#suggestions

1 messages · Page 10 of 1

digital nimbus
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💡Feathers should float on water instead of sinking

digital nimbus
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💡Remove farming experience gain for the cultivator when you're just changing the soil
Only planting actual seeds and picking up veggies should count as "farming". Just tilling the land or growing grass doesn't boil down to "farming" per se in my opinion and you can just spam those options to gain experience. I wanna believe it's not an intended behaviour.

polar belfry
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💡 Bear skin cape. That’s all I want. Looks exactly like the Lox cape, but darker brown. Maaayyyyybeee be able to use multiple furs to make a nice cape? Like bear cape with a wolf fur collar? Maybe.

wild rain
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💡 few skins for building blocks
Just different textures for stone walls, woden floor and wooden walls mainly
I like to enjoy proggression and i dont want to rush to ashlands just to get different floor

hoary nacelle
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💡 ocean merchant on a ship

warm plank
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💡A recycling machine of some sort to turn the extra trophies we get into basic items like bone fragments or resin. So that the trophies have use other than display :)

fair breach
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💡 yetis would be cool in the deep north 🙂

hoary nacelle
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💡 harder version of already existing bosses by using more offerings for example if i used 4 deer heads on eikthyr it would be twice as strong and upgrade the forsaken power or give them an additional benefit it can be small

hoary nacelle
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💡 fire and frost bolts for the crossbows

late comet
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💡 I came up with some building ideas

1 add different materials like clay straw so you can make brick walls. Stuff like that mud bricks plaster walls

2 decorations like candelabras fireplace is paintings, bird cages and you can tame little birds and put them in the cages, candles chandeliers

3 being able to enchant weapons with abilities like lightning poison fire stuff like that, it would be cool to see these in the game I'm suggesting because this game has a lot of potential and I thought these would be cool in valheim

severe idol
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💡 Extra indicators and quality of life.

A feauture is personaly use allot is the disable auto-pickup toggle. But currently the way its implemented its sometimes hard to tell if its on or off. Yes there is a notification below your hotbar that its off or on but its very small and when picing up items it takes time to notice it when it slowly counts thru them, after picking them up. i suggest a small icon somewhere aroud the hotbar or minimap instead of the small text pop up. Its simple and quick. Also you could add the same for things like Auto run or Walking.

tall nimbus
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💡 Equipping TWIG with various wooden weapons to change his attack pattern.

late comet
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💡What if we could add stuff like this planter boxes hanging lines for clothes shutters that could open and close grated windows stained glass, different hard minerals that you could use to build walls like limestone, mud, brick, clay

radiant topaz
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💡 When sailing during a storm, a different music track should play (kind of like how approaching Ashlands changes the sailing music). Something more adventurous. The normal sailing theme is too calm for a raging storm! I want to be immersed while I stand at the prow, wind whipping, waves crashing, lightning snaking. I'm not sitting down for a cup of tea!
Likewise, the whiteouts on the mountain should have their own music (and can we get a new weather for the mountain that's just some light snowfall?).

hoary nacelle
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💡 new building pieces for every biome there's so little for the amount of game content we have it feels dry having to wait until ashlands just to get more building options sucks

runic zodiac
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💡 armament mounts on boats (excluding raft). you can put harpoon, crossbow or other ranged wrapon on a boat and be able to use it on it without use of stamina and damaging your ship

hoary nacelle
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💡 Crabs

safe nexus
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💡 Give some new attacks for the elder and other early bosses, my boys have like 3 moves until Yagluth

hoary nacelle
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💡 "Something sweeps through the night" event
Unlocked by killing the Bog witches broom, waves of flying brooms attack you

distant sundial
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💡 Suggestion: Bring the Oceans to Life (Pirate & Sea Expansion)
Valheim’s seas are beautiful but feel empty, imagine if the ocean truly came alive, not just with a few serpents. Storms could summon ghost ships, sharks, and giant sea creatures. Drifting wrecks might hide treasure, and pirate raiders could strike coastal bases ,forcing players to defend their ships and shores. Floating taverns and sea forts could become mid-ocean hubs for traders or outlaws, tied to the NPCs we already know.

This isn’t just “add pirates.” It’s a framework to make the sea feel alive again, with dynamic encounters, buildable docks, lantern masts, wrecked ships, fog events, and cursed tides. It would finally give players a reason to sail with purpose.

Making this only a mod would be a waste ,this deserves to be an expansion.

runic zodiac
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💡 make running, fighting, sprinting, dodging use 3x the current stamina

runic zodiac
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💡 Add other weapon types like spear, sword and atgeis made out of barnicles

late comet
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💡 add a crafting station that allows you to enchant your weapons with a couple different elements. Your choice, but each element uses a certain material that you will add. And maybe we could also add legendary weapons that we could find around the map in a 25% chance to spawn in every world. In every different bio there would be four weapons, a frost ax earth hammer fire sword and a lightning bow. You could add more if you wanted, but these are what I came up with

wild tundra
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💡 I love this game and I love the combat system. Sometimes there are not enough enemies for us, so instead of increasing the combat difficulty, what about a blowing horn (with sound) which attracts enemies and it also lets them now you are ready to fight for odin (like a short combat buff)? Vikings used to have horns for multiple things and different situations. And lets be honest, don't you wanna die like Boromir from LOTR? It would be epic to have horns ingame. Imagine having the map turned off and just following your fellow vikings by the sound of the horn

peak flower
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💡 Option to make shield generator bubble invisible unless it takes damage

sick fulcrum
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💡 2nd trinket slot. Some trinkets are very situational and would be best paired with another trinket. To ensure balance, the limit could be 2 trinkets but only 1 of each type -so you cant stack HP increasing trinkets.

ancient jasper
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💡 Wisp Arrows, when you shoot them it clears the mist for like 10/15 seconds in the direction you shot it, made obtainable once you beat Yagluth with the fountain giving wisp more uses?

hoary nacelle
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💡 higher resolution especially for in game models you can customize your character but its just meh with the resolution

sly remnant
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💡 A 2-star Morgen is arguably the most dangerous non-boss enemy in Valheim (and it's more dangerous than most of the bosses and all or all but one mini-boss). A creature that holds this title deserves a different appearance from the 0- and 1-star variants.
Perhaps the 2-star could have black bones with bright red muscles or a red glow around it (would look terrifying and still stand out from the environment). The 1-star variant could have coloration somewhere in the middle of the 0- and 2-star variants.
Furthermore, this change would take little time to implement since it's purely aesthetic, thus not taking much time away from important Deep North development.

cold ocean
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💡 One thing that most people would love to be able to do.. is experience the game all over again. The stress. The fear. The unknown. The discovery. The excitement. That's what makes this game so great. (Along with the work-to-reward ratio, of course.) While the replay-ability is spectacular... the first time rush will forever remain with each of our first play-throughs of the various biomes. I get excited for new players, when I run into them, and wish I could go back and be awe-struck and terrified of seeing my first troll all over again.

However.. there is a way to restore this feeling and pull in the future. Perhaps, with a different dev team to give the OGs a break and let them pursue their other development ideas.

Realms.
Put an Ice wall around the entire map with entrances to other realms, allowing for a totally different world-file to be loaded and the current world to be unloaded. Let it be cold and treacherous just to get there. Use other maps with a new crop of biomes. Have the player's old gear rendered next-to useless, forcing the gathering of new build materials with new quirks. Maybe even add a buildable realm-portal to teleport back and forth between realms, after a certain level of progression, of course.
The ability to start a new line of progress and discovery would be amazing. New realm. New rules. Not just a duplicate of the 1st realm.

The realms could be released as expansions or entire games that may be added to the original, thus keeping things fresh and drawing in new players while reinvigorating the old.

Alternatively, you could have players sail off the world at different locations (like basic east and west), resulting in the loss of their ship and cargo but their avatar being flown in to another realm. Just like the start of the game.

maiden tusk
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💡 It would be nice to have a visual indicator for when a crafting station has a roof over it and is operational.

slate coral
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💡 add a boating skill its literally one of the main things we do in this game yet don't have a skill for it.

digital nimbus
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💡 Allow the block/parry action to interrupt your attack animation in certain situations
I understand asking for AI improvements is not really a nice and fair request, but allowing us to at least make up for the sometimes wonky AI with our own skill and reactions does sound much fairer in this case.
And I don't mean all weapons, just those weapons/attacks that make sense. An example would be most one-handed weapons when you also have a shield equipped or certain attacks on two-handed weapons, like the battleaxe's secondary attack.

hoary nacelle
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💡 musical instruments and or the ability to swap soundtracks in the game at will (im not actually sure how that should be implemented it might be better as a setting but im down for interpretation by yall)

rain scroll
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💡 Bears don't seem to navigate the Black Forest very well, they mostly end up wandering around confused by all the clutter. So let's move them to the Meadows, where they can spawn as part of a POI, sleeping under an oak tree with a very low aggro radius, and guarding a beehive

keen pumice
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💡 A crystal armor set with a set bonus for a specific play style

safe nexus
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💡 Crystal should have better stability so you can put one on top of another, you can't make a 2x3 or 3x3 window using crystal because it does not support another crystal on top of it without lateral support

stark smelt
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💡 Improve the "Craft x5" Functionality

Right now, when using the “Craft x5” option, if you don’t have enough materials for all 5 items, the game prevents you from using the option and forces you to craft them one by one.
It would be a great quality-of-life improvement if the system automatically crafted the maximum possible amount with the available materials instead. (for example, if you only have enough materials to craft 4 items, it should craft those 4).
This small change would make crafting smoother, especially for repetitive items like arrows, food, etc. without affecting game balance.

bold jackal
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💡 Would absolutely love to see an Ashwood or even Metal variant of the cart. Having to travel with a, what's essentially a black forest at this point, regular cart is extremely weak to the Ashland's environment. And it's nearly impossible to carry all the different materials that drop in that biome, especially after invading a fortress.

dawn zodiac
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💡 A revisit on the logic for the triggers allowing events(raids) to spawn. 3 PB per 40 M is quite extreme if it were more so let's say 5 PB per 20 M it would allow for more creativity for ex of small towns, and would help mitigate less cheesy playstyles which just feel bad ex. digging large motes to completely cheese mechanics, and revisiting the logic for event triggers wouldn't even affect the mote player. Loosening up on this tight restrictions on the logic may help the player base revisit how they build to be more immersed in the world.

sly remnant
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💡 It would be cool if crossbows had a secondary attack where the player strikes with the crossbow, like the Dvergr Rogues do.
It could be low-damage but high-stagger. This attack could be risky, as it's a very short range, but if fighting just one target, it would be great for breaking block and getting a massive shot with the crossbow. Also it would look cool. 😉

pine wharf
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💡 custom banners or even flags (akin to viking war standards maybe?) that can be hoisted on the bow of ships or at bases, purely for cosmetics. maybe have a crafting bench (like a loom, using flax/linen and early game items that become irrelevant later for colour) that can colour and have trims for patterns. im aware there are banner designs in the game already but it would be cool if there were more customisability options with them

atomic path
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💡 A magic mead that turns you into a chicken for 30 seconds.

weak cave
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💡 The functionalities of the hoe, Pathen and Level Ground, could have different color reticles. In case you don't notice you're using one instead of the other, and the UI at the bottom of the screen, at times, can be easily overlooked by accident

peak flower
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💡Would love to see more dimensions to Dvergr mages and rogues, allowing some to be interacted with to take on mini quests, perhaps in exchange for coins, eitr, or to gain favor with them. This could be a natural follow up to Hildir’s Chests, which ends in the plains. Could even be to stand with / help them for a raid of some kind triggered by accepting the quest, or a similar dungeon/tower quest like Hildir.

Additionally, gaining favor with Dvergr’s as a whole, in the form of some kind of point system, could allow you to exchange them for having a Dvergr follow you on your adventures, maybe for a limited time or until death

glass lynx
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💡I have wrote 2 emails to Irongate, and got no feedback. That’s a part of it.
First, I found I can’t stop the boat, whenever I’m sailing or trying to dock it at the port. Why not add an anchor so that we can stop the ship wherever we want? I’ve lost 3 ships because of the tide. And I think it’s a good idea to add oars, just in the tool hammer, so other players can do some efforts when against wind.

Second, add breakwater. I don’t want to watch waves in my living room anymore.

Third, can you modify the character customization? I can’t even distinguish female model from the male one. She looks like a bear. It would be much better if there were more customization options and freedom in appearance.

Fourth, it’s so suffering when hoeing the ground. There's always a little bit of dirt left on the floor, and we have to pay a lot of time to deal with it. Mostly we failed, and the foundation is uneven. Sometimes a strange line suddenly appears, as straight as the ruler that Odin dropped on the ground.

Fifth, our house has no windows, and I need some wooden ones. Experienced players told me the same thing. It would be even better if there was a ladder and a cellar door.

And I don’t know why branches and flints can refresh in the living room. What can I do to stop it?

timber nova
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💡I think the Developers should add a new use for the wisps and the wisp fountain. hear me out. imagine throwable wisp bombs that clear the fog around it for a certain amount of time, arrows that clear fog, and if they hit an enemy, will mark it for a set amount of time. and maybe even even wisp ballista bolts that will do less damage, but mark enemies for you to deal with.

robust jolt
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💡i think bones have way too few uses in-game, and I've noticed that most of the greenery you destroy never comes back, so why not make bonemeal, you could make your house's surroundings less flat and boring and maybe you could sometimes get a bush of raspberries or blueberries when using bonemeal,

and a mace with bones sticking out of it would be nice, like an early game version of the Porcupine

hazy kelp
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💡 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.

timber nova
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💡Another idea, customizable banners like the ones in ark survival evolved, where you can build the size, but then paint it with the paint you can make from raspberries, blueberries, dandelions, while having a few already made designs that you can select.

vague moon
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💡Clouds in the sky should be accurate with the map clouds. (Clouds on the map should also be able to be toggled in settings if implemented)

atomic path
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💡 The Fins Of Destiny trinket is really neat and unique in its function, but its reliance on fighting, even for just a little bit put its usefulness in a weird position. What if there was an alternative method of triggering its effects?
I am thinking that the Draught of Vananidir could specifically trigger this trinket when consumed, as long as it is equipped of course.

light maple
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💡 Necromancy / Blood Magic Progression Idea

So right now, raising skeletons with the Dead Raiser is fun early on, but it kinda falls flat once you realize your summons never really evolve as your Blood Magic goes up. I think it’d be awesome if your skeletons scaled a bit with your skill level — nothing crazy, just enough to feel like your power’s actually growing.

okay, so here's the idea

** Levels 0–10:**

  • Normal skeletons with basic swords or bows.
  • 100% chance to summon these early on.

** Levels 20+:**

  • Chance to summon slightly tougher skeletons wearing bits of old armor.
  • They move a bit slower but can take more hits.
  • 10% chance for melee ones to spawn with a mace or upgraded weapon.
  • Archers get a small (5%) chance to come with a crossbow instead of a bow (still using iron ammo).

** Levels 35+:**

  • Rare chance (around 5%) to summon a Skeleton Mage.
  • Mages use simple elemental attacks depending on the biome — frost in cold areas, fire in warmer ones. or completely randomized if the devs choose to.

Of course, any percent the devs choose would do better than what I displayed, but it's just a start if the devs do consider it.

old bison
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💡have a end game repair station where you can repair all the items in one place so you dont have to run 5 different crafting stations

turbid shell
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💡 Decrease the rate you lose adrenaline based on how far away you are from an enemy.
either how fast it starts to drain, or how fast it drains. either or a mix of both works imo.
for example:
2 meters from an enemy = adrenaline drains 50% slower
3 meters = 40% slower
4 meters = 30% slower
5 meters = 20% slower
6 meters = 10% slower
7 meters = normal

double range for bosses

digital nimbus
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💡Birds should award experience towards Bows/Spears skill when hit
They consume an arrow and in some cases may be harder to hit than some mobs (you can even hit them mid-flight, which should award even more exp than normal tbh).
I'm aware birds aren't "creatures" per se, but that doesn't change the fact you're still doing the exact same thing you do with other mobs, yet birds don't give exp.

surreal cloud
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💡 The option to create folders on world select to clean up the menu and hide your older worlds you don't play but don't want to get rid of

hoary nacelle
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💡 make poison damage stack like fire damage it just refreshes it now and its a worse fire damage which more enemies resist

shadow vapor
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💡 at the end of the game there would be an altar where you could sacrifice something and then it would reset the world empowering it with dark magic and every enemy would get stronger. So you would progress through the game again with overhauled bosses, items and enemies.

boreal trellis
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💡Let us change the look of trophies. For example, lets say you've killed a lot of greydwarves, and you have many trophies. You can change the look of the trophy to the 1 and 2 star varients, so long as you have also killed said enemy of that star quality. It could make trophy rooms look more grand, seeing the different possible looks of the trophies

eternal eagle
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💡 Clicking the repair button automatically repairs everything that is repairable at that crafting station. No need to click again.

eternal mica
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💡 give spears range...? new animations? this is very lazy. the way spear attacks are designed currently are not spear-like at all. they have one single attack animation and no range as the spear is famous for its reach. i do like the throwing mechanic but its very disappointing otherwise.

additionally it has speed that nearly rivals a dagger. it shouldn't even be close to that realm.

radiant topaz
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💡 Carts need to go up hills easier with a full load than they currently do. The whole point of carts is to more easily move large loads, but even mild hills with heavy loads is awful. And it's way easier to just eat some stam food and hoof it, carrying 3,000/450. That makes no sense. Carrying stuff by foot slow-mode should not be better than carts.

timber nova
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💡 more late game foods.

light maple
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💡
Alright, here’s an idea I’ve been thinking about — a new optional boss fight out at sea.

It’d be a massive sea serpent, maybe “Móinn”, or whatever name the devs wanna roll with. I just went with that one since there isn’t much known about it.

Every boss fight in Valheim happens on land, so having one that takes place on the ocean would be a nice change of pace.

Lore-wise, Móinn is said to dwell at the roots of the great world tree, Yggdrasil, gnawing on its branches. Since the Mistlands are covered with these roots, maybe some could stretch under the ocean — glowing a little brighter than usual to hint at where it’s hiding.

To summon it, maybe we could craft a special item — something made from serpent scales, mixed with a ton of sap and a few other rare materials — then toss it into the sea to call the serpent. (The summoning part’s totally up to the devs, though, so that shouldn’t make or break the idea.)

digital nimbus
#

💡Fishing needs an overhaul, and I don't mean just the fishing mechanic:

  • Fix the acquisition timing issue with the tools/food: if I can fish, I should be able to cook fish. Move the fishing rod to the Witch's inventory, change the food prep table requirements to be available with bronze, let us gut fish without the food prep table like it was before or even add a new food which uses a whole fish (fish skewers? 15 health / 40 stamina?). It doesn't matter what you do, just make it so we can eat what we catch, when we catch it.
  • Remove fishing exp gain from reeling in an empty line: award exp only for reeling in fish and give each fish a flat exp gain when caught depending on its quality (and maybe type?). My stamina drains way faster on a lv3 fish than a lv1 fish, so why is it that it's all the same exp-wise? You could even increase the exp gain rate for higher level fish instead, it doesn't really matter. Just don't treat all fish the same exp-wise and don't make the fishing skill pointless.
  • If the point above is implemented, make it so bait is consumed only when a fish makes the bobber sink, and if you miss the timing, you also lose one bait. Consuming bait only when casting your line allows you to catch more than one fish per bait, which is ????
  • Allow bait to be crafted (either from some kind of meat or whatever) and remove it from Haldor's inventory. It's such a basic item you only need 10 golds. I repeat, TEN. Even ten golds is too much for such a basic item.
  • There's no need to mix and match trophies with bait in the first place either: I'm using their innards as bait, so using normal bait is redundant. Just let us convert a single trophy into 10 or 20 biome specific baits.
  • If the point above is implemented, normal bait could be crafted using boar and/or deer trophies, finally giving a use to otherwise useless items past the Meadows.
pliant vine
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💡 Mounts (tamed ridable animals) to have a way to turn off their attack (make them passive) and adjustable follow distance, so you can actually use them more than once without loosing them to enemies that easy.

near pivot
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💡If you defeat the kraken that appears in the Polar North Sea, you will drop the skin and the suction cup. You can make a cloak that bounces water with the skin. If you wear a cloak, you will no longer be "wet in the rain". Boots can be made from the suction cup. If you wear suction boots, you will be able to walk on the bottom of the sea.

digital nimbus
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💡Trinket using Eikthyr's antlers/trophy
Recipe: antlers/trophy + thunderstone + copper
Effect: Unleashes an AOE lightning dome (2-3 meters radius?) that stuns/staggers all enemies for a short period of time (2-3 seconds? Maybe more? Up to you), but deals no damage when activated.
Adrenaline: since it's Black Forest tier, 50 should be enough, but the stagger it produces should be longer than any normal stagger to make the adrenaline cost meaningful. Golems are immune to it since they're made of rocks, as well as bosses, since they can't be staggered.

timber nova
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💡Support the devs with their hard work.

timber nova
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💡after reading @near pivot's suggestion, I have an idea. same thing they were talking about, but the cloak is now a hood that prevents drowning. the suction boots are required to walk on the ocean floor, and will not take up an armour slot. you can use them to walk down from the beach into the water, and coral reefs will span the coast. this will be a side biome to the deep north, that is only slightly harder, with a large variety of (Flying/Swimming) creatures and creatures on the ocean floor like giant crabs. the main reason to come down here is to collect crab shell fragments, which is used with serpent scales and fenris hair to make scale armour. this will provide a resistance to slash and pierce, but a weakness to blunt. along with this, the coral will be used to make shatter arrows, which when they hit something, fragments fly everywhere, possibly being worse against single enemies, but effective against hourdes of enemies. everything here will be between mistlands and ashlands level gear, like an extra, optional step, before the unforgiving ashlands.

supple dock
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💡Could we have a toggle that lets our shield auto-equip whenever we take a one handed weapon out? You have to manually re-equip the shield a lot right now and it makes it hard to play for people with accessibility issues/pc adjustments.

dense chasm
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💡 I had an idea today, i would like to see an aquatic biome, with a full water boss fight where you have to use boats, harpoons, bows and crossbows to kill it, we had a flying boss why not add another for the ocean?

prisma pond
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💡Idk if this is a bug or not but all the fists weapons have the same block armor which is kinda weird. Like tier 1 bear paws have the same block armor as tier 1 flesh rippers and tier 1 vilebone claws. Same for tiers 2, 3 and 4. Until the plains biome this is fine but I believe it would be more balanced if the Bear Paws had less, the flesh rippers to stay as they are and the Vilebone to have more block armor. Again idk if this is a bug or if it will be changed in the future

warm plank
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💡 I know it may have been said before but, I want to keep watering the seed.... one word, "Minions"

robust jolt
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💡make the save button save the world aswell, no t just your character

weak cave
#

💡2 Words: Greyling Trophy

potent hemlock
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💡 Allow armor/trinket buffs to exceed the 100 skill limit.

We have multiple trinkets and armor sets now that give +20 skill buffs to different weapons/actions, but once you cross 80 in the associated skill that buff diminishes until becoming useless if you do manage to get to 100.
I believe that your base skill should max at 100, but these buffs should allow you to exceed that.

Melee Weapons currently have a ceiling to their maximum damage which is reached at skill level 75, but their minimum damage continues to scale up to 85% of weapon total at level 100. Exceeding that with the +20 of a trinket would do the following:

  • Increase minimum damage by an additional 12% (making your min 97% and max 100% at skill level 100).
  • Decrease stamina cost by an additional 6.666% (total reduction being 40% at skill level 100).

Magic is split into Blood and Elemental, as you all know.

  • Elemental would see the same benefits as melee weapons listed above, just with eitr cost reduction instead of stamina.
    Blood Magic
  • Eitr and health costs reduced by an additional 6.666% (total reduction being 40% at skill level 100).
  • Summoned skeleton damage increased by 40% (240% total at skill level 100).
  • Magic Barrier strength increased by 100 (800 total at skill level 100).

~~Bows are the outlier here given how massively their attack speed scales with level. So my suggestion here is two-fold.

  • Lower the attspd gain from 0.8 per level to 0.75 per level.
    ^ This stops the Root set from going what I would consider "too far" if exceeding the 100 limit is allowed. Your baseline draw reduction at 100 drops from -80% to -75%, but the +15 from the set bonus would put you up to 86.25%.~~

Bows are capped at 0.8s per shot.. so the above is irrelevant. I do think the below is a valid change though.

  • Replace the Bow Skill +20 on the Wolf Trinket with Atgeir +20.
    ^ This is to make it so you cannot have a +35 Bow Skill exceeding the 100.

Miscellaneous skill effected by this suggestion are Dodging and Farming.

  • Evasion Mantle proc would simply reduce the cost of dodging by an additional 10% (-60% total at skill level 100).
    Harvest Set (Farming)
  • 6.25% extra product chance (31.25% total at skill level 100).
  • 0.25m extra scythe range (2.75m total at skill level 100).
  • Decrease scythe stamina cost by an additional 6.666% (total reduction being 40% at skill level 100).
  • 12.5% cultivator extra durability and reduced stamina cost (62.5% total at skill level 100).
main tiger
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💡 oven function:

  • it's closed: 2 times faster cook
  • if opened: slow cook
meager swallow
#

💡 it would be cool if there was a reason to refight the bosses because the bosses of this game are one of the best parts its just right now other than like maybe ||yagluth moder and the queen if you want to make more atrisan tables / wisp fountains||

turbid shell
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💡 make it possible to plant the plains variant of birch trees, either as a separate sapling or base the colour variation on the biome the tree is in.

echo geode
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💡add a search bar in the crafting menu

brazen aspen
#

💡 There should be some type of magic/eitr type weapon in each Biome, we shouldn't have to wait till mistlands for magic, they don't even have to be good, just something that could level skills and be another way to play the game from the first or second biome onward. Meadows: Cracked Wooden Staff**** ( Made from Greyling Trophy and resin ) Mostly would work like a torch with a very short range fire ball. ** Black Forest:** Racid Staff ( Made from Rancid Remains Trophy ) Would work exactly like the Rancid Remains attack. ** Greydwarf Shaman Staff** ( Made from Greydwarf Shaman Trophy ) AOE Heal or Poison AOE versions. Elder Staff ( Made After defeating the elder ) Earlier Root staff of the wilds, the boss literally attacks you with roots. That's just the first two Biomes, the swamp has Draugr, Surtlings, Abominations, Wraiths, Blobs even a witch with a magic broom all that have magical properties, The Mountains has Stone Golems, Cultist and Drakes, and the plains have Fuling Shamans and growths, all could be used to make atleast 1 magical Staff or something for each Biome.

eternal whale
#

💡a monthly discord seed thread.

Can we have a thread in the discord for a selected monthly highlighted seeds so we can all play together for a month at a time in a same world without playing together in a server if we don't want to? I think it would be really cool and would bring the community together and explore and learn how one another play. Would be interesting to have an updating about the map as each player plays their way.

dense chasm
#

💡I have an idea for people that like to fight with swords (like me) we could have some armor pieces that improves slice damage or sword damage, and before we have bronze we will create a wooden sword something like (Thornblade wooden sword) with piercing and slice damage for the beginning of the game

runic zodiac
#

💡 Boss fights disalbe natural mob spawning temporarly, only allowing bosses to spawn it's own units

craggy sphinx
#

💡Add a Raid Event where Bears or Viles attack.

Usually, when I leave my base and go traveling, I almost always encounter wolf pack raids. Wolves are already quite challenging enemies, but I think it’d be great to have stronger ones like bears or viles appear from time to time

dense chasm
#

💡Add physics to the ships so if you drop something by accident stays there

glass lynx
#

💡 Add a weight- carrying skill, just like blocking? It’s too tough when transporting ore, and there is no difference from beginning to end. And would it be better if stamina and HP also grew with a certain level?

quiet sun
#

💡 Give more depth to swimming:
Make it so you can submerge (and a higher swim skill makes you hold your breathe longer). A Trinket to breathe longer. Then put a new dungeon you can access through underwater openings, with new building materials like Cobalt or some other colored stone.

glass lynx
#

💡 Tower shields had better be modified. There are few people use them, that’s because they cannot parry and too heavy to carry. So why not add a “shield bash” skill, and when holding them with both hands, the damage will be doubled. It’s a good idea to distinguish spear and javelin. Javelins are usually the smaller and cheaper ones, thus we don’t have to run and run to get it back. Its damage is between the spear and the arrow. Spears are forehand weapons. In fact, the two-handed sword is more flexible than one-handed sword, but has smaller attack range. By the way, can you reduce the movement penalty of battleaxe? When swing them, I run at a snail's pace in my heavy armor.

outer arch
#

💡 AI translation :v

It would be great to have triangular floors, walls, and roofs in Valheim. These shapes—like those used in geodesic structures—could solve many building limitations and make complex or symmetrical constructions more comfortable and precise.
They could also help reduce block overlapping, especially when trying to build curved surfaces or dome-like roofs. Adding triangular and spherical elements would allow for smoother transitions and more organic shapes.

turbid shell
#

💡
Give the player character better posture based on current health.

Ok... So this has been annoying me for as long as I've played valheim. The player is a proper certified hunchback. And for some miserable wretch who lives off of berries and boar meat I get it. Its fitting.
What it's not fitting for is a high level warrior.

So I propose 3 levels
0 - 75 health = current posture
75 - 150 = better posture
150+ = good posture.

Tho... There is a hundred ways you could implement this.

This would also give you a way to judge your current health in a limited way without the ui.

main tiger
#

💡 Fine Wood and Core Wood for crafting floors, roofs, walls and so on... just a bit more durable from normal wood, and gives a bit more "polish look".

graceful gazelle
#

💡 abominations should patrol the swamp at night and stay submerged unless disturbed during the day.

quiet sun
#

💡 Put Bears in Meadows and nerf them:
IMO, black forest already has its own things, and the Meadows are kind of the tutorial biome, but still lame. Early game just has no challenge unless you're a toddler. Putting bears in Meadows give you that challenge, or you can have an early use of stealth besides hunting deer and avoid them until later.
Currently Bears have more hp than Trolls but less attack, which is completely counter intuitive, should be the other way around, but by putting Bears in Meadows they should be nerfed with slightly less hp.

boreal trellis
#

💡 There should be more uses for boss drops. Obviously the Swamp key wouldn't be able to really do much, maybe the same for the wishbone, but I think it would be nice to have more uses for both the actual drops and maybe even the boss heads, like getting a final upgrade on the stag breaker using an Eikthyr trophy, I think it could be cool to have more items we could make, whether they are weapons, tools, or just purely decorative, from the items of each boss

iron ether
#

💡 Tower shields deserve some love.
Allow them to build stagger progression on enemies, not just knockback.

finite void
#

Please move the particles on the "lens" away from the bloom option. Super annoying as it feels like watching through a dirty screen.

outer arch
#

💡 A New Enemy for the Rain: The Kelpie and the Defense of the First Biome

Some players want to add various things to the meadows that would make them overly complex. As a minimal example, there are even suggestions to add a bear to the meadows.
But not everything has to be difficult or complicated — it’s the only peaceful biome.
I think the bear is already too much for the meadows. I’d prefer to see each Greyling have more intelligence or varied behavior depending on their level, instead of just throwing stones.
**The meadows are fine as they are. But I would like a new enemy: the Kelpie (frog-horse), a creature of the meadows that only appears at night when it rains, or during storms, day or night. A rare and challenging enemy. (I believe it’s not a Norse creature, but a Scottish one ¯( ͡° ͜ʖ ͡°)/¯
There's a very good drawing of this creature in the Berserk manga.

upbeat umbra
#

💡 A guide to progress, construction, and “achievements”.

Similar to those found in PvE games such as Minecraft.
It's true that each player plays however they want, but it would be nice to know at least in broad terms how to advance in the game.

iron ether
#

💡 Add the Gjall sound effects to the soundboard

outer arch
#

💡 The enemy 'Abomination' has no face or front — so why does it need to turn around to 'look' and hit the player? I’d like its attacks to come from any direction, since all four sides are the same.
In co-op play, when one player is in front and another behind, it tends to rotate a lot and hit very little.
No fear of making the game more challenging.
While I’m at it, I’ll say there’s no consistency in blocks or parries.
How is it possible to counter a bear but not a green dwarf?
How can I stun and parry a giant, but not a green dwarf — or a mosquito that dies from anything? 🙄

glass lynx
#

💡 Add content of building. Recently, I’ve thought about build a Gothic castle on the mountain, but I can’t deal with the pointed roof. And I also need some different colors to decorate walls and roof, such as the sky blue and red. We need more things, like ropes, other style stone columns and the brick wall.The inability to carve holes into the rock face limited the form of the building.

sly remnant
#

💡 Potential accessibility issue. I don't have any vision problems or anything related to epilepsy, but I think the pause menu could cause problems for someone who does. When paused, the game spins the camera. There's no limit to how fast the camera spins when paused, so it just keeps speeding up. If the game is paused for an extended period, the camera spins super fast. This could cause flashing patterns, especially if the game is paused near a light source. The pause menu should have a limited speed at which the camera can spin. This could even be tied into the reduced particle effects for sensitive players.

boreal trellis
#

💡Staining woods.
You could make a sort of wax dye with resin + the item of the specified colour you want. Raspberries could be pink, bloodbags would be red, blueberries would be blue, neck tails for green, carrots for orange, dandelions for yellow, you get the point. It would only work on regular wood and the lighter sections of the darkwood you craft with tar, but the colour wouldn't be extremely vibrant and overpowering. I'd imagine it as more of a tinting effect, the colour would be desaturated, but it could still let builds pop and have more personality to them.

For example, lets say you want to make a medieval inspired house and you want to have the walls white. Currently, the only way to achieve this effect would be to use banners, but that also limits how large the wall itself can be, as the taller it is, the more banners you must stack atop each other.

The wax could either be a tool that gets repared at a craft station like the artisan table, or it could function like feasts or potions, being placed down and letting you stain either a certain amount of wood pieces, or only for a certain amount of time, meaning you have to work fast

glass lynx
#

💡 Trinkets perhaps need some changes.时空旅行人told me that trinkets are basically useless in the hardest mode, because either there aren’t enough weak enemies to sustain adrenaline, or enemies are too powerful to block, except in the mountains. But the pressure in that case isn’t usually great. Maybe you can solve the problem by adding some permanent buffs, or reducing adrenaline needs.
The same goes for forsaken powers, Moder, Yagluth, The Queen and Fader, I really want to know what their power are good for? If it isn’t always tailwind, why should I bring it? Do I have to give up on injury reduction, just to temporarily increase the weight? Are there any powerful enemies using lightning, so that I have to bring Yagluth’s power? The answer is obviously no, and I don't particularly need to improve my farming skills, let alone temporarily. The fundamental reason is that we don't have those requirements, so either change the gain or increase the requirements.

keen pumice
#

💡A new biome called tundra
You could find it between plains and mistland or far east/west of the map
In progression it will be after or before mistland depending where it is located.
You start to freeze only during night instead of the whole day like in the mountains (could be used as a new mecanic for this biome ?).

Ennemies (it's gonna sound like skyrim) : mammoths, smilodons, arctic wolfs, stone trolls, new sort of stronger draugr and some of them are using magic, some sort of frozen spirit near water/rivers/lakes
It will be populated by some sort of barbarian (like the player) that act like dvergr and they could have tamed mammoth, smilodons fighting for them.

