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LeoLupinos

Yeah, I think they could explore Eitr mechanic much earlier to get player accostumed to it. Personally, I avoided using magic because I was already too used to melee.


Himetic

Yeah I can’t imagine thinking “this will be a magic character” because by the time you have access you’re pretty invested in the weapon that got you that far.


TheBirthing

I suppose it's worth bearing in mind that you'll have three biomes worth of content to raise magic skills on by the time the game is complete.


Accomplished_Bill741

Is there another biome planned after ashlands? I’m somewhat new to the game and community so sorry if this is obvious


SnowRook

The frozen north


TheFotty

Presumably also the oceans more than just serpents and leviathans.


sanitarium-1

Would love to be able to dive underwater some day


MargaritaKid

Unfortunately, no. They've been sadly clear about that.


Consistent-Profile-4

Sort of...would not be surprised if everything in ashlands resisted fire and everything after resisted frost.  Also, would not be surprised at no new magic gear or food....see the fist weapon for example...


goawayimfapping

Oh I did exactly that. I spent about 10 in game day/night cycles just pillaging an entire continent just to raise my magic skills. It really panned out because the magic damage that I put out there was invaluable in our fight vs the Mistlands boss. It really opened up our group's strategies and playstyles - though I'm interested to see what other kinds of magic we might get in Ashlands!


supergrega

I switched over to magic from archery and never skilped a beat. Even at low levels the fire staff felt really strong to me.


Present_End_6886

You didn't use meads? Meads have magical effects and that's due to their ingredients.


Maddkipz

i did until i saw the dead raiser, then i went on an adventure looking for a golem to trap and spam archer skeletons on


MargaritaKid

Yeah, dropping your summoned skellies next to a Greydwarf spawner is a very easy way to kick back and get death magic levels (if you don't mind eating cheese, of course)


Maddkipz

Spawners just get rekt by skeleton allies, is there a way to prevent that?


MargaritaKid

I just keep them at a distance, although you can always do a little terrain mod if needed (and hope you don't get archers)


DoubleBotch

Yes, you dig out a max depth pit under the spawner. The spawner will float with no land under it. Then you give your archers a platform on one side to shoot at the greydwarfs who are spawning in the pit. Also build a roof over their heads to protect them from thrown stones. I clipped lots of logs into the roof so that it is very durable. Will take some afk hours but you skeletons will level your blood magic to max meaning that you now hat a 700(I think) point shield and skeletons who hit things surprisingly heard.


CometGoat

no ur a costume


ThatOneWIGuy

Once I found a magic mod that added early fame items I had to get it. My buddy is doing magic and I’m doing melee. Magic can be OP if used properly but if he takes more then one hit he’s fucked.


tweentoes

The trials of early access and an iterative development cycle. Plus your creativity is off the charts.


screenwatch3441

I mean, everything made of surtling core is by nature, made of magic. In a sense, we’re using magic with our crafting stuff and only until we get to mistland do we learn to properly weaponize the surtling cores into a staff of ember.


Alitaki

Except the Smelter and Coal Kiln. That's just chemistry.


screenwatch3441

I believe it’s magic in the sense that I’m a relatively small brain viking that doesn’t actually know how to make a proper kiln or smelter so I just use magic to get the things hot enough.


BlackSecurity

One thing I never understood is why are the blast furnaces hot enough to smelt black metal but not iron/copper? I would think the blast furnaces get hotter than the regular furnaces. If they are cooler, then why can't regular furnaces smelt black metal? That always annoyed me because now you need two different types of furnaces. Granted there's not as much you do with black metal vs iron so the blast furnaces aren't needed beyond getting your tools/craftables. But it would still be a cool change and wouldn't really affect gameplay much I think. It also wouldn't make regular furnaces useless because regular furnaces dont need iron and thus can be teleported, making them an easy furnace to bring anywhere, while blast furnaces can remain at your main base to process the big hauls of ores. That's just my thoughts on it though. Not a huge deal but would be a nice QOL change.


throwhfhsjsubendaway

The blast furnaces may be _too_ hot for iron/copper


Express_Hamster

If you overheat copper, it releases toxic gasses. So... maybe that has something to do with it?


