag. It could also have a damaged state to prevent the boat from disintegrating when it takes too much damage. It might be cool able to overhaul fishing or even add dredging since sailing is one of the big reasons I enjoy valheim. I feel like people avoid using boats in the game unless they have to, it might be nice if there was more use for them.
💡 Make smoke particles smaller, hopefully this will allow the smoke particles to pass through cage structures and pour out of roofs more easily when they have small smoke escape holes. To counter this and make smoke still a viable threat make the particles more plentiful?
💡 remove the ability to use the same character, across different worlds. the reason i say this is because of this scenario, "Your a new player, having fun, then out of nowhere a fully maxed guy, who grinded on a completely different world joins and thrashes you and your build." Kinda ruins the feel of the Open-World Online game for me. I dont know if it's only me who feels like this buy yea.
💡 It would be nice if we could hang Dvergr lanterns with only a workbench. We already built them with the black forge. I do not understand the need to use the black forge to hang them.
💡 Fix the "bug" that lets the fog thats on the ground sometimes be inside buildings. It's so insanely annoying
💡 Hildir already offers a barber’s kit to change the character’s appearance. It would be natural to expand her services by introducing a system for dyeing clothes and creating dyes.
Main Features:
- Dyeing Table
Used to recolor clothes and fabrics. Players can choose from available dyes. Clothes can be recolored multiple times. - Dyes as Items
Added to Hildir’s shop. Available in different colors (red, blue, green, purple, etc.). Can be purchased or found. - Growable Dyes
Dyes can be planted in the ground using a hoe. Players can harvest plants (flowers or herbs) to craft dyes. Provides an alternative to buying dyes from the store.
Benefits for Gameplay:
- Greater character personalization.
- A fun crafting and gardening system.
- More reasons to visit Hildir’s shop.
- Allows players to experiment with styles and stand out.
💡 Add recipe midgame that uses bear meat (similar to how deer, boar, and wolf meat get reused).
💡 Bear Armor & Vilebone Armor
I think the effects of the newly added Bear Armor and Vilebone Armor should be slightly adjusted.
Armors like Root Armor and Fenris Armor have set bonuses, but their unique abilities are also divided across individual pieces. This allows players to mix and match different parts effectively across multiple biomes.
For example, the Root Chest is often used in the Plains biome to counter spear-throwing enemies and mosquitoes, even at the cost of lower defense. Similarly, the Root Helmet is often crafted first and used almost like a gas mask.
On the other hand, the newly introduced Bear Armor and Vilebone Armor feel underwhelming until the full set is completed. Without the full set bonus, they’re essentially just difficult-to-craft armor with low defense—especially since, unlike Fenris Armor, they don’t provide a movement speed bonus.
It would be much better if the set effects of Bear Armor and Vilebone Armor were distributed across individual armor pieces, giving players more flexibility and reasons to use them even without the full set.
💡 Id like to see more food recipes. I know plenty of mods add to cooking, but I always felt Vanilla was lacking. id love to have a dying rack just for more jerky options. we have Boar jerky and wolf jerky, but we don't have neck, deer, bear, hare, lox, or bug jerky. It would be fun to also make dried raspberries, blueberries, and cloudberries.
In short
Fruit + honey = fruit jerky
Meat + honey = Meat Jerky
💡Whenever I am fighting something the health bar is not noticeable enough so I think a viable way to fix this would be adding a red flash and maybe a heartbeat noise the closer you are to death, just like in other games
💡 Basically just a different version of the suggestion above this
A red tint around the edge of your screen when at X or lower hp, can be disabled in settings
💡 Something that shows the date a world was ceated.
💡 it’d be cool if there were some resources that only starred mobs could drop… or some kind of incentive to fight them.
💡
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More Ruins/Structure Variety. Seeing the same 3 prefab buildings starts to get rather annoying when a large part of the game is exploration. Perhaps a community driven forum to source ruin ideas and structure variants.
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Make Black Forest crypts not a headache to traverse. Having the camera constantly clipping into the ceiling or stuck behind the character makes it very annoying to play. Raising the roof to a height similar of the swamp caves or an entire redesign would be nice.
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Option to choose how many of an item to craft. Being stuck between choices of 1 or 5 is too restrictive especially when making items such as arrows or food.
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Better early game pathing/gear. The recently added bear-set is a step in the right direction but Id like to see more weapons/armor added for other early areas of the game. The simple choice between a light or heavy set feels very bland and doesnt play well into the various types of weapons the game has to offer. I dont see a point in giving every weapon type its own skill to level if theres never going to be anything expanded into them further.
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Give the Sea Serpent a big brother and make the ocean scary again.
💡 increase the effective radius of the crafting table upgrades, cauldron upgrades, and forge upgrades. I'm tired of placing the cutting board inside the hearth, the anvil under the floor and the adze behind the wall to make the area look nice.
💡
- sky islands / biome for late mid-late game?
- small mounts? (horse, ||asksvin||?)
- earlier magic (pretty please i want to be a warlock sooner)
- base eitr & regen (like stamina)
- player races? (greydwarf, ||fuling||, ||dvergr||) with traits?
- underwater biome with swimming/diving ?
- dye for armour?
- better digging? (tunnels & caves not just trenches)
- more metal base parts? ||dvergr|| bolted sheet walls & beams like ||flametal||?
- water building (aqueducts, dams, water falls, pools, rivers and the ability to make water-filled moats)
- quaterstaves
- more magic / magic system
💡 Some kind of flying (potion, mount, anything else) as Deep North Boss reward for completing the game. It would fit perfectly into game progression Valheim offers
💡 right click drag and drop half stack amount in inventory and storage. While picked up, right click again to drop 1
💡 An Iron Gate similar to your Iron Gate logo, with stone & Iron & some wood, draw gate. In the D North, anywhere. Teasing me every time I fire up Valheim 
💡 When planting something, make the item “non-plantable” or red if it is too close to another crop or structure 🙂
💡Add Elemental Damage to the Skull Splittur
I crafted the glowing axe using Refined Eitr, but honestly, it feels a bit disappointing that it has no magical effects at all.
Since the axe blade already has the same color as Refined Eitr, it would make sense for it to deal Lightning & Poison damage. Alternatively, it could deal Fire damage, which isn’t currently available in the Mistlands.
💡 Serpent scale armour
💡Enemies should get the Wet status when it's raining, just like when they take a swim.
💡 Tougher enemies should give more weapon skill exp when you strike them.
For example: the charred in ashlands should give x3-4 times the exp than the skeletons in black forest.
💡 bear meat recipes for both plains and black forest would be cool, was surprised there were none when I first loaded into the new update. Also some of the new feasts would be nice with the bear drops
Also would be cool if bear meat stacked by 50 instead of 20 (just learned meat stacks by 20 ignore that pls xd)
💡 Add monitor/screen selection to graphics settings
💡 triangular base parts for more varied base shapes that dont clip
💡 some world option to reduce or disable enemies doing damage to terrain so that the ashlands doesnt turn to a barren wasteland anytime you get into a fight
💡A way to see all of your unlocked recipes (meads, food, weapons, armor, build pieces, etc) without actually having to be in the crafting station where they are made
💡 add new functionality for resin, new build material to make wood structure without roof a waterproof and protect it from weather damage
💡 explosive barrel placeable / throwable firebombs for late game mining / building destruction
💡 For us deaf players, subtitles, when close to a mob allow for subtitles of the noise, (growling for bears, roaring for trolls, howling for wolfs, etc) would allow us deaf players to have a way more enjoyable experience
💡 let all enemies get smoked like players do so smoke bombs have more than 1 use. they’re not very powerful if they did and they’re endgame so it’s not like it would break much
💡 THE FENRING SHOULD DROP FENRIS HAIR AND FENRIS CLAWS, NOT WOLF FANGS!!!
💡 Can Hildir customize our armor and some itens?
like change the color at least...
💡Make forest foliage taller
i think that since irl, most forests completely engulf anyone who enters them (aside from paths) in tall foliage, and i think even some more tall grass would be much appreciated - maybe taller raspberry bushes too!
💡 ashwood throne, or some other kind of wooden throne.
Raven throne seems like the v1 throne, but all the other thrones are made of some kind of stone, so they're more likely to break on elevated platforms.
💡 bear caves in similar fashion to troll caves would be nice, faster way to find them
💡 Mistlands fist weapon made from Soldier Tusks
💡 Add a new stat: Endurance(or Strength)- increases carrying capacity (+50 at lv100). Walking, running, jumping with 70% or more of carrying capacity increases the stat.
💡 A running/dash attack
Maybe cost more stamina
💡allow the use of numbers (and parenthesis) in player names, please! example: YouDied (Val-S5)
💡 expand new bear and vole armor berserker bonuses to both include all physical damage types
💡 i feel like this has Been said earlier, but I didn't find it so:
Can you make the wisplight upgradable so with every higher level it gives more light distance?
It would make the mistlands exploration so much more exciting 'cause the biome is really beautiful.
💡 add an Iron Cart. That cannot burn and drives better with mountains/ more weight
💡 It would be great to see a tafl/Hneftafl board- finewood, black marble, bone. Not a Comfort bonus, just a decor piece.
💡 When picking up your items from your grave you should get them no matter if they are too heavy or not, since corpse run grants more weight capacity.
💡 add a colouring station for a Trader Trade which lets you Customize the Linen Cape and shields so you dont have to craft a new one If you picked the wrong design
💡Allow us to uproot seeds we just planted (less than 2 minutes ago or something) with the cultivator in case we misclicked or whatever. Having to waste a seed just because there is not enough space for it to grow or simply because my trees are covering one tiny pixel of my field sounds a bit pointless.
Like, I'm not even sure if it's a bug, but the tooltip at the bottom of the screen tells me to press Mouse-3 to "remove" something, which can only be some plant in this context? (Spoiler: it does nothing at the moment)
I'm allowed to place down and break literally any piece of a building, but I can't replant a seed I didn't want to?
💡When taking your grave you semetimes pickup rocks or bones or whatever that were before on the ground and if you take your (full) grave it could just lile drop them or something or just place them in an empty slot
💡On Xbox Series X please cause the game to execute a quick pause whenever the player controller is disconnected for any reason.
On several occasions my controller batteries died in the middle of a battle with creatures, suddenly the Xbox dashboard pops up on screen saying controller disconnected, but behind the full-screen dashboard window the game is still running. Several minutes later I source freshly charged batteries and prompt the xbox dashboard message to indicate which controller I wish to use. But I find myself back at my bed with a couple minutes on the Death Run timer remaining.
If the game should pause when a controller is disconnected then that makes this a bug (see my comment on the Xbox-Bugs channel)
💡 a new portal type that allows you to link to your previous worlds. That way you can keep your character and transfer your stuff over if you want to. Could make it like haldor/hildur as some sort of ancient artifact you have to activate with some sort of ritual or something
💡 Add instruments which can be played to increase comfor bonus, similar to the way that enshrouded has implemented them. They could either be found or crafted, but they must be played to have an increased comfort effect, and up to four can be played together.
I realize this would be a lot of work, because music would have to be written and recorded for all the instruments, but it would definitely suit the hearth and home vibe of coming home from a lengthy expedition, sitting in your home by the fire, and relaxing with your party.
These could include:
- Tagelharpa
- Bone Flute
- Drum
- Horn (Animal Horn)
- Oboe
- Bagpipe
- Trumpet (Lur)
- Lyre
💡 Let players choose to have additional inventory slots as a difficulty option.