I don't know what boss could be cool in this biome, there is a lot of choice anyway.

dense chasm
#

💡 Add that you can modify the colors option for the shield after you created them

potent hemlock
#

💡 Heard it talked about multiple times but don't see it officially suggested so here:

Change the blood weapon augment from the Ashlands to "increased adrenaline gain."

vague moon
#

💡 Ballista shouldn't attack players or tamed animals.

iron ether
#

💡 A way to increase the targeting ability of the ballista
Perhaps using the "workbench" upgrade system?
Things you can build near each ballista, that allows you to upgrade it’s trophy capacity, so it can target more than 1 enemy type at a time, while also not targeting the player. I wanna say up to a maximum of 3 trophies. Flametal capacitor, maybe a second from Ashlands. Could also wait for something from Deep North for the third/final upgrade. Just something to consider/work with

fluid egret
#

💡 Add corner floor blocks so we can build nicer transitions. (No glitchy layers) Only the 45° angles are needed and also only the small ones.

glass lynx
#

💡 Islands make up the world, but there are more than just islands. What about enriching the ocean, especially underwater? The prerequisite for this is to increase diving skills. In this way, we can swim in the sea with trinkets, forsaken powers or meads, which allows us to breathe even underwater. Passing through the corals and chasing the fish, I see the water shining — it’s beyond imagination. Also, we can dive to pick the Serpent scale up without dragging it to shore. The evenly distributed land is like the food at 711, not spectacular nor bad, standard but not very attractive. Maybe it would be better to make the land more compact and increase the vast land and ocean appropriately. Or you can add an option to the world modifier to prefer continents or archipelagos. It's a pity that we can't dig a hole in the cliff. If it’s difficult to realize, you can add some caves in the Black Forest or Meadow, as the natural shelter for players who aren’t good at building. The easiest way is to make dungeon modifiable.

vague moon
#

💡The ability to customize your ships sails by selecting the colors of it or picking an available design.

dawn zodiac
#

💡 Hardware Ex: Iron Hardware that's transportable like Iron Nails for building Iron Wood Pole and beams, and preferably iron chests. This could be applied to all tiers of progression.

sly remnant
#

💡 Extensive testing by players determined that the world in Valheim is generally around 20-25% land, with the remaining 75-80% covered by water. It would be awesome to have a slider when creating a new world to have more or less land. Perhaps roughly 8%-35% as the bounds.
However, if this feature would break POI/boss spawn points or would take time away from more important development, this could be a nice-to-have feature to consider after the Deep North (and likely 1.0) is released.
I personally think having larger open seas with fewer continents would be fantastic, but it would also be interesting to explore supercontinents and would have revolutionary implications for speedrunning.

light crater
#

💡 would love some flowers and shrubs you could plant and grow around your builds as added decorative elements.

echo geode
#

💡 add darkwood roof cross

sour onyx
#

💡 More customizable audio. Sometimes there is a certain sound, like portals, fires or furnaces, that are a little bit too loud. Could perhaps have an “advanced audio” tab in the audio menu that allows you to tweak a lot more of the sound levels.

glass lynx
#

💡 If we can trade with dvergrs, why can't we hire them? Maybe they can help protecting the base, growing crops and raising animals.

craggy sphinx
#

💡Add New Defensive Categories
Please add defensive categories like Melee, Ranged, and Magic—separate from actual attack types—to represent what players or monsters resist.
To prevent late-game monsters from being too easy to fight with bows and crossbows, giving them Pierce resistance ends up making spears and atgeirs unusable as well…

With these new resistance attributes, you could create a wider variety of enemies or bosses with unique mechanics—for example, ones that resist only magic, or only ranged attacks, or only melee attacks.

zinc vine
#

💡 nerf round shields' parrying or GREATLY buff tower shields. It was at least a little balanced when you drained 20 stamina instead of 5-10 with regular block. Now you drain no stamina, stagger anyone(even who cant be blocked by tower shields) and get much adrenaline (especially carapace buckler - 10!!! points for simple parrying). 0.25 seconds before an attack is just enough for parrying to be possible for anyone. With the parrying-boosting trinket bucklers and shields become absolutely overpowered

tough stump
#

💡 With the v1.0 Deep North update, make it so that the Portal slider in World Modifiers is locked until the player completes a first playthrough.

outer arch
#

💡 🎒 Inventory and Quality of Life
• Favorites in the inventory to avoid adding unwanted items to chests with the 'add stacks' button.
• Additional slots to equip armor, food, and potions.
• An upgrade to the belt to allow attaching ropes to the character, for moving tamed boars more comfortably.
• Exclusive slot for visual armor (no effect or weight), to customize appearance without sacrificing defense: 'vanity' mode.
• Button to delete items without dropping them on the ground.
• Backpack that allows carrying more items without increasing the total weight the character can carry, only for more item space.
• Button at workstations to craft multiple units of an item.

safe nexus
#

💡 I think it's more of a question than a suggestions but i will say it anyway. Can we get some hardcore achievements for the 1.0 release? Something that will take a long time to get, like all trophys with no cheats enabled, all craft recipes unlocked, every pet tames and so on. I think it would be pretty cool to have something for the more dedicated players

graceful gazelle
#

💡 give meads a much shorter cool down , but drinking multiple in a short time causes your character to become drunk. Drunkenness will dostort vision and mess with movement. Excessive drinking has a chance to trigger vomiting which resets the food buff and causes a hungover debuff

brazen aspen
#

💡 Have a weapon or armor questline like Dyrnwyn in each biome or atleast more

elder kite
#

💡 Make trinkets to equip faster (similar or same as helmet)

severe zenith
desert crow
#

💡make the trophy collections into steam achivements

grave pike
#

💡 Make it so that a Lox can draw a cart. I dont know, it could be a cart thats specifically Lox driven. I just think it would be cool if tamed animals (specifically Lox) could pull carts. They'd be much more efficient, because it could take a player awhile to pull a heavy cart but its faster using a Lox. If its deemed ''too overpowered'' just make it expensive.

fiery jackal
#

💡 Make rafts buildable areas. It would give them much more of a purpose, and would allow for some truly insane builds. A weight limit could ensure that it isn't too overpowered.

desert hound
#

💡 May we have a system introduced in Deep-North that unlocks further upgrades for obsolete gear?

I love the unique bonuses of armors like Fenris armor that are no longer viable in late-end gameplay.

This upgrade unlock could be tied to Deep-North exploration to ensure players focus on armor progression until endgame.

Once that is done, players may experiment different playstyles and equipment that they quickly brushed through during midgame.

shrewd surge
#

💡 More building options unlocked and used with the ancient bark from the swamplands.

Spooky looking build pieces, that coincide with the swamp feel, maybe using a dark brown and green look to it similar to much of the swamp area. These can be the same build blocks as currently used and in game as regular wood, with some pieces that require finewood perhaps that have intricate patterns for things like trimming/accent pieces/furniture and such (that can look similar to what is given for the addition of tar + wood pieces that are buildable as well).

sly remnant
#

💡 It hasn't been revealed yet if the Northern Lights will be always active at night, or if they will work like weather and show up only some of the time. But this suggestion would fit either scenario just fine.

Could we get a music track specifically for when the aurora is active? Something that sounds extremely magical, perhaps a little mysterious, and relaxing. Something that you could just stand on top of your base and gaze at the sky while listening to.

I'm thinking something like the "Forbidden Friendship" track from How to Train Your Dragon.

native onyx
#

💡 Add (all?) the official arts made by the team to the loading screens. Both to loading the map and when thru a portal.

neat monolith
#

💡here's a simple one. Decorative Chandeliers. Deer trophy + eikthyr horn + bronze nails = Horn Chandelier. Crystals + Iron Chains + iron nails + wicks = Crystal Chandelier. Also Dvergr Chandelier, Black Metal Chandelier, etc.

sonic prawn
#

💡 I think trinkets should have both a passive and active component

raw laurel
#

💡 Add a new location to world generation called "DEEP OCEAN", which won't be just a pass-through area, but will be epochally structured, with its difficulty increasing as the world progresses (boss kills). Right now, sailing feels very weak and constrained. I want a sense of scale and unknown danger. Big enough that there are storms and tsunamis that truly make your heart skip a beat. And late-game monsters like the Kraken and the Loch Ness Monster!

wraith sleet
#

💡 I know theres probably no more real animals coming in the game, but some ambient ones (such as crows and seagulls) would be great. Think like ducks or geese. Just there for feathers swimming in ponds and whatnot.

polar belfry
#

💡end caps. End caps for building pieces so that I don’t have janky looking bannisters or grausten pillars that just stop flat at the top.

meager swallow
#

💡 I really think the tower shield needs some new functionality added to it as the slowness it gives you along with not being able to parry gives it a massive disadvantage over other shields so I think it would be cool if you sprinted while blocking you would shove enemy's right in front of you away giving you a little distance it would cost considerable stamina and might have the ability to stun depending on the shield I think they should be pushed far enough so you can't capitalize off of the stun but maybe your fellow vikings could adding a cooperative element to it

maiden tusk
jolly current
#

💡Add different forms of resistance to different tower shields in order to make them slightly more desirable.

This is inspired by the Serpent scale shield, which its unique resistance to pierce that makes it probably the only tower shield someone would use in some situations. Someone being better than nobody.

For example (they're just examples): Bone TS = poison (spirit would be more fitting but nobody does that kind of damage); Iron TS = blunt; Black metal TS = slash; Flametal TS = fire

sick fulcrum
#

💡 Reminder of the stats of a placed feast when you aim at it, alongside the name and quantity remaining

glass lynx
#

💡 Modify the ship.

radiant topaz
#

💡 Let us pick up and carry baby animals to move them. Leashes for the adults would be nice too, so we're not harpooning them.

hoary nacelle
#

💡 Green standing braiser

balmy dove
#

💡Iron diving suit so that we can retrieve things from the bottom of the ocean

light crater
#

💡 perhaps there could be a chance to retrieve lost stuff from the ocean using your fishing pole.

ruby cave
#

💡 Using the hammer and torch together for building

ruby cave
#

💡 Each biome has its own polearms weapon. For example: Mountain has Silver atgeir with frost slowing effect like Frostner. Add Ashland tier polearms

wild rain
#

💡 i find quite crazy that you can bring items from world to world

Idk i think servers should have at least option to demand new character or something, character that is locked to that server ?

slate ferry
#

💡 Increase stagger value of two handed swords.
Right now, two handed swords are heavily underpowered because low speed, mediocre parry capability and mediocre damage compared to one handed swords. There's no reason at all for using it other than to look cool while sacrificing utility.
This can be fixed by increasing its stagger value, which is realistic since two handed swords have more momentum when it strike.
With increased stagger value, it will also fix the mediocre damage problem since weapons have damage bonus when hitting a staggered enemies.

raw laurel
#

💡 Add wooden rails and wooden carts with a system of winches and simple mechanisms powered by rotational energy from water/wind mills or draft animals.

So that goods can be conveniently transported between the base and the port/mine

light crater
#

💡 There should be a second option for bone stack that looks more like an unhinged messy pile

native onyx
#

💡 Add a short and unique cue as sound effect to when lingering potions end. Such as fire and poison res. mead; lingering mead and stamina, ratatosk, tasty mead, etc.
(maybe the same sound to when drinking but in reverse?).

hoary nacelle
#

💡 fires which are outside when it is raining but covered by a shield generator should still provide the fire status effect

radiant topaz
#

💡 Item stands cost too much wood. 4 fine wood for so small a piece is a little silly, and it's resource intensive for how early you unlock them. It's one of the smallest build pieces but costs the same as the stool and chair (and only 2 less than the table).

hoary nacelle
#

💡 a faster way to use color signs even picking from basic colors (blue green red etc) instead of having to type it in or use a color hex it would save time and make more players want to use it/be aware it exists especially if they're on console

tawdry quarry
#

💡 add wax, with it U can waterproof clothing and create candles. U can gather it from bees, or buy from a shopkeeper, lighting a candle improves comfort +1

hoary nacelle
#

💡 once you unlock maypole and Christmas tree your character should just have them forever also finding a natural maypole and interacting with it should unlock it

hoary nacelle
#

💡 The ability to deconstruct old weapons into raw materials so you're not just throwing them out or storing them forever

slate ferry
#

💡 Please add darkwood (wood+tar) for the rest of the wood building pieces, not just roofing and poles.

sharp panther
#

💡 starred trophies for 1.0
as a loose idea of how it gets incorprated, same trophy chances for no-star monsters. But when it gets to stars, 50% chance for 1 star trophies all the time, and since 2-star enemies are rare, even within the common enemies, it's a 100% chance to drop a 2 star trophy.
The starred trophies would inherit any changes made to the creature. Size, color, etc. With some enemies like the charred, where the only difference is size and the particles, the particles can circle around or eminate from the trophy piece. And with certain enemies having difficult distinguishing traits, for example the gjall, hardly having a noticable difference on their face between levels, it can have a brighter glow and darker face color on the trophy.

uncut ginkgo
#

💡 Please add the ability to put any item on an item stand, IE Rock, Feathers, resin, different types of archery arrows, flint. I would assume the 3d model would be the same as if it was just dropped. I was working on an archery crafting room and was excited till i found out i couldn't.
thank you.

lyric drift
#

💡 stone portals should require flametal in their recipe to build

slender flint
#

💡 add wood ladders, both normal and the darker woods! And maybe a metal version or something

This way we can make tree houses but also make a library of some sort with a ladder going up to higher spots! Without needing tons of space for steps

dense chasm
#

💡 Add more fist weapons for mistlands and ashlands, the vile ones are the last and sometimes the damage is to underwelming

warm beacon
#

💡 Change to how portals connect: Instead of having portals connect with text, portals have 3-5 item slots (like an item stand) that you fill with items. ie the portal with three blueberries would connect with another portal with three blueberries. TBH this would make portals a little less powerful but would make the game much more immersive.

gilded patio
#

💡higher tier fist weapons special (kick) should do something more impressive

jaunty token
#

💡 Polar bears for the deep north, would drop materials for the berserker armour of that tier

fervent wing
#

💡Would be nice to have like a animal feeder. Something that has a radius like the workbenches, that animals can go to eat. That way you dont go round and pick up the food i put down when I harvest.

cloud dawn
#

💡 More uses for dandelions such as making cordage / rope /thread , wax, and/or edibles like tea or an early game salad.

trim bluff
#

💡 DISCLAIMER FOR MODERATORS WHO DOES NOT READ THE TEXT: This idea is for the VALHEIM VIDEO GAME. The idea is INSPIRED by the valheim board game. Which can also be implemented into the game.

💡 Add skills / traits to choose for your character when making a new character. (Inspired by the valheim board game) Max 2 skills per character. Would add some great depth and fun-factor when playing both with friends and alone to make people more aligned to a specific role.

Random examples:
Beekeeper: 🐝 When harvesting honey 🍯 you always get +1-3 extra honey from each beehive.

Miner: ⛏️ +10 with pickaxes and ore nodes are highlighted when you are nearby an ore node. Or just +1 ore drops idfk

Cook:🍴🥩🌽 +10 in cooking and all cooking recipes cost less resources to make

Brawler 👊 💥: +10 unarmed and slight damage resistance against blunt damage

Hoarder: 🗺️ 💎 higher resource drops on enemies and more inventory space

Swordfighter: ⚔️ +10 damage with swords and use slightly less stamina when attacking with swords.

Brewer:🍺 🧉 mead brewing time is decreased. Mead recipes cost less to make.

Carpenter: 🔨 🪜🪚 Wood build pieces/wood crafting recipes costs less to make. +10 crafting

Farmer: 🥕🫐🍓 You may now plant all berry bushes, and other food items that were implantable before. (Mushrooms, fiddleheads, smoke puffs etc). +10 farming

Yeah you can go on odd infinitum but you get the concept. It’s just like in the valheim board game. So if you’ve played it you’ll understand the concept. It’s like a starting bonus you can choose for your character and choose if you want to be exploration oriented/farming oriented or combat focused. Or just mix it up!

safe nexus
#

💡 You should be able to plant mushrooms and berries after the biome they're used as foods. You almosy don't need any of the berries after the mountains to make the biome food, so you will only use it to make potions or feed animals. Maybe having the option to buy it from holdor or any other merchants after killing moder, would also be cool to buy it from dvargers/Bog with with wisps

radiant topaz
#

💡 When you've upgraded an item to its max level, there shouldn't be a phantom upgrade shown in the preview on the right-side of the work station. An item of max level 3 shouldn't show level 4 stats in the item preview. It doesn't exist!

abstract gazelle
#

💡
Controller specific:
add rumble for those that play with controller PC or otherwise.

dense chasm
#

💡add curved stone and black marble stairs please

dense chasm
#

💡add more two handed swords for different materials including bronze

slate ferry
#

💡 Add categories on crafting tables for weapons, armor, crafting parts, utilities, etc. And maybe "all" fo those people who prefer looking at all items instead of neatly organized one.

fallow hollow
#

💡 Add two furniture pieces to store weapons that display them visually, a weapon wall rack and a weapon floor rack. That way, we can use old weapons as decoration. I wish I could add an image as an example.

jade cargo
#

💡 A way to heal the dwarves.
Whether by magic, throwing potions at them, blowing the Fart of Fortitude, or what ever you can come up with, I don't really care. But let us be able to heal them.

wheat forum
#

💡 Hi! I would like to suggest adding an official ModHub for Valheim. Many players enjoy modding, but installing mods safely and keeping them compatible across updates can be difficult. A built-in ModHub with verified, safe, and easy-to-install mods would help console players and make things much easier for PC users. I think this feature would greatly improve the game and support the community. Thank you!

mint sparrow
#

💡crafting taps for workbench, weapons armor ammo for food heal stamina balance
and so on

charred breach
#

💡Solving the common late-game inventory issue in one fell swoop with two implementations:

1. Throwing (portalable) items through open portals causes the items to go through and spit out the portal on the other side.

2. Staff of Teleportation. Crafted like any other Mistlands magic staff using yggdrasil wood, refined eitr, surtling cores and greydwarf eyes. Middle-clicking opens a box where you can set a portal name for the staff, left-clicking opens a frameless portal right in front of you with that name connection that stays open for about 25 seconds at the cost of some Eitr.

People who are always short on inventory space already bring mats to use pocket portals to help manage their inventory anyway. This consolidates the 4-5 or so inventory spaces used for portal mats + wood and maybe a hammer into one item that you can use to open up a portal, chuck stuff in, and forget until you come back to your base and have to sort through a pile of junk on the floor.

If you wanted to give the staff more functionality beyond that, instead of opening a portal in front of you it could shoot out a projectile that opens a portal where it lands (within a maximum range). So you could quickly shoot out two portals with the same name and use it as a way to move around an area quickly and cleverly using Eitr.

raw laurel
#

💡 Increase the burning time of the wood depending on its quantity. Right now, a bundle of 50 pieces of firewood burns down to coal at the same rate as a single piece in the stove.

onyx token
#

💡 Lox Cart. An upgraded version of the regular cart that can be pulled by lox by attaching it to either the lox or the lox saddle. This would help with the problems the current cart faces with over stacking items that make the cart too heavy to pull, while still staying true to the nature of Valhiem's manual ore transportation. Plus it only makes sense, we have carts and tamed lox, and even Hildir and Haldor use lox to pull their wagons so its still "lore/game accurate".

meager swallow
#

💡 I don't particularly care how, I just need some kind of way to have more inventory space. My armor takes up 4 slots, my belt/light and trinket another 2, food is another 3 slots and then my hammer a sword shield and bow is another 4, a stack of arrows, and a healing mead. That's 15 slots in total almost half of your inventory and this problem consists throughout most of the game. I don't mind how its done because I've seen several ideas get passed around but please add a way to get a couple new slots.

wheat forum
quaint sleet
#

💡 Drawbridges! Drawbridges for castles\forts buildings

proper urchin
#

💡 Fist weapons block multiplier on perfect block should apply to all defense that player currently has instead of just fists blocking value

elfin hawk
#

💡Not sure if anyone has suggested this before.. But I play on a ultrawide monitor with 5120x1440 res... Would it be possible to make the UI more centered somehow? Maybe with a slider or something?

low plinth
#

💡make bonfires harder to build but also suppress monster spawning in 200m

north marten
#

💡 Add SFX for crafting completion on prep table

shrewd wraith
#

💡 Make the player hitbox actually change when crouching. The idea is to allow the player to hide behind an obstacle. Currently, we still get hit by arrows/rocks that land just in the air where the head usually stands.

severe zenith
#

💡 Simple copper vein improvement, reduce it's height by 20-50%, so it does not generate close to or below ''bedrock'' that can't be mined. Without changing yield per vein.
(i'd ideally like to be able to reliably pop the whole vein at once, like we can with silver, because that is just peak gameplay)

silent wren
#

💡 Idea for the mass amount of bones: have some statues--similar to the askvin--that use bone as a resource

shrewd palm
#

💡Move the Vile-Set from the forge to the workbench for crafting

slim stratus
#

💡 An upgrade to make farming a little less tedious: having the hoe and cultivator be able to place more in one go (like up to 3 crops at once) or cover a larger area for each upgrade to the tool, or making a later game variant like black metal that does something similar maybe?

boreal bay
#

💡 a setting to turn off rain damage

iron ether
#

💡 add an option to trigger a character save when picking up your tombstone. I recently ran into an issue where I lost my entire inventory when the game crashed because it hadn’t saved since before I had retrieved my tombstone.

dense chasm
#

💡add a way to choose a "hardmode" game when you create a world, so ALL the enemies have 2 stars

rain minnow
#

💡 Can you please make all the Wooden Weapons upgradable. Only the Sword can be upgraded currently.

sick hearth
#

💡 Make a toggle for player-based night spawns

meager swallow
#

💡 make a setting that splits your damage numbers into each individual element because sometimes you will use a weapon with multiple damage types and it will say weak or neutral but one of the elements is powerful against that enemy and it can be pretty misleading unless you are using the wiki

onyx token
#

💡 more for vibes than practicality, but I would love to have a war horn Item for our characters to use in game, It doesn't need to do anything special, I just think it would be neat to have, calling your buddies to battle, or at the prow of your longship as it crashes ashore.

raw laurel
#

💡 Add the ability to place boxes (like the ones that fall from the cart) on rafts/karvis/drakkars using a hammer. So that people can choose how much cargo they want to carry on their ship themselves.

To make it more exciting, have an impact on the ship's mass and its behavior during a storm.

[Optional]
Add the necessary number of oars through the hammer so that players can use them to help sail when there is no wind (homemade galleys).

dense vault
#

💡 Add seasons (each season will last 30 minutes) and there will be debuffs and buffs for certain seasons. For example, in Winter, water will freeze, making it impossible to travel by boat, but movement speed on ice is increased. In Spring, beehives will yield more honey. Summer will make smelting furnaces work faster, and Autumn will make all crops grow 50% faster. Additionally, animals and the environment will also change according to the seasons
, Lox will shed white fur in Winter, or Trolls will throw pumpkins instead of rocks in Autumn (Please add horns or something similar to a horns of The Rocky Mountain Bighorn Sheep for the Lox when it has 1 or 2 stars.)

lament dune
#

💡 Storage - hopefully commented on like crazy. The boxes are adequate so no need for changes there. The inventory slots need increasing somehow, backpack storage or quick slots like the mod for your armour and special items. Further carrying capacity increase above 450 too as an upgraded belt would be nice later on in the game not just as a potion. I hope something along these lines happens.

safe nexus
#

💡 The ashlands boat should give players the rested buff, no trip to ashlands takes less than 20min

cursive rock
#

💡 Add 1) a world setting that allows players to revive each other and 2) a death penalty setting where if all players die, the world (exploration, building, etc.) resets to the last time everyone slept. Players respawn with whatever gear and skills they had at the time of sleeping. This would disincentivize dying (in a way that's more fun than running naked to retrieve gear), add tension, and reward having a base to sleep in.

sick hearth
#

💡Simple on/off toggle for night spawns

sick solstice
#

💡 Add visual seasons, would be more than enough for me.

Id like if each season came with some slight buffs/debuffs to the player and/or some unique thing in the enviroment.

Summer: More Bees and Berry growth.

Spring: Slightly more Animal spawns.

Autumn: More rain and wind.

Winter: Frozen Rivers/Shallow Waters, ocean and shore is free from ice. If anything just have random ice platforms float around.

steady dock
#

💡 Hello to whoever sees this as a player that is playing on my own all the time as I dont have the courage to play with strangers, I think it might be a cool idea to add a bot that travels with you to help protect you along your adventures and some sort conversation with them maybe. That could also lead onto bots being bought to help defend your village or set up as traders maybe the would suffice thanks

iron ether
#

💡 Add “Rowing” skill. When rowing, not under sail, sprint would consume stamina to row faster. This would level your rowing skill, reducing stamina usage and increasing rowing speed. Eikthyr buff could apply to rowing

misty current
#

💡 Give two-handed clubs a hit chain and make the AOE slam the secondary attack to give them more viability as a main weapon type.

raw laurel
#

💡 Add the option to choose the world type:

  • Standard
  • Megacontinent
  • Water world
eager lion
#

💡Add the option to grab the animals with a rope.

novel jungle
#

💡 I have a suggestion for the mistlands.
So, there are complains about the implementation and I think this idea can help.
Make the wisplight upgradeable.
lvl 1, 3 wisps are insertable. 1 will always stay. the other 2 wisps degrade after x minutes.
lvl 2, upgradeable by refined eitr you can add more wisps into the wisplight.
lvl 3 etc.

All additional wisps drive the mist further away and maybe additional wisps fly around the player.

idea 2, since it's very hard to find POI's, make wisps "dash" out to a direction of a POI's if something is in range of x meters, like navi from Legend of Zelda.

Thanks for listening

sturdy night
#

💡 This was most likely asked before as well, but could we please get Iron Gates without the frame all around it? Maybe with 1.0 release?
Something like we have with the Wooden Gates would be perfect.
So many times I wished to make a double gate made out of iron cage for like, a Lox or Asksvin enclosure, but was unable to because of the darn frame.
Or if i want to make a portcullis for a castle gate that looks good and is usable. (since I can't raise it, was hoping i could stack 2 gates on one side, 2 on the other and open them when i want to go in or out with something big like a Lox)

trim bluff
#

💡 All forsaken designs are 10/10, they are perfect. Except the elder in my opinion. The new design he received made him too bulky looking and disproportionate or how you say it. The old slender design without the stone in the stomach and overly big shoulder that was more simple was better I believe. Sometimes less is more and in this case I find it true.

Bring the old design of elder back but keep the purple eyes and the purple “veins” / sap that are visible on the body and he will be 10/10 also

raw laurel
#

💡 Add an option to the server settings that determines whether character progress and inventory are strictly tied to the server.

Clarification:
Usage example: A player has 2 characters (1-new, 2-super leveled). When they join the server, regardless of which character they use, their slots and stats will be reset to zero (this is NOT a wipe).
This prevents interference in the natural progress of characters that do not belong to that world, discouraging tricks (giving in to momentary impulses) and preserving the gaming experience for others.

The goal of this idea is to increase the fairness of gameplay and help prevent temptation (as well as further exploitation of loopholes)

raw laurel
#

💡 Make world generation less synthetic and bland. Let each world vary more in the arrangement of islands. And let the islands themselves be more diverse. Also, add unique geological features to the islands so that exploring the world gives a sense of discovering a natural wonder and makes you want to keep searching for more picturesque places.

severe zenith
#

💡Bronze age stonecutting

steep burrow
#

💡 Glass/crystal bow. A mountains tier bow
Made from crystal, obsidian, lox hide, guck.

Does poison and frost damage.

8 / s stamina draw
20 knockback
3x backstab
62 / 74 pierce
5 / 20 poison
10 / 20 frost
2 m/s min vel.
60 m / s max vel.
10m noise

sly remnant
#

💡 26° and 45° roofs have corresponding stairs. Since 67° roofs will be added with the Deep North, can we also have 67° stairs to match?

tawdry quarry
#

💡 add possibility to change the rotation of blocks across 3 axis of the block(possibly add them into building block selection). Will enhance building without introduction of new blocks

fallow hollow
#

💡 What about an early crossbow made with copper or bronze? Because the arbalest is made with swamp materials (10 wood, 8 iron, and 4 roots), but you have to wait to go to Mistlands and make a Black Forge to craft it. That doesn't make sense to me. you have to wait 4 biomes, or it could be moved to the normal forge.

crystal maple
#

💡Being able to see the recipes in the cauldron and mead ketill without needing to put wood in the fire.

severe zenith
#

💡 Starred enemies could sound slightly different, more threatening, maybe just louder, or lower/higher pitch, whatever would fit the enemy type.
(Greydwarves and trolls probably lower pitch, maybe seekers higher pitch?).

eternal eagle
#

💡 Add new damage type called Projectile, for all arrows and bolts. This way enemies can have appropriate resistances to prevent ranged combat being too overpowered without also nerfing Spear damage.

safe nexus
#

💡 Buff two handed sword dps, the one handed has higher damage, the ategir and other polerms have crowd control, the two handed sword only looks cool. Edit: you can also use shields with 1H weapons

spare imp
#

💡 Rebalance Jerkies (and add a Bear Jerky...)
With the addition of Feasts, the two regular cauldron cooked jerky types are underwhelming. They were kinda bad even before feasts, but with feasts providing a higher total of balanced stats for much longer time, the poor stats of primarily the wolf jerky recipe makes it not even useful as base loitering food. So, what I suggest is that the Boar Jerky remains unchanged or gets a slight buff to 26/26 (as it requires the Cauldron but only uses Meadows mats) - but instead add a Bear Jerky providing 30/30 H/S. Then, considering** Wolf Jerky** has a downright terrible stat total of 66, while all other cauldron foods from the Mountains total 80-86, give it a buff to 40/40.

Buffing Wolf Jerky would make it worth its mats, at least if you want more of an even health/stamina balance - and it is attainable with food you can actually bring along. Then, by all means, you can toss in a later Hare jerky recipe in Mistlands too, to make a jerky recipe every other biome a pattern... Feasts are great, but you can't bring them along when exploring, so I just feel there should be a few more jerkies to play with.

safe nexus
#

💡 Can we get the ilumination items variations for wisp items? You can only make the torch, i want the ceiling one and the wall torch aswell. The blue light looks really good

crisp lotus
#

💡 When placing plants while farming, having a color indicator or the plant just not being placed when it would be too close to another object/plant. (Or perhaps have the farming straw hat give you that ability) More just a quality of life one to make placement just a bit easier.

wanton hill
#

💡 Do not allow smaller creatures (e.g. chickens) to push player characters. Allow player characters to push aforementioned creatures by movement without slowing down.
They're annoying to have around the base at the moment.
Bonus: Try to have pet AI avoid portals and doorways, please.

pulsar summit
#

💡Valkyrie/ Einherjar Companion system for solo players. I absolutely love Valheim, but playing solo can sometimes feel very lonely and punishing, especially in the later biome. I have suggestion that would fit the lore perfectly: Could you add a summonable NPC companion (like valkyrie, or einherjar spirit) specifically for solo players? Mechanic Ideas:

  1. summoning: Maybe we could summon them at altar using Trophy sacrifices or Mead.
  2. Role: They could help with basic combat, carry some loot, or just keep us company during sailing trips and base building.
  3. Balance: They don't need to be overpowered, just a helper so we don't feel completely alone in the Tenth world.
    If you would add so much immersion to feel like Odin sent us a guardian spirit.
    Keep up the great work Skal!
sharp panther
#

💡a better door intended for
lox/lox riding.
The darkwood doors are tall enough for the lox, but the player clips in through the top of the frame.

arctic wedge
#

💡 This has been suggested before but Moose would make an excellent addition to either the Black forest or Deep North.

  • They would be passive, and their height could be dramatized to be ~3x the height of the player.
  • It would take a lot to take down a moose, but they could drop moose ribs which would make an excellent food source.
  • Moose trophy would be a massive set of antlers, or the antlers drop separate which could be in the recipe of a new build piece
humble orbit
#

💡 Could we use either roots in the swamp or mechanical springs later on to create better carts. These could have better suspension systems allowing you to pull heavier loads faster than with the normal cart.

deep aspen
#

💡 Can we please name our ships?

coarse brook
#

💡 Can we please have a Menu that allows us to search the name of an item and it exactly highlightes/name the chest where it is and the biome it is in? It would be helpful to even know if you have an item instead to have go search for it in your 30+ chests.

raw laurel
#

💡 Vikings had galleys. Add them to the game so you can hitch your friends to them and sail in any weather and any wind.

raw laurel
#

💡 Add the ability in the chest menu to create groups, and then assign a chest to a specific group.
Chests in the same group will open a shared storage menu, where all their contents are visible regardless of which chest is opened.
There is only one restriction – you can add a new chest to a group only if it is placed near other chests of the same group.

Additionally:

  • Include buttons for auto-sorting items and selecting the sorting method.
  • Enable quick item transfer using SHIFT (stack)/CTRL (10 items)/SHIFT+CTRL (all items of that type).
raw laurel
#

💡 Well, what about a flexible rope cable, which can be used to connect objects to each other, eliminating their direct friction against each other.

In this way, hook carts to the Drakkar by train and sail with them across the ocean
о==о---о==о---о==о---о==о---о==о---о==о-------\ __ .___.__ . . _ /

muted musk
#

💡 Buff crossbows by saving their loaded state when switching to another weapon. This is already a mod but it would be nice if it was integrated to vanilla.

cursive garden
#

💡 A cart upgrade that is pulled by a tamed lox with saddles. Is both easier to transport around and has much more slots while also encouraging players to utilize lox more. Could be like a carriage with seating spots and such too with a nice interior. Could be fun for multiplayer and maybe even act like a mini basic shelter on the go(this part isn't the main suggestion just a little extra thing that could be interesting).

near flare
#

💡 I don't know if anybody has suggested this before, but I have a suggestion regarding a new potion/brew. Namely a LUCK potion/brew!

-The LUCK potion/brew would increase the players odds when it comes to receiving rarer drops from the mobs that are in the game, specifically rarer items like heads and such.

wide coral
#

💡 Hello I want so suggest that when Greylings throw rocks, then we should be able to pick them up.

dense chasm
#

💡 Can you add achievments for steam, so you can have some challaenges through the game

midnight lynx
#

💡 BLACK FOREST BOAT

A raft/boat buildable from the Black Forest alone would be great. Late Plains level, I once had my boat sink, swam to shore, and become trapped - as there were no boars or finewood on the island. It seems like there is a bit of a gap there. A corewood raft seems natural. Elsewise, maybe the current Raft shouldn't require leather scraps as a requirement. That would solve the problem of being trapped on an island in any biome.

covert light
#

💡 With DN in development, I’m expecting to have mountains 🏔️ also included and not flat like Ashlands or it’s going to seem bland. Since mountains typically has silver it would be plausible that they would also in DN.
So rather than invent a new metal For DN why not consider a Silver alloy mixed with Black Metal - this worked well for Bronze.

raw laurel
#

💡 Revise the portal loading system. Make the wait time for viewing the ring depend on the distance, so you don’t have to wait long for short movements. And if there is already someone in the location, let the movement be almost instant.

raw laurel
#

💡 Add a huge KRAKEN to the ocean! A ton of kraken meat for delicious food as a reward for defeating the boss of the seas, who only appears during a storm!

