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  <title>Ideas for Enshrouded</title>
  <subtitle>Ideas for Enshrouded as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://enshrouded.featureupvote.com"/>
  <id>pr_lgtdexmuhk5fjhz</id>
  <updated>2026-04-10T08:12:40Z</updated>
  <entry>
    <title>Skill tree rework feedback thread (Update 8 / Forging the Path)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707978/skill-tree-rework-feedback-thread-update-8-forging-the-path"/>
    <id>sug_ovbv0hczofvhxbc</id>
    <published>2026-04-21T18:24:05Z</published>
    <updated>2026-04-21T18:25:19Z</updated>
    <content type="text/plain">Given that the skill tree was significantly reworked with update 8, this thread is for all the general skill tree feedback after the changes.</content>
  </entry>
  <entry>
    <title>General combat feedback thread (update 8)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707967/general-combat-feedback-thread-update-8"/>
    <id>sug_vcfms5pbpi5ha38</id>
    <published>2026-04-21T17:38:30Z</published>
    <updated>2026-04-21T17:38:37Z</updated>
    <content type="text/plain">We get a fair bit of general combat feedback on here, often multiple suggestions that don't really work as a single actionable ticket. I've made this thread to merge those to so they don't have to be deleted.</content>
  </entry>
  <entry>
    <title>Forging the Path (General feedback thread)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/707966/forging-the-path-general-feedback-thread"/>
    <id>sug_d8z9waseg8haqqa</id>
    <published>2026-04-21T17:37:52Z</published>
    <updated>2026-04-21T17:39:14Z</updated>
    <content type="text/plain">For all the Update 8 feedback that doesn't fit neatly into a single ticket :)</content>
  </entry>
  <entry>
    <title>Bug: Can't loot sparks</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716468/bug-cant-loot-sparks"/>
    <id>sug_8gza12szg1zkia3</id>
    <published>2026-06-11T17:48:15Z</published>
    <updated>2026-06-11T20:16:58Z</updated>
    <content type="text/plain">Can't loot any sparks from the Flame Shrines, i have tried relaoding game, loot other stuff which works fine, i tried restarting but i still can't loot the sparks, the ''E'' doesn't show up, this problem started one day ago. The same problem is for the other players on my server. It works fine on other worlds.</content>
  </entry>
  <entry>
    <title>Motion Blur as its own separate setting</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716355/motion-blur-as-its-own-separate-setting"/>
    <id>sug_skibmge0od612dd</id>
    <published>2026-06-11T08:35:34Z</published>
    <updated>2026-06-11T20:16:49Z</updated>
    <content type="text/plain">I understand that motion blur (although not named this) can be turned off via:&#13;
1. Open your Options menu.&#13;
2. Navigate to the Accessibility tab.&#13;
3. Find the setting labeled Reduce Dynamic Camera Motion.&#13;
4. Toggle this setting ON.&#13;
&#13;
However... it would be helpful to just add Motion Blur on/off to the display tab of the settings.. Makes it much easier to find as it's in the display settings of every other game!&#13;
&#13;
Thanks!</content>
  </entry>
  <entry>
    <title>Update Creator Program to include requirements for TikTok</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716327/update-creator-program-to-include-requirements-for-tiktok"/>
    <id>sug_pfelngt0ydr9kup</id>
    <published>2026-06-11T03:30:27Z</published>
    <updated>2026-06-11T20:15:49Z</updated>
    <content type="text/plain">I can't join the Creator Program because I don't meet the requirements for YouTube or Twitch, yet my TikTok streams are popular and more than meet the same requirements.</content>
  </entry>
  <entry>
    <title>"Damage Upgrade Preview" tooltip for current spells with current talents &amp; buffs</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716320/damage-upgrade-preview-tooltip-for-current-spells-with-current-talents-buffs"/>
    <id>sug_5ievk1lfx4xs149</id>
    <published>2026-06-11T02:00:47Z</published>
    <updated>2026-06-11T20:15:36Z</updated>
    <content type="text/plain">The Damage calculation is very unclear (Staff power, elements, boni from talent, diminishing returns, etc)&#13;
&#13;
Summary:&#13;
Similar to Path of Exile 2, you could add a "Damage Upgrade Tooltip", that previews the damage increases for currently equipped spells, scaled by current boni and stats.&#13;
&#13;
Detail Example:&#13;
If you have ANY damage increasing effect (Talent tree, buff food, etc), described in a tooltip, like "+30% Fire Damage" ...&#13;