I think a good solution for inventory issue is to add another option in the world difficulty menu, like toggle for separate slots for equipment. This menu was a great addition when it came out, it literally made my friends finally want to try out the game, while also offering hardcore gameplay. Devs definitely can expand this menu and let players choose their way to play. For example set current inventory size to standard since many players are used to this; make an "easy" mode with additional slots for gear/food/potions; and hard mode for sweaty players who love to manage their inventory every second. Valheim is a great sandbox and should feel like it
💡 Suggested rename for the Abomination: Gnarly Stalker, because "Abomination" feels out of place and is unremarkable.
(Old Norse "stokkr", related to modern English "stock", means 'tree trunk'.)
💡please make it so that starred enemies give more exp/adrénaline
Idk if this has been suggested before but please a 2 star goblin Is to op for no more exp gain
💡Rename the "adrenaline" mechanic
It's a really cool system and brings a lot of freshness to the gameplay, but why is it called "adrenaline" when this is a fantasy game about vikings???? It could be "fury" or "focus" or something but instead they went with a... hormone??? Are we time traveling vikings???
💡 The 'No Skill Drain' status effect that lasts for 10 minutes should last for 1 hour. I died multiple times in the Ashlands on a new server and couldn't set up a portal, each time the 10 minute status buff runs out 1/3 of the way to the Ashlands again, so the purpose of the buff is completely lost any time you die far enough away.
💡Suggesting for recipe change
"Onion soup" is very easy to make you just need 3 onions but other similar food need extra like "Carrot soup" and "Turnip stew" so my suggestion is to change you just need 3 carrots to make the "Carrot soup" and you need just 3 Turnip to make the "Turnip stew"
💡 my friend and i are in the ashlands, and i play mage he plays heavy, and i found out that almost all eitr food needed sap. And i think is all a little too expensive. so i was wondering if just a litle lower the sap cost because going back to the mistlands can be pretty anoying.
💡 trolls could have the chance to be holding a deer like in that badass artwork, maybe even throw it first and then switch to rocks?
💡 Bucklers should have half of current 5%, so 2.5%, or no movement speed penalty at all due to their small size and "lightness"
💡 The default sign text color should be White since Black can be difficult to read and it would remove the step of having to type the prompt to turn it white
💡 I play primarily on Steam Deck. The mini-map is very hard to read. I cannot tell which direction the yellow arrow is pointing. This becomes increasingly difficult when there are white marking indicators. I would love to see a higher-contrast map indicator. (This goes for menus in general). The white | yellow | brown theme is very difficult to read.
💡 New sign piece in plains that uses cloudberries which makes default text white in colour. Also, it could be a sign that's better visually, with a less "rudimentary" look
💡 A Merchant Vegvisir, in the form of posters promoting haldor/hildir to drum up business and for the Bog witch it can be a warning to stay away or Kvastur will make you wish you hadnt come near
💡 using different arrow elements on the same target combine to make new elements. For example, shooting a target with a frost arrow then a fire arrow makes the target explode dealing X amount of damage and small AOE damage
💡New build piece which allows you to place chains hanging vertically or horizontally and link them together and to other build pieces.
💡Sitting in the Hottub should give +1 Extra Rested for the Trade off of getting wet
💡Inventory improvements. I can break these up if needed, they all go together and I personally don't really want to wait around for 1.5 hrs. Sorry for novel
-Adding a tool belt or bandolier or something would be great for consolidating tools and/or weapons. It could be upgradeable like early game only combining axe and hammer and late game having some godly "tool ring" or something that you can put all of the various tools in. This reminds me of the Horodric(?) Cube from Diablo 2. I always kept gems I found and town and identification scrolls in it.
-Adding backpacks and/or item type specific bags would be game changing. To calculate weight the different backpacks and bags can have a set % of the weight of everything inside of them. There can be multiple bags that can only things like herb bag, fish bag, arrow bag, valuables bag, potions and mead bag. Making a super late game backpack that also has a tool ring like I mentioned before would be absolutely incredible.
-Using something like stack size perma upgrades would be nice to see in Valheim as you progress through the bosses or something you have to find or craft with new biome resources to upgrade yourself stacks or inventory squares, something akin to Terraria. These upgrades could also be structures at base, this should probably be an effect and not a perma upgrade so it HAS to stay up. Also a way to see which perma upgrades you've unlocked in a menu, Terraria should have this too imo.
Bonus QOL 100% a repeat though. Inventory and chest sorting, quick stack in and out, move all in and out, favoriting items in chest and inventory the original locked item taking priority over anything else that got picked up while it was gone (use equivalent of Minecrafts NBT for this and it should work on weapons and armor easy, just add a line in code to ignore durability so its not stuck at 125/200)
Some blend of these three I feel would fit in very well and solve ALL of the inventory issues
💡The other 9 Norse realms are kinda on the table. The player could make portals and could also finding some in ruins. They can be at different stages of the game, they don't all have to be late game accessible. I think one should be accessed at a time throughout the game, maybe make the first be found in the Black Forest and progressionaly located after the Black forest, maybe skip a biome here and there. Multiple at the very end with the hardest stuff this game has. Lore wise it could go something like, "the gods have an additional task for you." Also when you scroll out on the map you can see the maps to the different realms on the side with the name of the realm on top, they shouldn't show up until you've traveled there once. A transdimensional portal that can connect through realms reached between the 2 base game portals, no metals and ores. Some realms could be challenges or made up of many different challenges. Challenges like you cant bring any weapons or armor into and only use things provided
💡make the horn of celebration to have an option to be used as a trumpet that would signal war time and that would also boost the adrenaline to you and the close by vikings
💡Valhalla or other realms in the 1.x.y or 2.0 update, just like a new biome, new crafts, enemies and bosses. Kinda like a dlc or something close to that
💡 I really like how knives have the heavy attack that gives you a great leap that you can use midair to change direction.
Made me think, wouldn't it be cool to have a weapon that gives you an aerial jump (knives already half do this) but be able to aim it, like a ground slam, and get a line that shows the trajectory.
💡 A search bar
💡A mid-game un-crafter exaple:
Oh no i crafted a sword instead of a mace what do i do
💡 A flipped grausten arch,
So that i can make the bottom part of a rose window.
💡 All these repetitive demands for more inventory slots and armor/weapon-equip slots are getting annoying
As a collective punishment, we should remove the rightmost bar: get rid of slot 8 and the 3 slots beneath it to teach everyone a lesson
💡 add more bows or a blunt arrow
playing in a group where everyone has their own class of playstyle leaves archers kinda useless in swamps due to everything being resistant to pierce and fire arrows absolutely suck. the only arrow ever worth using is frost but you don't get that until mountain
💡 Some knockback adjustment: as leveling any skill up it increases the knockback with that weapon when hitting enemies (up to +141% on skill lvl 100), which becomes very noticeable with weapon types like maces and battleaxes which have higher knockback than most other weapon types. Maybe either lowering the knockback percentage per level significantly or removing it at whole for all weapon skills would solve this knockback problem some people have with those weapon types mentioned.
💡 Add a way to regulate the amount of particles produced in the world, they are a big problem for players with old or low-end PCs
💡The witchhat that you can only craft during Halloween, should get the effect of Eitr regeneration would be rather fitting would it not? ^^
Or maybe a small bonus to blood magic and magic. Like a +5
💡A little more reach with knives
💡 Improve visibility granted by wisplight, not by increasing radius of effect, but by making any mist between the camera and the player fade into transparency. This would stop the player being completely blinded by mist that is behind them from the viking's perspective, and would not cause performance issues.
💡 More food recipes. And more uses for early game food on the late game
💡 Both smouldering tomb and sealed tower have non-cosmetic uses, with the farming armor and chicken eggs respectively. I think Howling Caverns should have some benefit too, however small.
💡a Rework for wolves pathfinding system. When tamed and on follow, sometimes they get stuck trying to go in between trees or rocks and they don’t turn around they just get eternally stuck so then you have to go back and get them to turn around. Happens even more often with harder difficulty since they also get bigger.
💡 deep north tier whale armour, and whales.
whales: spawn in oceans randomly, same spawn conditions as serpent (but can also spawn during day); requires something from deep north to pull up from the depths. when killed, they drop whale bones, whale blubber, and ambergris (rarely, functions as trophy, can be sold)
whale bone armour would be either medium or heavy armour, and give resistance to wet, swim speed/stam reduction, and some third bonus. crafted with whale bones, chitin, and serpent scales, at either a high level black forge or whatever the deep north crafting station is
💡 with how hard the serpent scale can be farmed than the other materials, it should have more craftable items. Make an armor with more pierce block damage than the harnesk, an item with included comfort, or an item for decoration
💡a visual division between lists of craftable items within every table menu that require a lot of scrolling. It's hard enough to focus on finding the right thing to craft over everything else that needs attention in game. A simple visual qol aid wouldn't hurt anything
💡 Give some passive for the lox cape
All other capes in the game have something going for them.
Troll hide: Set bonus
Wolf fur: Frost resist
Lox: Frost resist
Linen: Customizable
Feather: Unique passive
Askvin cloak: Unique passive
Ashen: High armor value
Being after the mountain also does not help it, maybe some fire resist or some blunt/slash resist so it makes sense to craft it.
💡For console users - an optional 4 assignable quick use slots tethered to d-pad (not extra inventory). Things like weapons, food or potions that can be quickly used by combo LT + D-pad (up/down/left/right). Scrolling in the heat of battle to use potions or food can be very time consuming and impractical
💡hi, about the inventory problem, just add a world modifier to be able to choose from 32 inventory slots to like 100, that way you can please both parties, the ones that want more inventory space, and those who want to play the vanilla cause they like the challenge, there's already world modifiers for other things just add one more. what you guys think? thank you devs for such a great game 😄
💡 Make late game versions of weapons grant more experience than lower tier ones. for example
meadows tier = 1x experience
bronze tier = 1.2x
swamp tier = 1.4x
mountain tier = 1.6x
plains tier = 1.8x
mistlands tier = 2.0x
flametal tier 2.2x
to make it less punishing to switch playstyles at later points in the game. thinking especially about switching to magic
💡 I think an awesome feature would be to have a way to start raids without dev commands or the timer. Like an arena area that you could put chains into to start the ghost raid, or bones for skeleton surprise, or goblin totems too start a fuling raid. just for some fun maybe arena combat and a good way to get some extra mats`
💡a Points Shop on Steam once 1.0 releases would be pretty cool for those of us who want to include Valheim decor in our Steam profiles :)
💡 I would really like a progression system made to increase the number of inventory slots, like crafting bags with the different skins of animals we find during our progression.
For exemple :
Deer skin bag +2 inventory slots
Wolf skin bag +4
Lox skin bag +8
Alvin skin bag +12
💡 A new trinket or pair of trinkets that when triggered grant bonus experience for 60s based in the difference in skill between two players.
In the case where it’s just a single trinket, the Learner would wear it, in another implementation both Teacher and Learner wear the trinkets.
For instance player 1 has 50 knives and either doesn’t have a trinket or has a Teaching Trinket.
Player 2 has 1 skill in Knives and wearing a Learners Trinket.
While both players are fighting near each other, whenever the adrenaline fills up and triggers the trinket(s) Player 2 gets 2x experience per knife slash as long as their skill is less than half of the teachers skill.
This allows people to skill up a bit quicker with help. The balance is the cost of not having other cool trinkets.
This idea can be generalized or individualized for other skills (cooking, crafting, farming).
The skill benefit could also be scaled based on the difference in skill (like 3x at 99 lvl delta, and 1.1x at 5 lvl delta).
The teacher could also maybe get a flat 10% bonus to reflect that we learn as we teach!