It's not you who decides when to summon the kraken, it's the kraken that decides when to eat you.

tranquil wave
#

💡 Farming crops late game gets obscenely tedious, so why not get some helping hands? Had this idea to get more use out of the Torn Spirit item dropped by Yagluth. Perhaps you could craft a staff that would let you "tame" (subjugate or mind control) and then give out basic commands to regular Fulings (cannot tame or command berserkers or shamans). Perhaps they would lose their ability to fight after "taming" so things don't get out of hand with combat but getting some help with taking care of the more tedious tasks around the base would be HUGE for keeping the late game fun.

raw laurel
#

💡 Add a new parameter in skills: BodyStrong, which will only level up by wearing plate armor and using two-handed weapons and a plentiful meat diet. The higher this skill, the bigger body and stronger you become. After level 85 of the skill, you can break ore veins with your bare hands (like a troll). 🤯 💡

trim bluff
#

💡 A repair all damaged structures device / thing of some sort. Running around your base looking for that ONE piece that is broken or damaged after a disgusting bat raid when you have an asksvin farm close to the base is really getting old. Any quality of life to find what pieces are broken or need repair or just an AOE device or contraption that repairs all shit within an area

rocky pelican
#

💡 i had this idea to use my tomb stones as markers for a treasure hunt i wanted to create for my friends, they would find my grave and in it, a paper note of a clue to find the next marker. I would need some form of parchment written on in coal though to make this possible as wooden signs won't do the job 📝

cursive garden
#

💡Can holiday exclusive items like the tree and decorations with it, be available year round maybe like after the deep north(since it fits the theme a bit) but just made much easier to get around the holidays?
I just dislike holiday exclusive content especially when it is useful as more than just cosmetics.
It locks getting the pieces for the max rested buff to players who are playing that save around the right times of the year while also making people feel pressured to place them as they would have to wait almost a full year if it passes and they don't like the position it is at.

boreal axle
#

💡 What about to make raids to have a use for something other than a random event

Like when you get a swamp raid , when it ends all the enemies left will start leaving into the direction of the nearest biggest or medium swamp near you ( maybe you can Make it you have to kill a certain amount of enemies raid to get it this)

Instead of getting the "The smell is gone'' it will be changed into The smell still lingers in north/east/west/south/ north east / north west etc They will disappear eventually but with this you at least have a direction you can go into than just mindlessly sailing around just to progress to next biome after beating the elder

And not make it too easy and to encourage exploration this could be added like a fail safe like when you pass a certain amount of days without entering a swamp biome

This will make it easier to progress or find a good swamp at least , also will add a lot more sense of why raids are happening since they come from somewhere in the world not just apper out of nowhere

(It's not just the swamp it's just an example could be done the same with other raids)

trim bluff
#

💡 A Viking / Norse themed “Tesla coil” defense weapon against flying enemies that shoots lightning discharges that chain damages between enemies. The dmg doesn’t have to be high just enough to instakill bats, Get that lightning stone from Haldor as one of the ingredients and the name of the device referencing Thor in some way. (GOOD AGAINST A BAT RAID) (I really, really do not like bats)

solid charm
#

💡 I think a good idea is more lag based improvements to the multiplayer side of the game maybe have breeding prefab blocks so players don't need to make excessive breeders that lag the servers and maybe a different crop planting method like having popped crops and seeds only pop a single one or stack of however many for the mods that alter such things or remove the harvest pops altogether and just make the items go to the player inventory. There is a mountain of lag issues with the game for communities and servers always have been. I love the game but wish the lagginess would get better or go away for multiplayer.

vague moon
#

💡Give us the ability to build in caves when the enemy inside is defeated.

shell mulch
#

💡 option to disable caps-lock?

runic nest
#

💡 Separate the name we have for our characters in our menu from the display name in game. This would help a lot for those of us who play on many different servers but still want it to be obvious for the other players who we are if we could separate it to be shown in the menu as "MyName_ThisAwesomeServer" but the character in the game would be "MyName"

burnt depot
#

💡 Uh oh inventory slot suggestion... After some point of progression, can we upgrade the Megingjord at a workstation that adds slots.

tawdry quarry
#

💡 improve player interaction system by adding possibility to create mini games. Can be added targets and point system(with possibility to include other players) that will show U point according to your score. Also list of possible mini games that can be added: throwing circle on the pole, cards(blackjack/poker...). Also player interaction can be improved by adding wheel of emotes(or rather it be a wheel, it can be a window like one we choose building from) and there can be added group emotes

warm plank
#

💡 hello, I'm having some mental Hang-ups continuing my gameplay these are some things that would help me get back in the game. 1.a Respawn point for 1 Chosen Puppy that I can take on my Adventures. (why it's important is you don't mess with a guys dog.) if your dog ever dies in your arms you'll get it. 2.a Torch, or Fire you can keep going to prevent Raids on your home. now that the raids are more powerful then my Pupper farm it kills my will to live when they Kill my dogs. and lastly, your missing an important element to Random Map generation. as the game advances I'm feeling more Locked in then ever to my Mistakes and failures. it creates an anxiety so high that by the time people get to the mistlands I find they don't want to play anymore, it's also really hard on the eyes if you have vision problems. can you make a possibility of Advanced/perma mist clear item I can build for my Eye cancered mother and My lazy eyed self to work towards. that is my biggest Deterrent and what keeps me playing anything but.

cursive garden
# cursive garden 💡Can holiday exclusive items like the tree and decorations with it, be availabl...

💡I kind of want to propose a different method but for a similar result to this suggestion I made. Mainly instead of making those decorations available year-round but easier on the holidays to get and possible much earlier in the game, they are kept exclusive but more decorations are added that are available year round and are in the same rested categories so either works for getting the full rested bonus. Those likely could be pretty late game so around the holidays you can get that rested bonus far earlier in a playthrough, preserving their specialness to the holidays and keeping a lot of the bonuses/rewards as it would be very hard to get the other decorations when not very far progressed in the game.
I feel it is a better solution as it also gives more options for people to decorate with while not sacrificing nearly as much.

atomic path
#

💡 The few times I tried fishing, I felt I couldn't tell when the fish was struggling. Perhaps I just didn't "get" how it work, but I feel like it should be more evident when I have to click or not.

cursive garden
#

💡 Inventory slot suggestion:
Mainly to take a similar approach to vintage story, you get a few special slots that only can hold up to 4 slot expanding items. At the swamp you get a the ability to craft with a bit of investment baskets or some kind of containers that add 2 slots each for a total of 8 more inventory slots after lots of investment.
Later on around the deep north or ashlands you get the ability to upgrade each of those items that you have crafted to giving 4 extra slots each for up to 2 more rows in your inventory.
I feel splitting them up instead of just crafting 1 item and getting the full bonus allows players to work up to what they need and have it take a lot more investment to get the full benefit without feeling as bad. Would also just be satisfying each one of those 4 times at each tier you increased your inventory even by a small amount. Might also make your inventory look nice to look at but that is subjective and depends on a bit. It taking a lot of investment would also still push players to inventory manage in lots of cases.
They likely couldn't be unequipped while full or would act like a kind of chest still holding your items(even if not accessable till put back on) on the ground.
I assume just not something you could unequip when full since otherwise it requires new systems.

undone matrix
#

💡 A wolf bed. And make is so the wolves will sleep in the bed. I want the family of wolves that live in my house to snuggle down by the fire instead of randomly roaming around the house all the time.

silk cove
#

💡 an npc should be added that allows you to get your corpse back for some exceedingly rare item(s) similar to the witch or the traders but not just for getting otherwise unattainable items

teal harbor
#

💡 I don't know if it has been mentioned before, but magic staffs should have a second attack like all other weapons

trim bluff
#

💡 More variation to choose for the tombstone. Like choosing what color the rune and markings will be instead of just red, and a different shape of the stone. Easier to spot when playing with friends to see what tombstone is yours. Also it’s just fun to have more customization.

hoary nacelle
#

💡 make holiday items have unique materials that only spawn during those seasons so that if you want to move said Holiday buff item after the season you can without having to wait a YEAR i think this keeps it unique to players who logged in at the time without it being locked to only where you placed it

sly remnant
#

💡 Crossbow ammunition idea:
Fragment Bolt - "Upon being fired, this bolt shatters into ashwood splinters and bone shards, rending everything in its path."

Crafted in Black forge level 3
Materials:
-Charred bone x2
-Ashwood x8
-Feathers x2
-Proustite Powder x8
10 Pierce damage and stagger per fragment

The bolt would shoot 20 fragments in a wide cone (á la Dundr). It would be terrible at long distances, but would make the crossbow deal damage comparable to a bow in closer range. Also, it would further differentiate the crossbow's function from that of the bow.

Each fragment would reduce the % chance of elemental effects from enchanted Rippers to prevent it from being grossly overpowered. Also, each fragment would give reduced XP (so you can't just spam into a practice target at point-blank).

Edit: Fixed typo, swapped out flametal for feathers to match other bolts, and added XP caveat.

lyric gull
#

💡 Bows skill balance:
The bows skill increases damage, reduces stamina cost per second, and reduces the time taken to draw to full.
The first two benefits are the same as what all the other weapons skills get, giving up to x2.41 damage and x0.67 stamina cost at level 100.
The third benefit by itself gives x5 dps and x0.2 stamina cost. On top of the other benefits you get x12 dps at x0.134 stamina cost at level 100.
At high levels, this is just not balanced at all, and more than overcomes any pierce resist enemies have. There should be a benefit to grinding the bow skill to 100, but it should be on par with the benefit of grinding other weapons to 100.
Therefore, I suggest removing completely the draw time benefit of the bows skill; or to have an identical draw time benefit for all skills, but to reduce the bonus from -80% to -50%

silk cove
#

💡 angled roof pieces:
both a 26 and 45 degree roof tile, only slanted at a 45 degree and 26 degree angle. this creates 4 separate pieces, a 26 degree angle with a 26 degree cutoff, 45 angle with a 45 degree cutoff, a 26 degree angled roof with a 45 degree cutoff, and vice versa.

tropic flume
#

💡 Some indicator on how much life is left on the Protection Bubble. Maybe link it to the timer, so with every hit it removes time instead of us just guessing how many more hits we have left.

tender hamlet
#

💡 This is mostly because in Nomap it's practically impossible to find your body back sometime. It would be a nice alternative to have an altar (maybe to Heimdallr) near the forsaken pillar that you can pay to retrieve your body/grave. Something like 1 gold per meter away or something.

grand meadow
#

💡 Create a wall/door that is a wall that when interacted with turns, like a hidden wall in those cheese horror movies.

rocky pawn
#

💡 IF world modifiers are ever expanded somehow, and considering most if not all game events are based on global keys being triggered due to certain actions (like killing a boss or even a normal enemy), as well as even the world modifiers being global keys themselves, there could be a new, advanced world modifiers section that can use some or all global keys to further change the experience based on conditions

for example, there is a global key for killing a sea serpent, and there is another for stamina regeneration, a player could set up a conditional that involves increasing stamina regen to a higher value if a serpent has been killed.

This could also lead to a way to reward progression in an extensive way, such as reducing skill loss penalty if a certain boss has been killed, and even removing it after a later boss was defeated.

As a result, more global keys could be added in order to extend the way players could alter their own gameplay, and all of this is based on already-existing mechanics.

hoary nacelle
#

💡 there is a severe lack of pink things in valheim

More pink items specifically banners and or carpets

rigid tiger
#

💡 Give all hide rugs - maybe jute as well - an option to be wall-mounted. Perhaps with a way to change their orientation like with the item stands.

maiden tusk
#

💡 So I read up a little on Draupnir, Odin's magical gold ring that multiplies every 9 nights, basically an infinite source of gold. Well what if in the Deep North, we unlock Draupnir, and it goes in our Utility slot just like Megingjord, and when equipped, you gain gold from killing all mobs as a way to farm gold.

It would be limited to Deep North mobs only, so you don't just repeatedly kill Greydwarves at a spawner, but this would be a great late game way to get gold, and completely fit within Norse mythology, and the perameters of the game.

north narwhal
#

💡 would love to see horses in the game as early mount for progression, maybe for using them as main source of transportation ressources troo land.

cursive garden
#

💡Felines feel a little neglected to me, so maybe a small tameable mistlands cat? It eats the hares(well in lore, and meat) and when tamed can both help fight on a level like slightly weaker wolves and act as a alarm due to sensing enemies and getting the yellow indicator(red triggers at normal radius to avoid issues) in a much larger radius.
Could be a super cute fluffball lol with several animations for when pet, and if it senses something so you don't have to look directly at it to tell if something is near. Its ability also encourages letting at least one wander around parts of your base you frequent.
Its abilities hint at it being a ambush predator which can occasionally allow it to get the first hit during fights partially making up for its weaker stats while potentially causing a stagger. My suggestions for specifics aren't final and can be tweaked or change strongly. It could be given more uses as the current ones are a little niche, still a nice option to tame.

Appearance:
Similar to a house cat with bigger ears, longer whiskers and slightly longer fur between a shorthair and longhair, with a floofy tail. Would be pretty dark in color for camouflage but might have a slight blueish tint to its fur.

Wild Behavior:
Spawn biome: Mistlands but somewhat rare, might have a higher chance of stars to accommodate for that.
Non-hostile, will approach players curiously but run away if discovered/too close.
Might chase hares occasionally to kill them, maybe also where they don't drop meat if untamed hinting it ate it(well also to avoid wild accidental taming).
Stars: Yes(also increase its first ability a small amount like +12.5% each level to a +25% bonus total)
Strength: Slightly weaker than wolves
Size: Maybe half the size(or smaller) of wolves
Speed: Pretty fast

Tamed Behavior:
Breedable: Yes
Ability 1: Can detect enemies within a massive radius compared to other creatures.
Ability 2: Enemies have to be a bit closer to detect its presence.
Diet: Meat

vapid ridge
#

💡 Mead Ketill crafting interface, one (or more) of the following:

  1. Change the item names to most-relevant-first:
    Ex: Stamina (Minor) Mead Base
  2. Add proper sorting and/or filtering controls to the crafting menus
  3. Add icons to represent the types of meads and durations
  4. Make the menu wider, giving the space to the list box

The mead ketill (in my opinion) has a readability issue created by the combination of 1) "mead base: " being at the start of each item making the names longer than most items, 2) the narrow list box, 3) the list text auto-sizing to accommodate the long names - https://imgur.com/a/g1u0M9m

The result is that you need to 1) ignore all of the "mead base: " at the start, then 2) vertically scan for the type of mead you're looking for, but 3) the words "Mead base: " don't line up due to auto-sizing, so you're scanning left and right on each line, trying to parse the size difference as well. Then if you don't know which stamina meads you can make, and you just want to look at the recipes to see which you have the materials for, you're also trying to visually ignore the words "minor" "major" and "lingering" on each line, further misaligning the entries, and scan vertically on the 4th word on each line

The situation is already at the point that there are mods to let the players sort the lists differently to bypass this, and players who have said they stopped playing because those mods aren't updated. I understand it's small and we don't spend much time in the interfaces, but things like this frustrate the player without them understanding why, when it appears frustration is the main cause of quitting. I think it builds from small stuff like this and erupts when combat goes sideways

cursive garden
#

💡Is kind of a 3rd but hopefully final iteration of a previous suggestion(well 3rd solution to something I personally consider a issue) I had, but mainly to add a decorative holiday item for every month, and put them in the same category of rested buffs while buffing the rest they give from 1 to 2 each so people with both don't lose the bonus. This gives much more options and you can interact with different holiday decorations each time you play. It also removes any part of the rested bonus being locked to set times of the year along with removing a feeling of urgency to place the current decorations for the buff and not enjoyment of them.
This suggestion could also bring attention to some lesser known holidays.

crisp lotus
#

💡 It would be nice to see Drynwyn get a bigger role than it has. It takes a bit of effort to collect all the parts of the sword and you only get 1 per map. perhaps in the Deep North it could have an ability to keep you warm while equipped despite certain conditions, or melt certain frozen objects such as the greydwarfs shown in the teasers? not asking for an OP weapon, but considering you only get one, it would be cool if it had a unique function/a reason to get it aside from going all obsessive collector disorder and hanging it on a wall.

mortal shuttle
#

💡 multi-threading optimization meanderings..

-Get the client system’s thread count. Save as an env variable exposed to the game container.

  • Implement a newCachedThreadPool(int numThreads), and execute/spin off thread tasks to share the load across available, unused cpu resources. Keep a couple free for player imputs and OS. Guessing at limitations/complications of using unity, If better multi thread support exists built in to modern version, please impl it.

Perhaps, introduce a sliding scale setting to decrease polling rate on building piece structural checks, if that’s a thing affecting performance.

Revisit any performance reducing factors that caused the game to run below 30 fps on a 5k$ system due to Object instance count.

Make big multiplayer bases fun, and accessible.

Also, please add support for DLSS. If I understand correctly, some of that hard work may have already been enabled by upgrading the Unity version.

teal harbor
#

💡 It should be possible to have tools in hand and stowed at the same time so you switch between them

robust jolt
#

💡 make it possible to change keybinds on the hotbar

spare imp
#

💡 Make the dvergr wisp beacon a buildable object
I've seen this discussed in #valheim-chat but I could not for the life of me find a suggestion on it to upvote, so here it is. The black marble dvergr wisp beacons you find as pre-generated objects, sometimes with one or two dvergr spawned next to it, could be made a buildable object, using black marble and a bunch of wisps, and maybe some copper. The beacons have much wider mist-cancelling radius than the regular wisplight so they would be nice for base building and making mist-free paths through areas you travel often. Spamming lots of wisplights tends to look ridiculous after a while, and since their radius is so short they are really awkward to use in Mistlands terrain, you need not walk far to have your head back in the mist from elevation...

The beacon could be unlocked once you have the press (i.e. Artisan Table would be pre-requisite) if you don't want beacons in the hands of players early in Mistlands progression. Another variant would be to require the black forge to craft like other special dvergr pieces. Very awkward to spam all of Mistlands with beacons when you need a pocket Black Forge...

crystal maple
#

💡Blueberry bushes should respawn after some time even if the player accidentally destroys one. Especially considering blueberries are used for the Tonic of Ratatosk, which can be very useful for tougher biomes.

maiden tusk
#

💡 Idea for the cauldron based on my friend's inventory

If each mead had a potion icon next to it, you could remove 'Mead Base' from each mead.

If each food item had a meatbone icon or something, you could easily tell which is food and which is mead/potion.

Furthermore, health foods and potions can be red, stamina foods and potions can be yellow, and eitr food and potions can be purple. Then you can easily look at the icons and figure out which is which from a quick visual scan

raw laurel
#

💡 Add the ability to have(to give birth) children. They would be NPCs to whom you can assign simple tasks, such as harvesting/planting/fertilizing crops, filling the furnace with firewood, collecting coal/ingots.

raw laurel
#

💡 Once the game is finished, make it publicly available(open source) so that people can fork it and continue developing it in new directions!

cursive garden
#

💡Largely for decorative usages but mainly a flint stack/pile misc. buildable, and a stack for all the ores like tin, copper, iron, silver, and so on. The reflectiveness could be very pretty and it could come in handy for a mine aesthetic.

cursive garden
#

💡A curvy vine like style black metal cage set unlocked at the same time or after(after might make more sense with curves being more complex to make) the copper cage set might be nice, and have pretty nature themed green caging. Less straight beams and more of curving intersecting and splitting lines/vines in appearance with occasional swirls branching off. I posted a picture I drew and one from google on this in the discussion channel: #suggestion-discussion message

crisp lotus
#

💡 We have the grausten upper arches, it would be nice to have the corresponding lower grausten arches which could let us make windows or just a circle/lower curves when designing a pattern in walls

soft osprey
#

💡 Add option to place mud and grass on roofs or flat stone base that is built under the ground, old houses with grass roof or hidden bases would be a nice touch to immerse side of the game.

lusty pond
#

💡 Add categories to sort by for the mead ketill/cauldron/food prep table (e.g. sort by stamina/health/eitr/balanced/progression-based foods for the cauldron) to streamline ingredients checks/crafting a bit.

boreal glen
#

💡 Make it so when you retrieve a body and u wore the megingjord, that its already equipped once u touch ur gravestone, there where more then one times where my character didnt wanted to pick up his intire loot due to overload and i died because i wasnt able to retrieve all my gear

near pivot
#

💡I want to place metal on the ground as stacked metal, like stones or wood.

young needle
#

💡 Make a server sharing feature, something similar to what Grounded has

twin oyster
#

💡 Enemies with special attacks that affect your stats in some way, would be perfect for the final biome of the game, as well as prioritising certain players

Some ideas of mine for this concept:
• An enemy that prioritises the player with the most eitr regen, their attacks could include some kind of leech effect that could reduce eitr regen, or a way to steal the eitr to then conjure a really strong attack
• An enemy or weather event that inflicts some kind of permafrost effect? Would reduce health stamina regen and/or movement speed, stronger version of the cold effect and can’t be negated with a cape or potion, fire could be a solution to make it run out quicker like how wet effect works with fire
• Armor reducing attack, self explanatory you take more damage from less total armor temporarily
• A enemy that can make you wet and deals electric damage

I think the introduction of features like this would add even more complexity to the combat of the game, Ashland’s did a good job with expanding the players weapon arsenal and I think the deep north could add further complexity to the enemies side of things

proper pawn
#

💡 Just a thought, it might be cool to have a "favorites" tab in the hammer build menu. (Misc, build, heavy build, furniture, favorites)

stiff marsh
#

💡 snapping tools should be improved because right now they feel horrendous and it never snaps on properly, maybe just an overhaul of how it functions or a different mechanic of being able to place objects down

north narwhal
#

💡 add human mercenaries to the game, maybe for mid/late game we could hire then and set them to follow/combat/hunt/mine perform some activities, would be cool to see humans in valheim besides the player, we aways saw abandoned structures, so why not give the world a little bit more of life? by adding some human seatlement.

I would like to add to an option for customization the mercenary by giving him food/weapons/armor yara yara.

robust jolt
#

💡Make it possible to feed chickens ancient seeds to make them lay ancient eggs or mutate into a bigger and more armored form, like the neck and askvin for example, or maybe add them as a little easter egg, so they start glowing green or explode or turn into a random animal from the black forest biome

rigid rivet
#

💡 Yo devs if you listening in the deep north drop some kind of horn that calls and disengages any mount around you with a saddle and make a maximum leash range for those animals so the horn can always work kind of like how you made the sickle for farming 👏 it would definitely make it a viable option for travel and gathering

stuck basin
#

💡 Free zoom from 3rd into 1st person view (vanilla) with mousewheel please. i would say, it is a must have for games like this.

cursive garden
#

💡Basic wooden arches that cost 3 wood and 2 bronze nails each due to a more advanced shape and to not get it too early at the same time as the more basic pillars. It would be very good for this building scenario and lots of others: #suggestion-discussion message
Likely would be a variant to 45 degree angle pillars though. A 22.5 and 67.5 degree variant might also be nice. Could also have a flat variant for corners on the ground like the circles I have built that instead have 2 intersecting pillars.
I worry it could be too much variants looking bleh without a ui change but a extra kind of separate thing could be to have wall versions for each of those inverted and not, like the straight pillars have. I might suggest personally to put that aspect as a low priority thing till or if the ui gets a update that would make it easier to have lots of variants without cluttering the inventory.

cursive garden
#

💡A decently expensive late game fertilizer bought from a trader that can be used to gain the ability to plant mushrooms, bushes, and other stuff like thistles yourself. Would likely only be unlocked after beating the ashlands since volcanic activity is known to help with plant growth, and that avoids you getting the ability too early and not having to get used to gathering, plus is more at the point where gathering is more of a chore than a interesting activity as you have likely done it a huge amount of times.
It costs a bit so it takes a bit of effort to no longer need to gather.
You combine the fertilizer with 1 item of whatever plant you want to place(like a berry from a berry bush), to get a seed pack or something, that is planted using the cultivator. 1 time harvest items like mushrooms could give both a new mushroom and the fungal pack or something back. It doesn't need to be packs just is kind of a place holder term for the item the cultivator uses to plant. The cultivator when planting might need to show the full grown version of bushes at least.
Would provide a late game alternative to gathering or/and going location to location to find everything you need and could allow a large range of new options for decorating builds. Would also probably require adding young versions for a lot of plants though, though it could be more of just scaled down versions at first at least then gradually if needed more specialized.

north narwhal
#

💡 Equilateral Triangular build pieces, equilateral triangular roof tops and an ´´second floor´´ piece that should work as an roof for building structures that wont got rusted in the rain.

I understand that an second floor roof piece would made building a lot lazy, since the avarage player would build just a flat box, but i think that more options for building different structures are welcome.

twilit radish
#

💡proximity chat?

north narwhal
#

💡 Simple wall ladders for climbing.

It dosnt need an animation for climb, teleporting to the top of the ladder just as the boat ladder work would do it, but animations for it would be cool to.

primal bane
#

💡 Bats should leave ragdoll corpses. They take 5x the knockback of greylings but you can’t easily notice this because they explode when they die.

kind wren
#

💡 Spice up the beginner areas slightly, especially the Meadows. This is where most of us spend the most of our time. Make it more interesting and give us more stuff to do here.

meager swallow
#

💡 some kind of stone or metal spike that can be built that doesn't do much damage but has a lot of durability so you can put it at the tops of walls to help with bat raids that way you cant put them at the bottom of the wall and have them quickly kill enemy's

dense vault
#

💡 can we have like a reskin for lox. like add horns (horns like a mountain goat) for them if they are 1 or 2 stars, or make them look old because 1 or 2 stars are more rate like they are ancient or maybe live for a long time

lavish geode
#

💡The ability to scrap items into base components from inventory or workbench (e.g. "stone axe" into wood and stone).

safe nexus
#

💡 Some weapon with a pair parrying dagger, skol and hati should work like that but they just dont have the parry potential to do so, just make some paired weapon with a smaller weapon on the left hand that can be used to parry and attack

next ermine
#

💡 Skull Splittur should be doing at least as much damage as krom if not more

snow perch
#

💡I would appreciate being able to turn stone into throwable rocks, akin to what greydwarves throw at us all the time, either with crafting directly from the inventory or from a level 1 workbench. Light damage, likely wouldn't even have a weapon skill associated with it, but would give another purpose to stone in the earliest phase of the game and provide an inexpensive ranged attack option.

sharp panther
#

💡what if bear claw marks occasionally appeared on pine trees to indicate there’s a bear in the area, and when there no longer is a bear (because it got killed or smt) then it becomes faded.

sly remnant
#

💡 Magic Staff in the Deep North with a charging mechanic. Press attack and hold (draining eitr in the same way a bow drains stamina) then release, with more damage dealt the longer the charge (maybe max 5 seconds).
This could be a ranged weapon (whether magic bolts or Kamehameha), or a close-range AoE (like lightning strike on the player's position or something similar).

This kind of elemental magic weapon would be a nice change in mechanics from the Staves of Embers/Wild/Fracturing, without being a functional copy of Frost or Dundr.

trim bluff
#

💡 Add lingonberries to the deep north.

Lingonberries are extremely frost-resistant in real life and can survive with temperatures as low as -45°C and -50° Fahrenheit. Perfect for the deep north. It’s also a great environment contrast to have red in a landscape of endless white snow. Easy to spot some lingonberry bushes from afar to gather. All other biomes kind of have their own bush and it would make a great addition. You can’t have a Scandinavian/nordic setting without lingonberries in the mix and it’s a great nod to our food culture and cuisine. I’m quite surprised it’s not in the game already.

I want to be able to make MEATBALLS with lingonberries.

sly remnant
#

💡 A few standalone armor pieces (meaning not part of a set) at early, mid, and late stages of the game. This would be armor less for straight-up damage mitigation, and more for utility. It would allow more for hybrid play styles.

(These are examples, they are not things I'm asking for in Valheim. Upvote/downvote the concept, not the examples.)
Maybe like a hood for bonus base stamina, a chest for 10% faster attack speed, pants for better jumping.

velvet talon
#

💡 A slider/console key to increase or reduce mob density/frequency. I have friends who prefer combat and exploration and I feel the only way to make it more exciting/perilous in a fair way for them is to increase likelihood of starred mobs through the console (which is great and makes fights more dynamic when some mobs are like mini bosses and give increased rewards). So it would be really nice and hopefully not too difficult to also add a way to change the mob density. Especially since it has been addressed in previous updates.

It also would work great with resource rate slider as to customize mobs not dropping too many resources and discourage gathering/farming materials.

Ultimately my suggestion is more about how much I love world modifiers and it has given me more reason to do repeatable runs and I feel a mob frequency slider would be a great fit in helping players customize difficulty for their worlds.

north narwhal
#

💡 A different moveset for two handed hammers and left the bonk on "special attack"

safe nexus
#

💡 Mushing, or that wolf carrying people in wooden carts thing (I have no idea what it is called). I think it would be cool because I always see people asking for better carts in Valheim, especially being pulled by lox or askvins, but I don't think carts are that useful at those stages of the game. So I think the wolf sky thing would work pretty well; it's two biomes after you unlock the cart, it's thematic with the mountain, it gives wolves a new mechanic, and it looks really fun, tbh.

odd ferry
#

💡 A random encounter on sailing , fuling pirates, golden goblin fuling, ghost ship with undead or dverger merchant ship.

snow perch
#

💡Biome-specific honey. It is known bees' honey has different properties based on what food the bees have available, so it isn't unreasonable that beehives built in different biomes could produce honey with improved effects as the player advances farther in to the game. Black forest honey, as example, would give 5 more stamina than standard meadow honey, swamp honey 5 more than that, etc. Beehives in Mistlands and beyond produce honey that gives a small amount of Eitr, since there are magic plants to be had in the area. These regional honey varieties could then unlock an extra crafted food option or two, as well as numerous additional mead options. Gradually-scaling regional honey would also keep honey useful as a quick food source for use in and near the base.

trail wing
#

💡 If you save dverger, he will give you some unique item with some chance. Not necessarily a weapon. It can be food, home decoration, or the like.

crisp lotus
#

💡 Not sure if it was already mentioned, but if you guys are working on a mount for the deep north and are still looking for an idea then perhaps a lynx style creature? Nordic lore wise they pulled Freyas chariot alongside other large cats. (Would be cool to have a chariot pulled by a couple of these guys ngl)

crystal maple
#

💡More treasure types? Like a variety of different color gems, artifacts that can be sold or used as decoration, and jewelry?

shell mulch
#

💡 world modifier to force first person.. maybe another to allow first person?

twin pasture
#

💡 Being able to choose which music to play

I have experienced enough times that the "indoor" music starts, then I run a couple of steps, the music stops and then starts again, so I only hear the first note of the number, that I would love to have the ability to turn off tracks. This situation happens because my hall is so big, that I can be standing by one crafting station, have to move to another that is not close enough to a fire, and then I have to get materials which are close enough to a fire, and then I run outside to get something out there, back inside, etc. etc. Only listening to the first few seconds of the track gets old after not that many times. Another reason is when building a structure that takes a long time, the biome music can be a bit too much. For example, my bf and I are building a castle on the top of a mountain. The horns of the mountain is great when adventuring, a bit much when building.

Being able to control which numbers to play, or not to play, play on repeat or something like that, by adding a tab in the settings, would be greatly appreciated.

next ermine
#

💡 The sneak stat should, on top of reducing stamina usage and visibility while sneaking, also increase movement speed while sneaking up to the normal walking speed at 100 skill

proper pawn
#

💡 A mead that increases adrenaline generation, or reduces adrenaline needed to proc your trinket. Whichever makes the most sense.

north narwhal
#

💡 What about bigger structures to conquer in the early biomes?

I saw an small skeleton castle in the mountains today and just went sad thinking, why this type of castle isnt in the black forest?

Maybe an abandoned castle full of skeletons and draugrs in the black forest, some tree houses on the swamps, an fortified viking village in the meadows, more structures to vanquish and conquer would be nice, it dosnt need to be bigger just different than the avarage structure that is everywhere in the early game.

boreal glen
#

💡 for the love of god, plz balance ashlands, for new players this is such a devastating feeling dying far away from the portal, just to realise how almost impossible it is to retrieve their items because of the shier mass of enemies on the way to the spot where they died, me and my friend currenlty trying for 1 hour to retrieve our items. whiel we on the way new enemies already spawned because the spawnrate is absolutly rediciouls

north narwhal
#

💡 The abillity to domesticate bears!!!!!

sly remnant
#

💡 O devs, give us a real challenge.
The final boss of Valheim should be an Iron Gate. It would be truly poetic.

boreal glen
#

💡 add a machine (similar looking to the obliderator or the shield Generator) which basically creates an artificial biome under ITS bubble, depending what kinda "fuel" U give IT, basically adding items/crops of a specific biome into a machine Turns the area in ITS bubble into Said biome, which Main purpose IT IS to BE able to cultivate biome only crops anywhere, AS Long AS U have that machine running. That way u can basically have all Ur crops at one area. I would suggest the Materials for this machine are being found in the ashlands and deep north, so U need Materials from 2 biomes

north narwhal
#

💡 Hold E option for various interactable structures to open an small menu where the player can choose what he wants to put inside the structure, example furnances and bonfires.

north narwhal
#

💡 Even enjoying a lot the crafting system of the game, i belive lootable weapons and armor could be good add to the game, maybe an RNG unique weapon to be found in the Skelletons caves, other in troll caves so go on, the feeling of founding yourself an Unique weapon is different than creating one that simply is magic somehow.

Just like wood weapons, except that this rare weapons should have some use for the player at his stage of the game.

safe nexus
#

💡 Give a drop to bats, maybe a trophy aswell. Maybe some item to be used in a blood magic wand later, or the bloodbags you get from the swamp, just give them something

spare shale
#

💡 Exploration trinket

• Increases fog of war reveal radius while moving
• Only works while rested

carmine solar
#

💡 Probably already suggested. Rocki, a very slow-growing pet. For example: 1) after a week, two small stones appear at the bottom (legs) and it can run slowly; 2) after 2 weeks - small arms (the pet grows twice as big and gives twice as many stones); 3) the pet turns into a golem (guards the base).
When Rocki is killed, he turns back into a stone emoji, like Groot.

carmine solar
#

💡 How about an ‘enchantment system’ (lasting several game days or until the first repair)? For example, enchanting a weapon (increasing its slashing, stabbing, stunning, or elemental properties); enchantments on armor/shields (increased chance of parrying or reduced wear); enchantments on pets (increased HP or attack power); enchantments on ships (increased speed and/or durability).

shadow wagon
#

💡 The outter world black forests seem out of place and kind of throw a wrench into the whole "biomes get harder as you travel away from world spawn". having the second biome of the game appearing next to mistlands and plains? An idea would be to perhaps reuse the assets from old Mistlands and create another biome (I know, lotta work) to replace those said black forests.

maiden tusk
#

💡 I really hope after Deep North (or when the game is fully developed, no more major drops/content) we receive the Sword of Freyr, a magical sword that some have said would have won Ragnarok for the gods.

In Norse mythology Freyr (the brother of Freya) traded his magical sword, which he was warned multiple times he needed for Ragnarok, in order to marry the giantess Gerd that he fell in love with.

If the devs made a subtle nod at Ragnarok and gave us his magical sword, then we would know for sure the gods would lose Ragnarok, sort of an in-universe equivalent to that event, and we could wield his sword in memory of the gods.

carmine solar
#

💡 How about having a bear participate in raids in the early stages and, first and foremost (apart from the player), attack and destroy not crafting tables, but beehives (which are very important in the beginning, but in the middle of survival, they are practically useless, and there is a clear surplus of honey)?

valid ore
#

💡 How about the dvergr give you quests in an attempt to restore their populations by marking areas on your map of various interest points like helping save some mages from a seeker infestation or escorting some mages back to base. The more quests you do give you more reputation points all the way up until you can buy the dvergr extractor for a couple thousand coins. Seems way more fun and less boring than just repeatedly raiding mines or dvergr strongholds.

trail wing
#

💡 A big cart, like at dverger's bases. Lox can be harnessed to them. It will be possible to carry more things in it than in a regular cart.

nimble lava
#

💡 Change dvergr aggro mechanics. They'll still attack you as normal if you break anything in their base. The change would be that if you hit one of them they'll retaliate with just one attack(or two attacks if you hit them twice etc). But if you hit them repeatedly or kill one of them they will all aggro. This would make it less annoying to fight seekers alongside them.

cursive garden
#

💡 To reduce lag and allow more use of snap points, have snap points be unloaded by default but loaded within a set radius of your build hammer while it is equipped. Likely largely in a cone or funnel like shape from your player camera to the max build distance. The snap points would be regenerated through getting the block types, positions, and rotation values. To avoid spam unloading and reloading snap points by moving the camera rapidly, when a snap point exits the building cone area(where a player is realistically able to build) it lingers for maybe 3 seconds or so before unloading.
If the cone/funnel is the correct size, all possible snap points for the player to interact with will be loaded, making it not noticeable when building.

pearl lark
#

💡 Stone slabs with grass on top that blends in with the Biome's surrounding ground, so we can make dugouts?

pearl lark
#

💡Please increase max build Height/Length of Wood/Iron beams from 25 to 30 or introduce longer beams that can actually be useful for 'real Valheim world' application of building Bridges ove wider water passages... And allow us to hang chains from the ceilings (connect them in length like wood) and attach something at the end... Cheers!

stiff marsh
#

💡 the poisonous effect from the beehive should follow the player temporarily if they step in it rather than the bees staying in one spot, would be more immersive and funny with friends

rigid tiger
#

💡 A device similar in function to the obliterator, a key component also sold by Haldor or one of the other traders. This one, however, is called The Composter, and can only accept foods or ingredients. Much like Thor bestows coal in the Obliterator, when activated the Composter would destroy the food and bestow worms/bait for fishing.

pearl lark
#

💡 What about adding 1m x 1m "water cubes" (similar to how Crystal Windows look, but animated like water) so we can make pools? (if creating water like in Enshrouded is too complex for Valheim core systems)?

kindred solstice
#

💡 probably already been suggested before but a way to rename your items to personalize them to you.

swift spade
#

💡 Build Piece - Reinforced Black Marble Pieces
Enable the copper reinforced black marble pieces found in mistlands ruins

runic zodiac
#

💡 Make jump levels reduce your fall dmg taken

wide sonnet
#

💡 A better way to dodge 😭

carmine solar
#

💡 Please fix the destructibility of structures hanging in the air (such as armor, weapons, ancient bones in the Misty Lands, etc.).

carmine solar
#

💡 Several new colors (paints: green, yellow, purple, etc.) for jute carpets (especially since we know how to make multicolored banners). For example, we can make them from berries, herbs, mushrooms, and other resources of the appropriate colors.

swift spade
#

💡 the ability to craft throwable rocks, as a stealth mechanic to make enemies investigate the sound it made.