- you will see a note "press ALT for damage preview."&#13;
- the preview find all equip spells (from your inventory, same order like in your spell list)&#13;
- it calculates the CURRENT damage with all talents and buff you would do on a target dummy with that spell&#13;
- it calculates the same, but with the talent / buff food virtually applied&#13;
&#13;
Now it shows the extra tooltip NEXT to the original tooltip like this:&#13;
======&#13;
Eternal Ice Bolt 1:  180 =&gt; 180&#13;
Fire Bolt 2:              190 =&gt; 205&#13;
======</content>
  </entry>
  <entry>
    <title>Combat detection fixed for solo</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716295/combat-detection-fixed-for-solo"/>
    <id>sug_8xhwzmtnnavumoc</id>
    <published>2026-06-10T22:31:44Z</published>
    <updated>2026-06-11T20:13:56Z</updated>
    <content type="text/plain">Playing any kind of dungeon alone is a pain, especially in the catacomb where, upon detection, the entire room will instantly zero in on you. It could be nice if either the basic skeletons or the immediate surrounding got alerted, but not the entire bloody room. I died very often because I expected a dark room to be empty, only for one monster to notice me, immediately raise the alarm, and causing my agonizing demise through bone dog bites and scythes to the face.</content>
  </entry>
  <entry>
    <title>Defining places for Autodrop in Base</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716283/defining-places-for-autodrop-in-base"/>
    <id>sug_2sdfugj5tncrf0y</id>
    <published>2026-06-10T20:17:36Z</published>
    <updated>2026-06-11T20:13:33Z</updated>
    <content type="text/plain">Define Places in Magical Chests for Autodrop and let them marked, so theres always a specific Place for dropping into chests even the acutal Count of Items is 0.</content>
  </entry>
  <entry>
    <title>Rake stone</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716205/rake-stone"/>
    <id>sug_ssacotftmama96y</id>
    <published>2026-06-10T14:54:30Z</published>
    <updated>2026-06-11T20:11:05Z</updated>
    <content type="text/plain">I know it makes sense to not be able to rake stone and not being able to use rake on farm soil to get more farm soil makes sense in a limited resource perspective, but it would be nice to have a tool that lets us shape them better, especially to smooth stone out the way the rake lets you do so with softer materials. Laying down stone can be really lumpy if you're trying to make a slope. It would be nice to be able to smooth it out.</content>
  </entry>
  <entry>
    <title>Being able to add small spiders and beetles as "decorations".</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/716076/being-able-to-add-small-spiders-and-beetles-as-decorations"/>
    <id>sug_xfprqqray0cli6n</id>
    <published>2026-06-10T01:03:47Z</published>
    <updated>2026-06-11T20:10:19Z</updated>
    <content type="text/plain">I think it would be interesting to be able to add little critters scurrying around on the floor of your base like they do in the areas of specific enemies (spiders and beetles). It would add a sense of creepiness and that could go really well with some of the darker themed blocks.</content>
  </entry>
  <entry>
    <title>Feed Guards to maintain their loyalty</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715902/feed-guards-to-maintain-their-loyalty"/>
    <id>sug_efexmbkekiswffp</id>
    <published>2026-06-09T15:45:58Z</published>
    <updated>2026-06-11T20:09:05Z</updated>
    <content type="text/plain">If you want an animal to guard you, you should have to hand feed it, select guard, and then maintain loyalty by feeding every say 10 minutes according to the guard health and loyalty bars.</content>
  </entry>
  <entry>
    <title>Further Salvage Protection if Gem Attached</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715811/further-salvage-protection-if-gem-attached"/>
    <id>sug_ycn9r5jvrfzudmk</id>
    <published>2026-06-09T03:00:05Z</published>
    <updated>2026-06-11T20:08:20Z</updated>
    <content type="text/plain">Got salvaged an weapon with a gem attached to it, rendering to gem be destroyed as well. Should allow to dismantled or deattached upon salvage.</content>
  </entry>
  <entry>
    <title>More uses for drying rack</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715703/more-uses-for-drying-rack"/>
    <id>sug_tu8wkuwnnf1intx</id>
    <published>2026-06-08T17:20:16Z</published>
    <updated>2026-06-08T20:07:22Z</updated>