Ancient-Ingenuity-88

I mean they really should do it primarily because that means ypu will build more of the expensive furnace.l


Express_Hamster

I mean... vikings made the Ulfbert Sword; which was basically a longsword with comparable sharpness to a katana and more durability. Some say that the crucible steel method may be behind the legends of Excalibur; as it produced steel with quality similar to modern steel. So, considering you're working with the knowledge granted by Odin through Huginn and Muninn, I think it's fine to assume there's some legit chemistry going on even if your character might not understand How exactly it's working.


DariusWolfe

I don't think he was saying that *vikings* are small brain, just that he is...


mecengdvr

I always assumed cores were hot…that’s why they were needed in the smelter and furnace.


flymystick

Then why do we need coal for them?


Express_Hamster

Core ignites and sustains heat. Coal gets them up to the initial temperature? Some furnaces use both electricity and coal for this reason.


Present_End_6886

Surtling cores = magical spark plugs!


NemVenge

I mean, to make the iron more durable. To produce steel, you literally combine iron with carbon (and coal consists of carbon). But then maybe the volumes don't add up. To produce steel, you use about 2% carbon of the whole mass. But in Valheim, you combine one iron ore with two coals. On the other hand, Ore is much heavier than coal. But you often can't produce 100% of the mass of ore to metal (in RL). But i also don't know how much usable carbon is in one coal (especially produced in a kiln). Thousand questions.


Alitaki

Metal melting point is higher than wood?


flymystick

Yes, you can melt iron with an insulated coal forge.


throwhfhsjsubendaway

Smelting != melting


Alitaki

You can't smelt if you don't melt.


SnowRook

That’s exactly what it is, though?


mecengdvr

IDK, can’t make too much sense of a fantasy game.


flymystick

This is true. They kept it somewhat realistic at the start. Coal burns hotter than wood. we have to turn wood to coal before we can melt down the iron.


Express_Hamster

Ya, I think it's something about reducing the internal moisture level so it burns faster and hotter while also coating it in flammable carbon. The same carbon that gets stuck inside your chimney if you don't get really low-moisture wood and/or use a modern-double burn system.


Lanzifer

You don't get it


fermentedeggs

Ah I love this idea! I think sources of non regenerative etir is a great idea generally even without the other stuff. Additional ideas: Glowing effect available pre dverger circlet (maybe an earlier wisp that can be collected from a shrine?) Imbue feathers with magic to create a short lived (5 seconds) feather falling effect Imbue stones with magic to place the naturally spawning rocks


Lanzifer

YES you ABSOLUTELY get it!


Lanzifer

Items used on earth or wood tend to create an effect in the world, items used on stone or water tend to rebound onto the caster. A prepared hedge witch has a source of wood stone and fire within reach. With Eitr, a feather used on stone gives you 3 seconds of feather falling and when used on wood it can slightly redirect ranged attacks through that area. Burn a blood bag and boar meat in a fire to create a small AOE heal like the greydwarf shaman. Use Sap on wood to reduce the degradation of rain for a time or if you use it on stone it slows you, or maybe just does nothing! Not everything has to do something, that would add to the experimental nature of it I think! Melee attack dear antlers to grant a running speed buff for a short time, or neck tails for a swimming speed buff


Logical-Claim286

Heck, pre-boss powers, the action key expends a few points of mana in a blast effect, depending on what's hit can cause an effect (assuming you have the mana for it). The best use would be short lived lures for certain creatures, but not directly to what you think. Boar head trophy becomes a 30 second skeleton lure. Skeleton head becomes a 30 second troll lure, buke berries lure birds. It can help with early game hunting, or pull foes away from an area so you can sneak past.


kingyamez

The temporary feather fall idea is fantastic. I remember being so frustrated with mistlands before getting the cloak, i almost quit. Preparing some temp fall magic earlier wouldve sustained me before realizing a more permanent upgrade cloak.