#suggestions message

carmine solar
#

💡 Make it so that fireworks launched from Surtlings' cores scare away and drive off flying creatures in the Ashen Lands (for 3-5 minutes, they would stop attacking and fly away from the area of visibility).

cursive garden
#

💡 For more PvE and singleplayer utility. Placed wards cause every damaged build piece in their radius to regenerate health by around 25% per ingame day(maybe only up to 50% if the part isn't stone and is exposed to rain or water).
It wouldn't affect fights much due to the slow speed, but could help players not need to search every piece looking for any damage, which could be hard if stuff is covered, after a fight or collision.
Could also be helpful for if it rained while building a structure before the roof was finished so players don't need to go around repairing everything.

slate ferry
#

💡 Add customizable ward range. Close, medium, wide. Current ward range being the wide setting. This will help a lot when players want to build a small village with their own personal homes.

turbid shell
#

💡 make summoned skellets able to pull or help push the cart

carmine solar
#

💡 In the game (in ‘fire hazard’ mode), there is a moment when you set fire to 50 logs of wood, and in a few seconds you get 50 pieces of coal. A handy life hack, of course. But is it possible to increase the burning time or reduce the amount of charcoal produced—for example, by half? At the same time, we get nothing from burned walls and other wooden structures (not even a piece of charcoal behind the wall).

carmine solar
#

💡 How about another creature that comes only at night (to the player's base)? We're talking about Jólakötturinn (Icelandic for “Christmas Cat”) — a terrifying Christmas cat from Icelandic legends that appears on long winter nights when the snow crunches underfoot and the darkness seems alive. This is not a cute holiday character, but a giant black beast with burning eyes, prowling around villages on Christmas Eve.

According to legend, Jólakötturinn hunts those who have not received new clothes for the holiday. He can look in the window, sniff the threshold, and if a person is celebrating Christmas in old, worn-out clothes, the cat has the right to take them away. That is why in Iceland, people have long given at least a pair of woolen socks or gloves as gifts — not so much out of concern as for the sake of survival.

The legend has very earthly roots. It originated at a time when wool processing was vital: those who worked hard managed to finish before winter and received new clothes; the lazy ones were frightened with stories about the cat to make them work. Thus, fear became a tool of discipline, and then folklore.

Yolakkettur is closely associated with the troll family and Christmas creatures of Iceland and has become one of the symbols of the harsh northern Christmas — a holiday where warmth, work, and care are more important than decorations. Today, his image is part of culture and poetry, but the original warning still lives on in the legend: winter does not forgive indifference.
For example, he would break down the door/window at the base in winter biomes and break the chests (things would disappear, as after a raid by robbers). Or make it something like a (small meowing) pet (tame it with fish). Even though the game is tough, it wouldn't hurt to spice it up a little with something cute (at least during the winter holidays).

north marten
#

💡 Yule hat gives +1 comfort during Xmas season.

nimble lava
#

💡 the friendly dwarves shouldn't run into lava and kill themselves.

strong folio
#

💡 release valheim 1.0 at february 2. at the 5th year aniversay 🥹

odd ferry
#

💡 the sonar potion which can detect fish and highlight the line of the fish for too much thick water biomes ex) ashlands, mistlands

cursive garden
#

💡 I am not sure on this and this isn't really a lore fitting suggestion but a reward for players who beat the game but want to keep playing. After beating the deep north but you want to keep playing your save, you get blessed with knowledge essentially which allows you to use gear and axle based building pieces to attach parts of your builds to moveable subgrids/substructures allowing people to animate their builds. It could eventually and gradually be expanded on to allow some intractability with other things for players who enjoy automating stuff.
It might be water or dragon tear powered at first. Maybe coal eventually but that requires a way to automate tree planting and harvesting and a way to load wood into a fire or charcoal kiln, so probably either water or dragon tears at first.
This is a bit out there but I feel the games building system would work super well if able to be animated too with skill and effort. Plus this is only for after beating the game, not involved in its progression much if at all, any progression it has might be pretty isolated to itself and not too interconnected.
It could bring a new set of players to the game who enjoy pushing the system to its limits to make interesting things and bases. Plus it kind of creates a fully skill based progression path for end game players, who can push as much as they want.
Edit: If it isn't seen as something needed to be separate from the main gameplay loop, maybe it could start being unlocked not long after getting the artisan table.

vague saddle
#

💡 The option to have planted crops snap to other crops

slate ferry
#

💡 Need visual indicator for each seed's "area required for growth" for more intuitive farming.

arctic plume
#

💡 Bring us steam achievements PLS

robust lake
#

💡 wooden triangle floor pieces for cleaner floor layouts while having diagonal floor plans?

leaden pier
#

💡 A finewood dresser / byrå / garderob with a "place all" button that stores all of the clothing in your inventory and "take all" that takes and equips all of the clothing onto your character. This would encourage the use of Hildir's clothing by making it easier to swap outfits.

fresh peak
#

💡 I was playing the other day and had a random thought it’s obviously nothing serious but it involves the tamed animals
I noticed the lox at hildir eating from a bowl
I think it would be nice if the tamed animals could be assigned a feeding bowl that has a radius that the “tamed” animal wouldn’t wander too far from and perhaps could even place their mating food in there instead of throwing it on the ground?!

Making the whole system of having tamed animals way more efficient and enjoyable

sly remnant
#

💡 There's a world modifier to increase resource drop rates. This is great for groups of players who do not have a ton of time to spend playing Valheim. A nice world modifier to complement this would be XP gain with the same values [0.5, 1, 1.5, 2, 3].

Even with 3x XP, high skill levels would still require quite a bit of grinding to achieve. Level 100 would require roughly the same amount of XP gain as level 65 on default settings.

I personally am just fine with normal XP gain even on x3 resources, but this seems like a logical addition to world modifiers. Also, I would assume there is a function for applying experience gain, and that code would simply multiply incoming XP by the world modifier. At that point, all that's left for implementation is menu UI, so the whole thing should be rather easy to implement without taking a lot of development time away from other things.

proud peak
#

💡 Add a variant of the black marble to the mistlands...white with black streaks

wild tundra
#

💡 I assume this was mentioned often enough, but is there any way that we can please sort the recipes from the workbench, cauldron, ... ? When reaching top tier everything is a mess. I mean you can deal with it, but it could definitely be better. I suggest tabs like one for each biome? Or maybe just the option to sort everything by name (asc, desc)? Or the option to sort by a recipe type? Like all types of arrows on top, then armor, then cloaks or something? I hope the defs are already working on it for 1.0

haughty junco
#

💡 Alternate pickaxe attack to dig forward instead of down. Leave surface level terrain intact to make tunnels.

proud peak
#

💡 Alternate Hoe mode: Auto Level - raises ground (if you have resources available) to the level desired if default leveling can't raise it enough, so you don't have to switch back and forth.

proud peak
#

💡 Alternate Pickaxe mode: Auto Level - pickaxe swings only lower ground to the level desired (much how the hoe's Level Ground determines "level"). This may take 1 or many swings, depending on how much ground needs to be removed. Would obey terrain level limits.

swift spade
#

💡 honeybees have an AOE around them which speeds up any crop growth by 20%
Trees, crops, vines all grow faster if a beehive is nearby

pearl lark
#

💡 Why not make Obliterator recover some materials of obsolete gear? Or perhaps even 'transform" materials into other materials... Secret recipes?

dusky fox
#

💡 For deep north,
Please give us tamed wolf Iditarod style travel.
Just modified cart travel. Sorry if someone else already mentioned this but ‘this is the way’ to travel the deep snow.

graceful pelican
#

💡 My son Aiden (7) and I play Valheim together. He’s always asking me about the huge tree branches in the sky — he’s convinced they belong to a World Tree and really wants to find it and climb it one day.
He’s full of ideas about a World Tree level, so he wrote these suggestions himself and asked if we could send them to you.
Below is his text exactly as he wrote it.

We need a world tree
level and it goes to the back
and when a level that is
added and is different the world
tree goes behind that level
and you can find dungeon inside
there is flame wood if you touch
it with gear nothing on wood
stuff it will catch on fire
but you dont take damage
and only that stuff

and if you touch it with
nothing you die when you
get 2 flame wood and 3
Iron you can craft a jet
pack and if lightning hits the
ground 2 times in different
spots you can pick up lightning
to craft electric jet pack

2 lightning 3 Iron →

and you can chop of little
parts to
get world tree stuff
and to build on the tree you
nails 1 Iron = 1 Nails

and there is another way
use 3 Iron is a dig machine
place a bucket = 10 wood to
collect With a Iron and
bucket = 3 Iron and The electric
jet pack you need a charging
cable = Iron + plastic

by Aiden

pearl lark
#

💡 Make ALL enemies No Star and 1-3 Stars... More difficult enemies are unlocked after certain Boss Kills...

quiet lance
#

💡 Infinite Fuel for Torches and Fireplaces
Add an option in the world modification menu for infinite fuel for torches and fireplaces.
Details: Currently, players need to manually refill fuel, which interrupts exploration or base activities. Infinite fuel would make constant lighting more practical without affecting game difficulty. Ideal for permanent bases or long expeditions.

Optional: Players who want eternal torches and fireplaces can enable this option before starting the game, while those who prefer the normal challenge can leave it disabled.

quiet lance
#

💡 Bulk Fuel/Item Input for Crafting Stations
Allow adding fuel or items to crafting stations in bulk instead of one by one.
Details: Smelter, Blast Furnace, Windmill, Spinning Wheel, Campfires, Ovens, Kitchen Stations, Torches, Shield Generators, etc., require repeated item insertion. Bulk input would save time and reduce frustration without affecting gameplay balance.

Example: Holding Shift + Left Mouse Button could add all compatible items from your inventory at once.

Hey everyone! I’ll be sending a few suggestions separately since I can’t post them as a list. I promise it’s not spam 😅. I’m using ChatGPT to translate, so sorry if there are any mistakes! Thanks and happy holidays! 🎉

quiet lance
#

💡 Grid-Based Planting
Implement aligned planting for crops and seeds to make farming more efficient and visually organized.
Details: Many players who enjoy building organized and aesthetically pleasing bases spend a lot of time planting crops manually, which can be repetitive and time-consuming. Grid-based planting would allow players to:

  • Plant multiple seeds at once in a perfectly aligned pattern, reducing repetitive actions.
  • Save time during large-scale farming or when creating decorative gardens.
  • Improve visual satisfaction, as all crops would be evenly spaced and neatly arranged.
  • Potentially integrate snap-to-grid mechanics, where seeds automatically align with the existing layout, making the process intuitive even for new players.

Optional control: By holding Shift + Arrow Keys, players could adjust the number of seeds to be planted along the X and Y axes when using the grid. If you don’t want to use the grid, planting remains free-form.

This system would not affect game balance but would greatly enhance the quality of life and base management experience.

quiet lance
#

💡 Fermenter Progress Display
Show the percentage or remaining time for fermenter barrels.
Details: Currently, players cannot see how long fermentation will take, making it hard to plan resources efficiently. Displaying progress would:

Allow better resource and production planning.

Reduce guesswork and frustration.

Improve overall base management and workflow.

quiet lance
#

💡 Sign Color Customization
Allow changing the text color on signs to improve readability and accessibility.
Details: Currently, black text on signs is hard to read, especially in areas with low brightness or strong light reflections. Many players, including myself, have vision issues or light sensitivity, which makes reading signs even harder.

Allowing text color customization would let players choose colors like white, light gray, or even yellow (e.g., from bee wax), while still using any type of sign material. This would:

Improve readability in different lighting conditions.
Enhance accessibility for players with vision difficulties.
Maintain gameplay balance, without affecting mechanics.

quiet lance
#

💡 Chest Shortcut Buttons Suggestion
Add shortcut buttons while a chest is open to make item management and organization easier.

Suggested functionalities:

Quick Stack: Automatically stack items into the open chest.
Refill Items: Quickly refill essential items, like food or ammo, into the open chest.
Store All: Move all inventory items into the open chest, complementing the “take all” function.
Discard Items:
Discard the currently equipped item.
Quickly discard all items previously marked as discardable in the player’s inventory.

Benefits:
Reduces repetitive manual item management.
Increases efficiency in resource organization, especially in large bases.
Keeps gameplay organized without changing the game’s challenge.

quiet lance
#

💡 Blast Furnace Accepts All Materials
Allow the blast furnace to process all materials, as it is the upgraded version of the smelter.
Details: Currently, some materials can only be processed in the smelter, which forces players to keep both the old smelter and the new blast furnace. This creates extra clutter, wasted space, and unnecessary maintenance.
Allowing the blast furnace to handle all materials would:
Encourage players to fully replace the old smelter, rather than keeping both.
Free up space and resources in the base by removing redundant workstations.
Simplify material processing, making crafting and base management more efficient.
Make upgrading feel meaningful, since the new furnace truly becomes the superior station.

quiet lance
#

💡 Second Hotbar
Add a second hotbar with a shortcut to switch between them.
Details: The current 8-slot hotbar restricts the number of tools, consumables, and combat items players can carry, forcing constant inventory management mid-game. A second hotbar would:
Increase flexibility, allowing players to quickly switch between combat gear, tools, or consumables without opening the inventory.
Improve gameplay flow, especially during combat, exploration, or building large bases.
Reduce interruptions, making crafting, fighting, and survival more seamless.
Allow strategic loadouts, for example one hotbar for melee/ranged combat and another for building or farming.

quiet lance
#

💡 Dedicated Dodge Button
Create a single hotkey for dodging instead of a command sequence.
Details: Dodging is already a core mechanic in the game, but currently it requires a sequence of commands, which can make reacting quickly in combat difficult, especially during intense fights. A dedicated dodge button would:
Make combat more responsive and fluid, allowing players to react faster to enemy attacks.
Maintain the challenge of combat, since the dodge mechanic itself doesn’t become easier, just more accessible.
Reduce input errors, making the mechanic feel smoother and less frustrating, particularly for new players or during high-pressure situations.

stark blaze
#

💡 crossbows

Have an arrow preloaded and ready to shoot would make hunting and fighting easier,
Could be bronze, could be steel, could be iron
Crossbows in general would be nice

boreal glen
#

💡 being able to craft chains out of iron

quiet lance
#

💡 Categorized Inventory Slots
Create dedicated inventory sections for equipment, food, ammo, and miscellaneous items.
Details: Mixing random drops with important items makes it hard to manage resources. Categorized slots:

Reduce clutter and keep essentials accessible.
Improve resource management, allowing quick access to consumables, materials, or gear.
Enhance gameplay flow, minimizing interruptions from searching a messy inventory.

quiet lance
#

💡 Multicraft Option
Allow queuing multiple crafts of the same item with a single request.
Details: Currently, items must be crafted one by one, requiring a click for each craft. With a multicraft option, players could select a number of items to craft (e.g., 10) and start the crafting process with a single click. Each item would still take its normal crafting time, but players wouldn’t need to repeatedly click to craft each unit. This saves time and makes crafting more convenient, while keeping resource collection and individual item crafting times a meaningful part of the challenge.

kind wren
#

💡 Make fishing more meaningful, useful and add fish that are unique to each biome. Instead of 1 type of fish everywhere, for the most part

quiet lance
#

💡 I looked into portal progression and only found a very shallow suggestion, which was more of a question, so I’m going to share my suggestion here.
Portal Progression Suggestion
It would be interesting to implement a linear progression for transporting ores through portals, tied to the mastery of each biome.
Example:
After defeating the Mother boss, you could use her trophy + Surtling ore + silver ingot + wood to craft a portal that transports silver.
This would maintain guided progression, preserving the sense of challenge and the gameplay experience.

Additionally, there could be an option to create portals that transport multiple ores by using more than one trophy and more than one type of ingot, making the mechanic more strategic and competitive.
Currently, the world modification menu at the start is very inconsistent: portals either transport nothing or everything. A linear progression like this would make the system much more balanced and satisfying.

kind wren
#

💡 Make beekeeping slightly more engaging and rewarding. Instead of just placing a beehive and that's it - and the bees are happy - you could take it a step further. If you find special flowers, place them near the beehive to give extra bonuses to the nearby beehive(s), which could produce (or has a chance to produce) "special" honey/wax, as a result. Another perk of beehives: Place them near berry/fruit bushes/trees to make them ripen faster. A well tended garden with some well-placed beehives inside could produce extra fruits, berries and veggies and you could have fun in the process.

north marten
#

💡Full Leather Armor: 50% dmg resist from falling trees

crisp lotus
#

💡 New status effect: Frost bite. What it would do is the longer you are exposed to freezing type temperatures, it freezes a percentile of the stamina bar, which becomes unusable till you get near a heat source and thaw or drink a mead to counter it.

Also, for the frostbite effect if the full stamina bar freezes it would result in a frozen death, which would drop a frozen viking statue where you die instead of a tombstone. When reaching the statue you have one of two options, try to thaw the frozen viking using heat sources and then safely retrieve your items, or forcefully destroy the statue which has a very small percentile of destroying an item or two by forcing it (or all equipment comes out broken/needing repairs).

I think it would be an interesting challenge to naked runs/grabn'go and force the player to take the time to thaw the viking out/make freezing far more intimidating

cursive garden
#

💡 Aquarium/Water Block:
A 2x2x2 meter black marble block that is full of water, has a variant that has a crystal window reinforced with copper beams. They seamlessly connect when placed next to each other as long as they line up, the water on top connects and if both are window pieces the window connects seamlessly.
The bottom block could have soil/sand at the bottom to potentially open up options for farming new types of plants, maybe could have a separate module that is only 1 meter tall that holds soil to allow only having soil when you want it? May have utility with fish too, like breeding or collecting different types from all over to decorate your base. Though without that it would still allow building custom rivers inside your base or swimming pools, maybe a pretty shimmering wall to your bedroom of water. A block fully surrounded by other blocks is essentially a cube of water, in that case its resources lore wise probably went to reinforcing the other blocks. To avoid floating geometry, cosmetic only black marble 2x2x2 blocks or just the outer corners of a frame, could spawn under a spot without a water cube to support the black marble frame that appears.
Is hard to explain but largely is just partially procedural blocks that enable and disable different faces if connected to another.
Made some quick pictures with a blur filter done on a background I made and a crystallization filter to show the reinforced window(ingame that window might be on all 4 sides of the block, not just one with a black marble outer frame):
#suggestion-discussion message

safe nexus
#

💡 Shoulder pet on deep north, maybe he can give the weight reduction like in ark, maybe he can hold some items for extra inventory. I just want to have a little guy with me, a little goofy guy.

boreal glen
#

💡 add actual window designs to the game, different versions for the different woods/stones

silent wren
#

💡 Glass floors

swift spade
#

💡 Metal Stack build pieces

Metal stacks build pieces of each of the available metals for the ore and ingot versions.

We got stone, coal, skulls but metal stacks would go soo well in viking's forges

boreal glen
#

💡 how about tamable dragon mounts, just for transportation, would be endgame mount of course

trim snow
#

💡 option to build white plaster walls like in medieval times

lone pagoda
#

💡Claymore sword, beacuse this is sword from nordic realms from gothic era, and we have gothic build pieces

sharp panther
#

💡dverger shouldn’t run carelessly into lava or boiling water. If they’re smart enough to have made it to the Ashlands, they should be smart enough to avoid it or path around lava.
Edit: this includes Summoned Skellies

rancid vortex
#

💡 a no skill drain mead would be nice . what do you guys think ??

sharp panther
#

💡Boats should be pet friendly. In the poster for the Ashlands trailer, there’s a lox on the Drakkar, which you can do, but it’s just hardly viable. Your animals take damage on the boat, and dealing damage to the boat at the same time. In my testing, I could hardly even get reasonably far with a lox on board, and the Drakkar just keeps tanking damage because the physics of it aren’t able to handle anything other than a player being on board.

desert crow
#

💡 Balance the black forest tier armor sets

1 the bear set is balanced in my opinion but right now you only get the debuff(take 25% more damage) if the entire set is equipped which makes no sense.

2 The troll set bonus is pretty bad compared to all the other setbonuses and a fitting way to make it better could be adding a stealth attack bonus maybe 1,5x damage?

3 The bronze set is very bad compared to the other two and feels kind of hard to balance but should be buffed in some way.

tulip sonnet
#

💡 Different stances for different weapon archetypes.

I thought of this suggestion mainly for axes because they feel incredibly clunky & slow to use despite being the poster boy for vikings but the main idea is you can wield/change different stances for different occasions/playstyles :

  • Axes :
  1. Harvesting stance aka whats already in game currently (slow, clunky, mid choice for combat at best)
  2. Combat stance with faster more robust swings (my guess would be kind of like ashlands's dual axe or something of the sort)
  • Sword :
  1. One handed (What we have in the game now, mainly used with shields etc)
  2. Two handed (Potentially less blocking power for less dodge stamina drain or atk speed etc etc)

you get what i mean, now, for obtainment thats a whole other thing entirely, being able to switch 2 stances from the get go is certainly an option however the other route is locking them behind certain quests etc etc idk just putting my thoughts out there lmk`

charred wren
#

💡 Alternative utility boats with sleep-at-sea, without spawn points
I propose adding an alternative line of utility-focused boats that expand exploration without replacing existing ships. Their key feature would be beds that allow skipping the night but do not set a spawn point, preserving risk and Valheim’s survival identity while reducing the need to constantly land or build temporary shelters during long sea journeys.
The Bronze Age variant would act as an alternative to the Karve: a small coastal boat with a compact cabin, one sleep-only bed, and very limited storage (around four slots). In exchange for this comfort, it would be slower, less durable, and harder to maneuver than the Karve, making it a choice for persistence rather than efficiency.
The Iron Age version would serve as an alternative to the Longship. It would support one or two players, include two sleep-only beds and slightly larger storage (around six slots), but remain slower and less agile, not intended for mass transport or naval combat.
A late-game variant could function as a slow floating operations base, with two sleep-only beds, larger storage (around eight slots), and a heavily restricted portal that cannot transport metals, has long activation time, and does not work during storms. These boats offer meaningful trade-offs, focusing on comfort and planning rather than raw power.

waxen idol
#

💡Have a checkbox we can check or uncheck that allows all creatures to damage building pieces. This way Builders can choose to still have raids without worrying about loosing their builds while keeping the fun the event brings.

high valley
#

💡 Customizable helmets with horns, antlers, and etc.

wide citrus
#

💡 please add mini bosses for swamp and mislands and add armor coloring

trim bluff
#

💡 Proper blizzards / snow storms in the deep north. 💨 ❄️
(Like proper can’t even go outside without dying blizzards like this: https://youtu.be/qz2SeEzxMuE?si=6WbobuHLimOVqOzf ). Skip to 43 seconds to see.

This has probably already been suggested and discussed but I am new here and I haven’t seen it.

dense chasm
#

💡 light and heavy armors made of bones and skulls for different biomes

proper ruin
#

💡 tameable and breedable necks

(Totally don't wanna make a neck army)

eternal eagle
#

💡 Give all weapons a new combo: attack, shield, attack. If you successfully parry immediately after landing an attack, your next attack is a high damage, high knockback finisher move.

eager fossil
#

💡 A minor rework of the Ashlands

  • To prevent players from bypassing the planned mechanics, building in the fortress area must be disabled. Make the entire texture out of undestructible material, replace the spikes on top with a solid grid that cannot be bypassed. It would be nice to rework the visuals of the fortresses as in the previous concept art before the release of the Ashlands.
boreal glen
#

💡 make floor tiles considered to be a roof, so if u build a bigger house from bottom to top u can leave a workbench under a floor on the ground floor to for example repair ur stuff, rather then having an ACTUAL roof ontop of it. only makes sense if a floor counts as roof, since the workbench will be protected under it aswell

sinful sable
#

💡Now we've got three types of "stone" building materials, how about adding pavememt made of Black Marble (black pavement obviously) and Grausten (darker grey as the current pavement) to our landscaping tools.

Just like the current pavement it would require a single item to "craft".

I think that with more options for pavement it would be more attractive to use pavement. Not to mention our bases could be better looking as well.

sinful sable
#

💡Additional, as mentioned by Joelkii here: #suggestion-discussion message (because he didn't want to jump on the bandwagon of my previous suggestion 🤣 )

It would be nice is something similar can be done with the stones we can currently place along paths.
As in having black marble and Grausten pieces being placed by the hoe to separate a path from a planting area.

soft radish
#

💡 remove the blue eyes from the fenris hood when it’s on an armour stand or anything displaying it.

spice bear
#

💡Add sidebosses/Biome side Bosses/Boss items

"Queen Bee" or "Gigantic Boar" for Meadows
"Troll king" for Black Forest
"Jarl Draugr" for Swamp
"Jotunn" or some kind of Fenrir that ties more to the stone tablets in the caves, turning from man to fenrir before we fight it.
"Fuling Chieftain for Plains etc.

And Rare items to bosses like weapons / trinkets / funny items / armor pieces that can be farmed for full set (reason to Kill bosses more rather than just killing it once and be done with it)

pearl lark
#

💡Add 'blueprint' bench... When accessed, your character enters "special mode" where crafting is possible with unlimited resources and flying, BUT it is only a 'blueprint'... Once you are happy, you may start depositing real resources next to the bench and the construction will commence automatically, from the grounds up (or an NPC could be added)... So you basically create your base like in RTS strategy game, and the buildings are complete once all materials required are provided... Ohhh, and of course, the bench would be able to tell you exactly how many materials of each sort you need to get 😉

pallid moth
#

💡 Remake red enchantment stones

In my person opinion the red enchantment is probably the biggest hands down disappointment of all three available. The enchantment itself doesn't bring any excitement or substantial usage to be viewed or considered useful. My proposition for re-work would be the following:

-Remake the blueprint so it causes bleed damage: Well, duh. The weapons are literally called 'bleeding'.

-Remake the weapons so it gives small % chance to do lifesteal. Better something than nothing ?

P.S.

Forgot to mention that each row is a seperate suggestion, the weapon doesn't necessarily have to provide both effects (Bleed/Lifesteal), but rather were listed as possible options and alternatives.

dawn hull
#

💡 I was wondering if you could make the crossbows be loaded when you load them once and swap between other weapons. What i mean is when i reload it and swap to another weapon (to my sword for example), when you swap back to the crossbow for it to be already loaded if youve reloaded it before the swap. I think that will make it more valuable and actually make you like choose between bow and crossbow instead of bow being the better option rn. Also im not the first, but you have to think of something about the inventory with the deep north. It is bit annoying when i depart with 60% of my inventory full. ❤️

eager fossil
#

💡 Add Aslands tier daggers/knives

proper ruin
#

💡 dog

tulip sonnet
#

💡 stone golems should drop silver atleast for being so incredibly annoying

candid folio
#

💡 Yuletime suggestion: a variation of ward or an upgrade to existing ward which attracts Nisse/Tomte/pick your language. The effect being increased harvest of all planted items, including animal breeding. The effect is kept going by loading a prepared food item (perhaps add Nisse Porridge) to the ward once a week/fortnight/month/pick your time frame.

shrewd wraith
#

💡 Something either like a headcutter weapon or a combo aviable on all weapons. When used/performed on the killing blow, the trophy drop chance is 100%.

abstract magnet
#

💡 Fishing Upgrade? We all know how hard it is to get trophies for certain baits, so why not just change the baits to only 3 main baits?? 1 for open ocean, 1 for around shores like generic fish, and another one for special fish like caves or whatever. Also we know that all fish made for food is just “fish” would be cool if higher tier fish has different cooking names with many different buffs added and maybe like a magical fish that’s hard to get?

rigid tiger
#

💡 A lighting change for the character creation screen. While I love the vibe, the dim orange firelight makes it difficult to pick hair and skin tones. If it was a more neutral lighting, perhaps daylight, and just for the creation process, I think it would make the process a lot better for those with a particular image in mind.

strong folio
#

💡 the iron sledge can destroy copper veins, would be a grwat way to speed up copper mining after the swamps when it doesnt really matter anymore

kind wren
#

💡Introduce more hunting where stealth and cleverness is involved. Hunting deer for the first time was awesome (using stealth, their cone of vision and the wind direction for smell), but then it kinda became too mundane and grindy.

eager fossil
#

💡 Female hairstyle

  • Add a female hairstyle like in the animated trailer for Ashlands
proper ruin
#

💡 Add a music player with vinyls or CDs you can buy from merchants that have songs from the ost like the title theme (there is more about this in discussions if it will make you change your mind)

olive sparrow
#

💡 Give tower shields a shove ability.
I rarely see tower shields getting any usage, outside of the first couple tower shields while a player is still learning the ropes. Parrying with bucklers and round shields is just so powerful, and once you get the hang of parrying, there's no real reason to use a tower shield.
An idea I had was that tower shields could get some kind of shove ability, to help with large groups of enemies. This would use some stamina, and add some stagger to the shield stagger bar (or whatever it's called), and knock back enemies quite a bit, slowing them down without staggering them. I could see this being used to help in situations where you're being overwhelmed by enemies, and you need to recover some health or make some distance.

TL;DR: Shoving ability for tower shields

carmine solar
#

💡 Slightly fewer (visually) feathers flying out when jumping/flying with a feather cloak. Replace them with wind currents, for example. Otherwise, it seems like all the feathers will fly out and you'll land without your cloak.

rancid vortex
#

💡 Sailor skill : you level by sailing and the higher the level the faster you can turn and paddle on the first speed of the ship.

carmine solar
#

💡 The topic of greening building roofs (and possibly walls) has been raised more than once, so here is another simple solution.
Sow grass on the roof with a cultivator. At the same time, it may or may not be possible to comply with the condition that the roof or walls must be damp (slightly damaged). The grass can either have flowers, like on the ground, or simply change the color of the straw/boards to green (as if moss had grown in places). And so, the aging and decay of wood (and perhaps stone), which is disliked by many, will acquire a new decorative feature.

strong folio
#

💡 when you press e on a lox you swich between stay still or roam(the normal lix behavior), but when its in stay still mode the lox layes down no the ground and doesn't agro on any hostile mob also drasticly lower the detectability of the lox so the enemys don'tagro on it either unless they are really close(kinda like when you sneaking).

In addition to the stay sill mode when the lox lays down the furr of it changes to the color of the grass(baby loxes always have the grass furr to protect them from predators) its like a natural camoo

dawn hull
#

💡 can we maybe fix the audio and fps in the ashlands with the deep north update.

sinful sable
#

💡Can we have the half walls being mirrored over the horizontal axes and the quarter walls over the horizontal and vertical axes please?

That way, when building, players will be able to align the plank / diagonal bar to the 2x2m wall pieces a lot better. Which would improve visuals.

granite canopy
#

💡Some 2 handed weapon changes.

  • Primary 3 hit attack combo for sledges. As they fit well for the heavy type weapon their primary attack animation could be similar/same as current battleaxe primary attack combo and their damage could be slightly higher than 2h swords (comparing Demolisher 145 vs. Krom 150 at quality 1). Current big AoE attack could be added as secondary attack.

  • New primary 3 hit attack combo for battleaxes. To justify their lower damage compared to 2h swords (comparing Krom 150 vs. Skull Splittur 130 at quality 1) their new attack animation could be slightly faster than 2h swords one (reasoning for slightly faster attacks because historically 2h axes has been actually more agile than they currently are in most games, including Valheim). Secondary attack could stay as it is.

These changes could give more uses for sledges than just "spam AoE attack" and battleaxes some more appeal as proper Viking weapon for people who has looked them down before.

snow perch
#

💡Perception-enhancing mead that highlights the silhouettes of entities within a certain radius (unsure how wide that should be). This would give the player no information on what is between them and any particular entity, only the ability to perceive things through obstructions. Depending on how early such a mead is available, it could be useful for hunting deer in black forests, detecting things in mistlands beyond what wisps allow, or any other situation where visibility may be limited. Entities could also be color-coded depending on how they respond to players, such as hostile enemies, tamable animals, or things that flee, such as deer and hares.

void tulip
#

💡 Tower shields balancing.
Idea: Tower shields can normal deflect any attack while blocking below their block armor. Attacks ABOVE their block armor will still be blocked, but you will recieve a stagger scaling with the amount of damage OVER the block armor the attack dealt. 25% over dealing a 0.25sec stagger, 50% dealing a 0.25 sec stagger and draining 25 stamina,
75% dealing a 0.5 sec stagger and draining 50 stamina,
And anything over 100% (or 2x the block armor) staggering for 1 second and fully draining your stamina bar. HOWEVER, you will take NO EXTRA DAMAGE from the initial block. I think this would give Tower shields a way to fight above your weight class while not completely making them op early on in later game biomes.

left flicker
#

💡 New food recipes and seasonings/sauces
I like cooking. Here are my ideas to expand cooking and get more use out of conquered biomes:

New food recipe suggestions:

  • Bear Jerky (bear meat + honey) (30hp/30s)
  • Fish Stew (Fish + turnip stew) (40hp/50s)
  • Lox Jerky (Lox meat + honey) (50hp/50s)
  • Blood Bread (Blood bag + Flour) (33hp/60s)
  • Fried Puff (Jotun Puff + Onion + Egg) (66hp/20s)
  • Survival Meat Ration (Hare meat + Chicken Meat + Honey) (55hp/25s) (45mins)
  • Pasta (Flour + Egg) (50hp/25s)
  • Pasta and Meat Sauce (Pasta + Meat Sauce) (85hp/25s)
  • Smoked Volture (Volture Meat + Smoke Puff) (80hp/28s)
  • Fried Sea Monster (Bonemaw Meat + Serpent Meat + Sap) (100hp/28s/28e)
  • Slow Cooked Tails (Askvin + Neck + Fiddlehead) (90hp/28s)
    Fish on Bagel (Cooked fish + bread) (35hp/70s)

I'm sure many of the values are not ideal.