💡 be able to change the size of the terraforming tools (hoe & cultivator) with Q and E for larger and smaller radius
💡 hand sickle or update the scythe to be able to remove grass or shorten it
💡Why does food potency decrease over time? It really devalues feasts especially. What's the point of a 1 hour feast if it's going to be only half as good for 30-minutes? That's 12.5 health/stamina for some of them, which is a really bad food. I feel like people don't complain much about this because many QoL mods remove the food potency decay.
💡Crafting from containers, that way you don't have to go run to get the material from your chests, even though this almost completely takes away the point of organizing chest, but it would be pretty nice
💡change copper rng to produce minimum 1 copper per segment and reduce segment hp to 30. after 3000+ hrs in this game I’m really starting to feel the Black Forest grind too much.
💡chains are craftable
💡arrows that deal blunt crafted with wood feathers and rocks i think it will make bonemass a little bit easyer
💡add separate inventory slots specifically for armour, capes, trinkets, and accessories
💡 Make a mead that increases adrenaline gain for a period of time, would be helpful for boss fights.
💡 Remove the "Upgrade" Button on cauldrons and rename "Craft" to "Cook"
💡 Make trinket effects scale dynamically with how filled your adrenaline bar is, rather than activate for a fixed time when filled.
Skip the "instant deplete" when it maxes out but deplete it slowly based on how full it is. So a slow fighting style might balance out at 25% adrenaline, and will enjoy a small benefit, whereas a more intense style might balance out at 75 or 100%, getting the whole benefit.
Still encourages engaging with combat mechanics but wouldn't have the current "it never triggers" or "it triggered just as the fight ended" issues some players currently experience.
💡 Give creatures or a few specific the pathfinding ability to rally together. Examples I could think of where this could be implemented:
When Yugloth or Elder gets defeated, a new type of Forest creature starts spawning that can attract other greydwarfs, forming horde. Shamans could work like this as well. In the Ashlands, maybe a rare flag-bearing creature attracts nearby charred.
This suggestion feels kinda redundant when mobs just usually spawn as groups, like in nighttime, but it would be interesting to see a special mob that has a gimmick like this 😁
💡 for the love of odin, please increase the drop rates on trophies. Many are now needed for gear and trinkets.
Bears even tho they supposedly have 10%, do nowhere near that as i had over 3 stacks of their fur before i got the trophy, needless to say it was irreleveant at this point to get helmet because i was in the mountains already. And it is also needed for a trinket.
Golems are even worse because they have supposedly 5% and i can imagine its twice as bad as bears. And needed for a trinket now too
Fenrings have supposed 10% like bears but finding them is the hard part as they only spawn at night, and navigating harsh mountain terrain means i can find maybe tops 4 per night. As night is half the duration of the day. Also needed for trinket.
And the bane of existence are Cultists, with also supposed 10%, which are a limited resource per world (which is ridiculous for a mob to be), and they are needed for gear. (besides fenris hair have the same porblem and they should drop from cultists, ulvs and fenrings and maybe found in cave chests like iron in crypts)
Please
💡Crafting UI
It’s really inconvenient to have to spam the E key to fill things like the Ore Smelter or Wind Mill to their maximum capacity.
Currently, holding E allows automatic insertion, but it’s still too slow to be comfortable.
It would be great if the insertion speed could be increased or if materials could be instantly inserted to the maximum capacity.
Alternatively, the current system could remain as it is, but adding a new feature where Shift + E instantly fills the materials to maximum would be a great improvement.
💡Add accessory - bag that adds a little bit of inventory slots, but and must be worn instead of Megingjord
💡 If ever an item that expands the inventory was added, which I'm not requesting here, bags with handles (like pilgrims' scrips) would fit more the Viking theme than "backpack".
💡Cosmetic Slot, its been already recommended but a armor slot
💡When in a crafting station menu, pressing Shift once lets you craft 5 of a given item like you can now, pressing it again switches it to the max amount of that item you can craft with the resources in your inventory, and pressing Shift once more cycles back to craft only 1
💡 Add a character modifier (like world modifiers) to customize how many inventory slots you play with (Casual, Normal, Hard, Survival, etc.) That's a good compromise for people (like me) who see limitations as a survival challenge to overcome but for others, it's a QoL issue.
💡 Make the blood magic bubble xp gain for the caster who cast the bubble gain xp too when his allies bubble pop (sadly only the caster on self cast bubble pop he gets xp for blood magic and not on his allies cast)
💡there are wayy too many greydwarf eyes and resin, there should be dropping less of it and it should also be utilised in more crafts
💡 For the mistlands I am suggesting that holding a completed seal breaker will show the nearest Queen's chamber or that vegvisirs are more plentiful in the infested mines. Maybe an occasional one outside an abandoned lighthouse etc.
💡 I propose adding a dwarf sea trader on a knarr — a large trading ship, bigger than a longship. This will be a dynamic trader who doesn’t stay in one place but quietly sails around their location relative to the player. When the player is on board, the ship stays in place. The ship is decorated with shields on the sides and other elements that can be used to decorate a ship. Accompanying the dwarf on the knarr will be their beloved Lox.
At first, the trader will have few items available for gold, but if the player brings monster trophies, specific items, or completes his tasks, the stock will replenish. Some items cannot be bought with gold and can only be obtained by fulfilling the dwarf’s request or bringing the item he needs (a trophy or crafted material).
An interesting detail: sometimes floating crates or resources will appear at sea, which the trader loses while sailing, and players can collect them.
He trades items for water-related content, ship upgrades, and ship decorations. This trader will add an engaging element of exploration and interaction with the maritime part of the game.
💡 How bout something like slides (perhaps made from stone or marble) where there slopes are similar to the roofs. This way if we want to put the smelters on a higher floor but wanted the material to all end up at the same spot on a lower lvl?
💡 More of a sound mechanic, maybe like BOTW and TOTK
💡 Let Bonemaw drops be used to make earlier items like heavy fishing bait and Fins of Destiny.
💡 make a world modifier that makes it so you can’t fight bosses before a certain day example: eikthyr 10 days, elder 25 days, bonemass 50 days, moder 100 days, yagluth 150 days, queen, 200 days, fader 250 days, just incase some people wanna take their time
💡 need to add more types of roofs, for instance roof for round tower, different curves to add more variety to builds
💡 Resurrecting an old idea- chopping a stump gives you a chance to get that variety of wood. e.g. chopping a birch tree stump has a chance to yield fine wood.
💡 currently very much enjoying the Viles but feel there could be something added for a few reasons.
Add a green musky glow around them, like the stench of undead (it would truly smell Vile)
- They only spawn at night. Being able to see a green glow in the darkness would help spot them much easier
- They would naturally stink, it makes sense
- In a way it would give them a deadly aura and make them seem more dangerous
💡 wisp light is very crucial for mistlands but it has very little radius, and also wisp themselves don't get utilised in crafts as much, I literally collect like 7 wisps every night, I have like 2 stacks of them already and don't know what to do
So instead of wisplight, I suggest there should be like a jar of wisps, it can be upgraded with more wisps to give larger radius, for instance
5 wisps - basic craft 10m
10 wisps - lv 1, 15m
15 wisps - lv 2, 20m
20 wisps - lvl 3, 25m
30 wisps - lvl 4, 30m
💡 I use wooden weapons, swords in particular, on battle brother all the time, because they have way lower stamina use, and they don't kill him, however
Wooden sword stamina use is 4 and it is in my opinion slightly faster than dual welded sword, and dual welded wooden sword from mistlands stamina use is 8, which is twice as much for the same amount xp for the same exact skill, making it essentially useless item from late game
I propose having dual welded wooden axe and sword gain 1.2 xp per hit (just a number of top of my head, could be different) to compensate for being slow and using more stamina, that way they both will be equally valuable for training
💡 hildir has a set of farmer that is unlocked piece by piece after defeating minibosses, there are 3 pieces however the set only requires 2 for bonus which makes the third one useless
I suggest each piece give +5 to farming skill and whole 3 piece set give another +10 which makes it +15 for all 3 pieces and + 10 for the set = +25 which is what current set of 2 pieces gives currently
Also to expand on training topic, hildir should sell training armour which will work exactly like farmers set exept it will give + to experience gain, this will make training faster, more pleasurable, and efficient
Also it would be nice to see more sets like that with tiny bonuses from hildir, this will make hildir more useful and gives more motivation to defeat mini bosses
💡 Dead Raiser - this need something to make a skeletons more adjusted to ashlands update, atm they are totaly useless because they almos die instatn even they have bubble from staff of protection, maybe another lvl upgrade of it with some ashland stuff?
💡 add capes on item stand so u can put your Cape on a item stand it will hang
💡 Add wisplight on armor stand to keep actively hovering mildly instead of keeping it in a chest that might be forgotten
💡 almost all of the capes I've encountered are either made from some sort of fabric or animal skin, so why not add a possibility to dye them? Or ha e a special crafting station to hildirs shop that will allow you to dye various things
💡 quick use of potions example press h for healing potion and make it customizable
💡 More ocean monsters
We have a sea monster for the Ashlands, and I'm expecting a new sea monster for the Deep North but another great idea is to make more new dangerous monsters spawn the same distance as where Mistlands are allowed to generate.
💡 Make the texture/colour of damaged wooden building pieces reflect the biome they are in.
for example
mountains - white, dry and washed out
plains - dry, maybe blackened?
dark forest - current pallet
meadows - somewhat less green, at least for the first tier.
swamp - extra mouldy/green
mistlands - splashes of colourful fungi? might be weird with tiling idk.
ashlands - slightly charred
💡 A new trader that spawns near the start in the meadows that lets you buy ex.
Deer Hide: 10 coin
Leather Scraps: 10 coin
Crude Bow: 75 coin
Flint Spear: 40 coin
Wood x50: 50 coin
Stone x50: 100 coin
Leather Armor set: 180 coin
Just to help players get started quicker and more easily
Also maybe a Wandering ocean trader that sells new accessories ex.
Megingjord v2: +300 weight
Holloween hat: because we already have a Cristmas hat so why not?
Raincoat: allows you to enter the swamp without getting wet also works when it’s just raining.
Maybe there could also be services ex.
Vegvesir reveal: Pins the nearest vegvesir of the next boss on the map for maybe 500 coins.
Well that’s the only one I can really think of lol
💡 Sometimes when I open any inventory, I have difficulty separating the inventory spaces from the background.
It may be my own vision causing the problem but I believe that a higher contrast or different color or outlining the inventory space will help with the issue.
💡 change how upgrading armor works, going from a fully leveld set to an unupgraded set, example iron to silver, you got from 22 armor per piece, to 22 armor per piece, theres no reward or positive feedback in crafting a new armor set, no upgrade after putting in effort doesn't feel good, and i find it encourages me to not fully upgrade my armor all the way so when i do reach the next amror set, i at the very least get a 2 armor boost from my new set
💡 new item paper
new structures paper wall paper doors and such
spawns as bamboo plants at any river within swamp, black forest, meadows, plains biome
depending on the biome will grow taller or shorter bamboo plants yielding more or less quantity
mixing with wood will be able to build structure recipes for windows, walls, doors, etc
mixing with coal unlocks a canvas paper like to either draw or type , this can be stacked and crafted as books with different hides (deer, troll, lox, boar,etc) showing different book colors depending on the hide used.
💡 Trader Idea: Fornsmed
This tall, weathered old Fuling was once a berserker, but he turned against his brethren. Now, he crafts weapons that Odin's warriors can use.
Fornsmed resides in the Plains, and the equipment he smiths is specialized. Also, he operates differently from the other traders, in that a player who wants to acquire something from him must bring him the materials, money, and a trophy proving their worth.