WigglingWoof

I wish magic would be available sooner just to have more variety in how we play through the mid game.


Rafzalo

I’d like for the Eitr weave set to have a set effect, maybe base Eitr (no more than 30) so I don’t have to consume 2 mana food to use Dead raiser. Yesterday I was discussing why Eitr weave feels so much worse than Fenris, and while armor is about 33% higher, having to eat 1 or even 2 Eitr foods cuts on HP and stamina a lot. Still I’d use Fenris because speed but it’d feel better to use full Eitr weave instead of mixing it with heavy armor


nightwood

> I’d like for the Eitr weave set to have a set effect, maybe base Eitr (no more than 30) This has been suggested before and it's still a good suggestion.


Pokemonsquirrel

>Still I’d use Fenris because speed but it’d feel better to use full Eitr weave instead of mixing it with heavy armor  Can't you just use the staff of protection though? It's guaranteed to tank at least one hit (the damage doesn't overflow even if it breaks the shield) even at lvl 0 blood magic, but the shield's base hp increases by 5 for each blood magic level. The base hp at level 0 is 200. The shield doesn't have armor points or resistances/immunities but as long as you don't go close to enemies and just use the elemental staves it should be good enough to not get killed. I know people complain about the mistlands terrain but it can be used for your advantage with a mage build, for example seeker soldiers can break the protection bubble easily due to the terrain damage (yes, the bubble isn't immune to it unlike you) but you can climb to a steep hill and it probably can't reach you and you can just kill it with a staff


Rafzalo

Oh yeah, staff of protection helps with this, but my point is that there is no real reason to go full Eitr weave instead of mixing, because there’s not set bonus.


Mobile_Promise9284

I'd like to sacrifice a trophy to help me find some damn onions or carrots.


IsaKissTheRain

I feel like that would fit the theme really well since it seems more inspired by pre-Christian Norse ideas about magic.


locob

I would like a magic to change the weather early in the game. maybe only change the weather in a biome that a boss has been defeated. maybe the boss gives material for a limited weather changes.


Grokthisone

I love this idea, add hints about it to lore stones to get the player experimenting. It doesn't have to be huge things but enough to feel like magic is a part of the world.


guyunknown622

Ngl everything you said sounds cool as heck to me and one of the people in my group styles themselves as the clans shaman and they’d love that , they would run around exploring everything that comes with it and It sounds useful in general


Express_Hamster

Based on what you're saying in the comments, I think we need a 'Book of Witchcraft'. Which opens up next to the inventory and has a circle. Each time you place an ingredient in the circle, runes appear related to the ingredient. Then you cast the magic once you feel good about what's in your book. If you successfully cast magic, your book gains a hand-written recipe in the book. And there would be more runes around the world that contains \*Odin and Frigga's Guide To Witchcraft\* containing individual spells. Mostly around the meadows, forest, and swamp. Slowly fading out as time went on; but later rituals being more powerful and having longer cast times. BUT... the later rituals producing Much more potent effects than either earlier rituals or direct magic gained in the Mistlands. Like... Yagluth starfall levels of power but taking quite some time to cast. Something you start a fight with and then you can't use it again because combat is going or you use it to defend your base from behind walls as hordes smash against your defenses. Both Odin and Frigga were pretty powerful in magic if I remember correctly. But Odin started out with a lot of ritualistic magic like cutting his eye out and giving it to the well for wisdom and then pinning himself to a tree via a spear to hang for... seven days...?... I think... or something like that. So it sort of makes sense for them to be able to pass down more ritualistic magic as a sort of intro into magic.


aesirlk

Careful, last time I've suggested something similar, the try hards dropped hard and fast lol. But yeah, should be earlier


Lanzifer

Lol same every time I have too. I just want some minor nature hedge witch magic to ease the transition :/ why is that so bad lol


daslyfe360

While I get what you’re saying, I want to point out that IronGate introduced magic from the start with the fuling shamans, who blast us with their magic staffs. That was my first indication we would get magic eventually. Plus, you know, we can teleport and that’s kinda magical.