    <content type="text/plain">It would be nice to able to dry other foods in the drying rack, just like we do with berries.  Dried meat and fish, for example, would be cool.</content>
  </entry>
  <entry>
    <title>improve the ease of executing a stunned enemy</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715662/improve-the-ease-of-executing-a-stunned-enemy"/>
    <id>sug_tui8lxwnvpvyjxt</id>
    <published>2026-06-08T09:46:07Z</published>
    <updated>2026-06-08T20:07:07Z</updated>
    <content type="text/plain">When I'm up against four or five enemies, I might be able to parry one of the attackers and stun them, but even if I press the Justice button, it doesn't automatically lock onto the stunned enemy. I'm essentially tapping Justice while the other enemies buy time to attack me. The only surefire way is to select the enemy with the lock-on button and then press the Justice button. But in melee, it's difficult to quickly select the stunned enemy when there are three or four other enemies around. It would be really helpful to be able to press the Justice button and have the character automatically lock onto a nearby enemy to perform the attack, automatically running towards them to execute them.</content>
  </entry>
  <entry>
    <title>More flexible sushi</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715583/more-flexible-sushi"/>
    <id>sug_k8wh4dbomgh2qzt</id>
    <published>2026-06-07T18:34:32Z</published>
    <updated>2026-06-08T20:06:18Z</updated>
    <content type="text/plain">More types of fish should be viable for sushi. It's very hard to get enough Silverback, let alone Crimsonback, to make a good amount of sushi.</content>
  </entry>
  <entry>
    <title>Diver's Endurance Flask should increase oxygen</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715582/divers-endurance-flask-should-increase-oxygen"/>
    <id>sug_1opoax3nkzyclam</id>
    <published>2026-06-07T18:32:01Z</published>
    <updated>2026-06-08T20:06:10Z</updated>
    <content type="text/plain">Currently, the Diver's Endurance Flask doesn't really help you dive. It just helps you swim faster. But diving is mainly limited by oxygen capacity. The flask should increase oxygen capacity.</content>
  </entry>
  <entry>
    <title>Make fishing less random / reliant on RNG</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715580/make-fishing-less-random-reliant-on-rng"/>
    <id>sug_a8zcxw3a5efijsr</id>
    <published>2026-06-07T18:19:39Z</published>
    <updated>2026-06-08T20:05:45Z</updated>
    <content type="text/plain">Fishing should be more strategic and less random. The fish you get should more strongly depend on where you fish and what bait you use, such that particular fish are only found in certain locations and are best attracted by certain bait. (And rather than simply being a matter of rarity, there should be some rare fish that are best attracted with scarabs, others with grasshoppers, etc.) I am utterly tired of catching Lakehoppers and Shimmerfins even when fishing with the best possible baits in Veilwater Basin.</content>
  </entry>
  <entry>
    <title>Gold and silver should not require a blast furnace</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715578/gold-and-silver-should-not-require-a-blast-furnace"/>
    <id>sug_6y9abdcvl2wagak</id>
    <published>2026-06-07T18:07:22Z</published>
    <updated>2026-06-08T20:05:08Z</updated>
    <content type="text/plain">Gold and silver melt at very low temperatures relative to other metals. They shouldn't require a blast furnace, and they shouldn't need nearly as much coal as steel. (It's also odd that making iron and making steel in the blast furnace have the exact same recipe.) Making gold and silver from ore should be doable at the crucible, and should require less fuel and less time than making iron or bronze.</content>
  </entry>
  <entry>
    <title>Add option to disable instant consumable use from hotbar keys</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715549/add-option-to-disable-instant-consumable-use-from-hotbar-keys"/>
    <id>sug_ouagwz2av9m7eqt</id>
    <published>2026-06-07T12:46:29Z</published>
    <updated>2026-06-08T20:04:36Z</updated>
    <content type="text/plain">Please add a gameplay option to disable instant consumable use when pressing hotbar keys (1–8).&#13;
&#13;
Currently, pressing a hotbar key instantly consumes usable items in that slot. On keyboard and mouse this can sometimes feel frustrating during combat or inventory management when players only want to select/equip the slot first.&#13;
&#13;
A toggle option would be great, allowing players to choose between:&#13;
- Current instant-use behavior&#13;