Examples of what he might craft (probably one or two pieces per biome after Mountains or Swamp):
Stinging Sword
- Black Metal, Core Wood, Guck, Gold, Draugr Trophy
- Deals fire and poison damage on top of slash
Spiked Shield
- Iron, Ancient Bark, Deathsquito Needle, Gold, Fuling Shaman Trophy
- Parrying deals moderate damage to the attacker
Explosive Arrow
- Fine Wood, Sulfur, Proustite Powder, Gold, Charred Warrior Trophy
- Explodes dealing blunt damage on impact
This would add some variety to the trading scene and would unlock some fun new gimmicky weapons for players who want to try something new.
💡 Make Crystal Heart stack with the Bonemass forsaken power (for a total 50% resistance to physical damage, like BM did before Call to Arms).
💡 didn’t see this suggested yet & wanted to put it out there:
have Odin more likely to spawn/watch you prior to a raid happening
💡 on the world modifier slider for resources, it would be nice for a "custom" or advanced option. Id like control over all drops individually but for simplicity if selecting this would maybe create a dropdown of 3 additional sliders, one for enemy loot drops, one for for cooking/crops/harvesting stuff, and one for ores/wood/stone/tar resources. I like 3x for certain things like tar, stone, wood and mining for building materials but Id like normal drop rates for everything else personally.
💡 a setting that lets us toggle the "new item/recipe learned" notifications that roll on screen, just like we can turn the raven on and off. I am sick to #*$% death of those things popping up when I make a new character.
💡 Refined copper should definitely not be heavier than it's unrefined counterpart, if anything it should be lighter since you're removing all the impurities by smelting it.
Basically, make refined copper weigh 10 instead of 12 of whatever units of measurement we're using here.
💡 Another spear/pike thats more of a thrusting weapon? Maybe a two handed variant even.
💡 Be able to use Bones,Teeth as addons/upgrade to shields. attacker being spiked on perfect parry.
💡 an alternative to megingjord that increases the item collection radius
💡 Please fix the distance lights can be seen from, especially the bonfire. Valheim is flat, a raised bonfire on a clear night should be visible with any direct line of sight. At the very least, make bonfires visible from the same distance as trees. I regularly plant trees on the outside of my islands so that while sailing I can orient on them MUCH sooner than when bonfires become visible.
💡 add voice chat, its 2025 🥀
💡 This is a bit out of left field and I’m not sure if it’s been suggested but I’d like to see Valheim on the Switch 2, not only to introduce a new player base to the game but also to give the switch 2 a good mouse game and co-op experience
💡 Having some way to know what tribe a creature is from would be really nice. Whether there was an almanac to catalog this information as a a work station, or the first time you see an enemy (not the first time ever, I mean any time they come into your view first) a small bit of text above their head shows their tribe.
Would be pretty ominous to land on Ashlands for the first time and see 'Demon' everywhere lol
💡 Add beeswax as a resource. It can be harvested from, you guessed it - beehives, and can be used for:
- Candles(as an alternative for resin candles).
- May have additional uses in new furniture. Or as many asked, prevent wood from rain damage.
- But the main usage should be making clothes(or at least capes) waterproof. So you won't get "Wet" status in rain.
Won't block "Wet" if you were submerged in water.
Or at least add new equipment that will help block rain. (New cape maybe).
💡 I thought about a discussion yesterday on how frustrating it is damaging your ship whilst trying to defend against mob attacks while sailing - usually deathsquitos, wraiths or other flying threats. It would be fair if boats could be made to behave similar to carts while you are standing on them. While you are pulling a cart, it will not be hit by your own weapon attacks, I can't imagine making a similar exception for ships would be an insurmountable task? Players would still be able to "dismantle" their ships by hopping off and doing it from the side, and while there would obviously be a greater risk of losing the nails, that is a tradeoff I'd be willing to make to not destroy the boat under my feet while fighting...
💡 To contribute to the idea above, the game already knows when a player is "in" the boat, since it stops after the player jumps out of it (or too high while still on it). So the programming is already there to know where the player would need to be to attack the boat.
💡Every boss drops some kind of new item that allows you to craft a pouch for a few more inventory slots and to craft some kind of mini altar that you can place at your base so it would be easier to switch between forsaken powers. (the recipe would unlock after sacrificing the trophy to the main altar and would require another head to craft it)
💡When you are playing multiplayer with friends and he's crouching to stealth, nametag dissapears. (Currently ingame)
- A feature that could be just as intend the same it actually works is... if "show in map" is enabled to locate your friends and the player is crouching to stealth should dissapear in map also.
💡 Move the Vile Bear to the swamp biomes. Its appearance, as a rotten or zombie bear, fits the swamp better. It stands out too much among the mobs on the plains and feels like it was added just for the sake of it. It's still unclear why the Vile Bear spawns in the plains.
💡Create sliders that allow lights to be visible at greater than default distances (with the understanding it could impact performance). Alternatively, give a bonfire a coincidental tree-like object that paints bright point (the size of a large star) when the bonfire has a lit status to overcome the unity engine's poor handling of emission resources. (edit added:) Another way to paint a bonfire tree-like object would be to invert the daylight condition used on normal trees; it should be a simple if/then in the description (distant trees show lit in daylight and not at night, so the bonfire's "tree object" should show lit at night and not in daylight).
💡 merchant pins should not show up for people who have not discovered them. I will die on this hill. Shareable via cartography table is fine.
💡 Make it so ghost and other enemies respawn in dungeons, just found out that seekers respawn in infested mines and I love it
💡 Make it that in the Mistlands, everytime it rains the mist clears or significantly reduced.
💡 Boats should have oars so your friends can assist in keeping up speed, and should be able to use their energy to row.
💡 what if the devs made a valheim animated series when they done making the 1.0 release for valheim ( I like the animated trailers for the mistlands and the Ashland's and would like to see a movie or show for the game)
💡 Option for all entities to drop their items instantly like the leeches do, these 5 second dramatic pauses after killing trolls are slightly annoying
💡add a swamp berry, if you think about almost every biome has it's own berry or an equivalent, for instance:
Meadows - raspberry
Dark forest - blueberries
Mountain don't need any since it's so cold almost nothing will grow there
Plains - cloudberry
Mistlands have 2 types of mushrooms so I guess that sorta counts
Ashlands - grapes
But swamps don't have any sort of unique berry that will grow there. It would be logical to add cranberries or swamp dewberries or even some sort of mushroom or a crop to swamps since they grow in a flooded areas and it will add variety to crafts and cooking
Although they are not native to Nordic region
💡Add a general sailing skill. Nothing fancy, just a 1% (or even .1%) speed improvement.
💡 make dyrnwyn deal more fire damage, currently is just a nidhogg with 10 fire damage tacked on
💡instead of just buffing the dyrnwyn stat wise, I think it would be cooler to change the secondary attack from the standard sword secondary and instead have your character stab it into the ground and create a ring of fire similar to brenna
💡 Make the Wisplight upgradeable at a station, increasing its radius a small, but helpful, margin with each one.
💡 a proper female version of the patterns of the bear chest piece, my girl be running around topless
💡Ashlands are supposed to be an eternal warzone. A few dvergr here and there plus the relentless mob grinding don’t achieve this vibe. Make it more like the hell scene in S2 Vinland Saga. Charred attacking Charred in a relentless, hellish battle. They still prioritise the player but otherwise aren’t just wandering around aimlessly.
💡 Post-deep north end game activity: The game already has procedurally generated dungeons so how about endlessly regenerating dungeons with mobs from different biomes, each with a loot box at the end with a randomised set of building materials. After the story is completed the end game will be about maxing your levels plus building more bases, this could do two in one.
💡 stones should be throwable like the greylings do. They don't need to do much damage, it'd just be fun.
💡 wisp light is very crucial for mistlands but it has very little radius, and also wisp themselves don't get utilised in crafts as much, I literally collect like 7 wisps every night, I have like 2 stacks of them already and don't know what to do
So instead of wisplight, I suggest there should be like a jar of wisps, it can be upgraded with more wisps to give larger radius, for instance
5 wisps - basic craft 10m
10 wisps - lv 1, 15m
15 wisps - lv 2, 20m
20 wisps - lvl 3, 25m
30 wisps - lvl 4, 30m
💡 will someone make a valheim vorkuta steps edit?
💡I’d like to see more uses for lower-tier ingredients.
For example, Entrails are currently only used for Sausages, but it would be nice if there were more recipes that use them — like new types of sausages made with a variety of meats. Similarly, adding some high-tier dishes that require lower-tier meats (such as Deer Meat) could help keep those materials relevant for longer.
Basically, I don’t need any specific recipes, but I’d love for low-tier ingredients to stay useful later in the game.
You could also make it so that low-tier meats can be processed into seasonings or minced meat used in higher-tier dishes, or have premium jerky recipes that require a mix of different meats
💡 Sleeping Roll
A craft-able bed that does not override a saved bed location.
or
Simply add a way to sleep without saving a new spawn point. (Special thanks to @twin gyro for the idea!)
💡 add star levels to deathsquitos
💡 Home screen vibe suggestion
- Add 1-3 more of your characters around the fire on the home page. Most recently played or able to edit to whichever 1-4 you want
💡 how about being able to have your shield up while using the spear? Holding it normally would also be a plus
💡 Blast furnaces can smelt previous ores
💡 Being able to craft the hoe before the workbench is set up. (like the hammer)
💡 A small rework of the wet system
When your character enters water, the length of the wet effect should depend on how much your character was in the water
Wet effect in the rain should only happen after spending 3 seconds in the rain
💡 First Hammer's Repair Courtesy of Hugin
Currently when your first hammer breaks, you might be in a position where repairing it requires another hammer. Creating a situation where a players end up with two hammers when starting a playthrough.
I suggest if your first hammer breaks, Hugin will appear, inform the player of the repair system with sheltered workbenches, and repairs their hammer. Upgrading/repairing the hammer bypasses this dialogue prompt.
💡 Dedicated item for animal feeding, like feeding tray or special bowl, which would allow just put food inside instead of throwing on the ground.
💡 Having a swimming skill over 10 changes the technique you use when swimming, then after 20 then 40 and so on
💡 In the upcoming update, we will get the North Pole. I would like to see a story ending for the game (“Those who earn the favor of the gods will find their place in Valhalla — a majestic, enormous banquet hall”). When we hang all the bosses' heads in the spawn, I would like have a portal to Valhalla to open in the floor of the spawn, and for Hugin and Munin to say, “Odin awaits you.”
💡 more than one type of hammer to cater for the amount of building variety
💡after death you loose 5% rounded up of all your skills, but what is the point of having 100lvl? Both 99 and 100 after death will become 95 so why not add some sort of bonus for having your skills at 100. For instance faster attacks with weapons or a special attack or something like that
💡 If this is going to happen I'd suggest instead that in rain the timer for being wet increases the longer you're in the rain, starting from 0 seconds and capping at its current cap, since its trivial to implement and more precise than a threshold all or nothing situation
💡 chitin and serpent scales are barely used for any crafts, there should be a set of armour that would be made of chitin and serpent scales, this will add some usefulness to them
It will probably be mountains tier but I'll leave it up to devs to decide
💡Add more dual wielded weapons to mid game(mountains/swamp), for instance small axe and a dagger
💡 Black Marble and Grausten hearths.
💡please buff 2 handed swords. Thank you
💡 Thin wood beam variants that is half size from the current wood beam thickness size.
Aesthetic purposes mainly, behavior would be the same as the usual wood beams, current wood beams looks really nice for overall fundational decoration structure but for smaller scale builds or for interior decorations its too thick.
This would apply for normal wood, core wood, ashwood and darkwood (or for new woods variant in case is added in deep north update).