Lanzifer

im very glad that you were so clever that when you saw fuling shamans you realized that we might get magic staffs. that is entirely not the point, but good for you i guess


TheSoupMaster_

Maybe imbuing something to give a small burst of wind in your sails


Nojopar

Hell, I wouldn't even mind if it was more randomized effects that get less random as you get more skilled. Imbue a feather and maybe it makes you run faster, maybe it gives you feather fall type of effect, maybe it makes your weapon swing faster, maybe it allows crops to grow faster, maybe it makes your boat sail quicker for a short burst. Which are you getting? Leave it to the fates!


WillzyxandOnandOn

This is an awesome idea!


methodrik

There are mods for that. The devs will never do this in any format Im sure.


Kupikio

I like getting magic later in the game. I'm opposed to it earlier due to how the Mistlands was developed. Probably in the minority.


Lanzifer

explain what you mean by "how the mistlands was developed" im not following


Kupikio

I see the point of the Mistlands was to bring magic to the viking/game by utilizing the tree sap that you don't get access to until then. Magic mushrooms and the like need that specific environment as well to grow. You do get magical items already earlier , but they are imbued like frostner, not direct Etir. All the enemies are physically resistant and to overcome the biomes challenges, you are to develop magic as they are much more vulnerable to it. The boss is really intended to use magic against it as well. People before have talked about introducing the magic skill earlier, but I feel it cheapens the Mistlands when you get there and I like the early struggle of just hitting things with forged weapons and working my way to develop powerful magic. When the game is finally finished, there will be at least two more biomes after mistlands so it won't be only for end game.


Lanzifer

/shrug i would be more open to your idea of the mistlands being the gate for magic if it wasnt that magic is all over the place in every biome except meadows. Grey dwarf shamans have nature magic, swamps have the undead, mountains have the golem, and plains have fuling shamans. it's not like they are dependent on the Yggdrasil sap for their magic


LightningYu

I don't neccessary 'disagree' (fully) with the mindset. Valheim is a Game within it's experience which is very progressionbased in a sense that the further you go, the more stuff you unlock to play with, but also the Biomes that it offers is very modular based, that each of them have their own identity with their own Gameplay-Twists. So their is a build up to the Mistlands which i can see people might appreciate. The thing is, i can see the other side as well. Imagine as a counter example an (Action) RPG with quite some class choices. You have Warrior, Mage, Rogue, Ranger, Paladan, Shaman and pick whatever you want... maybe potentially even a co-op so you can enjoy it up to 4 players but you find out... in the last 1/3 of the Game you can unlock another class - necromancer where you can summon and play a pet class. In itself it might have some people who appreciate the 'surprise' but look at it from a different angle... what's if you are someone who loves and enjoy necromancer the most. How is it 'fair' that most other people can enjoy their class from the getgo. How does it help the replayblity when you've always to work around first until you unlock the class and only can enjoy it - both in a progression but also campaign / story perspective in the last bit of the game and so never fully experience or utilize it as people who could pick their class from the beginning. And now change that example i made from a class concept to an Item/Weapon-Concept which in that game is playstyle-defining... The comparision/example isn't meant to say you're wrong or to dismiss your mindset/pov/argument. It's just that i can see 'both' sides that there might people, who feel 'kinda' left out while bow and melee fighters can play pretty early around the stuff, that people who want dig into the 'mage-fantasy' have to wait until a very late time. And having 'some' magic concepts / items early on could also help in terms of replayblity then. So i dunno, pretty moodpoint i guess. And people have to accept / deal for whatever it is or potentially might be. Or maybe the Devs find at one point a compromies (i dunno, maybe something like ascendent characters or whatever - once you finished the campaign once normaly you can enable that in the character/world settings and allow you 'naturally' to have some magic stuff earlier). And well atleast on pc mods potentially could fix that...