Seasoning - the premise is to craft a seasoning/sauce/gravy to combine with existing foods on the food preparation table to buff the food's stats

  • Red Glaze (Honey + Raspberries) (+1hp/+6s)
  • Green Glaze (Yellow Mushroom + Blueberries) (+2hp/+7s)
  • Mushroom Gravy (Mushroom + bones + dandelion) (+9hp/+4s)
  • Stewed Carrots (Carrots + Bloodbag + thistle) (+10hp/5s)
  • Duxelles (Mushroom + Yellow Mushroom) (+5hp/+5s)
  • Hearty Gravy (Witherbone + entrails) (+12hp/6s)
  • Ancient Flavoring (Ancient Seeds + Turnips) (+6hp/+12s)
  • Fajita Veggies (Onion + Carrot + Turnip) (+8hp/14s)
  • Dire Gravy (Wolf meat + bones) (+16hp/+7s)
  • Hyperberry garnish (Cloudberries + rapsberries + blueberries) (+8hp/+18s)
  • Sticky puffs (Sap + Jotun Puffs) (+1hp/+1s/+12e)
  • Beetle Broth (Seeker meat + bones) (+21hp/+9s)
  • Sweet and Spicy Sauce (Vineberries + Cloudberries) (+9hp/+21s)

LoxPie

strong folio
#

💡 it would be really cool if we could have the lox carriage what haldor has with a lot of cargo space

arctic plume
#

💡 can we get some more merchandise? like some resin statues would be super cool a statue or a big figure of Eikthyr or the elder or a sea serpent would be super cool

warm quiver
#

💡 let us color building pieces everything is so dark and gloomy. Garden plots for plants and trees so we don't need to cultivate the land if we're building higher than the ground

eager fossil
#

💡 Add the ability to rotate an item on a stands depending on stand type (horizontal/vertical)

eager fossil
#

💡 Add the ability to place decorative bushes and sprouts from multiple biomes. Add inventory with 4 slots to pots from the Ashlands, where it will be possible to place one mushroom/flower/vegetable in each slot, with them subsequently being displayed on the outside as if something is growing out of the pot

proper ruin
#

💡 have crafting scaling for multiplayer e.g. 30% more materials for 2 players ect because I am playing my world atm and crafting seems way easier then it should be to craft stuff and we are able to multitask and craft stuff overall much faster.

shy flame
#

💡 Add a slider to set screen-shake intensity for better accessibility

eager fossil
#

💡 Add food with Bonemaw meat ingredient

kind wren
#

💡 Add a new special, high risk, high reward animal to hunt: The Moose. If you don't kill it with 1-2 shots, it will charge you full speed and kill you within a few seconds. If you kill it, it will provide you with valuable materials.

sturdy crag
#

💡 add a Hugin plushie to the merch store

wanton hill
#

💡 Black marble oven. Oven made of black marble in addition to regular stone oven, to better suit surrounding construction also made from black marble.
Addendum: Oven doors and metal trim could also be constructed from copper instead of iron, to further match the usage of copper in some black marble furniture construction.

dense chasm
#

💡 what if we could see more type of enemy insects like, giant spiders, centipedes... in all the biomes

wanton hill
#

💡 Dvergr Wisp Lantern, Dvergr Wisp Lantern Pole, Dvergr Wall Wisp Lantern
The purpose of this item would be to provide superior mist clearing fixtures for static bases, or during adventuring at the cost of the character's offhand slot and so would be of limited use during combat.
The Dvergr Wisp Lantern could be constructed at the black forge with a regular Dvergr Lantern, a wisp, and optionally a black core depending on how much mist it should clear and how costly that should be to produce. It functions as a regular dvergr lantern that can be held, and used in making lantern fixtures provided the builder is within range of a black forge as well. The wisp lantern itself, whether held or used to create a lantern fixture, could clear a radius of 24-30 meters of mist or more. For reference, the wisp torch clears a radius of 12 meters of mist and the wisplight clears a radius of 10 meters of mist. Aesthetically, the Dvergr Wisp Lantern would feature a blue glow instead of the usual orange flame-like light.

It would be nice to be able to lift more of the mist out of an established territory. As such, I think lantern fixtures would be a good candidate for this as it requires a more resource-intensive static crafting station to build and imposes combat restrictions while being carried.

left harbor
#

💡 BukeBerry pie and pie recipe's

rough stratus
#

💡Respawning with the rested bonus because WHY AM I WAKING UP FROM MY BED AND NOT RESTED?

boreal axle
#

💡add an advanced type of seeds and crops

(like a mutated seeds)that you can find in the world very far from the world center

they could have different effect like a faster growing time or increase boost when used in cooking , basically could be like a star system for plants

( when you get your first carrot/turnip/onions seeds/flax/barely etc you really don't need to go look for them anymore and even if you find they almost has no more usefulness , so this could reward more exploration)

weak tundra
#

💡 name deep north update Agartha (and add white monster)

strong folio
#

💡 a potion that grants you a double xp buff for a durarion 3 mins or something

tender rose
#

💡Add achievements to Steam.

cloud swan
#

💡 Move the "Mods" channels up higher on Discord for better visibility - we're constantly re-directing questions in 'help' because people don't see the mods channels all the way at the bottom. I get people can just scroll, but it's obvious they often get overlooked.

kind wren
#

💡 Make found ruins and buildings in the world a bit more interesting and unique, especially in earlier zones

storm turtle
#

💡Would you guys ever consider adding a colony mechanic to fill your village with a bunch of other Vikings? I really wanted to suggest this because i don't have any friends an the game just feels so lonely for those of us who play solo.

rancid vortex
vivid otter
#

💡Have player's collision... hitbox? correspond to crouched stance (2m -> 1.5m) to pass under lower overhead obstacles.

kind wren
#

💡 Would be cool if you could do primitive drawings on a board or something like that, in the game, itself. Creating a dummy map as a "furniture object", where you could place simple drawings on the map for approximate locations, points of interest, etc. Then you could create a compass or just use the sun/stars to navigate and it could complement the dummy map navigation. For the no-map-challenge.

carmine solar
#

💡 Add a timer for the disappearance of the ‘tombstone’ and skull (1-3 game days; the timer can be displayed in real time above the place of death and above the marker on the map).
And/or you can craft and carry a special item/amulet-safe that will keep the body/tombstone intact (and the items intact) for a long time. Or you can assign this function to an existing talisman/amulet or wisp in the game (if you die with it, the items will remain indefinitely; if you die without it, the grave and everything in it will disappear after a while).

warm quiver
#

💡 more flowers. And more types of trees

warm quiver
#

💡 water fountains and garden gnomes

wide pollen
#

💡 the wet debuff in swedish should be "Dyngsur" instead of "våt"

proper ruin
#

💡 more uses for bear meat like bear jerky and bear stew
-# yes Ik it had been suggested before you don't need to tell me

dawn hull
#

💡 Add a clock as decoration. One that mounts on the wall and one big one for big rooms and make them show in-game time.

olive sparrow
#

💡 Remove the damage that tamed animals deal to boats.
(If you've ever tried to transport a lox, you know the pain..)

wanton hill
#

💡 Merchant Delivery/Trade Quest
I propose a simple, repeatable activity that the player can elect to engage with to earn some coins that ties in the merchants a bit to make Valheim feel a little less lonely.
Provided all three merchants have been discovered in the world, one random merchant in the world will be available to give a delivery quest to the player. The object is to take an item from one merchant to another, perhaps in exchange for another item to be brought back to the first merchant. These items should be non-teleportable regardless of world settings or teleporter used; the whole point is to sail goods from one point to another. Completing the task should reward the player with an amount of coins, either a flat value or calculated based on distance. The reward could also potentially be a special item made available to purchase at one or more of the merchants depending on which are involved in the given transaction.

Vikings were traders as well as raiders. Having a little trade activity, and an excuse to sail with valuable cargo more, could be fun for some of the game's playerbase. Maybe.

sharp panther
#

💡no changes have been made yet regarding this so I will keep pushing for it.
Dyrnwyn should have a redeeming quality to pay off for the effort to find the fragments. You could say that it is currently outshined by the other Ashland swords due to their abilities. Blood sword can gain damage from health loss, primal sword can lock enemies in place, and lightning sword has a chance of straight up dealing double damage and chain damage.
Dyrnwyn does have 10 extra slash, but it’s a negligible difference compared to what I just stated with the others.
If this overhauling change is being held back until Deep North drops, so be it. But right now it’s just a rare weapon that takes a lot of searching and fighting to obtain, and not even better, but just different than the items you can unlock before it in the same biome.

strong folio
#

💡 I think the skills take too long to level up. IMO you have at least the running skill at 100 by the time you get to the ashlands. Ye you don't have blocking or swiming at max because you not doing it much but you run literally the entyre game and its still not max level, I do not think the skills are should be designed in a way that you have to do the most boreing repetitive stuff in ur base (for example runing in to a wall) to get maxed out.

In short, lower the xp to level up your skills

strong folio
#

💡 large enemyes can destroy raised ground walls(like the lava slime), trolls, abominations, untamed loxes, rock golems. In the mist there isnt any that large enemyes maybe the gjall but that destroyes your base from above any way.

zinc rose
#

💡 Achievements for the game.
I have a lot of friends that like to grind achievements and the only thing that they say is boring about the game is the lack of achievements.

lilac rivet
#

💡 add horses. that can be found and tamed on meadows

storm turtle
#

💡instruments?

proper ruin
#

💡 add more ocean variation because atm the ocean is just one colour and I think it would add more variation to the to the ocean with different hues around different points e.g. the ocean is lighter in one area and darker in another

brisk vortex
#

💡 show distance when pinging on the map

versed bear
#

💡 For 1.0:

make the sounds for various things like the etir refinery make a different sound when producing the item.

coal and etir should'nt sound the same

burnt depot
#

💡 Wolves being able to eat bear meat would be great.

eager fossil
#

💡 I would like to add to the above suggestion, namely about the variety of sounds. Make a variety of sounds for resource extraction, for example, the sound of extracting chitin on a leviathan and the sound of extracting fire metal on a lava leviathan are identical, a splash of water is very desirable, which should not be in the ash lands in the middle of lava, and something quite liquid, unlike thick lava.

shell mulch
#

💡 remnant portals from past adventurers. Would be pretty cool. The possibility to stumble on an old random portal would be pretty cool. Cooler if it were connected to a useful location.

trim snow
#

💡straight ladders

lone pagoda
#

💡add instruments, so we can play music with friends (it can be only lute)

tribal fern
#

💡 Bronze scythe (please), flying mounts, mounts before the plains, and improved visibility in the mistlands.

shell mulch
#

💡 Ability to use one handed weapons two handed. 20% dmg increase when without shield

boreal trellis
#

💡 The ability to make trophies into wearable mask. Using the trophy of the creature, one of its other drops (ie scales, chitin, or hide) along with a material that you can buy from Hildir, like a mask base, you can have a wearable trophy of any creature, and the size would match your character so it wouldn't be outrageously large for something like a troll or sea serpent, as long as it has a trophy. Additionally, you can change the style to have it be coloured in the 1 and 2 star variants

cloud plaza
#

💡 Make boars ridable, would make the game more fun and interesting in the early game (Meadows, Black forest). Maybe add a "saddle bag" to them with like 2-3 slots of capacity

rancid vortex
#

💡 Is it possible to add roots to trees ?? to hold them in place when digging around them istead of the tree just sliding down slopes . and when there is no dirt holding them they should colapse .

shell mulch
#

💡 either a smaller world, or more things to do/discover in it. It’s empty out here bro. 😢

urban crypt
#

💡Cats

sharp panther
#

💡can we get fully healed after sleeping

boreal trellis
#

💡 More uses for bear meat. Bear meat can only make cooked bear meat, or coal, and at the point where you can kinda reliably kill bears, you already are able to make deer stew, which has better stats anyways. I think we should at least have one or two other recipes that we could use bear meat for. I understand it would be hard to balance it out given the already existing meals with how bears would have to meat somewhere in the middle, and also not want things to be repetitive with stews or jerkies, but for the amount of work it takes to kill a bear in the early game, I think there should be more of a reward food wise as well

wanton hill
#

💡 Have pet/tamed creature AI avoid bonfires and campfires, please. I know asksvins are shockingly stupid, but they seem quite eager to set themselves alight.

olive sparrow
#

💡 Buff the amount of Fishing Bait you get from the Frozen Lake
6 bait is not even enough to craft the specialized baits. This is especially annoying if you can't find Haldor (who is basically impossible to find on a no map world).

spice wave
#

💡 change the description of paws of the bear to "made for tearing and bearing" instead of "tearing and rending"

sick solstice
#

💡 Set Bonuses for all Armors, even Rag and Leather.

Troll Hide Cape shouldnt be part of the set to get the set bonuse but all capes should provide unique +Skills, Resistances or Effects.

brisk vortex
#

💡 tunnels?

dusky carbon
#

💡 Automatically sort the Stats from highest level to lowest

Add an option for Map Tables to not share User created markers, just share explored land.

Increase the map reveal distance in Ocean biomes. Or allow a Spyglass trinket to be made that increases Ocean Biome map reveal.

hollow island
#

💡 Have fish be able to reproduce in landlocked lakes and ponds either with time or by throwing bait or maybe some breadcrumbs obtained from bread.

nocturne blade
#

💡 Can we stop the ashwood beams from being damaged by rain when used as bottom trim for roof shingles? Other wood does not take damage when used for this purpose. That’s just my #suggestions .

waxen inlet
#

💡 maybe not let items fall through ships if dropped on them. It can be a bigger hastle than gathering the resources

twilit nova
#

💡 Option to remove the different color fog from the map showing where my friends have explored and I haven't. Seeing a cleaner map would be more satisfying.

surreal prawn
#

💡 it would be cool if we had the ability to make a backpack that gives us more slots. Also it would be cool if we could have instruments to play with our friends or alone

remote zenith
#

💡 more tame animals, it is boring with just lox, wolf, boar, chicken, askwin

strong folio
#

💡 a littlebit longer glide angle on the feather cape

eager fossil
#

💡 Flametal pickaxe? (It can be with some sort of upgrades for mineral harvesting like flametal weapons)

placid blaze
#

💡 Since every light armor set has bonus, it would be cool that heavy armor sets have knockback reduction bonus from enemies.

potent mason
#

💡 Every tamed animal breeding should have a microscopic chance of evolving into a higher tier animal

gentle yoke
#

💡 Holding block with a summon weapon( I.E. Dead Raiser) should signal your minions to return to your side, teleporting them to you after a few seconds if you keep holding block.
Secondary attacking with a summon weapon (middle mouse click on PC) Should direct minions to attack or move to the enemy or location under your crosshairs.

keen vector
#

💡change it so that dungeons, caves, castles, dwarf hideouts respawn.

placid blaze
#

💡 Make ropes with flax or/and linen thread with which we can tie our tamed animals on Longship and Drakkar for easier transporting and that they don't jump off for sea serpent.

tropic vapor
#

💡 My main issue with Valheim’s skill system

It's the way the experience system works. Whether you fight a Greydwarf or an endgame boss, you essentially grind your skills in the exact same way. Does that make any sense? Absolutely not.

In real life, if I practice boxing against toddlers or against professional fighters, my learning curve will be very different. So how could we simulate that difference in Valheim? Create a table with two columns:

Column 1: Enemy name (each starred variant counts as a separate entry) Column 2: Enemy level, between 1 and 100.

Once we have this, we can apply a formula to determine how much experience a player gains per hit dealt or blocked, based on the relative levels of the player and the enemy. Currently, hitting a Greydwarf with a bow grants 1.5 XP.

What if instead, XP gain was calculated like this:

XP = 1.5 × (1 + ((Enemy level – Bow skill level) / 100))

If your bow skill is higher than the enemy’s level → you gain less XP and if your bow skill is lower than the enemy’s level → you gain more XP

Let’s say: Your bow skill level = 50 Greydwarf level = 10 Ashlands enemy level = 80

XP gained per hit:
Greydwarf:
1.5 × (1 + ((10 - 50) / 100)) = 1.5 × 0.6
Ashlands enemy:
1.5 × (1 + ((80 - 50) / 100)) = 1.5 × 1.3

This feels far more logical: fighting dangerous, high-level enemies actually rewards you with better skill progression.
Right now, it makes little sense that players can gain more effective skill progress by farming weak enemies than by fighting Ashlands mobs.

In endgame content, players tend to die more often, which results in lower skill levels after 200 hours than after 100 hours spent in the Black Forest. With this formula, fighting stronger enemies would help recover lost skill levels faster, making progression feel fairer and more rewarding. The possible downside would be gaining less exp, as player tend to fight black forest ennemies. Then, we could change the "1.5" multiplier to 1.8 or 2

shell mulch
#

💡 I just think it would be so neat if tames sought shelter and/or fire when it rained or stormed.

solar cove
#

💡Kinda wish there was a mechanic for mobs a certain level? skill? biome? below you not automatically aggroing you. There's already supposed to be higher level mobs spawning in all areas based on the bosses you've killed. I think after beating the boss of a given biome, mobs native to two biomes below that should be like "I'm not gonna mess with that guy" unless you attack them first

rancid vortex
#

💡 hey , i would like the fang spear to have spirit damage (as it requires silver to build) . i love playing as a spear and bukler (parry) class and it feels unbalance . i just got to yagluth and it takes about an hour to beat him with the spear on normal difficulty and 15 minutes with a level 1 silver sword . also a question separate from this .when striking with the spear in mid air some times you can get a quick extra attack out of it . is that a bug or intentional ?? like one of the hidden combos for some other weapons . thanks for reading .

abstract lichen
#

💡 What about a mead that gives a 5% xp bonus for ten minutes?

sly remnant
#

💡 It would be cool if launching Blob Bombs with the catapult released them on impact.
Imagine Catapulting Growths into someone else's base. 😆

boreal axle
#

💡 add Arabic language for 1.0 relase

rugged knoll
#

💡Why do two-handed swords only incur a 5% movement speed penalty while two-handed axes and hammers incur 15%? Thematically I could understand the two-handed hammers incurring maybe a 10% penalty but I can't see any justification for the axes, personally I'd prefer to see them all brought in line with the 5% penalty enjoyed by two-handed swords.
What confuses me the most about this situation is the damage numbers of everything involved.
A level 1 Krom will swing for 150 slashing damage. A level 1 Skull Splittur will swing for 130. With a Skull Splittur I move 15% slower, with a Krom I only move 5% slower. Knowing this, why would I ever craft the Skull Splittur? The Demolisher has the shockwave attack which is cool, and helps to justify the increased penalty a little, but I still think 10% would be a bit more fair.
Not being able to use a shield with these weapons should be enough of a trade-off, this alone gives you reduced survivability vs 1-handed weapons, with the additional movement speed penalty on top it seems excessive.

misty olive
#

💡 extra slots for armour. And add ons for console?

foggy gazelle
#

💡 giving more building options/materials would be nice in the earlier biomes, i feel like its very limiting what you can make until you get like tar, i think its very evil that the some of the nicest building materials in my opinion are locked behind the last biome, being grausten/ashwood currently, just kinda not a lot of reason to build at that point in the game.

lone pagoda
#

💡 better view range, every time I build a large village I can't see the end of it from the other end

vernal pecan
#

💡A very rare period of clear weather in the Swamp

icy nacelle
#

💡 A very rare period of EVEN MORE RAIN in the Swamp! (purely visual)

eager fossil
#

💡 Make the wet debuff as quickly disappear in Ashlands as like when the character is near a campfire

dark pollen
#

💡 ships should be able to paddle faster if other players are seated to simulate more people using oars.

eager fossil
#

💡 Ability to use oars on large ships (Drakkar, long ship) by more than 2 free players like 1 on steering wheel + 2 on oars

strong folio
#

💡 stared loxes but insted of making them bigger change a modell a bit, loxes are already big enough

slow quest
#

💡 Craftable props from Trophies to hang on wall (costs 20/20 of a throphy)

boreal axle
#

💡 add a trinket that allows you to swim in Ashland water that is craftable with Bonemaow trophy and Tooth ( similar to Fins of density but Ashlands version)

novel rapids
#

💡 This is less of a suggestion and more of an observation. The newer ghost does not seem to fit through some openings the way the old ghost did. Maybe the hit box is to wide.

normal scarab
#

💡 For 1.0 increasing the star levels of creatures or star levels for bosses. Would love to fight some 3 or 4 star mobs

slow quest
#

💡 Make the cost of placing tourches (sconce etc.) not cost resin, but starts unfuled when placed, (right now the sconce cost 2 resin, but are fueled with 2 when placed)
Implementation level: Easy

Edit: If we should have a system like this, the campfire only takes stone to craft, but needing wood to start fire

boreal axle
#

💡 Make star version enemies have alittle higher chance for there trophy to drop than normal non star enemies

(this could be only for for specfiec type of enemies too

{like enemies that has 10% chance or less to be %5 more with each star

so as an example
if enemy has 10% chance to drop it would be 15% if it was 1 star
and 20% if it was 2 star enemy }

so that you don't face alot so you don't get dumped with alot of boars , deers , greydwarfs , wolfs the things you tend to face alot in total or tameable mobs would not be effected by this

just alittle thing that make figthing stared version of enemies more satisfying

safe nexus
#

💡 Enemies that you can use the trophy to make a trinket should have a higher drop chance than now, i think 30% for the rarer one, is really hard to make some trinkets bc of drop chance, specially if you are playing coop and want to have one for everyone. I think the golem, valkyrie and morgen are the biggest offenders.

rugged knoll
#

💡Springheel Mead:
Meadbase Cost: Sap x10, Sagecap x10, Misthare Trophy x1, Celestial Feather x5
Effect Duration: 10 seconds
Cooldown: 300 seconds
Effect: Increase jump height 500%

latent tendon
#

💡 a bit late since the Combat update just came out but:
Enemies may take damage/stun damage when receiving knockback towards a solid Object like a wall, palisades etc.

lapis oak
#

💡Removing armour reduces the duration of being wet.

wooden flicker
#

💡 Add a raft that can be attached to your boat, a new boat for transporting tamed animals or a way to attached leash tamed animals to the boats that are currently available.

rugged knoll
#

💡New build piece: 1 meter vertical ladder
Similar to the ones that appear on the sides of ships.
Can be placed on vertical surfaces like vertical item stands
Can be "used" with the "use" button when within range (same as boats) to place the player on top of a horizontal surface aligned with the top of the ladder.
Intended for docks and such to enable climbing out of the water

latent tendon
#

💡 let the player be able to change the keys used for the Hotbar (i.e.: from 7 to G or something like that).

buoyant ore
#

💡 please make an angled glass building option 🙏 it would allow for wayyyyy more cool designs. like 45s, 26s and whatever that new angle is thats getting dropped for roofing. also just larger pieces in general

sick solstice
#

💡 A neck cape that reduces the effect and duration of Wet by 50%.

granite canopy
#

💡 (I know suggested before, but) An idea for bear cape with a scetch here: #fanart message

  • Would be shorter, kinda like jacket length so it wouldn't clip with the loincloth piece of Vilebone set
  • Would be thick enough so the ripcage/spine part in the back of Vilebone Cage is hidden under it
  • Would grant cold resistance
  • Would require following crafting materials: bear pelt, linen thread, bear paws, silver.
buoyant ore
#

💡 add 1m diagonal beams , currently there are only 2m diagonals. it would allow for more complex builds without forcing them to be larger due to the material restriction

sick solstice
#

💡 A serpent cape that gives +25 Swim Skill or some other way of buffing swimming.

full zodiac
#

💡Make the boat sail almost fully transparent for the driver so the driver has a better line of sight. E.g. no more crashing into rocks and getting stuck on rocks. And can you make bears tame able. Thanks

eager fossil
#

💡 I propose the following idea and await feedback from the community. Add a small QoL to the skill leveling system. If a player reaches, say, level 100 in running (should work with any level), and after they die, their running level drops to 95, I suggest that up to the last mark that was reached in each category before death, After death, the player will receive a small bonus of 10-20% of the experience gained for skill leveling until they pass the level mark that was before death, meaning that these 5 levels in example will have a 10-20% exp bonus for leveling. Each skill should have its own bonus experience counter so that there is no bug when not all skills were leveled up to the mark before death, giving a bonus to the experience of already leveled skills.

latent tendon
#

💡 A war cry or battle horn item you can use to agro nearby enemies. Could maybe give an adrenaline boost but just an item or ability similar to an emote to agro enemies would be great.

eager fossil
#

💡 Leather or lightweight armor made of chitin or beetle shells, armor for wolves that can be worn like saddles on other animals. Because even a pack of 2-star wolves die from endgame mobs like mosquitoes and can't even guard the base properly, they have to be bred literally every day.

eager fossil
#

💡 Add the ability to load multiple mob heads at once to the ballista, and a separate button to reset the ballista settings. P. S.We demand the heads of the Greylings! xD

eager fossil
#

💡 If the character stopping when opening the inventory is not a planned mechanic, then remove it.

livid saddle
#

💡instead of having to give every cape frost damage resistance because immunity to the nightime 'cold' debuff basically 'piggybacks' off any amount of frost resistance, resistance to frost damage should be it's own thing that a cape or other piece of equipment does, and then there should be a separate buff called "warm" that simply provides immunity to "cold" and nothing else--my rational is to avoid having every piece of equipment that protects from the cold ALSO HAVE to provide frost damage resistance because IMO that results in an overrepresentation of frost damage resistance (not all that common a damage type in any event) in lieu of, potential alternative and unique buffs (and if you just REMOVED that from some of them, you'd just have a lot less clothing that protects from cold, limiting players choices in ways that don't feel particularly fun, if anything the exact opposite of what decoupling would be intended to do--for example linen cape could not only have an effect finally but ALSO provide "warmth" protecting from cold they way capes before and after do (WITHOUT being yet another cape providing "resistant to frost" and nothing else, besides an identical armor stat)

spice wave
#

💡 Increase drop rate of bear trophy

tidal light
#

💡 The world setting for free building sensibly removes items returned from deconstructing building parts (otherwise you could just build things for free and deconstruct them for infinte items). I suggest that structures already placed in the world should return parts, as this is a normal part of the progression mechanics, that make finding ruins in the wild a source for items like black marble. But with this setting they are useless for parts, which makes a difference for difficult or impossible to find items in order to unlock for building, or to source more for crafting.

spice wave
#

💡 Copper, Tin, Iron, Silver, Blackmetal & Flametal piles the same as coal and stone piles, or piles of stacked bars would be fun for forge decorations, there is alot of space in miscellaneous still

tepid fractal
#

💡 Craftable high tier wisps that shoot enemies and provide light, just like any other wisplight, but they shoot light projectiles that do low damage so farming in areas like the meadows can be done without being bothered by greylings and boar ideally one shotting these enemies, while being small dps to more formidable enemies.

upbeat thunder
#

💡 more inventory slots, maybe a craftable backpack or additional slots for armor and accessories

stuck rock
#

💡 Lightning arrows crafted with Obsidian and Thunder Stones

eager fossil
#

💡 Add the ability to pin the recipe you need to the main screen, whether it's a building or a recipe from any crafting table

abstract lichen
#

💡 Allow any metal to be smelted in a blast furnace. A hotter fire will melt the metals more easily than a regular furnace.

broken stirrup
#

💡 Add a dedicated singleplayer mode.

Right now Valheim is extremely long and punishing for solo players. While this works great in multiplayer, in singleplayer a single death, corpse run, or mistake can wipe out hours of progress and turn the experience into frustration instead of challenge.

A singleplayer mode could add small but important QoL features like:

  • Quick save / quick load
  • Reload last save after death
  • Slightly lighter death penalties
  • Minor stamina, durability or resource tweaks for solo play

These wouldn’t make the game trivial — just more respectful of the time and pacing of players who choose to play alone. Valheim is an amazing world, and a singleplayer mode would make it far more enjoyable for loners who want to fully experience it. This would not remove the hardcore experience — it would simply offer a lighter, more flexible way to play, while still allowing hardcore players to enjoy the full intended difficulty. It would just give solo players a mode that better respects their time and pacing.

kind wren
#

💡 More predators at sea and icebergs near Deep North areas that can damage the ship

amber mural
#

💡 please add achivements on steam! and also lynxes in meadows? or a other biome dosent rlly matter

maiden tusk
#

💡 Death crystals
Crafted at the Artisan Table using 300 Iron, 30 Flametal, and 100 Refined Eitr
'These crystals were crafted for the fiercest of times, bound by magic to prevent exhaustion even in death'

These crystals would prevent skill loss on death if you have one in your inventory. Upon death, it shatters and you retain your skills. The cost is very high because the effect is very powerful.

With these powerful crystals, it offers a chance to save skill progress and allows players to level up skills safely, without the fear that many deaths in a row would make levelling more trivial skills like cooking and fishing more valuable.

wooden flicker
#

💡 Have sections of the boat dedicated to additional players to paddle the boat to boost maneuverability when not using the sail. Make it like a mini game so passengers don't get bored out of their mind during sea travel. Actual implementation can be discussed. One possibility is for players to communicate amongst themselves on which players should row when a turn needs to be made e.g only those seating on the right to paddle to make the boat turn left faster and players on both side to paddle to make it go forward faster.

crisp lotus
#

💡 New status effect: cursed.
Duration: unlimited
Effect: reduces all (or a) skills by 1
It can be applied to a player and can be stacked, a cursed viking has all their skills reduced by 1 per stack of cursed till it is cured. (1 use charm, mead, etc.)

Or if applied to items/players inventory...
When hit by an enemy that applies it; an item can become "cursed" which while it is inside of your inventory it has the same effect of reducing all skills by 1 per cursed item. A player will need to cleanse the item whatever it may be to remove this effect or simply discard the item.
Carrying stacks of items would be the most dangerous as the effect applies per item quantity in a stack, so a stack of 50 rocks or other collected item would apply 50 stacks of cursed to a player while in their inventory.

sharp panther
fossil prism
#

💡An option to adjust skillgainrate per skill would be nice (e.g. f5 setkey skillgainrate Bows -50, f5 setkey skillgainrate Dodge 50). For now, all skillgainrate would be applied eqaully.

wooden flicker
#

💡 Add the option to further improve lower tier armor with materials from other biomes and vendor items/quest item. The upgrade will slightly change the appearance besides improving the stats. The armour should not be better than end game equipment but offer set bonuses that are different.

wooden flicker
#

💡 Carts can be hard to pull up steep slopes when full. I think it would be beneficial to have an interactable spots behind it for other players to assist with the push. This shouldn't make it faster than usual but help get up steep terrain.

gusty bay
#

💡 Bosses should drop a full set of equipment. Either each boss trophy can be used for a piece of an End game full equipment set or one set of GRINDABLE armor per boss. (Eikthyr Armor Set, Elder Armor Set, Etc.)

gaunt idol
#

💡 separate the skill loss and lose items on death from the death penalty slider. i want to keep my items without removing all punishment from death

lapis oak
#

💡 Bears scratch their backs on trees. (Boy gotta itch is back one way or another).

tepid fractal
#

💡 Wolf Fang Arrows

brisk vortex
#

💡 Provide an option to disable interact w/ a sign. Like a toggle option. I'm tired of clicking into the sign menu 7/10 times I need to open a chest in my storage area

shell mulch
#

💡 bigger prefabs in earlier biomes. Not huge, just bigger.

upbeat thunder
#

💡 valheim battlepasses with a new battleroyale gamemode and new skins for your weapons which can be bought with a ingame currency. I think we should call it V-Bucks for Valheim

crisp lotus
#

💡 new status effect: paralysis. When applied to a viking they become unable to run or jump and stamina consumption is doubled for the duration of the effect.

civic hill
#

💡 introduce starred versions of trophies

eager fossil
#

💡 Add the option to apologize to the Dvergrs by giving them some resources or 500+ coins if you accidentally hit a building or tree/rock within the Dvergrs ward radius

neat monolith
#

💡 Please make a horizontal crystal block. The vertical one is cool but limited. And could we make more of the fancy Dverger mine pieces accesible in the endgame? Even with a finale Build Hammer. Wouldn't mind if I had to upgrade stone cutting bench or crafting bench either. Thank you!

sick solstice
#

💡 Very Rare Fulings riding Loxes in Plains, chance to drop a saddle.

north kayak
#

💡 A ball that bounces would be great. Vikingball awaits...

shell mulch
#

💡 Hear me out bros.

A floor-door. For covering your cellar stairs. Or experimenting with whacky physics.

honest galleon
#

💡Hanging Brazier variants to match the corresponding standing torches

low plume
#

💡 The vegvisir symbol in the middle of the world should totally light up like the stones around it once you hang the trophy of the last boss

finite void
#

💡 The tooltip for the magic portion on weapons should change as you gain skill. Similar to the damage numbers. Bloodmagic is supposed to reduce hp used, but they always say 40%. Same with the eitr use.

merry zinc
#

💡 add a new ashlands crafting station specifically for applying gems to weapons (jade, bloodstone, iolite). It feels weird that the gem weapon variants are just crafted at the forge

stiff marsh
#

💡 there should be ashlands portals by using ashlands wood, maybe different requirements but you shouldn't be restricted from a portal if there is wood around but it's not the right type

shell mulch
#

💡 the tiny in game chat radius is pretty annoying. Can we get an option for regular world wide chat without the CAPS?

eager fossil
#

💡 Add the ability to change radius of Shield generator

cobalt notch
#

💡 Light rain shouldn't instantly give the full wet debuff, maybe rather the duration fills up depending on the intensity of the rain, with heavy rain being essentially instant

stable epoch
#

💡 In the World Modifiers options, there should be a modifier for Leveling Speed

gloomy escarp
#

💡 My suggestion is to rework the way players get iron in the swamp, instead of having crypts as big underground structures that you spend 90% of your time in have draugr strongholds in the style of ruined stone castles and villages on the surface that you fight your way through with a small locked stucture in each one that contains the iron. Basically my thought is that you need iron that can only be obtained in the swamp for 2 biomes, but getting iron is the most tedious unfun process despite the swamp itself being cool and its a shame that even though players have to spend a lot of time in the swamp most of it is spent in the weakest part of it

kind wren
#

💡 Prevent cheesing of AoE hammers in Swamp crypts and in Mistlands infested mines (more details in suggesions-discussion).

Either make the AoE damage be blocked by walls and by impassable muddy scrap piles (in crypts).

Or use the proximity variable value between you and the enemy to prohibit the damage from hammers, unless the enemy is literally touching you (or has direct path / access to your character model). That way you can't just spam the hammer and kill stuff in the other room without facing your enemies.

Alternatively, make the enemies smarter, so they can hide their presence and be silent until you actually enter their room.

safe nexus
#

💡 The food you find in dungeons should correspond to the biome you are in, or atleast should be from the anterior biome. I think it would make a lot of sense, would also be a good benefit for those who like finding every chest, the mistlands still gives you sausage, this just take one inventory slot and has almost no use.
Maybe don't give the biggest food of the biome, but something better than sausage; Bread, any etir food, fish and bread( the one from mistlands )

tulip sonnet
#

💡mage weapon that uses iolite

eager fossil
#

💡 Add animation to the bears as if they are sitting down and eating berries with their front paws.

green seal
#

💡 Would be nice to have a tether of some sort for the ship so the storms don't slam it into the dock when parked.

eager fossil
#

💡 Ashwood armour/item stands. Regular armour/item stands burn in the Ashlands. I don't know if it's because there's a fireplace nearby or if they just catch fire, but at least even under the shield generator, they burn up on me.

compact coral
#

💡Hunter's trinket that increases odds of trophies dropping from nearby enemies for a short time when triggered

eager fossil
#

💡 The fisherman, an NPC who will be able to buy fish from us, will be located near the shore with a small tent

buoyant ore
#

💡 make hares farmable

rancid vortex
lapis oak
#

💡 Atgeirs deal slash damage when you power attack. (The power attack resembles more of a slash than a pierce).

rugged hawk
#

💡 I think it could be cool if the deep north update would bring us some new build pieces of snow (they would melt in ashlands and when near fire )

tough prism
#

💡 A toggleable option to server lock characters so they can't bring in high level skills or spawn items in. Even amongst friends there are those who if you make it easy for them to do so, they will sneak little things in.

lapis oak
#

💡Ocean biome weapon. The Trident. Acts like a spear, but when held it makes you immune to the wet debuff.

tough prism
#

💡 The ability for server admins to stop folks from killing bosses till the server is 'ready'. With so much progression/difficulty linked to them, it sucks if someone rushes them. It would be handy to have the ability to basically put the various dungeon's and bosses on a calendar and tell folks that they'll 'unlock' on "X" date. So they can be taken out when everyone's ready for it.

It's a good way to keep folks engaged too. If they wander away from the server a regularly scheduled 'raid' is a good hook to get them to come back now and then.

noble plank
#

💡 Portable Piglets, please.
I can transport Chicken and Askswin as eggs, I can ride an Askswin or Lox back home and a Wolf will follow me with infinite stamina but a precious 2-Star boar needs to be harpooned and dragged all across the map.

merry zinc
#

💡 more world settings options:
as someone whos played a lot of terraria im a big fan of 'keep inventory' in games. in valheim the most you can do is keep equipped gear on death.
i would like to see a setting to completely negate item drops on death, apart from metals (depending on portal settings), as obviously we wouldnt want to be cheesing metal transportation by dying on purpose and spawning at home with your metals.
this would allow for players like me to have keep inventory, while still keeping some disadvantage to it.
also, possibly seperating skill drops from item drops in world settings, so players can pick and choose which they would want to keep or lose on death.
as this is optional accessibility stuff i dont see why it cant be added

slim osprey
#

💡 Stormcaller

A Thor’s hammer–shaped defensive structure that, while carrying charge, fires bolts of lightning at enemies using the same general mechanics as the ballista (including friendly fire and trophy-based targeting). Unlike the ballista, its firing arc is limited to the direction it’s facing. An ice-blue crystal inset into one side indicates the front, and this is where the lightning is emitted from.