💡 roaming bosses. So when you enter a new biome the biome boss also spawns somwhere in that biome and starts roaming, it doesn't have a big detection range so only agro when you are close by, this always happens until you kill it, after that you can use the altars to respawn it.
Or an another way so its more scary, when you enter a biome a countdown starts 10 minute or something, and after that the biome boss spawns and starts to follow you.
Simpler one, the biome boss spawns at night and chase until you defeat it or leave the biome.
The queen remains the same cause its already spawned all the time.
💡 A setting to allow custom keybinds for the hotbar so for example I can change my number 8 which usually holds my hammer to a mouse button.
💡 Add a small amount of Eitr as setbonus to the magearmors. So you can defent yourself when out of food without being forced to use other weapons. Which can be used any time
💡Bags are a really logical, foundational piece that solve an actual problem. Not a visual backpack (I feel this ruins the aesthetic) but sacks or pouches we can craft, purchase, and wield so as to increase total inventory slots. Even a designated potion bag, food bag, coin sack, etc. For example, I believe most of us love the Fenris set and it would be nice to be able to carry this set and another without taking up seven slots, or be able to carry 3-5 situational potions and food without the hassle of constantly going back to base and restructuring the inventory for the given situation. As the world becomes more vast, I feel it's important for us to have the right tool for the job, bags allow for this.
💡 can black metal chests be smaller? Like physically I mean? Currently they go pretty much completely unused because they are less efficient than reinforced chests for storage because they take up more space physically for less overall items. So can we make black metal chests smaller so they can be a genuine upgrade to reinforced chests?
💡 New building blocks "Wood track" and "Iron track" that allow existing doors and gates to slide horizontally instead of swinging.
- Crafting recipes:
- Wood track: Crafted at a Workbench with Fine Wood and Resin.
- Iron Track: Crafted at a Forge with Iron and Tar.
- It would be a 1x1m, 1x2m and 1x4m building pieces.
- How is used:
- Aiming a compatible door at the track snaps it into place with a sliding behavior.
- Placing multiple track pieces end-to-end seamlessly creates a longer continuous track. The door will slide along the total length of the connected pieces.
- Compatibility:
- Wood track: applies to Wood door, Wood gate and Wood shutter
- Iron track: applies to Iron gate only.
💡 Crafting Menu Filter and Recipe Tracking System
Overview
As Valheim’s crafting system continues to expand, it becomes increasingly difficult to locate specific craftable items within the menus — especially in advanced stages where players have numerous workstations and unlocked recipes. To streamline gameplay, I suggest adding:
Crafting Selection Filters:
Filters by item category (Weapons, Armor, Tools, Building, Food, Potions, etc.)
Search bar that instantly narrows visible recipes as you type.
Recipe Tracker / Ingredient Source List:
Optional “Track Recipe” feature that highlights missing resources on the map or in storage (similar to how map pins work).
Positives
Improved Quality of Life: Faster navigation in crafting menus saves time and reduces frustration.
Supports Long-Term Players: Late-game crafting becomes less overwhelming.
Less Reliance on External Wikis: Information stays in-game, keeping immersion intact.
Better Resource Management: Players can prioritize what to gather and where to go next.
💡 Please make it so that when a tick is latched to you, exiting an infested mine drops the tick off inside. I lost a substantial amount of HP when the 2-Star Tick draining my life was still on me after getting out of the dungeon. Still survived, but this should not have happened in the first place.
💡 Please make it were you can build your own trophy for the main Bosses were you also get the powers so if your doing PvP and you kill a boss the other people don't get the powers for free and they have to work for it unless your attacking the boss with that player that puts the trophy in the stand. And how it would work for building the trophy stand is that you have
💡 Please make a new world setting that can disable water damage to buildings.
💡 Pressing LCTRL (or some other easy command) in air will position player into a headfirst dive.
💡 Re-suggesting a Grausten Golem (in Ashlands or Deep North) that drops Molten Cores, Grausten, and something else.
💡More use for stonecutter
💡 Cage floor and similar constructions shouldn't block smoke
💡 It would be nice if different rivers🏞️ and waterfalls were added, and generally water💦 physics.
💡Mead that causes nearby mobs to Aggro onto you instead of other players, could be useful for large groups of enemies in multiplayer playthroughs
💡 Bronze age item: plow: plow has a item slot where you can place seeds of choice. When you interact with the unit (similar to the cart) the plow will plant and perfectly space seeds, in the line you walk. Will only work on cultivated ground.
💡 Grausten roof ridges.
💡 Customizable boats.
💡 Upgrades for the torches and braziers; let them hold a bit more fuel for each upgrade.
💡 Cosmetic cape for Early access gamers since 1.0 is soon. Just like how there was a beta cape
💡 Make it so a bronze bar costs only one copper bar and one tin bar because copper is harder to acquire than tin imo.
💡 Rebalance the crafting recipe for bronze: the actual ratio of copper and tin in real life is 7:1.
Ideally, using 5 copper bars and 1 tin bar to create 5 bronze bars sounds more reasonable.
And I know there's a lack of recipes using tin, which can create an excess of tin in the world... but at that point you can just reduce its spawning rate entirely: one stack of tin should be enough as a head-start in an early biome like the BF, where we still need to mine a lot of copper regardless.
💡 A new sea mob or a miniboss to the sea.
💡 Change the wording for interacting with plants, mushrooms, and honey from 'pick up' to 'harvest'
💡Less stamina use when running
💡allow player to equip battle brother with wooden weapons to add variety to his attacks, as well as stones so he would only throw them instead of attacking (he already does that but it doesn't proc often and you have to be on ver specific distance for him to still see you but not be able to hit you), that way players can practice dodging
💡 Bronze battleaxe would be cool. 👀
💡Bronze is pretty wired crafting for me in this game, first of all
Copper ore weights 10 while copper ingots weight 12 which doesn't make sense, when you smelt an ore it gets rid of impurities and therefore weights less in the end
Secondly to craft 1 ingot of bronze it requires 2 copper ingots and 1 tin ingot, instead it would be more logical to get 3 bronze ingots with same craft and just incase the cost of armour and weapons to balance it out
💡Change Bonemass' slash resistance to neutral. / Revisit Bonemass' resistances.
As it is currently, Bonemass resists all physical damage excluding blunt. The swamp as a whole punishes slash and pierce so heavily that there is little point in making anything besides a mace. However, for most of the swamp, bows and slash weapons are still quite viable since most enemies are neutral to these damage types.
Therefore, Bonemass should be neutral to slash instead of resistant. This still keeps the incentive to use a blunt weapon intact, while not actively punishing players for using any of the numerous other melee archetypes.
Another, less important note, is that currently Bonemass is only weak to two damage types. Add neutrals and you get four. Of these four damage types that are viable against Bonemass, three are impossible to get without progression breaks: Frost, Spirit, and Lightning. This basically forces all players to either use the mace, or spend a significantly longer time killing Bonemass.
💡 Additions to base game requested: Windows & Adornments (modders feel free to lead the way)
#1, authentic viking/nordic windows. archeologists are very sure that they had these, not glass filled but open holes with boarskin and deerskin "drapes". I think having 1 window within x radius of the bed should also add a +1 comfort (to a max of 1). Materials obviously would be wood and leather, up to the devs or a modder how far they go with this.
#2 more "adornments" (i.e. dragons head, ravens head, wolfs head) - Th viking/Nordic have many a legend about sea beasts (and I do mean several), but I would also suggest rabbit (Ratatoskr), Stag (Eithytnir), Serpents (Nidhoggr, etc), Goat (Heidrun), maybe even Cow (Audumla), Chickens - specifically roosters (Vidopnir, Vidofnir)💡
💡 allow to place crystal walls in the middle of reg stone walls, I built a castle out of stone and I used crystal walls for the windows and I also put stone arches to make it look better, but what happened is that crystal overlaps with stone and because it sort of reflects light it just looks like ugly crystal squares with no depth
💡Add forest trolls, I know theres a forest troll trophy that can only be obtained through commands, it would be pretty cool to see forest trolls in game though. They are literally THE symbol of valheim, many people who haven't played it know about the valheim trolls
Can have them replace 2 star trolls or only appear under some conditions like at night in a forest after defeating certain bosses, and have them be stronger that regular trolls
This will add some variety and power scaling to black forest, and also that's yet another cool trophy for the collection
💡 Bear & Vile hide cloak to go with the bear/vile armour.
💡 Whenever skill is gained for a melee weapon, all other melee weapons gain 1/3 the skill
Who would do more damage with a sword, my elderly fencing coach or Mike Tyson 
💡 Make the character walking more fluid. Particularly their unbending right arm.
💡 let us place lanterns with item stands plllss
💡 would it be possible to have a feature to disable the popin screen when you unlock new recepies?
I mean for new player it is nice. But after 6k+ hours on the game it become enoying. Thx
💡xp gain fix
Farming skill is incredibly easy to lvl up by just either making 1 trip to plains and come back with 3 stacks of cloudberries or couple trips to a big garden, while cooking skill is much harder to lvl up, and whenever you do a single death can get rid of a lot of progress, and having maxed out cookings skill is pretty awesome
💡 "Add pin at my location" button/hotkey in the map.
I like to map out and mark down a lot of stuff - not having to aim at my character dot every time would save me some headaches (especially when marking spawners etc when under attack)
💡 consolidate stacks button, or sort chest button to make items of like kinds fill stacks in chests.
💡 Add new boat: the faering, a rowboat with no sail, made from 20 ancient wood, craftable without a workbench and used for navigating small stretches of water in the swamp and later mistlands. Has same forward "gears" as sailboats, but beyond first gear rowing slowly drains stamina. When out of stamina automatically goes to first gear. The faering should be only slightly slower than a karve.
💡 I feel Swamps lack interest and variation compared to other biomes. Only one kind of dungeon, quick to explore a region, most of the time in a swamp is spent inside a crypt mining or murdering a single room of guys.
Add bog areas that can generate in swamps, areas almost entirely underwater. Best navigated with the new faering, a small sail-less rowboat. Only spawns leeches, bats, oozes, wraiths. Contain Sunken Keeps: a dungeon that doesnt require a key, featuring twisting flooded channels that will require a faering.
Contains an abomination you need to find then lure back to the non-flooded starting area to fight. Also chests of jewels, guck, chains, rarely ancient roots. Could even add an extremely rare chance for petrified leather, which will allow the construction of the root cape, granting immunity to wet debuff!
💡 This would probably make servers heat up a lot more, that said: it would be awesome to get a glimpse of where a portal goes to.
💡Add the ability to attack while being in water or remove the ability from mobs (except water mobs). Its stupid like you swim all the way and mobs just attacking you being in water like without any problem.
💡 rework crafting skill
Having craft 2 armour pieces by the price of 1 is pretty lame, especially when you play alone, however it would be pretty useful to instead get some of the materials back after crafting, I'd much rather take couple pieces of iron rather than second pair of pants
💡 Cozy boats
Aloha; please add a seat next to the boat captain for cozy seas.
💡Ocean update? Besides serpent and a version of it in ashlands there are no other sea creatures, it would be nice to see new sea mobs like maybe sharks or giant hermit crabs
Add small reefs and islands as part of ocean biome with couple new mobs or make those mobs spawn on leviathans
Can also add serpent/chitin armour and weapons. Since abbysal razor basically replacing iron knife and serpent shield is almost same as silver, I suggest this armour be in between swamps and mountain
Ocean trader in a boat
This will add more variety to oceans and add some more use to chitin and serpent scales, and will motivate the players to explore oceans
💡 serpent trophy and scales should float
💡 First Person Mode
Directional attacks - where you aim is where you swing, No more not hitting enemies because of terrain and no more getting lost in building because of camera angles.