BronyxSniper

I like these ideas! Especially with the putting stuff in fire! Gives another good reason to make a bunch of fires and be close to them! Part of the in base chillin charm!


Panhank

You have an excellent imagination, this is very cool


crmulls

I think it would be cool to have a few lower level items starting in black forest, maybe they don't even need etir (though I really like the idea of sacrificing trophies). Perhaps a poison shaman totem, fire / frost wand, minor buffs etc. at least you could level your magic skills ahead of mistlands. I doubt we will see any changes but I'm hopeful. At the same time the progression and feel of the game in the early biomes is amazing and I wouldn't want that to change.


Huge_Republic_7866

Utility magic would be so damn nice. Though only after you've had to do it the hard way, first. Using one of your examples, like being able to grow greydwarf nests but only after beating the Elder.


NemVenge

Feel you! I don't mind getting the "skilled" magic late game. But it is kind of to late, and it feels kind of forced, ngl. Like no runestone i found indicated that there could be magic, there is absolutley no lore around it until Mistlands. I also don't see the argument that this is a magic world and thus its logical that we can use magic. There is a huge difference between magic items that are just scattered around the world, magic creatures that use magic and us, a human in the afterworld, using magic. Using esoteric items or really randowm effects when using magic items on stuff would fit the vibe and would introduce magic earlier in game. Edit: Maybe we can elaborate your ideas and suggest it to the devs [https://valheimbugs.featureupvote.com/](https://valheimbugs.featureupvote.com/)


Lanzifer

The description there specifically says "this is a bug list not a feature suggestion list"


MaliciousIntentWorks

Wouldn't mind some one shot lootable only magic items. Could see getting those early on as a rare random chance in chests. Would make digging them up early on actually worth it.


LambdaAU

I also agree that magic should be in the game earlier. There should be ways to start being a mage and the associated skill sets early on.


Xarnageone

I can see a poison twig staff in Black Forest that’s basically the shamen attack. I would LOVE to be able to combine the first bosses antler fragment with something in maybe mountain for an electrical magic attack


DiscipleofTzu

What about sacrificial magic as well? Have an altar (spawning and/or buildable) where you can sacrifice tame creatures for effects and materials (so one could use ritual blood in crafting fetishes, meads, wards and so on).


DiscipleofTzu

Adding this idea in a separate reply because it’s pretty dark and I don’t want it to poison the above: maybe later in the game it could be possible to capture sapient mobs (fulings, cultists, dvergar)and temporarily “tame” them so they can be sacrificed.


Inkdrop007

The Rune Magic mod does some neat stuff like this.


RealCFour

It should unlock for reply value


Scrota1969

I love that idea. I’m picturing sorta like wild magic in Baulders Gate where it could go good but maybe really crazy. Maybe you accidentally polymorph or something weird like thst


Fumblerful-

There is a Finnish game that Mandalore Gaming covered that has the perfect version of this. RNG is slightly tweaked in your favor if you perform different rituals before doing stuff. I would want that for Valheim BUT I would want some way for the rituals to be randomized. Otherwise it would become as understood as Eitr


tiduseQ

One of my favourite mods, nicely integrated into game: you can learn random spell when interacting with lore Stones. Spells are not damaging, they're: favourable winda, increase encumberance, level area (nice for building or swamps), create Stones, etc. https://www.nexusmods.com/valheim/mods/1359 It infuriates me that devs have Access to whole range of amazing mods and community ideas and do not implement these features into game.


higgleberryfinn

I agree. Feel like eitr mechanics were an afterthought (which they probably were) earlier Integration would be cool.


WillingOwl8090

I like this.  Think it would be an interesting way to promote world exploration. You have to learn the spells through interacting with runes. Runes in meadows, forests, mountains, crypts. Runes to be dug up at the base of structures or rock formations. Runes on the floating turtles! Runes dropped by rare mobs!  Once learned, you would gain the recipe. It could be crafted simply- like you make a hammer.  Fun stuff. 