It requires Refined Eitr to build. The Stormcaller stores up to 10 charges and fires one charge every 30 seconds at targets in range, giving roughly five minutes of operation before it’s depleted. Its base range is 15 metres, but this can be extended to 30 metres if it’s built near a Ward (within 10 metres), encouraging deliberate and strategic placement rather than lining walls with them.

Once depleted, the Stormcaller becomes inert and cannot fire again until it has fully recharged. Recharge takes one full day–night cycle, or half that time during a storm. During storms, lightning visibly strikes the Stormcaller for ambience, and it emits a faint ice-blue glow while charged.

Damage would sit around 110 lightning damage. This allows it to delete lesser enemies such as bats, greylings, greydwarves, and wolves in a single hit, while only weakening larger or more dangerous enemies like trolls, gjall, seekers, and fulings rather than killing them outright.

It’s not intended to deal with a raid on its own, but to assist an actively defending player by reducing the number of lower-risk enemies and weakening larger, elite enemies.

wanton hill
#

💡 Shave down the regular stone brick pieces by a few millimeters from the top, or flatten down the jagged imperfections, so it doesn't clip through wood flooring.
It's a bit irksome to place wood floor supported by bricks as an overhang and see the stone poking through from below.
Addendum: Plainly reducing height by a few mil could probably end up being noticeable in the lines between brick pieces when placed together, so maybe just shave down the imperfections that are clipping through wood floors.
Or slightly thicken the wood floors on the vertical axis.

mortal summit
#

💡 There should be some kind of in-game system that allows you to draw resources from chests while at a crafting station. I was thinking you could give wards the ability to do this. If a crafting station and a chest are both inside the radius of a ward, then you can utilize resources from that chest straight from the crafting station. I like this because wards don’t have a big purpose in solo play and this would give a reason to almost always build one in your base/house. Another option is just adding an entirely new item/structure that would unlock you this lovely quality of life upgrade.

grave night
#

💡 add waterfalls to the black forest and add a second type of troll cave behind them

lyric drift
#

💡 Give us 'small' radius versions of all path and hoe options. Paved road, grass, cultivated earth, etc. Make them the same size as the 'Pathen' option so it's easier to terraform tight spaces.

safe nexus
#

💡 the brutes greydwarfs and fullings shoud have a unique buff to themselvs, the fulling already has the roar animation, maybe just give him defense bonus. The brute greydwarf is just a guy, just a normal dwarg but with more hp

flint carbon
#

💡 A way to increase ore drops without increasing mob and farming drops

safe nexus
#

💡 Dungeon enemies should respawn after you kill the biome boss. Valheim is a unique game in the way that it uses mob drops far more than the other survival games, especially in later stages, and making it so that mobs respawn would have made exploration stale; it would be really easy to just wait for the mob spawn back and farm it instead of going to explore and find other dungeons. The problem is that some items can only be obtained by killing some dungeon mobs, like the trophy for rancid and all the ghouls drop; you can explore an biome and only find one or two of these mobs in any dungeon.

So, in order to make it less exploitable, and still incentivize exploration, i think that dungeons should reset everytime you kill the boss of that dungeon biome, that way you can get your rare drops and still needed to explore and find other dungeons in order to progress.

mental harbor
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💡 Black forests should have bigger trees that have a hole in the bottom for you to enter like a cave, and there should be a bunch of greydwarfs in em, maybe even a mini greydwarf boss
Edit: the giant trees would be extremely rare, and invulnerable to axes or other weapons.

copper comet
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💡 Map discovery scaled with altitudes and obstructive environments. For example, lower altitudes like plains and meadows have normal/lower map discovery range. But Mountains and high hills have higher map discovery range. biomes like like the Black Forest, Swamp, Mistlands being so tree/stone/mist covered that the map is discovered in a tremendously small radius compared to biomes with relatively no visual obstructions. If you wanted to go the extra mile I suppose you could build a tower to discover more

sullen trout
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💡Ceiling Decorations

This could include more things to hang from the ceiling. Or maybe dedicated build pieces for ceilings that attach to the floor pieces above it.

boreal trellis
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💡 Editting the large rocks.

Many of us like finding those random rocks that are scattered around and making bases with them, but it can be difficult, because you often need to fill in the gaps with stone walls, and those don't blend well at all with the natural rocks themselves. I think it could be nice to be able to "edit" these rocks using a hoe and having a stonecutter placed nearby, you could smoothen the sharp angles, make a hole for a chimney without worrying about accidentally breaking off a huge chunk of the sides, and you could also "add" to it like how you can raise the ground with some stone and a hoe, so if you did happen to mess up a bit, you could fix it. I think it would also lead to some really cool ways to have bases made design wise

tacit prairie
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💡 "No Map" Mode Improvements

Imagine we had an additional buildable object—something like a "Guide Stone" (similar to a portal, you could give it a name or description). The Cartography Table could then display all created Guide Stones (either on a schematic map of discovered areas or just as a simple list), and you could select one of them.
You would also have a special inventory item: a "Navigation Rune" (or maybe a "Sunstone"). If you activate this rune from your hotbar or inventory, there would be an animation of your character holding the rune, with a magical arrow appearing above it, pointing in the direction of the selected Guide Stone (the one you chose at the Cartography Table). If you hold the rune in your hand and interact with a Vegvisir (boss runestone pointer), the rune attunes itself to the boss's direction. Interacting with your built Guide Stone attunes the rune to that specific location.
This would work perfectly when steering a boat: even while seated at the helm, you could activate the rune and see the direction.
For building the Guide Stone, you could use early-game ingredients: stone, Greydwarf eyes, and Surtling cores. The Navigation Rune itself could be sold by Haldor the merchant. The building recipes for both the Guide Stones and the functional Cartography Table would only unlock after purchasing the rune.

prime moat
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💡 what if you were able to make piles where you can store the stuff you need to make piles out of. ive run into many issues with filling chests with wood or stone cause just to have to make more chests.

shrewd palm
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💡 Upgradable Trinkets, which would increase the duration of the gained effect.

strong kraken
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💡 Loot filtering

Imagine if you could middle mouse click an item in your inventory to toggle auto-pickup for this item only.

sick solstice
#

💡 Boar Rug and/or Boar Rug with Head

4x Leather Scraps
Trophy + 4x Leather Scraps

sick solstice
#

💡 Allow rugs to be placed/hung on walls.

low plume
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💡 Rename Mistlands to Foglands, because fog reduces visibility more than mist, and thus the clouds in the Mistlands would rather count as fog

upbeat thunder
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💡 updates should come as peaid dlc or subscriptions

sick solstice
#

💡 Serpent Rug, long rug.

12 x Scales

cosmic whale
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💡 Make stacks stackable

rugged knoll
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💡please make the sheltered status reduce the time it takes to receive rested from 20 seconds to 5. I can understand the 20 second timer when you're sitting at a campfire in the wilderness, but when I've just respawned at my bed it is quite annoying to have to sit and wait before I can do my corpse run.
Perhaps tie the time reduction to the comfort rating, with each comfort level up to 15 reducing the timer by 1 second.

stuck portal
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💡 I know you are suppose to not add ideas in long paragraphs but I don’t have time to sit for 10 minutes between each one and I’ve thought about these for a while. Been playing for 2 years straight and this is what i noticed that the game lacked
I’m never really a fan of pets in games that don’t have health bars and aren’t apart of the world. But I’ve been playing the game for two years straight and I love my wolves and my loxes and other tameables but none of them really fit inside my hall other than the dogs. Not sure how it could be interpreted but I would love to have my own pet raven. They are apart of Norse mythology and obviously we have hugin and munin but it feels likes something is missing. An idea you could be able to capture the birds in Valheim and be able to build a small cage for them and or at least a small collection of critters that we can choose from to keep around our Viking house to bring it to life. Because the vikings had plenty of different animals pets or livestock otherwise and it would be cool to see what fantasy elements could be introduced. But anyways for this suggestions it would be pet ravens or pets of some kind. Dwarf neck?????? lol.
I know everyone says more build pieces and just expects you to know so let me point it out to you what I’m assuming people want.
Troll hide rug, whoever thought they cooked with the askvin rug needs to be let go and it needs to be redone lol. Stone statues like the wolf head in the frost caves. More creature head fine wood adornments, bear, deer etc. for the love of Odin please give us hildirs Divian(couch) to purchase if not at least give us a reason. Blue and red jute pillows. Plants that we can put in pots from the Ashlands. More decorative items that pop or are unique or funny. I’ve gone through multiple playthroughs and by the end of it I have the same decorations that fill in all the empty space and it’s the same every time. Variety and choice for builders too. There’s more don’t worry

livid schooner
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💡(in the future)

Redo combat animations for grey dwarves and older NPCs, maybe even some new animations for things like the spear, since they are kinda boring

crisp lotus
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💡 New status effect: bleeding;
When applied to a viking it damages a viking when they expend stamina. It applies damage in proportion to how stamina is being consumed; swing a weapon = larger single tick of dmg vs running as small but constant damage. Standing still doesn't cause damage and you can still regenerate normally. if it were to last for a significant amount of time we could use bandages to cure it or just sit and wait it out if shorter, (makes combat a lot scarier and health potions/stamina management very important)

remote zenith
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💡 more structures on the wild. Maybe with good loot not to good

stable scaffold
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💡 It would be more immersive if we could make a board to write on (a kind of diary, but the Vikings didn't have paper, they used wood or stones where they carved the runes) it would be like a travel journal but on wood or stone, where we could have our notes.

olive sparrow
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💡 Add Sunstones for navigation in no map.
Sunstones were navigational tools used by Vikings to find the sun even when covered by clouds.
In-game, these would act as compasses, pretty useful for no map playthroughs. Of course, they would only be usable during the day.
One way of obtaining them could be at shipwrecks or other uncommon structures.
This wouldnt take away from the immersion too much, and would be a major help for navigating in no-map, especially if you can't see the sun.

teal gazelle
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💡 Non-Intrusive Suggestion

Optional Dream Events
Sleeping could sometimes trigger dream or nightmare encounters based on biome, comfort level, and carried items.

Examples:

  • Seeing Odin in a dream, granting a temporary buff for the day or debuff depending on dialogue choices (e.g. Harvest Blessing: +1 crop/berry with a 100%).
  • Being transported to Sváfnir’s realm, giving a temporary buff or debuff depending on how you find him and your comfort level (these have a counterweight).
  • Major mythic dream encounters tied to mythological elements, such as Yggdrasil’s corrupted roots and an attempt to fight Níðhöggr, ancient spirits, or other mythic threats.
  • Biome-based dreams or nightmares that can spawn a mini-boss marked in the zone or give a hint to locate an unfound NPC.
  • Minor dream encounters (e.g. a white stag or spectral entity) offering a small mini-game or puzzle with a random reward from a pool (berries, "a Queen Bee resting nearby", small materials).

Dream System Parameters Ideas:

  • Low base chance per sleep (e.g. 2–5%).
  • High Comfort → higher chance of positive dreams.
  • Low Comfort + dark/spectral items nearby → higher chance of nightmares.
  • Carrying specific trophies or relics can trigger special dream encounters.
  • All encounters would be short (around 5 minutes, 10–15 for major ones) and fully optional.
  • Dream encounters would not advance the in-game world time.

Player Control Ideas:

  • All dream encounters could show a prompt before starting:
    "You feel a strange presence in your dreams. Enter?" (Yes / No)
  • Early-game craftable amulet (wall-hanging or table item) that could completely disable all dream encounters.
  • Bed upgrade or ritual item that could increase dream chance.
slim osprey
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💡 Idea

Landvættir — semi-corporeal, biome-specific humanoid spirits native to Valheim, capable of being anchored to the physical world through offerings.

Landvættir manifest during storms near abandoned dwellings and places of spiritual significance such as ruins, runestones, and altars. Their presence becomes more common once the Forsaken of that biome has fallen, as though the land itself has become more willing to reveal what dwells within it. Player presence is always required; these are not passive spawns.

When encountered, a Landvættir may be anchored through offerings of food. Once anchored, it can follow or guard the player, mount boats, and even use portals when directed. However, the more Landvættir a world already has anchored, the less frequently new ones appear. Sightings are common; lasting favour is not.

Landvættir can be hardened with armour, sharpened with weapons, and placated with food — but they are not servants. They accept only a single type of food at a time, and its quality determines both their effectiveness and their willingness to remain. Armour reduces the damage they take, while stamina governs how often and how forcefully they can strike. Offer too little or demand too much, and the land’s patience wears thin.

When neglected, underfed, or placed into battles beyond their means, a Landvættir will withdraw from the physical world. If their food expires and they are not placated again within a modest window — or if they panic due to poor preparation — they disperse in a brief bloom of dark smoke, taking with them whatever offerings were given. Death and desertion are final.

Landvættir are not meant to be amassed or relied upon. They are fleeting expressions of the land’s favour — sometimes helpful, sometimes costly, and always conditional.

sick solstice
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💡 A special furniture/miscellaneous, Offering place to Hustomten. A small table you can place 1 food on and a small chest with 6 slots.

When food is placed on the table and you leave the base a Hustomte will try and fill up Torches, Fireplaces etc with appropriate fuel if the chest has them within.

Hustomte can be changed to Tomte, Nisse, Gnome, Gardengnome etc.

Hustomten does not need a model since its supposed to happen while you are away from the base but would be fun if you could rarely see them like Odin. The Offering place should have a circle area like a Workbench to show how far it would refuel.

If given a Model:
Health Food gives you a Red Hat Hustomte.

Stamina Food a Yellow Hat Hustomte.

Eitr Food a Blue Hat Hustomte.

Higher grade/stat food would keep them happier for longer not needing to place a new food at the offering place as often.

rugged knoll
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💡it'd be cool if there was some kind of non-essential upgrade for the stonecutter to increase it's build range like the other crafting tables, which can be boosted up to 36m. In some of my outposts I can cover the entire area I want to build in with a single instance of the other benches once they've been upgraded, but the stonecutter's always stuck at 20m.

teal gazelle
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💡 Make chest stacks 10 times larger than player inventory stacks. For example, if the character can only carry stacks of 50 stone, chests could store stacks of 500 stone per slot.

For consistency and usability, this could work retroactively: if you press Ctrl + Left Click to move a full stack from a chest to your inventory, it would only transfer one normal player stack (50 stone), not the full 500.

This would drastically reduce storage clutter, improve base organization, and cut down on the number of chests needed, without changing inventory limits or making resource transport easier.

rose wind
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💡 Wearing the cloak of the beast you want to tame or hatch should reduce those times. Hatching askvin eggs should be faster if you have the cloak on, taming wolves faster, etc.

boreal axle
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💡 Add an easter egg in the Mountains biome where you sometime see a Huge shadow/silhouette for Moder or a great dragon but when you look at the sky it disappears

stable scaffold
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💡 This can be added later, but what if when we go to fight a boss we've already defeated and he appears with one or two stars, this way a second fight will be more challenging, but it's optional, it's only for those who want a challenge.

thin igloo
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💡 Would love to see Deep north have a fist weapon update! Ashlands didn't have it. It would be cool to go Black Forest Fist -> Mountains Fist -> Deep North Fist

wind rock
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💡 Serpent Scale Arrows, They would either deal additional piercing damage and perhaps literally pierce through targets, or have additional piercing damage and make a creature wet. The crafting could be 4-6 scales for each arrow set and would give the 9 stacks of scales you get from farming serpents for meat and trophies for fishing bait actually useful. Otherwise they are just trash to be used for coal

cosmic whale
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💡 Add an additional option to the ressource modifier, that affects common ressources like wood and stone and key ressources like surtling cores, boss summoning items and so on seperately.

wraith cobalt
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💡 Modify the pathfinding of NPCs to make them less willing to path into large bodies of water and Lava.

  • Deer and Hares notoriously dart into the ocean and deep rivers which may as well mean their loot is inaccessible.
    Meat and leather sinks, so if you kill them in, or near, water their loot tend to roll down into the inaccessible depths, requiring huge diving boards, or contrived angled roof constructions to reach them. I get them trying to cross a small river to another piece of land, but swimming out to sea is just so unsatisfying when trying to hunt them for meat and leather - and especially trophies which are a rare drop.
  • Dvergr in both the Mistlands and Ashlands seem to prefer standing on liquid or molten ground than on solid flooring.
    This is especially harsh in the Ashlands where Dvergr routinely die in the boiling ocean or the lava for no reason whatsoever. Their already frail bodies and tiny damage output is rendered useless when the die by suicide before they can contribute at all to any fighting against the ceaseless assault of the Ashland enemies. This also cause issues in the Mistlands, because a Swimming Dvergr can't fight at all, but they are in no rush to leave water, so they essentially exit combat and wait for a Gjall or Ticks to kill them.
cosmic whale
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💡Ymir Boots and crystal dome: Craftable from Iron(Boots), Crystal(helmet) and Ymir flesh, allows the wearer to walk underwater for the purpose of building, finding lost items and terraforming. Without the helmet you immeadiatly drown, with the helmet you use your swimming skill to move underwater.

prime moat
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💡 can we make it so when we chop a tree down the map updates for it? it would be so nice to know where actual forests are so we can go and get stuff like rasberries or mushrooms

mellow aspen
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💡Some way to find infested mines easier in the mistlands. Something like getting a map from dvergr structures with a couple of locations for them or an area where to search.

crude notch
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💡 Do not allow leviathans to spawn on the edge of the map. i encountered one that was almost half-way past the edge. It tricked me into thinking the edge was farther away.
I think it also breaks immersion, since there is no way this creature can sink back to the abyss if its standing halfway on the edge.*

dense chasm
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💡 Make the rancid remains and ghosts a common enemy in the burial chambers so we have more variety in that dungeon

prime moat
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💡 change the fire arrow inventory design it needs a new look. i asked a friend what it looked like and he said it looked like a p arrow

prime moat
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💡 how about if beehives give a small radius bonus to farming crops? so they grow more quickly

wraith cobalt
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💡 World toggle to allow Sleeping to speed up timers for foods, activated abilities, and power/potion cooldowns as well.
Sleeping makes time advance for every other thing; coal burners, smelters, farms, animal taming and breeding. It would be nice if sleeping also cause the timers for food, meads, and power cooldowns to advance as well so that when you wake up you have them ready to go immediately (or shortened the remaining duration), and can reset your food buffs from scratch and activate your powers immediately if needs be.
Sleeping is already limited to night time, so this wouldn't be an overpowered change-up, but it would be a massive quality-of-life update for those that find it a bit annoying to wait on the start of a new sunrise.

odd ether
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💡 Allow skeletts summoned with the Dead Raiser to aggro onto and attack TWIG or gain experience whenever the bubble from a staff of protection blocks damage, not just when it breaks. Currently blood magic is the only combat skill you can’t level up during TWIG, and is painfully slow to level compared to other options.

olive condor
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💡Suggestion: Crystal skylight as a roof piece (not a wall)

A diagonal roof tile with a built-in crystal window, similar to real attic/skylight windows.
It fits directly into sloped roofs and lets natural sunlight into attics and upper floors.

Crafting idea: crystal + wood or iron.
This would make interiors brighter, give crystal a real building use, and reduce the need for torches during daytime.

sick solstice
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💡 Upgrading Dead Raiser in Ashlands to Charred Raiser or making it new weapon using a Charred Warlock Trophy and other fitting materials.

V1: My preferred way, 4 Twitchers running around being a menace.
L-Click: Summons 2 Charred Twitchers.
R-Click: Summon a Charred Twitcher, if you want to resummon only 1 that died.
Summon Limit +2 per upgrade, max quality 2.

V2: The cooler way, 2 Powerful guardians.
L-Click: Summon a Charred Warrior.
R-Click: Summon a Charred Marksman.
Summon Limit +1 per upgrade, max quality 2.

Editing a bit as Im back on the PC:
My preferred way is due to the Charred Warlock actually summon Twitchers ingame and keeping the Charred Warrior/Marksman as being too powerful to actually control.
Added just crafting it into a new weapon would also of course work, as mentioned in discussions.

left ivy
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💡Add sound effects when using emotes like /laugh or /dance

brisk vortex
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💡 less rain

solar mauve
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💡 Add an Equipment Menu/Tab:
With the release of pendants as active gear, an Equipment menu/tab would definitely help conserve space for picking up drops. A lot of drops have become valuable even if it isn't immediately apparent. If we could relieve space from the 6 slots(Armor, Pendant, Relic), then we would have more space to pick up mats. I feel it encourages exploration, dungeon diving, and even crafting(more space for a variety of mats).
*I know there is a Mod for this. I just think it's an idea that helps enrich the theme of the game(exploring, building, and taking on dungeons/bosses).

wraith cobalt
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💡 The Humble Rutabaga. The Swedish Turnip. The Swede, if you will. turnip
A chonkier variety of the Turnip, for making soups, stews and roasted vegetables.
A hardy root vegetable for those of us who think it is funny that we use the same word for vegetable and a demographic. I've always wondered why we never embraced this veggie, given the game's studio nationality (and the norse theme).

prime moat
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💡 what about more decorations you can use trophies to make like an antler chandiler by using deer trophies

sick solstice
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💡 Giving Dead Raiser a Mid-Click function together with seperating Melee and Archer to Left Click and Right Click.

L-Click: Summon a Melee Skelett.
R-Click: Summon a Archer Skelett.

M-Click idea 1: Summon a Rancid Remains,
Would take up 2 slots of the summon limit and only 1 can be up at any time, together with any normal Skeletts of your choice up to the Summon Limit.

M-Click idea 2: Summon a Ghost, would provide an option not weak to blunt.
Not sure how huge the not weak to blunt would be in terms of gameplay but it is a reason.

M-Click idea 3: Summons Random Melee/Archer Skelett up to the summon limit at once.
My preferred way but no real idea how to balance it with Health/Eitr Cost.

Edit: M-Click idea 4: Hex a target focusing your Skelett on that target, slightly increase Skelett damage to it.
To make it useful even against a single target.

3 and 4 also works with my Charred Raiser suggestion, adjust Hex to Brand.

tacit sage
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💡 Enemies that should drop loot but don't.

-Wraiths should drop ectoplasm much like the ghosts. Like why isn't this a thing when the previous update came out?

-fenrings, ulvs and cultists should drop fenris hair. While I get that it's for balance reasons, after the combat rework update there really isn't a reason why giving these enemies is a bad thing. Fenrings spawn at night (which makes them rare) and the other two spawn at caves which you can already find hair to begin with. Also the wolf fangs are kinda worthless drop.

-fenrings should also drop claws. Like claws are good for cosmetics and getting the fist weapon. While ulvs and cultist could get as well, the rarity of fenrings makes them reasonable.

-ticks should drop bloodbags. While it is redundant, I feel it makes sense. You get bloodbags by leeches but why not ticks? Also you can get bloodbags available at mistlands instead of venturing into swamps and get the blood pudding. Maybe redundant but still cool.

crude thorn
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💡 My mouse scroll wheel is broken and relying on that button is really annoying. It would be interesting to be able to assign the scroll wheel functions to the + and - keys on the keyboard, to zoom in or out on the minimap, and especially to rotate the building blocks.

stuck portal
#

💡leaf cape

Not sure what it would do tbh

But I thought about it and was like wow that would be cool to have a cape that’s similar in design to the leaf wings in tererria. Just the backside is all leafs facing down and the underside on the player back is the leaves and maybe some type of branches and twigs laced together.

Not quite a suggestion but thought I’d throw the idea out there since it sounds like a cool design and maybe an early meadows cape that reduces the wet debuff or improves some small stat bonus so it’s not completely useless but it’s optional.

tepid fractal
#

💡 Give the love potion a better chance for all nearby about to spawn creatures to have elite stars in addition to the current extra spawn chance of trolls.

kind wren
#

💡 Make the Deep North biome extremely hard. It should also encourage us to go back to the previous biomes to get something from there. Materials (preferably something that we don't already have in our stash) from (all?) previous biomes could be needed to:

1). Summon the last boss (trophies, materials or crafted item(s) that will require revisiting of the previous biomes)

and / or

2). Craft consumables from materials obtained from (all?) previous biomes, which will help mitigate the pain of being in the Deep North (and to fight the last boss).

This way it also gives us the closure and a chance to "say goodbye" to the previous biomes, so we have to revisit them, before moving on to the final battle and the end of the game.

prime moat
#

💡 a way to farm serpents would be interesting. like you lure it with meats like wolf meat or bear meat

marble hatch
#

💡 Increase adrenaline gain on melee overall

With the sheer volume of enemies in the Ashlands, without some serious buffs or crazy mechanical skill, a melee playstyle feels extremely risky, and magic feels like the only way for casual players to really get anywhere here. Luckily, with the addition of trinkets, and their current state of being pretty hard to proc, I think this is in many ways remediable by increasing melee adrenaline gain so that trinkets can help melee-enjoyers more often.

1) Increase of adrenaline gain per hit across the board for melee armaments, especially on those with lower attack speed.

According to the wiki rn, even the two-handed colossal sword Slayer gives only 2 adrenaline per swing, and gives somehow even less adrenaline for hitting its high windup high damage secondary attack. Taking into account the 100 adrenaline needed for some trinkets to activate, this is extremely difficult to pull off with a slow swinging high damage weapon. Meanwhile, most staves get more adrenaline per attack (3 specifically), without requiring you to get up close and personal.

2) Add a melee exclusive feature that increases adrenaline gain for good gameplay

A more balanced, but less casual-friendly approach could be to add a feature that multiplies adrenaline gain for certain actions. Some ideas for how the mulitplier could be gained are as follows:

  • Multiplier applied for some time after every kill, stackable to a threshold
  • Multiplier applied for consecutive hits without taking damage, with taking damage either removing or decreasing the multiplier
  • Multiplier applied for defensive actions such as parrying or dodging, reset or decreased when damage is taken

3) Adrenaline gain scaled with nearby enemies

Probably the simplest solution. Only really comes into play in sticky situation, but depending on the magnitude of the multiplier, and the trinket equipped, could save you from certain death. Very casual-friendly solution as well.

cyan dirge
#

💡 Suggestion: Orbs of Carrying (Pocket-Realm Inventory Progression)

Instead of backpacks, Valheim could introduce Orbs of Carrying — rune-bound spheres worn on the hip that act as small pocket realms (Norse space-folding magic).

Core Idea:
• Players start with a smaller base inventory (ex: 6–8 slots)
• Early progression is about crafting your first orb, not instantly having full storage
• Inventory growth becomes a meaningful biome-based upgrade path

Equipment Slot Expansion:
To keep balance and immersion, gear could be separated into dedicated slots:
• Armor slots (helm, chest, legs, cape)
• 1 Trinket slot (future magic items)
• 1 Belt/Orb slot (carry realm item)

The Orb slot is what increases inventory, not backpacks.

Orb Progression + Biome Essences:
• Meadows: Orb of Breath — Andvaranaut Spark
• Black Forest: Orb of Roots — Yggdrasil Sap
• Swamp: Orb of Mists — Helmist Essence
• Mountains: Orb of Frost — Niflheim Icecore
• Plains: Orb of Storms — Mjölnir Shard
• Mistlands: Orb of Eitr — Seiðr Crystal
• Ashlands: Orb of Flame — Surtr’s Emberheart

Each upgrade expands your “pocket realm” storage as you conquer new biomes.

A lore-friendly alternative to backpacks that feels like true Viking magical progression.

slim osprey
#

💡 Revision of my Landvaettir idea

Not for Valheim 1.0, but maybe a 1.1 update

Add an optional server/game setting (default OFF) that allows players to temporarily summon biome-specific Landvaettir spirits by sacrificing boss trophies. These are temporary, fragile helpers, not companions.

=Core Rules=
-Disabled by default
-Runestone obtained at boss altars using the matching trophy
-ONE Runestone per boss, per world (cannot be obtained if already active)
-Players can only have ONE Runestone in inventory at a time

Server cap: 9 total (one per Forsaken)

=Runestone & Summoning=
-Trophy sacrifice grants a Runestone
-Activating summons the spirit for up to 300s
-Cooldown: 600s (early dismissal refunds at 1s active = 2s cooldown)
-If the spirit dies, the Runestone shatters
-Replacement requires defeating the boss again

-Players may carry only one active Runestone

=Rune Stand=
-Unlocked on first Runestone.
-Acts as a loadout blueprint
-Can equip armour + weapon/shield
-Interacting while a spirit is active applies the loadout
-All future summons use that configuration

-Multiple Rune Stands allowed

=Ward Interaction (Base Defence)=
-If a Rune Stand is within a Ward AOE, placing the Runestone allows the spirit to be constructed as a static defender
-Melee: engages enemies entering the Ward AOE, then returns
-Ranged: engages enemies within ~30m
-If the Ward is destroyed, constructed spirits despawn
-Replacing the Ward restores them if the Rune Stand/Runestone remain intact
-Standard AI pathing only

Stats & Behaviour
-Base HP by biome: Meadows 25 → +5 per biome (Final spirit: 70)

-Armour quality determines extra HP:
Q1 base/Q2 ×2/Q3 ×3/ Q4 ×4
-Weapon determines DPS
-Shields add armour value only
-No dodge, no healing, no special AI
-Cannot block (melee Draugr behaviour)

=Intent=
-Emergency help in unexpected encounters
-Optional base defence
-Does not trivialise bosses or progression
-Especially useful for single-player; viable in MP with coordination

tough stump
#

💡 Add like a unique ability to the Fishing Rod that is found inside rare Frost Caves.

distant gazelle
#

💡 more banner colors!

Cyan banner requiring thistle and/or freeze glands

Forest green banner requiring pine cones and ancient seeds

Grey banner requiring stone/grausten

Pink banner requiring proustite powder

rancid vortex
#

💡 Canceling a mele attack the same way you can cancel a arrow draw on a bow .sometimes i miss click and hit things i don't want to hit . also it be great if we could block or dodge roll and cancel an attack and lose half of the stamina of the attack , would make combat a bit better and feel more in control .

haughty edge
#

💡 Trapdoors

stiff marsh
#

💡 deep north should introduce 3 stars exclusive to the biome

teal gazelle
#

💡 Let the Sea Serpent’s drops float in magical bubbles on the ocean until you pick them up.

That way, we can fight it properly at sea instead of dragging it to shore with that annoying gimmick of the spectral harpoon.

barren tiger
#

💡Anti-Tree type BattleAxe. (Fire please if we have the money)

Also add tree taiming.

tacit sage
#

💡 Add Polar bears and polar bear lightset for Deep north.

Polar bears would pretty much be similar to bears and Viles with new attacks and all. And they hunt seals (like real life) in deep north.

The light armor set might be similar to bear and vile light armor in stats but chest piece adds frost resistance.

Polar bearserker set

+50 health regen
+50 stamina regen
-25% damage taken by slash, pierce and blunt
+20 block
+1 parry and back stab multiplier
+50% frost resistance

Also polar bear claws that deal slash, pierce and blunt. Don't know the damage but pretty high.

barren tiger
#

💡 Tree whistle.

shrewd mirage
#

💡 It would be nice to have a variation of no-map mode, where you still have a map, but no mini-map and no "GPS" functionality. That is - player marker would not be shown on the map, you would have to figure out where you are by comparing what you see on the map and what's around you. Such mode would be especially fun in co-op, as it would keep map table relevant and finding locations with custom markers set by others non-trivial. One problem is that players could estimate their location by just observing fog-of-war changes while moving through undiscovered areas, but I think that's fine.

crude notch
#

💡 Increase storage capacity of boats by 50%. Add a weight limit/effect on sailing if it needs balancing.

tacit sage
#

💡 New gems for the Deep north idea + staff ideas.

-blue topaz (adds to every DN weapon a 10 frost damage with a 20% chance to lower creatures attack speed by -50%) (can be made an elemental staff that functions like a rocket launcher with aoe effect.)

-pyrope (adds to every DN weapon a 10 fire damage and a 20% chance to make enemies take 20% damage) (can be made as elemental staff that functions like a flamethrower)

-albite (adds to every DN weapon 10 spirit damage and a 25% chance to heal 20% damage when dealt damage) (can be made as a blood staff that acts as a slash projectile (sacrificing 40% health when launched that deals slash/spirit damage and heals back when hitting creatures. Also increases damage when low health)

Also a new blood staff idea that buffs yourself and allies damage by 20% similar to yellow dvergr mages buff cast.

sharp panther
#

💡what if sea serpents danger level scale with our progression, like getting more health and damage after every two bosses we defeat not including eikthyr, so that we have a grace period before beating Bonemass. And then sea serpents difficulty level can correspond with the Player Based Raids world modifier, because that also makes the night spawns easier for certain players, so it would make sense to have this serpent change respect the world modifier.

tepid fractal
#

💡 Trawler net fishing, a net you pull behind the boat to catch fish.

crystal mason
#

💡 Tower Shields Balance Feedback (High Combat Difficulty)

On higher combat difficulties, tower shields feel underdesigned and largely non-viable compared to round shields. They lack burst-survivability: without parry, blocking fails if incoming damage exceeds block armor, and a single strong attack from starred enemies often results in instant death. Even upgraded, they are unreliable, while round shields outperform them despite lower base block values, reducing meaningful choice and discouraging defensive playstyles.


Possible Improvements / Design Suggestions

  1. Partial Damage Absorption
    Incoming damage exceeding block armor could be reduced by the block value:

Final damage = incoming damage − block armor
This would make tower shields predictable and reliably defensive.

  1. Passive Damage Resistance
    While blocking, tower shields could grant −20–30% physical damage, differentiating them from parry shields.

  2. Reduced Stagger
    Tower shields could reduce or remove stagger when blocking, making “shield walls” effective against heavy hits.

  3. Brace Mechanic
    Holding block briefly could increase block armor while reducing movement and turning speed, reinforcing defensive fantasy.

  4. Better Scaling
    Upgrades could increase block armor proportionally more than round shields, keeping them relevant in higher tiers.


Crafting Cost Consideration

To balance these buffs, crafting costs could increase ~1.5×, making tower shields a deliberate investment rather than a default choice.


Conclusion

Currently, tower shields are a trap on higher difficulties: they look defensive but fail against burst from starred enemies. Adding survivability mechanics with higher crafting costs would restore meaningful choice and support tank-oriented playstyles without replacing parry shields.
Update: In general, the problem applies to all shields, as they are simply useless at high difficulty due to too much damage to opponents.

ripe nacelle
#

💡 As someone who runs a server with friends who jump in and out of the game at various times with asynchronous progression with each other,*** I really, really HATE that we get non-raid spawns of fulings, seekers, and charred in beginner biomes even right next to the initial world spawn zone***. It's almost worse than having high level raids come at you as a new player in an advanced world as at least you can run away naked for the occasional raid and mobs will follow you and then go away after. Night spawns of seekers that fly and chase you down when you are in meadows and bronze age gear 100% kills the fun for any newer players in older servers, especially if they are learning the game....I really don't understand this design choice Irongate. Consider removing this, making it a toggle feature as part of the "player based progression" inherently, or at least making it so they only occur a certain minimum distance from the center of the map at world spawn. I enjoy implements of new challenge to the game as I progress, but this one doesn't work well for multiplayer which is where a large part of the appeal of this game come from for many people.

kind wren
#

💡 Deep North should not only challenge your reflexes in battles but your other skills, as well, like your building capabilities. Maybe expecting you to do or build something completely new.

EDIT: This should encourage you to build more in the wilderness of Deep North to survive (and not to freeze to death). Small mini bases that you build from scratch or repair existing ones.

prime moat
#

💡 more of a person grievence but could we make it so banners outside flow in the wind the way tree branches do?

livid saddle
#

💡mead that's very expensive--say 5-10k gold for the component (call it 'phoenix heart' or whatever) that brews 1 mead per component, bog witch sells presumably--and when you pop it you get an active effect that's say 5-20 minutes and if you die during while the active effect is going instead of dying you get all HP, Stamina, and Eitr fully replenished (or maybe a flat 100 restored instead) and lose the active effect

slim osprey
#

💡 Ship Customisation

Specifically the Karve, Longship and Drakkar.

You could add player-crafted shields at intervals along the sides of the ship. These shields (more so the round/buckler types rather than tower shields) could add an armour bonus (as well as make each longship unique if different coloured shields are used) or be purely cosmetic - though investing in the armour of your ship is worthwhile. Adding shields could also impose a small movement penalty (as shields 'add weight').