💡 stealth armor would be cool maybe turn into a shadow to avoid or sneak up on mobs
💡 farm suggestions: cabbages, beans, celery, blackberries, lingonberries, barley, rye and/or oats
seeds can be obtained as they are currently out in the wild in different biomes each can be done for new recipes for more variety of meals, alcohol beverages and feed for animals, unlocking bread, porridge, beer for ceremony and festivals, etc
breads can be done in open ovens/hearths made of stone and fine wood perhaps.
there were also sheep, 4 horned such as Hebridean and North ronaldsay for reference. leading to the creation of more decorative items, wool for clothing which would be great for winter, and make more use of the current food systems. [also horns for decoration!]
it should be noted that the vikings also drank milk, so another use for sheep or possibly goat/cows if they're at some point added to the game.
brass and garnets would be great for just decor and more comfort points.
and yes herbs, parsley, thyme, lavender would be great.
also orchards, apple, pear and cherry = ciders, and also again makes more use for the stone oven for pies, can also make other jams, maybe unlocked with higher tier cooking/farming.
💡map suggestion:
the map updates with your builds so you can see an overview of your village on the map
💡 Minigames to do with your friends or other players: Hnefatafl Board Game on boats to make voyages more bearable and entertaining or just as a placeable board to play against other players. Would make people rediscover this ancient game and teach history at the same time. Could also add ''Kubb'' to play against players. (Only swedes will understand) It's called "Swedish bowling" or "Viking chess" in English. Some leisure activities to make the game more lively!
💡 Destroying weapons and tools for their materials, maybe new workbench to reclaim some of the materials used in making them, 1/3 or something close to that. Would help with the iron issues in the late game and would make making iron armour and tools much more worth it in the early game too.
💡 A Barge -- a flat platform with multiple storage boxes and room to park a cart that can navigate only forwards and backwards (1st gear = free movement, 2nd gear uses stamina) along a rope or wire stretched between two points over water. Copper or maybe ancient bark and iron in the recipe. Limited to 20 or 30 meters? For situations where building a bridge isn't practical or desirable yet crossing over a stretch of water with heavy loot is needed.
💡 Add serpent scale (or chitin) armor for plains.
Padded armor gains resistance to blunt and slash, and serpent armor resists pierce and fire
💡 Soft pity system for certain kinds of drops. It would prevent situations like killing 30 bears and not getting a trophy, something like if the drop is 10%, after the 10th kill without the drop the next time you kill the bear would make it a 15% drop chance for example, next time if still no drop 20%, and so on, just to throw out random numbers for the example.
💡Debuff Fader's spike attack were at 500 meters and he still could attack us!and one shots stone portals
💡 Coloured text. We already have them available in-game may as well legitimise it a bit more rather than the current way in which it is done.
💡 Hasty Mead
Increase attack speed for 10 seconds.
-50% Health Regen
💡 Permanent Equipment Upgrades for Shared Slots
Certain weapons/gear can be consolidated with crafted upgrades.
Some Examples:
Shield Strap - Allow 1H weapons to use the same slot as a shield, and vice versa.
Quiver - Allow an arrow stack to use the same slot as a bow.
🔗 Clasp - Allow a trinket to share the same slot as one armor piece(upper/lower/cape).
Dvergr Weave - Allow a Dvergr Circlet to share the same slot as a helmet/hat.
Visual Example: #suggestion-discussion message
Just a reminder that the examples are not the suggestion, and this could take form in many ways.
💡 Equipment Slots
additional inventory slots that are reserved for equipment (helm, breastplate, belt, leg armor, trinket)
so you can carry more unique items in your inventory
💡 Hanging Dvergr Lantern:
Uses the same materials as the one you can mount on the wall, however, you can put against a flat "roof surface (stone, black marble, grausten floor bottom side).
With the same light range as the normal lanterns, you're able to light up parts of your building where using the lantern connected to the pole or the wall mounted ones either don't look "right" or can't be build.
💡Throwing knives and axes and add additional skills for throwing weapons that will give xp only when you throw them (including spears)
💡 add the trinkets (or some of them) to the Merch store
💡Add some new stronger mobs to meadows but only far away from spawn
💡 I'm sure this already been suggested before but I'm just curious if there was a way to make moving animals like Boar easier?
Like a Cage to place on a boat or a leash or tie-down of some sort to move and guide the stubborn animals XD
💡 I want there to be a setting to turn off autosaves in a world.
Me and some other people are playing a world and autosaves sometimes locks the server owners computer and we lose the last hour of progress. There are ways to disable this but this involves multiple hours of going through files and unnesesary frustration. An actual world setting to turn this off would be extremely helpful. Thank you for your consideration.
💡 Shooting birds should keep Adrenaline going- you do damage and level your skill.
💡 1x2 Wood Floor. It feels a little weird there's 1x1 and 2x2 but no 1x2 Floor.
💡 Make it so depending on the ability of the boss you have, you get a Passive that is in constant effect. each boss would have a unique passive based on them to encourage people using varying abilities.
💡 A wisp light attachment for the front of the longship
💡 a new set of staffs for deep north. as in, a new staff of each damage type, like a new 'earth' staff, a new lightning staff, and especially a new frost staff. as a part-time magic enjoyer, i'm kinda tired of still having an early mistlands staff with my late ashlands gear
💡 I'm sure many of you have seen SnazzyGames youtube vids, and many people have probably already suggested this, but inventory space becomes a frustrating problem especially late game because so many spaces are taken up by necessary items like 3 different foods, 5 different kinds of equipment, and many other things, so you dont have much space to collect new things. Maybe make some kind of backpack or sack that adds inventory space, but not necessarily extra weight capacity?
💡 bear caves in the black forest
💡 With the Deep North update:
Lightning Arrow x20 - "The storm flies on the head of an arrow."
Weight: 0.1
Pierce: 40
Lightning: 80
Knockback: 30
To craft at the Black Forge:
1 Thunderstone
2 Celestial Feathers
8 Deep North Wood
This arrow would travel at double the speed of other arrows, it would leave a jagged blue lightning trail in its wake, and at full drawback, it would fly straight like a crossbow bolt. Also, it would make a very satisfying sound as it flies through the air.
💡 Dragonbed for 2 Player
the dragonbed is so big that 2 persons could sleep in it, so each side of the bed is handled like a single bed, both players can claim one side of the bed - would be much more immersive
💡 Staff of Transmutation (blood-magic)
I have realised that trophies are often just that: objects to decorate your room.
But sometimes some of those trophies have a use (crafting, recipes, buildings). And since in mythology there is a god who can change shapes (Loki), it would be nice to use trophies that have no use, our health and Eitr as an offering to transform ourselves into something and go unnoticed depending on the faction, as well as being able to use their attacks and abilities.
Obviously, it would be limited. You couldn't transform into strong enemies like a lox (which is absurdly strong) or a deathsquito for obvious reasons, just as you couldn't jump with lower or limited stamina and health compared to a normal enemy (improving with blood levels).
If you die in this form or time passes, you would transform back and return to your normal body. After returning to your body, you would receive a debuff that would prevent you from transforming again until a certain amount of time has passed.
💡just saw Thor crash into a distant mountain. Maybe when he spawns in he takes an open path so he doesn’t run into any mountains?
💡 Making the Bear trophy droprate someone like the trolls like 20% or something because ive killed nearly 30 bears without one dropping which i feel is a bit silly
💡 add vanity armor slots if you're planning to add armor slots to not fill up the inventory
it would be a really nice addition to the game since we have a lot of armor sets
💡 Place Skeletal Remains
Place the small pile of bones with a skull on top using the hoe, similar to the stone placement.
💡 Upgrade to the shield generator (after Ashlands or DeepNorth or both) that allows it to clear mist and prevent fog.
💡 I Want to be able to build the beer kegs that ashlands dverger has
💡 Would be nice to have 30 degrees angle rotations for building pieces.
To ensure it doesn't get confusing and cumbersome to navigate, add some keybind to switch from the current 22.5 degrees to 30 and vice versa, maybe?
💡 male pattern baldness haircut. Also, combover haircut
💡 Okay guys this might sound like a crazy radical idea but…. What if:
Hotkeys to set map pins at your current coordinates without ever opening the map
💡 The Elder's power isn't used by anyone. It doesn't do much, doesn't change QoL even when you are harvesting wood. Every other power is useful for the whole game.
Either Exchange or add: "3 x experience point gain rate" (Refer to Norse lore tree of Wisdom)
Less useful / interesting but another option: "+50% healing during daytime"
💡stone golem is a tough mob for mountains and even plains tier armour, and the trophy drop rate is 5% wich is very unfair considering that most people would only fight it in late game, and his head is used in a craft
Same with fuling berserk, they only spawn in villages and trophy drop is 5% as well and it's also used in a craft
These 2 trophies drop rate should be 10% instead
💡 Raid Idea: "Lord Reto demands a rematch!"
This would be similar to the Hildir miniboss raids.
- Unlocked by defeating Lord Reto
- Spawns a 0-star Lord Reto and 20 0-star Charred Warriors all at once
- Raid ends after 120 seconds
- Can occur in any biome
- Upon defeat, Lord Reto drops one random gemstone (Bloodstone, Jade, Iolite)
- Ending text: "What is a lord to a god-slayer?"
💡 More dreams , dreams are interesting !
💡When equipping/unequipping the Wisplight, it would be way cooler to have a unique animation where you throw out the Wisplight, and when unequipping, the Wisplight flies back to you and you grab it with your hand, rather than the standard equipping animation! (The time it takes to unequip and equip stays the same)
💡add a picture of a dream we're seeing
💡 Alternative to majority opinion "why Blast furnace cannot smelt all metals" I suggest keep regular smelter but mother tears enables you to build smelter upgrade. Copying mechanics of work stations upgrades.
💡 Maybe have biom specific subtypes of creatures in the border regions of bioms. Like an ice adapted, blue Fuling or a Neck with Fur around the Mountains.
Just ideas 🙂
💡 Special combos for two handed weapons, like the one in the one handed sword, by blocking after attacking you get a speacial 2 buffed hits in the end of the combo
💡 Remove sconce from furniture. Add sconce torch (crafted at forge), and add sconce holder in furniture instead. I like the idea of returning to one of my long forgotten chateaus, lighting a sconce torch and removing it from its holder to light up the dark halls (because I'm only going to be there for 2 minutes to grab some deer hide).
💡 ・Since having the same effect for a buck perry and rotten meat makes little sense, how about changing the effect of rotten meat?
・Would it be possible to allow troll skins to stack up to 50 like other skins?
・For Battle Brother attacks, could the damage be set to 0 while keeping the hit detection as it is? This is because small stones end up damaging buildings.
・Would it be possible to prevent building materials that contain tar from deteriorating due to rain?
I'm cheering for you.
💡・How about allowing battering rams and boats to be destroyed by long-pressing the hammer's mouse wheel?
💡 ik ist way too Late for it but reindeers or moose would be nice in DN
💡 Greater chroma difference between frosty/cold and Mossy/sticky fishing bait, for easier visual storage overview.
💡 Elder buff/rework:
when active, holding E for 1-1.5 seconds on a building that uses materials (charcoal kiln, smelter, etc) will fill the building's inventory in one go, rather than needing to deposit every material induvitually like normal
💡Seen a lot of 'Elder buff' rework suggestions lately. Honestly if Elder buff gives 80% of stamina back while chopping trees and while mining, the buff would be quite good and feel good to use.