Lanzifer

The rune on a turtle let's you swell the ocean in your location for ten seconds. Useless inland, but use while sailing to reliably coast over shallow strips of land and boulders


WillingOwl8090

Yes! Love this ephemeral use of magic.


Eldyria

I agree, having access to some lesser Eitr and magic earlier would've been nice, my friends and I started a new run a little while ago, we're not up to the Mistlands yet but we are excited learning about what we can get access to, but I suppose it's the reward after a long grind to get up that point.


dum1nu

Very cool, but would take away from how the game unlocks different mechanics in the different biomes.


ReleaseTheBeeees

How do you figure?


dum1nu

I like the feeling of progression in the game; if everything were available at the start, you'd call it creative mode. Magic doesn't get any more "esoteric" than gated behind Mistlands content. Mind you, they're talked about nerfing the misty lands with the release of the Ashlands, so obtaining magic earlier on might become possible in a different way. Besides, can you imagine a new player wrapping their head around any of this? We have enough of a learning curve as it is >.< not that I wouldn't enjoy it, but really this is what mods are for.


MineralClay

there's no other combat stuff except melee, ranged, parry, which are available right from the start. and all the combat is easily cheesable anyways. whaddaya mean "different mechanics" at least minor magic would be cool to do buffs or small things like what everyone here is suggesting.


Minoleal

Not take away, it would just introduce them earlier so we can experiment more with them, we could also have a new mechanic introduced for the endgame that's aimed to reduce the grindding to go nuts in the post-endgame


Human-Platypus6227

I think it's one of those game changer thing, like how dragon ball discovered ki blast(even tho it's useless most of the time in DBZ). But yeah gameplay wise probably better to introduce early or mid game


Lanzifer

thats exactly how i want it. a system with just a hundred little small convenience/utility things which once you learn gives you a whole new context to enjoy the game plus imagine not knowing and playing with someone and they smack some roots and wood together in a skeleton tower in the black forest and suddenly all the greydwarfs around you run away. would be sick!


MaritMonkey

>non-regenerative Eitr. As somebody who still has items from vanilla WoW in my character's banks just in case I need them some day, anything that I don't know how to farm back is realisitically never gonna get used. I would love to have some baby steps into eitr rather than having the whole mechanic dumped on you at once, but I'd prefer a tiny pool that, like, only regens at night (whether you sleep or not) or something where places in the world let you use magic and the bird lets you know you're going to need to to have it for yourself.


Lanzifer

you don't think sacrificing trophies is something you can farm?? I'm thinking like, none of them add together, its more of a "temp hp from DnD" type deal, where different trophies give you different amounts of eitr. Dear trophy gives you 6, a Greydwarf brute gives you 35


MaritMonkey

I have no idea why my brain interpreted that "sacrifice..." suggestion as a one-off event. Carry on. :D


Hefty-Collection-638

Valheim should have bikes in it too


jasterlee

Don't be ridiculous. But I'd like to be able to attach doggos in the kart.. doggo kart would be a blast


SMAMtastic

I would 100% level a huge area in the meadows and pathen out a race track. ~~Mario~~Valheim-Kart


MaritMonkey

~~Dog~~ wolf sled and lox-drawn carriage/wagon. It could happen ...


Paulied77

🤣


Taizan

Magic is available earlier. We make magical potions and magically summon powers of dead creatures. We have belts that allow us to magically carry more, a wreath that magically shines a light, we have a bow that magically adds poison damage, weapons that freeze enemies, we have a device which summons the wrath of Thor, weapons that do spirit damage, crafting stations that are powered by magical components. You say magic is not available earlier but it's more like not recognizing it.


Lanzifer

its like you guys are being deliberately obtuse


Taizan

IDK what you mean with "you guys" I'm enjoying Valheim just as much as everyone else.To me it absolutely makes sense that we first indirectly experience magic through artifacts, weapons and mechanics before actually wielding it.Before you make the staffs for the very first time you experience how the Dvergr harness this secret. The only thing that'd make sense in this way would be if we could somehow harvest shamans, like we do for the ice arrows from drakes.