And possibly, by adding a banner to the ship, the colour of that banner informs the colour and pattern of the sail and adds a banner/flag to the top of the mast - further adding to the unique customisation of the ship.

midnight tinsel
#

💡 Add instruments like lyres, and tagelharpas, for each of the biomes that are found throughout your adventure.

full kelp
#

💡
I want something with the circumfrence of the sheild generator to clear mist for my mistlands bases. Or maybe make an upgraded ward that blocks mist or something?
I want some ultimate weapons that culminate by combining old weapons from each of the biomes to make an ultimate form of each weapon class that you need to take on the final world boss that appears after you beat the Deep North boss.
I want some more fleshed out Ocean biome with underwater swimming and maybe even something crazy like underwater cities that you can get to with whatever Deep North boss drops. Maybe that's the location of the final world boss I mentioed previously?
I want some kind of lead so I can more easily move around tame animals
I want torches eternal as an option in vanilla

I'm sure you all have it well in hand for 1.0 but those are some things I'd love to see, generally. Thanks for making such a fun game.

shell mulch
#

💡I think the map and cartography tables both could use more functionality.

Unlock map pins by discovering biomes or killing creatures/collecting trophies.

You placed a boat. longship karve map pins unlocked.

Killed a serpent. Serpent pin unlocked.

No foraging pins why? Need blueberry 🫐 pin. Need 🍄‍🟫 pin.
Also, the ability to drag and drop pins to place. And maybe shift + drag to move existing pins?

Cooler pins. Achievements. Feels good. And it’s cool.

maiden tusk
#

💡 craftable alters that buff your 'class' type. I play a lot of games with class types and I think this small quality of life addition could bring some joy to players. bow

Create an alter somewhere in your base. When you place a weapon on this alter, it floats in the air and says something like 'Class bonus: Archer' and all bows deal 10% more damage, and the higher your bow skill is, the higher the bonus, up to 20%. Limit 1 alter per character.

Your alter would affect you globally, and your friend could have an alter that affects them, so it works equally in multiplayer. At any time, if you want to change your bonus, simply place a new weapon on the alter and you receive a new bonus instead.

alpine walrus
#

💡 Extra Slots in the Inventory for Armor+Belt
💡 Triangular Shapes for Building

amber crescent
#

💡 Hi, considering how large of a playerbase valheim has, it would not only be nice if you updated your community more than once a month, but necessary. On top of the rarity of your blog updates, the low effort put into them makes the entire studio and the production of the game look sloppy.

This has enormous impact on any indie studio actively developing their game. Your players notice the smallest details in your communication and the current form of communication does iron gate no favours. Community critique is constant and very negatively toned. That's because your players are running out of patience: No recent game updates, no proper timeline. In otherwords, the players dont know what the developers are doing.

*I recommend allocating more time to updating the community, keeping them up to date and interacting with them in a more massive scale. This would help return your community's and customers' trust in your company, as well as grow the player base. It's a fact that active communities grow and media algorithms are more prone to recommending recent content. This would work in your favour for example by re-interesting old players to you game again, as they happen to run into more blog posts in their steam news. As well as attracting new players through other platforms such as instagram.

The community is most displeased with the lack of communications, not with the speed of updating the game.*

vernal pecan
#

💡 Once 1.0 is complete, IronGate will have the relief of having finished Valheim as a game. At the same time, it’s natural that players will continue to want more. IronGate is a small team with real limits, and major changes always carry risk and cost.
But what if IronGate didn’t have to be the source of all future change?
What if that evolution could live in the hands of Valheim’s players and communities?

Below are a few ideas focused on empowering the server and multiplayer ecosystem, with the goal of letting communities create more of the “what’s next” themselves, while reducing long-term pressure on IronGate to develop new features.

  1. Allow players to toggle night spawns on shared servers

Player-based raids are a strong system overall, but a common pain point on multiplayer servers is night-spawned enemies after progression milestones.
For example, once a single player defeats Yagluth, Fulings can begin spawning at night in Meadows for everyone. On shared or casual servers, this can be disruptive and difficult to manage in Vanilla.
An optional server-level toggle would give hosts more control without changing default gameplay.

  1. Occasional community spotlight blog posts

Something lightweight, similar in spirit to Build of the Month, but focused on highlighting active Valheim communities or servers. This could fit naturally during quieter periods, such as vacations or planned downtime.
In player polls I’ve run, roughly one third of respondents say they want people to play with but struggle to find communities that match their playstyle. Periodic spotlights could help players discover established, active communities with positive reputations.

  1. Occasional acknowledgment of the modding community

A lot of experimentation and creativity happens in the modding space. From conversations I’ve had with modders, there’s sometimes a perception of being invisible, even if that’s not the intent.
Even small gestures, such as occasional acknowledgment or spotlights, could help reinforce that this ecosystem is appreciated. This is less about game design and more about community signaling.

  1. Item and character origin tracking

A simple data field that identifies which world an item or character originated from.
This wouldn’t affect default gameplay, but would enable clearer and more flexible world rules for servers that want them.

  1. Optional world modifier to restrict external items or characters

Building on the above, an opt-in world modifier that limits a world to characters and items created within that same world.
Today this is only achievable through modpacks, which makes it unavailable on Xbox, PlayStation, and Mac. An official option would allow more platforms to participate in the same types of server rules.

  1. Cross-world or cross-server portal concepts (long-term / optional)

A third portal type that allows travel between servers, potentially using player-configured connection details.
This would be entirely optional.. but it could go a long way. Imagine if you could build portals in your single player world to your favorite servers and communities, without needing to return to the title screen!

  1. Easier access to customization paths post-1.0

After 1.0, some form of Steam Workshop support, or an official way to guide players toward different ways to customize or extend Valheim, could be valuable.
Right now there is a noticeable divide between “vanilla” and “modded” communities. Clearer pathways for customization could help bridge that gap while preserving the vanilla experience for those who prefer it. Even a small, explicit signal that modding is an accepted part of the ecosystem would go a long way.

autumn heron
#

💡 First off Sorry, this is a literal PowerPoint, but I really believe in this game. Valheim inspires me and I think the following could enhance what is already such a perfect game. Slow mode is a thing and I don't have Nitro so I'll probably post over the next few days 1 slide at a time.

Boat Stuff: Build boat upgrades. Maybe have to chose some over others.
Add a crows nest on the karve and longship. The crows nest would let the player using it look around easier (the sail is always in the way) and it could even increase the radius for fog of war being revealed.
Cabin for resting. Storage upgrade. Sail upgrade for speed. Lots of possibilities.
Make the rowing benches work to increase boat speed slightly. Optionally, a sitting viking could use stamina to row. Tamed greylings for rowing?
Viking ships could go forward and backwards. This would be a cool addition even if only to a single boat.
Add animal cargo for the longship. Being able to safely load animals on the boat would be huge.
Weapons and armor for the boat, reinforced hull, battering ram, mounted ballista.
The boat shouldn’t take friendly fire. It should be breakable with the building hammer. Maybe by shift clicking or maybe having to click it 4 times, each time breaking ¼ of its health to prevent accidental drownings.
Tutorial Stuff:
Hugin tutorial should explain hoe mechanics (hoe levels to where you stand).
Add hints to the starting area as to which biome each boss is in. For the Elder boss it could say something like, he makes his home amidst the towering pines. That way the game is more clear about which areas are hardest. I learned which biome to look for from an external source.
Notify people about shield customization before they craft one for the first time or allow the shield to be re-stylized at the workbench.

crisp lotus
#

💡 New damage type: corrosive. When being hit by an enemy it drastically damages your equipment durability and increases damage dealt to the viking for a short span of time.

When hitting certain enemies like the oozes, the weapon hitting them reduces in durability drastically. This would not affect ranged options like the bow or arbalest, but most enemies that use corrosion would be resistant to pierce dmg

As a viking dmg type: it makes enemies take a small increase in damage for a short time

tepid fractal
#

💡 backpack item for more inventory slots

autumn heron
#

💡 Potential future DLC: The world tree, Yggdrasil, as a new biome. Build a skyship.

hardy remnant
#

💡 East or west or even both should have access to climb up in the sky root after deep north.

Manageable acces after completing deepnorth. Could try to go there earlier but it wouldnt be possible. (Enemies / obsticle that reguires something)

Could drop down from root (feather cape would help)

Enemies that has knockback / fire damage

New boss (thor?) It would be 9th and 10th could be odin itself.

autumn heron
#

💡 Disassemble old gear for half resources. Could be a workbench tab or an obliterator option.

serene belfry
#

💡 Taming and transport! Im very new to Valheim and this my first suggestions!

Taming: be able to tame more animals and monsters like bear,trolls and even a draugr! I would suggest more but I'm not there yet !!

Transportation: there should be specific mechanics in the game that allows your tamed animals to be able to freely get transported in a boat without any glitches or obstacles!

shut orchid
#

💡 Add a usable fog horn, made from the Queens boss drop which upon use would remove the fog , however if you use it again the fog comes back. It would incentivise people to come back to mistlands after defeating the boss and to fight the Queen again for the fog horn crafting.

cyan dirge
#

💡 the option to take a tamed boar and have it pull a cart around, 1 and 2 star boars could pull more weight with less issues.

Also wolves and being able to “neuter” them to not have so many of them cluttering your base leaving trash around everywhere after killing mobs.

snow perch
#

💡 Let us add 5 items at a time to kilns, smelters, etc. in the same way we can craft 5 of something at a time. My keyboard would love an 80% reduction in button-mashing.

outer oak
#

💡 Add some way of editing your characters name, preferably both cosmetics and name. Either to allow for changing to newly released cosmetics, or just to update your characters look to better match yourself or the story you are playing. Same reasoning behind the name edit ability. Maybe it could require crafting some sort of mirror based on first smelting metal. (realized the cosmetics are possible, still would be nice with an in game name edit ability)

obtuse sierra
#

💡Change "Flametal" into "Adamantum"

stuck rock
#

💡 Replace the Flametal Ore and smelted Flametal texture with the original orange texture (currently belonging to the unused Ancient Metal). That orange glow looks badass and is more fitting to the name "Flametal"

tepid fractal
#

💡 Once you hit the mistlands and have access to chickens and jotun puff recipes meadows, swamp, and mountain foods like leftover eyescream, sausage, turnip stew, onion stew, wolf skewers, deer stew, carrot soup, boar jerky, ect old meals could be considered obsolete. I have an idea of making a chilly or a stew with old meals as the ingredient. I do know feasts do this, but you can't carry that around with you. Currently I obliterate anything that is super outdated on my server because if someone is going to a boss fight using carrot soup and deer stew for a boss fight like the queen it would be a horrible time for them. Witch sells new item called chilly powder allows the creation of a chilly. Make old meals interchangeable for making the chilly kind of like how the fish cutting interface works shows all the fish but makes the same item. I am not sure what chilly should be competitive with stat wise I am not a balance person but I think it should be a silver fork food maybe with 40/40 stm and hp requires 2 of any old meal like stated above and requires buying chilly powder from the witch which should be sold after moder or yag imo.

TLDR: Old meals crafted into new meal called chilly silver fork food 40/40 stm hp accessible through the witch via chilly powder after Moder or Yagluth.

obtuse sierra
#

💡Add flat & 'piramid shaped' variants for roofs

frosty glacier
#

💡 Add HD textures and DLSS, FSR and others to the game.

This will increase the fpsy of all those who plan to build larger buildings exceeding 20 thousand objects and those who want the game itself to finally have better optimisation.

mental harbor
#

💡 Deep North should have a special item you can make for warding off greydwarfs, and they won't be aggro'd at all. I guess like a greydwarf mask or Odin mask.

autumn heron
#

💡 Staffs available earlier. Here;s one example. Totem Pole, greydwarf/shaman/brute trophies in recipe, cost hp and eitir, gives AOE hp regen like the greydwarf shaman ability. Maybe a greater totem pole for Plains with fuling trophies.

Instead of food, mages could use a potion with bukeberries in the recipe. It would give base eitir/hp/stamina and void the player’s stomach of any other foods and new food can’t be consumed while active.

sturdy hinge
#

💡 make it so you can tame more animals and have specific commands like to be passive to neutral/non-hostile creatures and maybe make it so pets can go through portals and on boats so they don't have to just sit at home on long journeys \

haughty edge
#

💡 Have a setting where if your character starts swimming, they automatically re-equip whatever tool they were holding when they leave the water/tar.

This would make it a little less painful to build near the water or to fight in the swamp.

potent hemlock
#

💡 Switch which punch animation plays first.

Character is right-handed, so the LEFT punch doing more damage doesn't entirely make sense.
I understand you want the 1-2 combo, so it visually matches better if your left hand is the first punch followed by your right.

kind wren
#

💡 A few subtle cosmetic enhancements of the Meadows to enhance the feeling of nostalgia and beauty of the area:

  • Occasional patches in the grass with a few butterflies.
  • A rare view of a rainbow in the sky while or after the rain.
  • More special looking sunrise and sunsets that has a bit more uniqueness to them, each time, with a combination of slightly different clouds.
  • Found ruins could have a bit more of custom plant overgrowth on them to make them look more abandoned.
  • Audio ambience randomness like bird singing (nightingale, blackbird, skylark) or a wind sound that creates a rustling of grass or tree leaves.
  • (advanced) Increased wind intensity before the storm, where the skies darken and the trees are swaying in a domino effect.

The idea is to capture that rare moment in time, where several of the above can be witnessed simultaneously, so you can stop, take a break and enjoy the moment, instead of just rushing to next thing.

It doesn't have to increase the FPS or performance hit of the game if done in moderation.

Edit: Maybe these ideas are more suited for mods, but still wanted to share

red wagon
#

💡 Compost bins and Fertilizer, to make agriculture faster more convenient.

• New Bronze Age Tier crafting item, the Compost Bin. It works like a mix of a charcoal kiln/smelter and a fermenter, and it is a way to dispose of or make use of outdated food items and ingredients.
• After putting in a certain amount of food items in the bin, which can hold up to 25 items, it will take about the same or half of a fermenter’s time for making mead. After that time, it will dispense “fertilizer,” a new item that acts as an ingredient for a “fertilize” option in the Cultivator tool’s menu.
•By fertilizing a piece of Cultivated Soil, whatever you plant or planted on it will grow 25% faster, and give a 1.25x multiplier to the chance of the crop having a bonus yield, in accordance with the player’s farming level.

This would make it so agriculture would be more convenient, as well as adding more depth to the agriculture mechanic.

lapis oak
#

💡 Have water freeze over in colder biomes. Makes travelling faster, but more dangerous as the ice might break beneath your feet. (Expanded with the seasons update).

terse zodiac
#

💡I would love if you could lock items so that the auto chest placement doesn't take my gear and buff foods

vernal pecan
#

💡Split the Resource Rate world modifier into 2 modifiers = Resources + Monster Drops
This gives players more control. It is nice to be able to 3x the wood, stone, ironscrap, without also 3xing greydwarf eyes, resin, bonefragments

snow perch
#

💡Make the health bars of Dvergr default as yellow instead of green. In many games spanning many genres, green health bars/names are associated with allied units, factions, etc., red with enemies, and yellow with neutral forces that aren't hostile on sight, but will fight back if provoked. In Valheim, green is used for tamed animals and (if I remember right) other players, both of which can only be hurt by the player's own actions if an optional setting is enabled. Newer players unfamiliar with Dvergr, thus, might expect them to actually be friendly, only to discover they can accidentally hurt them. Changing their health bars to yellow would help signal to players that Dvergr aren't enemies by default, but neither are they actual allies.

gleaming parcel
#

💡 i would like to be able to hatch dragon eggs in a bonfire to have a pet drake please 😄

whole garden
#

💡 Long press on mannequin swaps the equipped gear.

novel rapids
#

💡 A flat world generation option for builders. It would also be great for experimenting with builds before using in the survival world.

cyan dirge
#

💡 fishing upgrade - having the option to modify or create a new boat specifically for fishing,
this would allow for bigger fish to be caught, like sword fish or sharks, and then hanging the fish on the boat from the giant fish hook, which would requiring processing back at base allow you to cook the entire fish over a flame and actually a sort of feast by its own. This could also allow for having ways to catch like lobster crab with a cage on the boat aswell.

robust girder
#

💡 Add a base defense item to the plains

Meadows gets fires and arguably beehives
Black Forest gets spikes
Swamp gets stone
Mountains gets nothing
Plains get nothing
Mistlands gets traps, spikes, and ballistae
Ashlands get spikes and shield generators

It just feels like a large gap between swamp and mistlands, which usually wouldn't be a large issue if not for the fact that the plains raid can be incredibly punishing. in addition to fulings you have to deal with TWO berserkers and a fuling shaman (or an even worse raid if doing the hildrs questline). Having some tools to assist in defending your base would be nice, especially for newer players

low plume
#

💡 Lumberjack outfit bought from Hildir, just like the Farming outfit but it increases the woodcutting skill. Also maybe unlocked from Hildirs Brass Chest dropped by Brenna unlike the Farming outfit unlocked from the Bronze Chest dropped by Zil&Thungr, since Plains is farming heavy biome and black forest is the woodcutting place in my opinion.

livid saddle
#

💡 move arbalest (and appropriately rebalance damage) and bone bolts to the forge, blackmetal bolts to the forge, and and a barbarian-coded crossbow in plains (also forge) which utilizes appropriate resources like blackmetal--basically just wanna get my hands on crossbows as an alt ranged option earlier, and noticing all the resources currently swamp tier for the first, seems like could open it up as early as the swamp with relatively little change (and then a nice amount of spacing opens up to, if desired, add another 'tier' in plains between swamp & ashlands)

lapis oak
#

💡Increase the rate fish bite whilst fishing in the rain.

sharp panther
#

💡cooking, riding and crafting skill should be easier to improve. We attack creatures MUCH more than cooking or building (unless you build a lot), and why not farming as well? You farm a lot, but it’s still difficult to raise.
Even if you’re in a multiplayer server and you’re assigned one of these tasks, it would still take ages to get it to the higher numbers that the other skills can easily reach.

shell mulch
#

💡 🔍 Search filters are cool.

mint shuttle
#

💡 id like to see more things plantable with the cultivator. While stuff like berry bushes, dandelions, cloudberries etc would be cool, its debatable whether thats cheating or not. However, i think at a bare minimum being able to place the games various tree and bush variants would be cool. I would love to place the ancient trees in the swamp or the shoots from the mistlands for decoration purposes for building

hollow crow
#

💡 It would be really cool, as a reference to Jujutsu Kaisen, if there was a chance that the third strike and the strong strike of the fist class would be a Black Flash that does 2.5% more damage, but the probability would be very low, I'd say one in a million or something like that. But it would be very epic to do a Black Flash in the middle of a PvP match.

heavy tangle
#

💡 add tasks to the merchants, like gather materials, kill enemies, etc. and as reward you get coins or maybe some items from the shop( im tired to farm coins in dungeons )

placid carbon
#

💡 Berries and other pickables should regenerate according to in-game time, like farmable crops.

rugged knoll
#

💡 Please make the ashwood bed give 2 comfort to reflect the difficulty of requiring the materials, surely those hides are more comfortable than a bunch of straw?

knotty surge
#

💡flat roofs so it's much easier to make better looking builds

solar cape
#

💡 Introduce some outdoor vegvisirs for the Mistlands to support those playing a no-map playthrough. (perfect location would be the seeker-infested basement of the ruined tower that is missing a roof). Mistlands was released way before the World Modifiers were introduced, hence: Mistlands was never originally designed to be played without a map. Finding the Queen without a map is pretty much impossible. Yes, you can use the vegvisir to point in the right direction and have a building piece on your hammer to "remember" which way to go, but considering how twisty Infested mines are and also how twisty the landscape of Mistlands is, it makes it extremely challenging to stay on a straight path regardless.

pastel trench
#

💡 So i have something interesting to suggest. Make a staff that lets you summon the creatures you have trophies of? Or maybe for the deep north, make an item that will let you transform into said creature with their trophies for a limited time. Also, being able to make the light dvergers staff for healing and their attack (floating sphere that follows enemies).

faint plinth
#

💡 Firstly, love the game. Heres what I think is lacking. 1 Graphics...without 4k mod, trees\grass etc look like pixels. 2 Combat mechanics too simple...just keep swinging, rolling...it all dies. 3. 25 hp steady state should be 50 or based on last food eaten. 4. TWIG made game too easy and it usually dont swing back or swings back using only 2 patterns 4. Need weapon and armor slots so as to free up some inventory slots 5. Incorporate seasonality mod 6. More sea creatures that can kill you like the sea animals mod. 7. Less predictable deathsquitos. 8. Allow monsters to cooperate sometimes instead of kill each other. 9. Improve battle axe graphics and animation. 10. Horse to pull cart 11. Sailing when waves go over bow looks bad and has no consequence. 12. mprove boats with crows nest and below deck resting. 13. Too much sailing fog. 14. Allow swimking underwater

finite void
#

💡 Something has to be done with elements that just make you waste time. Like sailing for ages with headwind is just a time sink that is not fun. Spent an hour doing this last night only getting tailwind with the Moder power when it was available. Then I wanted to go ashore at a plains biome to set up base only to be greeted with thick fog. Had to sit and wait for daylight so not run aground on rocks.

obtuse sierra
#

💡Make special slots for:

  • Armor
  • Trinket
  • Accessory

💡Make mage armor set have a bonus of having a starting eitr (smth like 20 for Mistlands tier, 35 for Ashlands)

sweet gyro
#

💡Make the mist disappear in the mistlands biome at nighttime and make it come back once the sun sets. It would make the biome feel more alive and it would add a reason to go out at night.

shadow charm
#

💡 More hair styles would be nice, but stuff like scars and piercings would be SO cool pls. Also i know its REALLY unlikely to be added, since it would take an unnessesery amount of work to implement, but different body types would be like so amazing.

shell mulch
#

💡 I really wish that when my inventory was full, I didn’t open it to find multiple incomplete stacks of the same resources. 😑 I’m not sure how exactly this happens, but it’s pretty annoying.

shell mulch
#

💡 if a weapon has no alternative attack, you should be able to kick, yeah?

prime moat
#

💡 this has probably been suggested but what if you had a boat that with more people went faster with rowing. it would help especially when your going against the wind

merry dirge
#

💡 Hopefully you guys could add Unique Bolt types for Crossbows like explosive bolts or blunt bolts etc.

It still is being overshadowed by other superior ranged options (Bow and Magic) so at least make it different enough to be good at something.

lyric drift
#

💡 Hens should be able to eat vineberry seeds. Not sure if this is a suggestion or more of a necessary fix.

sick fulcrum
#

💡 Bear raid, no other mobs only multiple bears
Title text 'You're in for a big surprise...'

daring hawk
#

💡 An option to be able to sit in the cart for long travels? When there's multiple players and some have nothing to do but follow it's funny to have them sit in the cart :)

shadow charm
#

💡 Make feminine model's shoulders a LITTLE wider but mostly just more muscular cause it looks hilarious with some armor😭😭😭😭

shadow charm
#

💡 Its an extreamly minor change but some mobs bleed weird ass colors. Cause why is a Nix(idk what its called in english but the frog lizard thingy from meddows) bleeding green when its skin is green?

wispy badger
#

💡Add Molten Core firework animation.

If you throw a surtling core or a black core into a fire, it will produce beautiful fireworks, but this doesnt happen with a molten core. I think its a oversight.

night crown
#

💡can you add some type of fountains or water sources in the game for building ? it will look really nice

wispy badger
#

💡Being near Lava in ashlands should accelerate drying, as it happens with a campfire.

teal hull
#

💡 Charred Cog placeable on item stands

exotic totem
#

💡 raise Yggdrasil double its current heigt above sea level and its size to compensate.

Purpose: Valheim is allegedly detached from Yggdrasil, I feel its too close to the ground to give that impression as from tall mountains we can be almost on level with it. The World Tree's branch should be so high in the sky it looks almost out of reach.

sharp siren
#

💡 Teleport some items after you kill some boss Or perhaps craft a special portal (or a portal rune to 'install' in a portal) with the boss trophy that allow teleport some items you gather in maps on a level bellow the boss.

For example after you kill bonemass it should allow you to teleport Iron. You could use the bonemass trophy to craft that portal.

tepid fractal
#

💡 Bomb or dynamite specifically to break ground for mining, breaks the soft ground while leaving too hard stuff intact meaning you still need to pickaxe.

exotic totem
#

💡 Bear Furniture
Various furniture pieces utilizing Bear Hide.
-Effect: Slightly higher comfort score than the Deer Hide furniture.
-Style: decent carpentry, nicer than the standard chairs but not as fancy as the tar chairs (chairs as the example, would also include other furniture)

vapid walrus
#

💡
Some kind of unique reward for all the early access players when 1.0 comes out. Same concept as the Cape of Odin. Maybe like Thor's Helm or something?

sharp panther
#

💡can we get the troll trophy icon updated? Also charred cogwheel, since in physical form its texture is black metal, having a completely different look from its inventory item icon.

barren tiger
#

💡 A well reviewed, Tree whistle.

undone minnow
#

💡 different fighting style button for some weapons like instead of attacking with spear by holding it in the middle, you would stick it out in front of you and poke (Longer range, less damage), you could halfsword with swords (shorter range, more damage) ect.

hoary stump
#

💡 Sleep on ship. Vikings used to sleep on their longships when traveling. I suggest adding an item that lets us sleep through the night on our ships, but perhaps NOT giving us well rested or/and even a short debuff to balance it. The item could be a bedroll of a sort.

undone minnow
#

💡 Matter off fact add a bedroll item you could place anywhere and sleep with 4 minutes of rest and it wont change your spawnpoint

marble hatch
#

💡 May have been said before, but I think Dyrnwyn deserves an exclusive secondary attack since it's such a unique weapon in many respects
Shouldn't be anything too crazy, but it should lean into the thing that makes it special - FIRE. Here's some ideas, with all damage numbers being suggestions. I am by no means an expert on balance, and am simply giving numbers for the love of the game.

**1). A simple, windup slash that sends flames out forwards a SHORT distance. **
(Think Elden Ring Unsheathe Light attack, with a little bit of flames)

  • 235 Slash on the slash hitbox, flames apply 100 Fire and 20 Blunt.
  • Decent endlag to prevent spamming to stack the Fire damage too high.
  • Nice jack of all trades. Helpful in crowd control and decent single-target damage.

**2). Quick, chainable, cross-body cuts. Chaining them turns into a figure-eight flurry of slashes, fanning the flames on the blade. **
(think Elden Ring Wild Strikes but tighter swings, with fire.)

  • 20 Slash per hit, 60 Fire per hit. Requires 10 Stamina per swing.
  • Great single target fire damage given a large window of attack.

3). [MORE OP BUT FUN] **An upwards slash, the wind up a slight forward rush whilst dragging the blade on the ground. Sends out a medium sized arc of flame travelling along the ground. **

  • Slash hitbox does 290 Slash, arc of flame does 50 Blunt and 110 Fire.
  • High stamina, high endlag
  • Great Crowd control option
shell mulch
#

💡 Allow us to equip any wooden weapon to T.W.I.G.

cobalt arrow
#

💡Some kind of air vehicle like a ship or at least a da vinci esq flying machine. Could be a combination of gjall pieces for the floating and deep north/ashlands for the hot and cold needed for flight with some metals for reinforcement. Itd be very end game to balance it.

shadow charm
#

💡 Add one more sea monster. My idea for it would be something more similar to a whale. It would only spawn on VERY deep waters and most of the time it'd be so deep it'd be invisible, but its on purpose cause it would need to stalk you through the deep waters for like a minute, before it attacks, and while its doing it, it would make very silent and vague sounds that signal that you might be stalked by it. After that minute it bites you from below the boat and then its basically just trying to sink you down. Its very durable and deals insane damage.

formal burrow
#

💡 Now we need a new music for each biome, because when you play on Immersive, you will take your time 2x for a stage, that means you will hear same music again and again 2x time longer, and on my taste, music is great as you hear it for first time, but after while it's getting boring, so i prefer to disable music, especially since black forest music is always feels like "sad boy crying in the corner".

Maybe some battle music would be great as it done in TES.

And tweak some hitboxes, i dunno, im tired to die from troll "just near miss" but killing me even not touched my body, if it's even possible, thank you.

shell mulch
#

💡 Slightly larger, bolder damage numbers? (Maybe the size of the menu text)

Edit: Thumbs down if you’re against accessibility.

sharp panther
#

💡new loading screen art. Not saying the current one is boring, but just imagine the creativity through new ones. Ashlands, plains, mistlands, all biomes introduce awesome loading screens like a few players riding lox in a big flat area with a few camps in the distance, or an Ashland sailing loading screen. Of course all biomes could get 1 or a few, but I’m just trying to describe the “coolness” that’s possible with new loading screens.

cerulean lily
#

💡 new intro to the worlds. instead of just flying in on the big bird and saying you died. maybe show a cut scene or something of your character in a viking battle and getting defeated 🤷‍♂️

livid saddle
#

💡 toggleable radius lines for the world map (big map, only when opened, not minimap), to give players a sense of where "1000m, 5000m, etc." are out from world center might be nice

meager heath
#

💡 We need a way to lead or pull tamed animals. This would be incredibly useful when moving to a new base, relocating animals to a new pen, or retrieving an escapee.
This could be implemented via a Leash or Tether system, with specific types for each animal (Boars, Wolves, Chickens😁 , Lox, etc.). To maintain game balance, each tether could be crafted using materials from the subsequent biome. For example, a Boar lead would require Black Forest materials, a Chicken lead would require Swamp materials, a Wolf lead would require Plains materials, and so on.
A crucial feature would be the ability to pull animals, helping them navigate steep hills or board ships. This leads to my second suggestion: animal transport on ships. Starting with the Karve, players could add 'hitch points' (near the mast) to secure a limited number of animals. For instance, a Karve could hold 2 small animals (Boars, Wolves, etc.), a Longship could hold 4 small animals or 2 big animals (Lox, etc.), while the Drakkar would have a higher capacity.

karmic crystal
#

💡Improve Ashlands Dvergers: Either improve their AI so they avoid lava or make them immune to lava (they use magic for fire resistance)

acoustic flume
#

💡When sailing the map update distance should be increased. Currently we need to sail very close to the land in order to register it on the map.

ionic perch
#

💡Extend day cycle to 33.6 minutes of daylight, 14.4 minutes night(keeping your ratio of 30% night) making a full day 48 minutes, which perfectly equals one full Norse calendar month(30 days) every 24 hrs(real time). Many players would like seeing longer days, but the big takeaway is future-proofing for an elegant seasonal/holiday events system in-game.

sharp panther
#

💡add a second taller darkwood gate that’s tall enough for lox riders to walk through without clipping through the top

azure rock
#

💡what if taming for ridable mounts like the lox & asksvin could be a different approach where feeding them sets a say 5-10 second pause where you slap saddle on them. You then proceed to ride them around with a trickling slow stamina loss as part of the taming process.

Emulating a real world approach of breaking a wild horse by riding them around. This would make the mount taming process more engaging to establish a bond between viking and beast.

sharp panther
#

💡buff the earring trinket. +25% eitr regeneration is measly compared to the +100 eitr and +20 to both magic skills you get from the next eitr trinket. I know it’s when eitr is first introduced but it’s pretty underwhelming. It’s like going from one of the first two trinkets (+25% health or stamina regen) all the way to one of the best trinkets in the game.

random heron
#

💡 Add the trailership as a usable ship without needing to spawn it with console commands or using mods. It could be the same as the longship or could maybe have more storage because of the crates onboard and be slightly slower because of the weight of the crates. Having both the longship and trailership as options would be good since the longship is usually the only ship used up until the Ashlands and it would also be a nice option because the trailership simply looks better in my opinion.

tacit sage
#

💡 Worthless items that need more uses in the future. (unless thrown into obliterator)

-bear meat (maybe good for early game as health item but becomes obsolete late, needs a new food recipe tier from black forest and plains)
-wolf fang (dropped by wolves, fenrings and ulvs, you get to craft a spear, leggings and a trinket but you get far more of it than you need. Maybe build material? )
-needle (maybe controversial on this list, needle is only used for crafting porcupine or arrows but doesn't have much use after that. Maybe good for arrows but there are better use for arrows and mistlands has better use for that)
-morgen heart (only used for crafting the breastplate and it's only once. Otherwise this one needs more uses, maybe a future use for deep north blood staffs crafting?)
-bonemaw meat (needs a new food recipe, probably for Deep north)
-asksvin bludder (currently the most filler item of this list. Its only used for bombs but one isn't good for gameplay while the latter is used for traversing lava. May need more uses in the future)
-charred bone (pretty much bone 2.0. Dropped by charred and they drop way too often than you need. Probably make a pile of charred bones like it's bone cousin.)

wraith cobalt
#

💡 Click-and-drag building and farming placement.
I'd like to be able to click and drag to create a line of walls, floors, or planted vegetables. Clicking hundreds of times and making minute hand movements gets really fatiguing on the wrists after a while, and I would like to avoid carpal tunnel.

torn rose
#

💡Charity stream during/after 1.0 release celebrating Indie Devs and the work they put into their games.

crisp lotus
#

💡 butchering an animal of the same species in front of them causes fear to all nearby animals of that type you own, causing them to run from you.

shell mulch
#

💡 This one is for the players.

Don’t go AFK in the boat.

gaunt shore
#

💡New recipe > Bear stew : bear meat, carrots, turnips

jolly forge
#

💡 bone build pieces 😌

daring hawk
#

💡 have a middle ground on the immersive view when pressing ctrl+f3; Maybe a third view where health, stamina, and menus show up, while the minimap and equipment bar and such are hidden.

indigo swift
#

💡Harpoons as a weapon type, similar to spears but the throw pulls enemies, fish or moveable objects like logs, boats and carts towards the player, but mostly does damage with a primary attack.

sharp panther
#

💡a control with the harpoon to slowly pull in, with the same controls used to camera zoom (mouse scroll or whatever it is on controller)

sharp panther
#

💡can the lox running in place be fixed? They should be able to function and take damage from when we can see them, but right now it’s like if they aren’t close enough, then they just stand or run in place, and don’t take damage of any sort

junior anchor
#

💡Add 2 measuring sticks. A 1 meter long wood stick with 9 snap points, each 0.125 meters apart. One vertical and horizontal.

The measuring steps would be same distance as steps in stone stairs.
This will allow for clean looking builds for advanced builders without needing to eyeball placements or use a mod.

Nice to have:
• Display which snap point is being snapped to.
• Once a build piece is snapped to the stick, destroy it.

safe nexus
#

💡 Give the 2 hands hammers/clubs a spinning special attack, its the only weapon type in the game that only has one move.
Maybe some spinning action like the ategir, or maybe that one lion claw skill from elden ring, it even has the same shape as the weapon that comes with it in the game

kind wren
#

💡A lower level recipe to cook fish in the cauldron before the plains. Would be nice if fishing was more useful early game for practical reasons.

Example for early recipe: Fish Carrot Stew (1 fish, 1 or 2 carrots).

Example for later recipe: Fish Onion Soup (1 fish, 1 or 2 onions)

sharp panther
#

💡can we be able to fully upgrade our deep north gear near the end of our adventure? With all biomes besides swamp, mountains and plains, we haven’t been able to fully upgrade our gear within the same biome of unlocking it, but I hope that changes with deep north, so that whatever gear we use in it, we can also max out.

crude notch
#

💡 Make the Gjalls speed be affected by wind. ie the gjalls could have a speed boost if the wind is behind them, but a penalty if its a head wind.

shell mulch
#

💡Wouldn’t it be cool if we could point the game to what tracks played for different biomes/dungeons? customizable base music, ect

sharp panther
#

💡increase the size of the Moder trophy. All of the other big trophies match the size on the boss, but hers jut feels so small, and it is compared to the head on her full model.

sly remnant
#

💡 Unique music for the Sacrificial Stones.
Many other POIs have special music, including ones that players might not spend much time around (Meadows houses, troll caves).
It just seems right, since that spot is where the adventure begins, and where it likely ends (at least as far as mounting the Deep North boss's trophy).

Also, the Scrapped Meadows theme would be perfect for this spot (search "Valheim Old Meadows on YouTube" and it's the top result).

kind wren
#

💡 Let us buy or craft more inventory slots.