Bonemass buff gets stamina regain while blocking so would be fair
💡Add a world modifier that let's us bild without all our builds falling
💡What we have a pathway building pieces/stone roads? Say you have a main base on a large landmass. You could build docks on the far sides of that landmass then use the pathways to connect those docks to your main base. That way, it would be easier to transport heavy carts full of resources. Plus players can have fun building villages with pathways/roads that connect to each building.
💡A few bear recipe suggestions:
- Bear cutlet (2): needs to be cooked in the oven, raw bear meat (1) + flour (4). It could have the same stats as Fish Wraps, for those who don't like fishing. (Plains)
- Pulled Bear (1): needs cauldron lv2, cooked bear meat (1) + ooze (1). It could be an alternative to Black Soup (lasts 20 minutes), or you could use honey (2) instead of the ooze and make it a 30 health - 30 stamina balanced meal for the Swamps (lasts 30 minutes).
- Bear Burger (1): needs to be cooked in the oven, raw bear meat (1) + onion (2) + flour (2). Since it can't be on par with the Lox Pie (it's the iconic dish of the plains), I'd say same stats as Fish Wraps, agains as an alternative to those who don't like fishing.
💡Add option in world modifier to increase the item stacks from 0 to x2
💡
When playing with the "no map" ruleset. Make it so activating a vegvisirs creates a beacon of light on the horizon (or boss location if you are close enough) for about 30 - 60 seconds.
💡 When spawning inn fish, always spawn them at ground level, regardless of what z level their positions were saved at.
This way we dont get nasty pop in effect of flying fish while sailing around in explored areas of the ocean
💡 The ability to "latch" on things such as tree logs and boats, to help move them around.
💡 No Map is awesome, but Vegvisir feels off..
I have posted this at reddit valheim. But i still don't see any changes made for this mode, so i'm trying it here.
The No Map function gave me a feeling I never had in any other game. That real sense of danger, where you have to rely on your memory to know where you are and where your base is. Super cool.
But with the Vegvisir it feels kinda incomplete. Underground Vegvisirs don’t seem to work, and having to use a hammer or workbench for it just makes no sense. It breaks the immersion and feels a bit broken. Because of that, some of my friends gave up on No Map and I get why.
I’ve been thinking of ways it could work better. For example:
Maybe when you find a Vegvisir you could break off a small stone from it. Then, when you use that stone, it points you in the right direction. Not like a normal compass, but more like pulling your camera toward the boss.
**Or the stone could summon a raven that flies in the right direction. That would also fit well with the world of **
mobs from a boss raid could spawn from the direction of the closest boss summoning them: this would work as incentive to build proper houses a bit everywhere, much like how you can find a bunch of ruined houses in each biome (thus adding to the lore)(Credits: Seijiro)
There are other great suggestions in this reddit topic.
https://www.reddit.com/r/valheim/comments/1mvayvv/no_map_is_awesome_but_vegvisir_feels_off_ideas
💡 Fix the mushroom omelette's recipe
- it has "mushroom" in the name, not "puff"
- the icon has clearly visible blue bits of magecap mushroom on it
- if you look at all the misland recipes, there's an abundance of puffs being used, while magecaps are barely used. And maybe that's intended, but it's not clear why to me, nor I think it makes sense to rely so heavily on just one ingredient
💡 progression bars for fermenters?
💡 New build piece: Iron Beam
Costs 4 iron and provides greater support than the wood iron pole
💡 having the option in the menu to pair a character to a world, even like a simple tag or something. I play only solo and make a new character for each new world. I’m on my 9th playthrough and looking back have no idea which one goes to which
💡 [REQ] Support for registering a DNS domain name when hosting a dedicated server with crossplay.
Currently valheim registers an IP address with playfab, which means if you run a dedicated server at home and your IP changes then all your friends will need a new join code to reconnect.
A dedicated server command line parameter that allowed you to specify a DNS domain name could register that name with playfab, which would allow clients to reconnect if a server's IP address changed as long as DNS had been updated (ie with DDNS).
💡The skill menu needs to be alphabetically ordered...
💡valheim on Nintendo switch 2 (give me a reason to buy it)
💡 the chickens should be able to eat vineberry seeds
💡 I would like to see in-game stats easily accessible. Overall for character as well as world specific.
💡(apologies if this a feature already, if it is I mustve been damn unlucky..)
I think adding beehive harvests to the farming skill to have the option to get +1 honey upon harvest would be really good, quicker way to level up the farming skill too
💡 A feature that lets players snapshot a limited arrangement of build pieces that are attached to eachother (for instance, 2 ashwood dividers attached to opposite sides of a vertical darkwood pole) to create a new build option that is this one, building all of the components individually so structural limitations still apply.
QoL for players who want to make repeated use of decorative pieces that require door clipping pieces to make (like the example I gave above).
💡buff flesh rippers. After the new paws, I would like to continue playing with fist weapons. This item costs so much yet its useless. The design is really cool though.
Im just asking you for a better middle (charged attack) rather than the kick. And please make the block better.
The block is so bad you cannot parry anything from middle level biomes.
It literally has the same blocking as the bear paws which makes no sense.
So please just buff the flesh rippers block damage so we can actually parry some enemies with it. And give it a real charged attack.
I have an idea on mind, you press the charged attack and you'll make a small dash. Without jumping (unlike the knives) where it will have a neat sound slashing sound effect snd it would be good for staggering enemies.
After that, your next 3 attacks with ur fists, it you dont swap. Will be much faster to hit but costs more stamina.
A perfect example on how it could be represented, there's a game called V rising, when you have your axes, you can press Q and it'll do a similar thing to what I've described.
I hope this gets implemented in the game.
💡Allow mead bases and the various items from the Bog Witch to be displayed on item stands (some of them can already be displayed, but it's more of an exception than the rule)
💡 Guck should be kept in the trees only
💡 This is more of a bug, I believe:
Skull Splittur's and Black Metal Battleaxe's item box extends roughly 1 meter below the actual object when placed on an item stand. See #screenshots message for a comparison.
It seems like it also extends 1 meter to the left (not to the right, though) and several meters ABOVE it (a distance much greater than 1 meter)
💡Allowing rotation upwards and downwards, by pressing a modifier key when rotating (i.e on PC: Pressing shift while using the scroll wheel allows for upwards/downwards rotation, in 22.5 degree intervals).
Similar suggestions have been made with different executions, so I'm calling this one a different suggestion.
💡Allow weapons to be rotated horizontally on vertical item stands. Right now you can only display them vertically, but bows, spears and polearms in particular could really stand out displayed horizontally on a wall. (Some items can change orientation already on both item stands)
💡 bend he cape model below the characters' butt when they're sitting.
Leaving the cape extended looks weird, especially on the karve, where it sticks out of the hull.
💡Add a way to open inventory in portals its like the best time to check it
💡 Give the stone spinning wheel some love
Add it as a part of the windmill recipe for the artisan table
💡 the drakkar should have some sort of shelter addon so you could rest onboard. its large enough
💡 ashland's bloodstone (red) enchantment should be a "Life Drain" effect, healing the player for a % of the damage dealt instead of current effect.
Right now, iolite is pretty much unquestioned as the dps enchantment, green as the crowd control, and blood as kind of useless but flavorful option. New Blood would be the "Defensive" choice.
💡Allow Megingjord and wisp light to be equipped simultaneously, as there’s no physical overlap
💡armour in the early game, no matter what type, shouldn't allow you to tank much damage, maybe a few hits, while armour starting from the mistlands, where magic is introduced, should allow you to tank more, but deal less damage to separate the classes and define them a bit more
💡 Crystals need more uses. Crystal arrows/bolts, building pieces, decorations. A lot of potential with Crystals.
💡 There should be a crafting table where you can break anything down into its components. So that you get the upgrades back too. That way if you build a piece of armor that you no longer use because you're at a higher tier armor, you could get all the raw materials you put into it back and reuse it for something else.
You can buy bags from the vendor that takes one space in your inventory. Which has 9 spaces. So you can put things in them. It's up to you whether you buy bags and how many. Loading and unloading is obviously cumbersome. But this way you could have more inventory space.
💡 Give the early access player a Special and limited Item after the full-release just like the Cape and Cloths of Odin
💡later game should include seasoned bear meat as a higher tier food.
💡Elemental bolts, like the arrows.
- fire, ice, and poison.
💡Balance magic. Deals crazy damage, ranged and with protection staff can tank the same hits as a melee running hhs. Why? Magic classes r supposed to be glass cannons💔
💡 Procedural endgame dungeons based on events or timers, allowing you to farm special items or various rare materials — including one dropped by a mini-boss that can upgrade a piece of equipment or a weapon by 1 level. The item is difficult to obtain, and the amount required increases with each upgrade level.
💡 Add to the new North Update snow melting physics like leaving trails from you, mobs and animals.
💡 add magic class role earlier (as soon as it appeared on the game: black forest for example), add maybe one offensive and one defensive sort each biome (based on the magic displayed in the related biome) and one outfit/gear for mage by biome
💡 Can we possibly get signs to work on doors please? This would be quite handy. Maybe it is technically not possible. Please provide some feedback on this to me, directly if you are able. Thanks for your great game!!!
💡 Accessibility:
Please please allow the "reduce flashing" toggle to turn off flashing from Fins of Destiny (and maybe other trinkets? I haven't tried them yet). Also fire arrows suddenly light up surroundings.
For motion sickness, using the spear wobbles camera and it would be great to have a toggle to prevent the rapid camera movements while attacking. (Or that to be included in a motion sickness toggle)
Thank you so much for your consideration, I love this game 💜
💡the new trinkets are great but so disappointing that we can not add them to items stand for displaying please add this
💡 took me 900 hours of gameplay to realize this, but we need a drawbridge in valheim. Possibly later in the game with some of the more advanced materials (mechanical springs?)
💡 Backpacks. Please.
Maybe we can do better backpacks for different biomes too...
💡 The Mill Grótti (ancient norse magical grinding mill in literature) made with Grausten, a unique bog witch item, Sharpening Stone, Refined Eitr, and Mechanical Springs.
Allows you to put any inventory item crafted from a hammer or workstation into it and it churns the item back into 50% of the base components you used to build the item (not including the cost of upgrades, just base price to craft the item)
If you put a Hammer in, you receive 2 wood and 1 stone
If you put a Root Mask in, you receive 5 root, 5 ancient bark, and 2 leather scraps
If you try to put an item in that wasn't crafted it simply says 'This item was not crafted'
💡Grausten Wall: need 1x1 or/and 2x1 (horizontal). .. is for me the most needed
I see that many before me have been writing about the sizes on Grausten Walls. So I will make it very short.
I often find the need of an 2x1 e.g. over the Ashwood door or to cover around the Heart and other small decorations.
💡 A one-handed magic staff, to allow it to be accompanied by a shield. The specifics are not really important but I imagine it as something close range like the Dundr or staff of frost
💡 add new fences maybe to plains
💡I recently started playing Valheim and I’m already obsessed with the survival, exploration, and creativity the game offers. The world is huge and full of discovery, which got me thinking: What if there were official or community online servers you could browse and join, holding around 30–50 players at a time? Similar to other survival sandboxes, this would allow more organic player interaction like encountering strangers while sailing, building small settlements near others, trading, forming alliances, or rivalries. It could add an exciting new social layer to the world. Important part: this wouldn’t replace the current system at all. Private worlds, small friend groups, and solo play would stay exactly how they are, just with the additional option for those who want more multiplayer freedom. Console players especially would benefit, since they don’t have the same access to server browsing mods as PC users. I feel like this feature could bring a fresh breath of community and exploration into Valheim while respecting the players who prefer peaceful solo adventures. With the world being so vast and magical, it feels like a perfect fit. Thanks for reading, and keep up the amazing work developing this game! It would also be great to include a Mod Menu directly alongside the server browser. This would let console players and other users easily create, upload, and share mods for the game. Players could download mods from the menu, either for free or for a price set by the creator. This would make community content way more accessible and help the game grow with user-made features.