I would rather give all my valuables away for 4 extra inventory slots than have all that "treasure" lying around...

shell mulch
#

💡 display the in-game day on the map. It’d be cool if we had a simple journal to keep notes in too. Or even the ability to attempt hand drawing maps with charcoal.

quartz yew
#

💡 allow pet names to be a little longer so i can name my chicken hennifer lopez

potent hemlock
#

💡 "Who Asked You?"

Asksvin raid, similar to "You Are Being Hunted."

shell mulch
#

💡 this is prob gonna be wildly unpopular, but I miss the danger trees. Seems like they do next to no damage these days

When my wife and I first started, I gave her her first axe. This wasn’t our first survival game, she knew the drill. 30 seconds later I was dead.

I’ll go a step further and say that trees should significantly damage wooden structures. Cutting trees is dangerous business and it’s silly to think you can hit tree and tree not hit back.

tacit prairie
#

💡

  1. Cargo Handling System (Crates & Barrels)
    Storage Pallets: Introduced a specialized storage pallet. Visually, it fills up with crates or barrels depending on the stored items (similar to the cart mechanic).
    Interaction: Players can open the inventory UI to manage items or physically grab a "Carry Case" directly from the pallet.
    The Carry Case: This item occupies the player's hands but features 3–4 high-capacity slots (increased stack size). This makes unloading ships after a raid feel more tactile and rewarding.
    Placement: Cases can be dropped on the ground or snapped onto another pallet for quick unloading.
  2. Construction Hub (Optional)
    Radius Crafting: Pallets act as a resource hub. When building within a certain radius of a pallet, resources are pulled automatically from its inventory, eliminating the need to constantly shuffle items into the player's personal bags.
  3. Maritime Salvage
    Harpoon Mechanics: Floating crates (from shipwrecks or random ocean debris) can be hooked with a harpoon and pulled toward the ship. This adds a dedicated "scavenger" loop to ocean exploration.
  4. Lox / Pack Animal Integration
    Cargo Saddles: Add dedicated attachment points for crates and barrels onto the Lox (or other pack animals) saddle.
    Note: This raises a tactical challenge: how to ensure the survival of your pack animal during transport?
  5. Wood Processing & Logistics
    Plank Production: Introduce a wood-cutting station to process raw timber into Planks.
    Usage: Planks are required for building pallets, ships, and advanced structures.
    Immersion Tip: When "grabbing" a crate from a pallet, the model appears in your hands automatically and disappears once the contents are unloaded, keeping the workflow fluid and immersive.
prime moat
#

💡 a repair all button

magic surge
#

💡 A potion like the "Love Potion", but for serpents. Maybe it could enable day spawn for five minutes.

kind wren
#

💡 Sunken Crypts in the Swamp are extremely boring. Please consider doing a total remake of them in the future.

faint plinth
#

💡 After defeating the first 5 bosses only two of the battles were mildly difficult. The stag and the Dragon. These main bosses need work. Also collision detection on larger creatures needs work. Lox, for instance, always glitch their head through walls and try to attack stuff on the other side. Increase their box.

exotic totem
#

💡 Ghostard
A custard-like confection made from freeze glands and ectoplasm.

analog tree
#

💡 Serpent scale armor - mediumish game armor set thatll could be obtained swamp/mountains (valheim need more armor sets 🙂 )

haughty edge
#

💡 A dumbwaiter to move heavy items between floors. This would make it easier to set up multistory bases where you need to move metal up to a higher floor.

grizzled hound
#

💡 Dead Raiser small change:
Regular attack = Skeleton Warrior
Heavy attack = Skeleton Archer

No more standing around for 10 minutes every morning with a butcher knife to get 4 archers in Ashlands

dusty hinge
#

💡

  1. Fall damage to NPC/enemies.
    Reason: it applies on the player but we can't kick an enemy into the abyss and kill it that way? It would be so cool: This is Sparta!

  2. NPCs/enemies should be able to drown as well.

wet bridge
#

💡 Fuling Furniture

I'm recently coming back into Valheim after quite some years away and still to this day get jealous about those little guys having such cool bases and towers. Let us build them plz

raw oracle
#

💡 The Deadraiser should be eligible for a upgrade with gems from Ashland. Upgrade would let the Deadraiser summon Charred warriors/archers instead of skeletons and these should not take climate-based damage (like from cold in Deep North), as theyre already "dead".

dense zealot
#

💡 New wagon, larger storage space, but players cant use it directly, it needs to be attached to a saddled pet Lox or Askvin, doesn't come with a MS debuff even when overloaded, and unlike the player wagon its physics are heavier and less likely to topple over.

brittle summit
#

💡 Axe heads, and specifically the curious axe head are extremely rng dependent, a meadow item, even if completely overpowered for the time, should not take over 7 hours to create (yes this is heavily rng dependent and I understand my luck was rotten, but this is still ridiculous, I could have been farming iron in that timeframe in a new world :p ) I suggest the mysterious axe head to spawn in meadow, in more house variations than only house 2, and curious axe head can spawn in black forest towers / ruin chests

cosmic whale
#

💡 Fire wisp: Crafted Item or build piece in deep north, produced of wisps and surtling cores. Would have a long lifespan and during that float around your base and fuel every fire source like torches, braziers etc.

warm ice
#

💡I love this game, but:

  1. the inventory is terrible, at the ashen stage there are 4-5 free cells in the inventory, not occupied by equipment, we need a separate menu of equipped items, and the ability to quickly switch between combat and home clothes (this would make sense to wear it).
  2. I also wanted to rebalance fishing, this is the main chill-mechanic, but tied to stamina, and it turns out that the fish do not at all recoup the food lost to catching them.
  3. it would be nice to rebalance the magic so that it can be cast from one staff, because carrying 10 sticks with you is not fun (although they are incredibly beautifully drawn)
  4. put idols in the ashen castles that will build reservations, because the entire mechanics of siege mechanisms will lose to three built ladders
  5. Otherwise, thank you for all your work, I spent a lot of incredible hours in this game with my friends.
cosmic whale
#

💡 Make it so you can roughly draw an own map with the navigators table in immersive mode.

stuck rock
#

💡 Make Bell Fragments unaffected by Drop Rate multipliers, similar to the Sealbreaker Fragments.

dense chasm
#

💡 at least 2 more minibosses i would say 1 in the swamp and another in the mistlands

daring hawk
#

💡 a couple of inclination angles on the hoe to make smoother roads going up or down slopes

kind wren
#

💡Add an "undo last build placement" hotkey for when you accidentally build a piece in a wrong spot, or if you just place a wrong piece. It can only undo 1 step back.

robust girder
#

💡 Add more flavor to the difficulty settings of Valheim.

The world modifiers have been great, I love that they were added. But I'd like to either A) add an additional ruleset to the difficulty modifier or B) Make a seperate option for "Challenge Mode".

This ruleset/challenge mode would tweak/introduce mechanics to make the game more punishing. Because let's be honest, just giving mobs double damage and the player -30% damage isn't always the most "fun" way to make things "challenging".

Proposed additional/tweaked mechanics (so far):

  1. Parrying drains stamina
  2. Many enemies are more aggressive. This can currently be seen with the greydwarf brute, or the past iteration of Seeker AI.
  3. Root Harnesk loses pierce resist. Root armor set bonus gains pierce resist. (imo this should be vanilla, but I digress)
  4. Resistances no longer override weaknesses. If you are both weak and resistant to fire for example, it evens out to normal fire damage.
  5. Would be cool if some mobs had additional moves, but I also understand that's a lot of work for something a good amount of players won't see. The other options seem like they wouldn't be too taxing on dev time.
tacit sage
#

💡 New types of creatures with lightning damage. (and new recipe)

Right now lightning damage is under utilized as only 2 bosses have that. What if there were 2 new creatures that were added for lightning?

-Thunder slime

Health: 100
damage: 90 lightning aoe jump attack.
Weak: blunt, frost
Neutral: spirit
Resist: pierce, slash, fire
Immune: lightning, poison, stagger, chop, pickaxe
Faction: undead
Spawn: meadows, black forest and mistlands during thunderstorm and plains during rain after defeating bonemass,
Drop: trophy, electro liquid

Description: Thunder slimes are variant of slimes where they spawn during thunderstorm (3 max) when bonemass is slain. They resemble blue slimes with electricity bumping out of them. Their main attack is that they leap and jump around that deals lightning damage and can be deadly when it's raining.

They drop an electro liquid which can be crafted into lightning arrows or flash bombs, built an electric barb trap or crafting a potion that grants lightning resistance.

-seeker harvester

Health: 175
Damage: 45 slash + 90 lightning attack , 15 pierce + 30 x 3 lightning ranged attack
Weak: poison
Neutral: fire, frost, stagger
Resist: lightning, pierce, slash, blunt
Immune: spirit, chop, pickaxe
Faction: mistlands
Spawn: mistlands at night or thunder storms
Drop: seeker meat, carapace, trophy, raptorial claw

Description: range attacking seekers that has raptorial arms similar to mantis and its backside is glowing light similar to a firefly. Their appearance is also green and yellow with similar look to the yggrasil roots you find. They spawn at mistlands (x1) during night or thunderstorm and you can spot them easely during night time. As the name suggest, there named harvester due to harvesting sap from yggrasil root.

They serve as ranged attackers which fires 3 times, and their melee attack is equally deadly melee attack.
They drop all the seeker stuff with addition of the raptorial claws, which you can craft a fist weapon.

finite remnant
#

💡 One suggestion would be to create a separate menu for equipment such as clothing and accessories, as it's very annoying to have a lot of things taking up space in our inventory.

sharp panther
#

💡dvergers should get out of water if they aren’t chasing anything or fleeing. In my world there’s this dverger tower surrounded by water, and there’s dvergers around it that just swim. I don’t know maybe thy just want to go to a little dip but they don’t get out at all, and they easily can. But they just eternally swim.

balmy socket
#

💡 i think we need better early game access to some weapons. for starters i do think Eitr should be acquired a lot earlier, maybe swamp tier, but only having access to very basic magic capabilities. and it is a shame that we have to wait til Mistlands to gain access to dual knives and two handed swords. the recent addition of the later battleaxes and newest meadows twin axes are fantastic step in the right direction, but i think the game would benefit from it going a step further

jolly forge
#

💡 Decorative ropes pieces. vertical, horizontal, diagonal, possibly a draped variant. Similar to the newly added garlands. This could also work with chains.

marble hatch
#

💡 Change the chance of double crafting yield to give an extra +10 when crafting nails, or at least roll that chance on every single nail made.

cosmic whale
#

💡Bring back the old meadows song, maybe as a theme for the boss trophy stones. That song is way too good not to be in the game in some capacity

grand meadow
#

💡Stone Arches but horizontal, so you can outline paths and such.

dense zealot
#

💡 Rested also boost adrenaline gain

meager swallow
#

💡 higher jump levels also make it harder to take fall damage so when you jump off a small ledge you don't take damage

wraith cobalt
#

💡 Bronze instead of Iron for Reinforced Chests
Iron is already a massive resource sink, but comparatively bronze stops seeing use entirely post dark forest.
We unlock Bronze axes in the forest, unlocking access to Finewood. But it isn't until we get iron that we can make a Reinforced Chest. I propose shifting Reinforced Chest to use Bronze bars instead of Iron bars, both to free up some iron for more important things, but also to enable us to access better storage a little earlier, and not have that compete with a resource that will be needed for the rest of the game.

manic lichen
#

💡 an option to fully customize the pattern on your shield, that way everyone can have their signature style! (this could be compared with minecraft shields)

weary mica
#

💡 The archive turns the mechanical process of hunting into a deep exploration, motivating the player to collect knowledge and study the weaknesses of enemies. It is a powerful immersion tool that fills the world with history and rewards curiosity with valuable tactical advantages.

granite canopy
#

💡 What if we had option to craft Early axes using either 2 curious heads or 2 mysterious heads (with same stats as current axes)?

magic surge
#

💡 New building piece or hoe option: fake terrain.
Only placeable on top of floorpieces, so that they look like the natural ground of the biome. This way you can build undergound bases or tunnels with a slightly natural look.

urban crypt
#

💡Beeswax from beehives instead of resin for candles

thin igloo
#

💡 Even with Ask Set, plains fist weapons deal less damage than mountain fist weapons because almost every mob in mistlands and ashlands has resistance to pierce. Would really like to see a rework or adjustment to make fists worth using.

sharp panther
#

💡wards should be able to disable the usage of trollstavs to players not on its list. Maybe even a separate list so even people with authority on the ward don’t accidentally use it. I have accidentally done it.

Why not all magic? Because I think in certain scenarios it may stop people from being able to properly defend their base, so I think limiting just trollstavs are a good way to protect without limiting too much.

marble hatch
#

💡 Add loud death shriek (or other sound) for the Queen. At the moment she dies silently and it feels incredibly anti-climactic, especially for the jump in difficulty between her and Yagluth.

silk cedar
#

💡Let us change binds of gamepad controls.
(And plz make interface hud fixated depended on what u choosed as controls, like if u use trackpads of steam deck - hud always changes from pc version to console and backwards)

sharp panther
#

💡blobs spawned by oozers should automatically be in attack mode instead of spawning in the “unaware” state. Makes sense since they’re part of the oozers

steel tinsel
#

💡 Please make scaled object persistent. I want to be able to craft custom worlds and builds. I have some cool one's that are meant to be places from giants but they don't scale without mods. I want people to be able to load in without needing the mod to enjoy it. This works with the trees because of the random size function. It would be nice to have a persistent scale not linked to the object ID so it doesn't get reset or defaulted when loading in without the mod.

tardy pike
#

💡 Darkwood throne

zealous gyro
#

💡Create a world sharing system to play with friends without a dedicated server

warm plank
#

💡 Adding wood spamming Key E to furnaces becomes muscle straining at some point in game but its quick; Holding the E key instead of spamming it, takes some time... 💡 Hold E on furnaces could add wood slightly faster

jaunty fractal
#

💡 Suggestion for Valheim Merch∶
Coloring Book(s) with official Valheim Art. A book with a mix of art related to the game and the Lore in general.
Could be divided into biomes/themes. Like, a chapter for each biome, or a chapter for bosses, for Valheim buildings, for Odin and his Raven friends, and even for Valheim inspired abstract Viking drawings, etc.
Could have drawings with very detailed and complex art style, and also simple drawings (like a thistle or a potion).

teal hull
#

💡 Birch trees planted in plains grow as the ones in the biome, with yellowish leaves

ebon gust
#

💡 Suggestion for Discord:
Please change format for suggestions:
Currently all suggestions are submitted in a "pool" and they get lost as more keep coming in. Suggestion discussions channel becomes overwhelming and replies start to convolute each other. So I would like to suggest changing the structure of how suggestions are submitted.
Change suggestion submissions to having a new "thread" created for a suggestion. This will allow players to react to it, discuss, and debate within the "thread" keeping the suggestion material on topic and in an easier format to navigate between suggestions.

tacit turtle
#

💡 Valheim should be about survival & defeating great threats out there.
Instead the true boss of the game is tetris slotting.
Give us a progression based expanded inventory freedom.
Cannot be too much ofcourse, or the game will lose its teeth, people still have to think about what they'll take with on adventures.
To keep it tense, simply use aspects of what you already have.

Make pack saddles for every animal that is tameable in the game.
The saddles wont make em rideable, but it would make em follow you everywhere you go.
Increase the inventory slots of the animal according to the tier of biome they originally belong to.
Keeps it fun, keeps it Valheim, lose the tame, loot its integuments in the rubble of the loot you had in the saddle.
Makes people happy with more inventory freedom & gives the tameables more purpose.

versed bear
#

💡 increase ectoplasm drop rate or lower the amount needed to craft TWIG.

in 4and 1/2 play throughs, I’ve only killed like 3 ghosts

junior anchor
#

💡A sound effect when you try to dodge and don't have enough stamina.

cerulean jasper
#

💡 -In the ocean, sometimes it would be cool to spot draugrs ships with valuable loot (Ambers, coins, necklaces, ruby rings (new valuable), etc).
I mean, they are in meadows (Villages), mountains aswell.
-Lighting arrows : Made with obsidian and thunderstone from trader. Might help with the progression in plains against the growth.

tiny crypt
#

💡 Some way to track spears you've thrown, I hate losing my spear 🙁 Maybe an automatic map marker like death markers? And it would be auto-deleted once you picked it up again

mystic needle
#

💡 Asking for the second time:
Add the option to color your icons on the map. That way I know what the difference between copper and tin is on the map, without having to read the text from the icon, I can just see the color. (Should also be visible on mini map ofc)

tacit sage
#

💡 Adding Ladders into valheim.

Probably one build feature that wasn't added in the beginning are ladders, something your players character could climb up or down. Now stairs can do similar feature but i feel like ladders would be a nice addition as it would be distinct from the stairs, plus it would be nice if you made castles, towers or docks.

Requires a crafting bench (forge and black forge for metal variants), a wall to place and there 1x2 tall. Placing them would make the player climb taller.

They come with wooden, yggrasil, ashwood, iron and flametal variety to build.

safe nexus
#

💡 New effect of the blood gem: Instead of the much-requested life steal effect, I think it would be easier and cooler to have the opposite effect.

Infusing your weapon with the blood of the gem will give you 40+/- damage; however, attacking will damage you X amount of damage (this effect can never kill you).

I think it would be nice to have this damage effect so the weapon selection varies more in this biome. Using the thundering berserk axes is by far the most effective way to beat the entire game, and infusing them with the suggested lifesteal effect would not change this in any way. The self-damage would make better use of the slow weapons while still being very effective to use with faster weapons (if you're skilled enough to not get hit). You get a pretty high health regen with the Ashlands food, so I think something like 10-20 damage would work well enough, making it a high-risk, high-reward kind of deal. I think this is better than just swinging with a life-steal axe and killing every single enemy.

uncut mural
#

💡 Inventory management. Equipped armor, trinkets, and etc should not take up inventory slots. It would also be really nice if the inventory had a trash can, so you don’t have to chuck everything you don’t want on the ground.

versed bear
#

💡 increase ghost spawn rate.

They’re a pretty fun enemy now and it would be fun to see more of them

karmic niche
#

💡 make coal or charcoal available is the ashlands for harvest
Would save time and would give a bigger reason to go back to the Ashlands
Could make it so we can find a bit of charcoal in trees or rocks

warm plank
#

💡 Funny noises like fart sounds for trolls. Or fart sounds for the green slimy things when they die. Perhaps other creatures might make fart noises as well. It doesnt have to be farts, but just more funny noises.

tacit sage
#

💡 Some deep north trinket ideas.

-elements of power

Fire damage +20%
Frost damage +20%
Lightning damage +20%
Poison damage +20%
Spirit damage +20%

Adrenaline cost: 80
Duration: 1 minute

The elemental trinket is a damage boost trinket that increases all elemental damage. While it is good with infused weapons or elemental tier weapon (melee, ranged), it's also good for mages due to staffs doing elemental damage. I think 20% damage itself Is higher than melee simply because it's the end game biome and the biome should introduce powerful enemies. It's mainly used for extra dps.

-endurance of gold

Run stamina usage -20%
Jump stamina usage -20%
Attack stamina usage -30%

Adrealine cost: 70
Duration: 1 minute

This one is simply more for players that either used ranged combat, or melee player that simply get attack stamina increase. It's pretty good when stacked with ask set and Eikthyrs boost for running or jumping, but also stacks well with berserker mead and ashen cape for attack stamina. Mostly a stamina cost endurance trinket that's ment for long fights.

runic marten
#

💡 animal husbandry?

This would be a mechanic that makes breeding just a little more fun. Wild animals would have a chance to spawn with a single trait tied to their species. Once tamed, traits are permanent and can be passed down via breeding.

How traits would work:

  1. Act as modifiers, stacking on top of the existing star system
  2. Each species has two possible traits
  3. An animal can have both traits at the same time
  4. Traits have a hard cap at level III, they would not increase beyond III

Passing down traits:
No Trait x Trait
=> 50% chance the offspring inherits that trait at level I

Trait x Trait (same trait)
=> Offspring always inherits the trait
=> 50% chance it increases by one level (up to III)

Dual-trait x Single-trait
=> Offspring inherits both traits immediately
=> Shared trait has a 50% chance to increase by one level

Stars would be inherited separately and still function as normal. I'll use boars as an example for everything listed above:

Boars could have traits like hearty (increased meat drops) or thick-fur/skinned (increased leather scrap drops). Applying some of the rules mentioned above, a boar could have hearty III. A boar could also have both hearty and thick-fur at the same time (both of these traits could also be level 3 so it could have both hearty III & thick-fur III). A two star boar with the hearty trait (of any level) or the thick-fur trait (of any level) would drop more meat/leather scrap than a trait-less two star boar. A player who is seriously dedicated could probably have a two star boar with level three of both traits.

This would obviously incentivize long term progression.. I have some more trait ideas but word limit got to me.

silk cedar
#

💡 Fix askvin cloak description. I mean effect is changed but item description is old and it's confusing a little

remote burrow
#

💡 Debuff that slowly increases after drinking mead, camera moving to show you are drunk.

kind wren
#

💡 Make tamed animals viable to join you in battles in the world, if you assign specific pets to be your battle pets.

They shouldn't die permanently - they should be resurrectable, when using special medical resources.

They should rank up over time, when participating in battles, and get a few new abilities as a result (passive and active).

There should be a limit on, how many of them you can bring.

If they are stuck in terrain or lost, you could resummon them with a whistle.

shell mulch
#

💡 an admin tool or something that can restore the landscape to its original state… for people that are a bit over ambitious with the pick/hoe

shell mulch
#

💡 a feeding trough that tames can simply eat from if they are within a 6m radius or something. Furthermore, tames should be able to eat crops and seeds directly from the plant if they are accessible?

shell mulch
#

💡 The lore stones are so cool. I think it’d be neat if there were recipes or quests you could get from them.

lyric drift
#

💡 acknowledging that its far too late by now but portals would have been a good use of ancient bark rather than fine wood

potent mason
#

💡 when using the staff of protection. rain should fall off and you shouldnt be able to be stung by bees.

steel meteor
#

💡 A toggle to have biome specific music to silence during night time hours as the Meadows do currently.

cosmic whale
#

💡 Instead of a waterfall, have the body of Jörmungandr at the worlds egde

shut saffron
#

💡 Snapping for chests would be nice. Everyone likes a clean storage room.

shell mulch
#

💡 The game should totally keep instant replays of a characters last 5 deaths.

If you choose to permanently save a replay, it becomes a possible dream sequence on rest.

shut saffron
#

💡 If there ever was going to be a new vendor, maybe with an Ocean update, they could put the new vendor on the back of a Leviathan. Maybe this vendor could sell boat cosmetics, similar to the barber station (but for your boats).

mint shuttle
#

💡 please make smoke pass through iron grates

south raven
#

💡 Please make it so that enemies who can't deal enough damage to pierce through your defense are scared of you and will not attempt to fight (pester) you

lyric bronze
#

💡How about Charred Arrows getting Needle Arrows treatment?
With Ashwood being a limited resource I feel like this would be a good change. Just a charred bone and feathers for the craft.

full zodiac
#

💡 player trophies. Do I need to explain

slate moth
#

💡Greetings,

Observing the wet debuff in game and no object or potion to to eliminate or reduce it's effects, I came up with an idea:

All the capes in the game have some properties besides armor, except for the deer leather cape. My suggestion is: put a perk on the deer leather cape do reduce de wet effect only if the player is caught in the rain, the reduction won't work if the player is swimming.

Additional mechanics could be applied, like:
Deer leather cape lvl 1 - 10% reduction in wet debuff only acquired trough rain;

Deer leather cape lvl 2 - 15% reduction in wet debuff only acquired trough rain;

Deer leather cape lvl 3 - 20% reduction in wet debuff only acquired trough rain.

cobalt arrow
#

💡 A new fist weapon to be introduced with the deep north. Assumably a polar bear whos drops can be turned into a fist weapon much like the bear and the vile, though I dont care on specifics as long as we get another fist weapon.

steel meteor
#

💡 Cape recipes using linen capes and gems from Ashlands/Deep North (if they exist) to create a variety of customized capes and effects for end game.

shell mulch
#

💡Power attack? Attacking while sprinting or jumping (or falling without feather cape) additional stagger

shell mulch
#

💡 You found a draugr lore runestone. “Break them, Bury them, let them know they are dead”

You could turn this into a quest easily enough, return and use 5 draugr trophies on the lore stone and receive a unique resource, part of a crafted item or a building piece unlocked, or a cool little decorative item to decorate your base… sail patterns, whatever.

earnest moat
#

💡 make the inventory great again

spare hill
#

💡 make enemy heads/trophies equippable, they should give no armor at all would just be funny and could just be nice for some fashion

dense zealot
#

💡 make enchantments an upgrade and not separate build items, so as not to bloat the build menu. make it so the upgrade section allows us to enchant weapons that allow it as long as you have the gem.

merry mortar
#

💡 Making an option to craft or build a customizeable shield or banner using a simple paint system. The shield would only be customizeable once before it’s crafted and the banner could be customizeable at any time after you’ve placed down a "customizeable banner" and for both the banner and shield you can save the design to have it replicated later on.

steel meteor
#

💡 A bear raid that only occurs if there are bee hives present. It could be a shorter raid like the trolls. Raid message could be “They just want a smackerel.”

mint shuttle
#

💡 starred enemies should have higher trophy drop rates (whatever formula is fine for balance purposes)

shell mulch
#

💡 Should sneak attacks and attacks landed on staggered opponents generate additional adrenaline?

urban crypt
#

💡 Tamed baby animals should follow their mama

cobalt arrow
#

💡 Make the blast furnace a direct upgrade to the smelter instead of them having different ores. Meaning the blast furnace can smelt every Ore.

spare hill
#

💡 fist weapons on armor stand PLEASE

broken pike
#

💡 Either add underwater swimming and merfolk spawning rooms (air pockets with new enemies and drops related to the sea)

Or

Add Dvergr Sea forts that can either be friendly, or pirate owned and dangerous. This would add content to the ocean without needing swimming depth.

The ocean needs more content urgently.

shell mulch
#

💡 Maybe Hildir could hook us up with more sweet furniture options for lugging those heavy trunks all over Valheim.

tacit sage
#

💡 New event (valkyries event)

-Ride of the valkyries

Spawns 5 voltures and 2 fallen valkyries to raid the players base.

The event spawns in black forest, plains, mistlands, ashlands.

It has a 90 second duration.

Enadled after killing Fader and killing a fallen valkyrie

Cannot be disabled

Start message: "the birds are coming"

End message: "the birds are migrating south"

Interval:
Voltures: 15 sec
Fallen valkyries: 45 sec

Music: Richard Wagners "ride of the valkyries" will play.

indigo swift
#

💡 Bears could occasionally try to shake off players that are riding them like the gjall does, instead of patiently accepting death

shell mulch
#

💡I want Kvastur pet to sweep up my yard or something. Ugh

shell mulch
#

💡 More details on character selection screen.

Skill levels, # of deaths. Number of worlds? A funny pie chart that tells you what %of deaths were fall damage, drowning ect. Or even specifically, what mobs you died to.

Achievements, difficulty completed, most powerful foe vanquished?

You guys already keep some of this data, it’d be cool to see it more accessible to people that don’t know how to access it.

gray meadow
#

💡 Dvergr boats with crew sailing in the ocean biome near to the Mistlands and Ashlands biome giving a sense of ​​population.

The AI doesn't need to improve cause all of them are range attackers and it can be cool watching them fighting against serpents

spare hill
#

💡 being able to attach dvergr lantern to the front (or sides) of the ship because i genuinelly cannot see some of these underwater rocks and i keep scraping on them

haughty edge
#

💡It would be nice to have a server setting to remove biome restrictions on raids. A lot of playstyles will have people continuously build their main base up rather than move it to each new biome, which leads to mistlands and ashlands raids almost never happening because the player dosen't spend a lot of time in the bases in those biomes.

jaunty fractal
#

💡 A way to remove items from the armour stand without having to remove every item from there every time.
Sometimes I just want the shield or the weapon etc, and I have to take every item and then put back all the other items I don't need.

limber rover
#

💡 Introduce a cartographer merchant who sells key points of interest for your map. Players could either select a region on their map to reveal nearby dungeons and burrows. Or possibly encounter a more common 'local map' scattered throughout the world that, upon discovery, marks nearby locations. This would add map pins without fully revealing unexplored areas.

jaunty fractal
#

💡 To avoid losing materials by crafting a new item instead of upgrading an existent one∶
Maybe a question box (Craft this item?)to confirm before crafting things that can't be undone, like armour or weapons.
OR
Maybe a more simple solution would be an Upgrading Menu that is different/more visually-separated from the Crafting Menu.

I know that the Crafting action can be canceled if we click the Craft button before the crafting is complete, but the time is usually so short that I only notice after having crafted the item. I have accidentally crafted many objects and lost their materials forever, when I just wanted to upgrade the ones I already had, because I didn't notice that I was in the Crafting menu, instead of being in the Upgrade menu.

slate moth
#

💡 what do you think about thirsty mechanic? Like the food, if you are thirsty you have stamina Regen affected.

sharp panther
#

💡dverger shipwrecks in the Ashlands. They made it there, but how?

kind wren
#

💡 Give us new tools in Deep North that use a lot of resin, since we have so much of it already (similarly like Shield Generators that use bones).

Perhaps resin can be used to light up big fires (lamps, bonfires, special fires in Deep North) to keep warm and survive the cold. And as a bonus these fires can also emit a lot of light at night.

Bonus idea: Maybe same could be done with some of the hides from earlier biomes for the purpose of keeping warm. For instance, patching up and reenforcing (insulating) abandoned bases with hides to prevent the cold from getting in.

tranquil path
#

💡 I would like to see the death penalty split in two categories, one for skills and one for items. I'd like to have hardcore death but have the option leave some or all items behind.

kindred solstice
#

💡 Option to rename chests the same way you rename animals, to shift click the chest and rename it so it has a new tag when you look at it. "Just use signs" It gets in the way and is very annoying to deal with.

wild compass
#

💡 A trinket that is a mask from Begraved. would be amazing.

potent thunder
#

💡 A Enemy lock on system allowing you to hit enemies easier with slower attack like the Swords special or Ember Staff

versed bear
#

💡 buff ashlands dvergr HP

everytime i meet dvergr, i don't even bother stopping by because they only survive for maybe a few minuets. I understand that the philosophy of the ashlands is that 'always watch out, always be fighting', but i feel like you should be able to have a bit more of a reprive, since the dvergr are like a get out of jail free card, and it would be more fun to encourage players to fight smart and kite enemies there when they get to the occasionally silly amount of enemies chasing them.

patent jackal
#

💡Be able to tame deers and then make carriages or add horses to the game

kind wren
#

💡 Make proper building more rewarding.

Encourage players to build a real roof, instead of just using "floor tiles as a roof". Otherwise the rain should go right through it and give you the wet debuff.

Encourage offsetting the stone walls / bricks, etc. for more stability. Running bond or stretcher bond bricklaying technique should apply, so that you offset the seams for more stability (and more structure HP), especially when your structure takes physical damage from monsters.

sinful sable
#

💡 Travel tent.

A small tent giving the players a small (5-10 minutes) rested bonus when sleeping / camping through the night. Can be placed without a workbench, but does require a campfire to be build first.

Tier 1: Small travel tent.
Crafted from 3 core wood, 2 wood, 6 deer hide and 4 leather scraps. Gives 5 minutes rested bonus when being used.

Tier 2: Medium travel tent.
Crafted from 5 core wood, 4 wood, 8 troll hide, 4 wolf pelts and 10 leather scraps. Gives 8 minutes of rested bonus when being used.

Tier 3: Large travel tent: crafted from 10 fine wood, 6 wood, 8 lox hide, 4 wolf pelts and 10 leather scraps, Gives 10 minutes of rested bonus when being used.

Additional info: the wolf pelts give a warmth bonus, which makes the tent useful in colder areas (Mountains and Deep North) as well.

shell mulch
#

💡 barrel cradles/racks?
modular barrel cradles that hold 3 barrels each. Could snap to others.

Or as others have mentioned potions on tap at base? Maybe you have a tanker or cup and get a slight duration boost for potions. It’d give us a reason to carry them maybe? Finer cups provide longer buff? No….itd be too good

cosmic whale
#

💡 Make the trolls moveset more varied so that they dont get overshadowed by bears.

nocturne blade
#

💡 26, 45, and 67 degree flametal beams to aid in design and structural support would be a beautiful addition to the build menu.

💡 Dedicated slots for armour that don’t take up main inventory space.

jaunty fractal
#

💡 Half-length Angled Build Pieces.
For the horizontal and vertical build pieces we have the half-length option (the short one), but we don't have that option for the angled ones. We only have the long pieces.
It would be super helpful in some builds or building finishings to have the half-length option too.

torpid hearth
#

💡 Larger stack sizes for items that dont have a lot of weight. (some raw meats, gems & valuables, feathers, chicken & vulture eggs, some boss drops & summon items, things of that nature. (see barley flour going from 20 to 50 stack) might help a little bit with storage & player inventory when on the move. Not the answer to inventory problems, just a small improvement for stack sizes.

toxic spoke
#

💡 Vile claws should break ygg saplings because they are black metal weapons

cosmic whale
#

💡 Lawnmowing with the scythe, so that its not either very high grass or naked soil

raw oracle
#

💡 Probably unpopular, but I want it. Tamed animals should slowly go feral again unless you feed them. A bit more responsibility is fair.

earnest moat
#

💡 Being able to attack while riding a lox or asksvin with some weapon types
for example while riding a lox with spear and we can make unique attack like charging to enemy

lyric bronze
#

💡 Perhaps controversial, but how about mage armor sets having additional passive bonus of 50 eitr when wearing full set. Equals to amount of stamina at your disposal with no food buffs. This way player would be able to do at least something when not fully buffed. Say, doing things around a base, you're not completely defenseless.

normal iron
#

💡 Sled for upcoming Deep North (& Mountains) immunity or smaller cap to fall damage whilst riding it.

viral haven
#

💡 We need a better light source. Outside fires, the only things that give off decent light are the Sconce and Brazier. With the Deep North how about a new version of the Dverge Lantern using Silver, crystal and Surling cores? Just need something that doesn't smoke, need constant fuel and a decent light radius for some areas..

sacred basalt
#

💡 A way to choose distance from a snap point incrementally, say 25 centimetre, so we don’t have to use pillar and other pieces every time we want to be more precise. It would be a really big quality of life change

boreal glen
#

💡 the abbility to plant bushes, no berry bushes, just simple bushes for decorating the outside, and/or ferns, flowers, basically more types of vegetation to make houses and areas look a lil more pretty

primal bane
#

💡 cheat command to clear inventory
right now I use itemset builder but it still has some items and sets my skills

boreal glen
#

💡 let us be able to craft chains out of iron ingots, its extremly tedious to frm for them, why not be able to craft simple chains?

mild ferry
#

💡 maybe add sunfish to ocean biome

light oracle
#

💡 When crafting armor, allow us to style the torso similar to the shields. For leather and Bronze, allow a tunic to be colored underneath the armor itself. For iron and above, a simple belt sash that can be colored. It would make your personal viking stand out more when in multiplayer servers.

boreal garnet
#

💡 Wishing to have signboards that allow us to write longer statement/paragraph, also vary in sizes, 2x2, 4x2, 6x2

balmy yarrow
#

💡 Sinking mechanism for boats, for example if you hit a rock at high speed, a hole will come to your boat and water level will slowly start to rise. 🌊When boat gets full of water the boat will sink underwater. You could fix the hole with hammer or you could use some kind of bucket to throw the water out. 🪣This feature could be pain in the butt in ashlands but the damage system could be different for different boats at different speeds.🚤

unborn rivet
#

💡 A button to toggle pins on/off in the map UI.

daring hawk
#

💡 be able to reduce/remove the shaking when stuck in place or sliding as an accessibility option.

plush vortex
#

💡we should have a village well to buy from Haldor after midgame. it should come with two dvergrs you can give tools to do whatever that tool is used to, and you could sell stuff and buy stuff little like minecraft. maybe have warriors to protect the village. all of this so you shouldnt have to do EVERYTHING including woodcutting in the endgame, and you would have something to do with your money.

shell mulch
#

💡Maybe some flower pots or raised beds to decorate and grow stuff in?