If you like or agree with my suggestion pls give it a thumbs up so it gets noticed!!
💡We propose to add ocean currents. If you create a flow of ocean currents in the waters away from the continent, the adventure beyond the island will be fun. If you ride the ocean current, the ship will be faster, and if you use the skills of the model, you will reach your destination even faster. If you randomly add a whirlpool, the Viking ship will be caught in the whirlpool and sink, which will be interesting. The sea is inherently dangerous.
💡possibly also add a kraken boss, that only appears at night. Grabbing onto your ship where you would have to either fight it till it runs off, or either 1. You harpoon it and get pulled along while you shoot it until you finish it off. Or 2. The boss gets enraged and does more damage and attacks faster
💡About the Blessings of the Gods.
The shrines scattered across the world have powerful bosses, similar to Loto. By clearing these divine trials, you can receive the blessings of the gods, and the blessings you receive differ depending on the shrine.
Blessing of Freyja: Charms enemies within range to become allies or renders them unable to act.
Blessing of Baldr: Allows you to be revived once at the spot if you die.
Blessing of Frey: Turns wild boars within range into allies.
Blessing of Loki: Increases attack power by 50%, decreases defense by 50%, and continues to swap attack and defense every 5 seconds.
💡 Destroyed ships, Longship and up, drop a piece of driftwood which functions like a raft (with paddling speed only) so that it isn't a death sentence when away from land.
💡 In the Ashlands, make enemies spawn more from altars and less naturally. Breaking all spawners doesn't really change anything because they don't do much. I think it would be more fitting to have a way to make your base a bit safer without sacrificing difficulty, because you will still need to go and fight the spawners.
💡 cooking,crafting,farming skills should rise a little faster. youre burning through a shit ton of materials to rise those levels. and losing them again when dying.
💡- New bigger structures to explore in all biomes with their unique loot and so new recipe (ex : castles/towers/longhouses/village different for each biome)
- new boats for silver/dark metal
- add dark wood wall
- increasing view distance, would be cool to see trees from far away on others islands
- add a skill for sailing
- add a small fishing boat to unlock when reaching the plains or before
- add a new and better cart at silver that can carry more weight and slowing less the player
- more sea monsters
- while on the sea a skeleton/draugr/goblin/dvergr ship could spawn in the middle of the sea with special item to loot for each of them (rare event)
💡 I hadn't played a fresh start in a while, and I am at the bronze age now and have found haldor.
Fishing is one of my favorite activities in the game. It's a great way to relax a bit and just enjoy the scenery of this beautiful game. It also used to be a great source of high hp food early game.
Now you can't even break fish down until you get the food preparation table - which requires iron. This seems like just a lack of proper foresight and consideration considering all you needed to prepare the fish before was the base cauldron.
You can find the merchant and obtain the fishing pole and bait while still exploring the black forest biome ..but can't actually clean the fish to eat them until you're well into the swamps?
The food preparation table should be made with tin. Just like the cauldron. There is literally no logical reason to make it an iron age item.
💡 Hello! I had a QOL thought, and searching where to post it led me to this discord.
My QOL suggestion: Since berry bushes aren't something we can cultivate, what if you made it so that if you construct beehives next to/nearby berry bushes, it causes them to bear fruit faster, like simulated pollination? Which would make building a base around berry bushes to set up beehives next to them, super beneficial for an early start, especially for things like jam production.
💡 Water should damage lava blobs.
💡Make a boat pin that you can add to your boats so that you know where they are
💡Add an option to make the character model transparent when the view is zoomed in, and/or reduce the height of the Headdress of the Bear. It's so tall, it obscures the view in tight quarters.
💡first person mode
💡 light version of carapase armor that will give +15 skills to crossbows
💡 (Accessibility ♿ ) For the "reduce flashing" toggle:
Flashes when taking damage are changed to be a more gradual red pulse (like the speed lightning is when this is toggled, and a less saturated/vivid red, for photosensitivity) around borders of screen, instead of sudden flash of full screen.
Thank you so much for your consideration 💜
💡 Can we possibly get colored boxes? This would help the storage situation. Red Blue Green Orange, Black, natural, brown,Yellow. You could for example add coal , rasberries, blueberriers, strawberries??, dandelions, turnips, to make the box color. This would be really something helpful.
💡i may not have a brain gentleman, but i have an idea. not necessarily in game but a merch suggestion. it would be cool if the wooden weapons were sold if not that dimensions to make then licensed by you guys. my siblings an i got matching sweat shirts. and we would love to have functional wooden weapons that are also decorative. just an idea i had randomly. thank you for your time
💡 Safe Zone setting to vertically and/or horizontally adjust the distance of the UI to your screen's borders, this would be a huge QoL improvement for the minority of Ultrawide Monitor Gamers while being a seemingly simple thing to add. ♥️
💡Buff [Pierce] dmg type, at the moment most of the enemies are resistant to it which makes using bows/crossbows pain
💡 Add elemental dmg bolts
💡 increase the likelihood of fish jumping onto your boat when sailing.
One of the most exciting things about sailing around the mostly empty ocean is running into a pack of fish and hoping RNG favors you and one jumps on your boat but it's so rare. Would make it a lot more engaging if fish leapt out of the water a lot more around a boat (thinking you have food) and you have a reason to steer into them (as opposed to following the wind to the long winding path to your target island)
💡 Skullsplittur Buff!
Allow the Skullsplittur to have a special effect that increases trophy drop rate when used to kill and enemy. It's fitting and it also gives you something you can use to go back and pick up all those fancy trophies you missed along your playthrough.
💡 The ability to plant regular bushes (for aesthetics)
💡 New mead: life steal
effects:
for every 8 damage you deal, you heal one point of health with a cap of 50, so that high damage attacks don't heal you to full
health regeneration reduced by 90%
duration: 60
possible crafting materials:
10 necrotic bones
1 toadstool
5 bloodbags
5 thistle
💡Removing the building stability system! I just don’t like it when my hard worked building collapses.
💡 make Berry bushes plantabld
💡 POINTY HAT SHOULD HAVE EITR REGEN :C
💡Glass! 🍷
💡 Have the flametal beams be stronger in structural integrity / build height etc, than a regular iron beam. It is useless other than aesthetic
💡Suggestion for this Discord! A channel where you can post screenshots of your world, and how you want to improve it. Like a diary. (The gallery channel is not perfect for this)
💡 Can we get more enemies/enemies variant when the deep north drop? One new per biome would be good for replays
💡 Adding to my previous suggestion about not being able to break down fish without the food preparation table :
Alternative suggestion to making the food preparation table require tin vs iron - give players a recipe to prepare fish from their inventory that requires caught fish + a butcher knife.
Although I figure coding the food preparation table recipe to use tin vs iron is likely easier than adding a recipe function that uses the butcher knife without consuming it.
💡 Weapon Idea: Muspel Flail
"This combination of bashing, slashing, and hellish heat will make short work of anyone or anything foolish enough to stand in your way."
Damage:
55 blunt
55 slash
55 fire
To Craft:
Level 4 Black Forge (assuming Deep North gives 2 Black Forge upgrades)
20 Deep North Metal (or Flametal if there won't be a new one)
3 Surtling Cores (or Deep North items if no new metal)
8 Black Metal
2 Chains
The player's animation would look the same as any other club, but the weapon would be swinging on a chain, so there would be a slight visual difference when swinging. The hitboxes would be the same as other one-handed clubs.
💡A new cape consisting of a full body mantle with a hood made with white fabric (linen?) that only grants Eitr regeneration and typical cape armor, covering most of the head, chest and leg area.
It's meant to look like those white robes that Norse shamans (to put it simply) used to wear during rituals, but still compatible with regular armor.
For mage builds more consistent with pre-Christian Norse history.
💡 I don't know who the hell designed Deathsquito's but there is no way that THIS happens.
Night and fog comes in same time while I am running back to my boat. Okay who cares unlucky, it happens it's normal BUT.... Then a Deathsquito comes out of nowhere I don't have a reaction to block it or kill it because I didn't had a chance to see where it comes and I get stunned then when I would do something about it after the stun animation what happens? A 2nd one comes and does the same thing while I am about to exit the stun animation so I got into a 2nd stun. Then after the 2nd Deathsquito attack and finally the stun animation about to end.... what HAPPENS?!?!?! 3rd one comes and does same freaking stunning heavy attack and I die. Who the HELL thought that is normal that they stun 100% and you cannot do anything about it IF multiple units come 1 by 1 and literally they wait for perfect timing to make the player stuck into LOOP ANIMATION TO MAKE THE PLAYER DIE. Who the HELL thought that THIS is NORMAL and FINE?!?!!? Nerf this CRAP PLEASE I BEG.
💡 I think it's better to rename bread to a loaf.
💡if anything it should, bread should be renamed barley bread. It's made of barley grain so it makes sense.
💡 Season. I am sure this has already been suggested, but i went back through some of my modded footage and had to reignite some discussion on the topic. Like, look at the atmosphere here: https://www.reddit.com/r/valheim/comments/1i7dwxh/
💡 it would be nice for ancient cave markings to actually do something so what if they just gave you the location of another cave in the same mountain area?
💡 Boats should stop when a person dies. Currently even if the dead body is present on the boat the boat keeps moving.
💡 The ability to move chests with all your resources inside without having to break them.
(it would make rebuilding the storage area much easier for example)
💡Add mob kinda like a horse to meadows or blackforest that you can tame and they can possibly help you travel or pull stuff on the cart to make early game more easier
💡 Can we have a flying mount in deep north? Like a tamed dragon or something like that, i think it would be fair since it's the last biome, make it saddle only craftable with flametal and etir to prevent skipping biomes
💡 Can we get a recipe for bear meat, like a stew or jerky and can we have a way to plant berry bushes? Thanks.
💡 Drawbridges!!
💡 fishing net. For catching schools of fish you see swimming around, and pesky dropped items sitting on the bottom of the shallows
💡Corewood 26 and 45 degrees "X" building pieces.
Right now, if you want to build a log-house, you're forced to either use normal wood for your roof or you have to use an even number of meters if you want to use corewood diagonal pieces (or again, you'd be forced to orient your roof in the other direction, which isn't great either)
💡 Give us a type of portal that can be constructed either after mountain or plains that can transport metals, grinding for Iron and Silver once without Portals is enough and Stone Portal comes way too late to matter for any amount of time. Maybe use crystal for the recipe, also Crystal teleporter would look cool
💡 26 degrees vertical beams
💡 the ocean is currently a big empty nothing it would be interesting to see the ability to dive and gather materials at the bottom or add more sea enemies like swordfish and giant crabs you could even have different enemies for different biome coasts maybe even sea caves with early game ores, i just feel like the ocean doesn't have anything going for it currently
💡 ability to dive in water so you can get the loot from the bottom of the water
💡 Will there be an option added to be able to play with friends on the server but without the server creator having to be online????
💡 Oceanic hazards: whirlpools, reefs, lightning, etc, as well as most coastal loot ie full blown shipwrecks (old longships and carves)
💡 revamp the multi player part. instead of increased monster health, spawn more enemies per player in the same vicinity. ultimate combat chaos
💡 Addig to the ability to dive to get items thing, i think it would be easier to just let harpoons pull items from shallow waters and tar pits. If a item is near the shore the you should be able to just harpoon it back to you, this would take the frustration of having to build a big ladder just to get some materials in a 2m deep water