- Select/equip-only behavior</content>
  </entry>
  <entry>
    <title>Make The Nomad Highlands Shroud easier to leave</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715477/make-the-nomad-highlands-shroud-easier-to-leave"/>
    <id>sug_37sseco6wsofzqq</id>
    <published>2026-06-06T18:39:08Z</published>
    <updated>2026-06-08T20:04:17Z</updated>
    <content type="text/plain">The  Nomad Highlands Shroud has nearly no natural exit points, especially near the eastern side. I spend nearly 15 minutes wandering around before eventually having to alt+f4 and respawn at my base just to exit the Shroud - please consider adding jump pads more frequently at certain points along the edge of the Shroud to allow the player to ascend out of it.</content>
  </entry>
  <entry>
    <title>Sit Keybind</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715525/sit-keybind"/>
    <id>sug_5s5uyfigqjjjn9h</id>
    <published>2026-06-07T06:10:12Z</published>
    <updated>2026-06-08T19:55:16Z</updated>
    <content type="text/plain">Please add a keybind option for specifically sitting vs looting, trying to loot while items are on chairs gets annoying quick</content>
  </entry>
  <entry>
    <title>Ability to change weapons while blocking</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715351/ability-to-change-weapons-while-blocking"/>
    <id>sug_r7tietfympuvb9p</id>
    <published>2026-06-05T16:39:42Z</published>
    <updated>2026-06-08T19:54:54Z</updated>
    <content type="text/plain">I've been running as a caster and have noticed that we can't switch weapons while blocking. It would be useful to be able to do this, especially between wands and melee weapons. I've been caught out many times trying to switch between the two when an enemy runs up on me.</content>
  </entry>
  <entry>
    <title>[qol] tree and plant harvesting sfx</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715341/qol-tree-and-plant-harvesting-sfx"/>
    <id>sug_txklq6gkn7vyxt1</id>
    <published>2026-06-05T15:38:28Z</published>
    <updated>2026-06-08T19:54:09Z</updated>
    <content type="text/plain">I almost always over-swing when attempting to cut down a tree, whether i hit it or not.  I would be satisfying to hear a 'crunch' on the last hit before the trees fall, rather than as they do, so that im not spending the extra frame locked into the animation.  Would also be nice to have a 'homing' mechanic, so that if im just shy of reaching my target (tree/shrub/mushroom), i'll still hit 'something'.</content>
  </entry>
  <entry>
    <title>Shroud vignette option</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715261/shroud-vignette-option"/>
    <id>sug_syrih0lawbnr9bj</id>
    <published>2026-06-05T06:22:11Z</published>
    <updated>2026-06-08T19:52:44Z</updated>
    <content type="text/plain">The view in shroud fog may be immersive, but its low visibility makes me tired.&#13;
I prefer bright and clear view, and shroud vignette would be a solution.</content>
  </entry>
  <entry>
    <title>I did not know hallowed halls final teleporter took me back to the first of the dungeon.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715249/i-did-not-know-hallowed-halls-final-teleporter-took-me-back-to-the-first-of-the-"/>
    <id>sug_m9pftfwygtnlmy0</id>
    <published>2026-06-05T02:12:20Z</published>
    <updated>2026-06-08T03:02:23Z</updated>
    <content type="text/plain">First, I want to say that I really loved the Hallowed Halls challenge. It was very fun! Great job on making it so engaging!&#13;
&#13;
 I did not know I was at the end of the Hallowed Halls Dungeon, and therefore, teleported back to the start of the dungeon. It was very disheartening to know that I had to do that all over again in order to get back to the final room after all that hard work I put in. Maybe if there is a way to signal the dungeon is over, that would be helpful.</content>
  </entry>
  <entry>
    <title>Please make yucca trees repeatedly harvestable</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715239/please-make-yucca-trees-repeatedly-harvestable"/>
    <id>sug_xinl9rjlbocwh36</id>
    <published>2026-06-04T22:03:53Z</published>
    <updated>2026-06-08T03:00:02Z</updated>
    <content type="text/plain">Placing trees is a delicate operation, since you can't see exactly where they will reach until they are fully grown.  Replanting yucca trees every time you harvest them is a chore.  Couldn't they work more like the coconut trees or the hazelnut bushes, where you plant them once, and they regrow whenever harvested?</content>
  </entry>
  <entry>
    <title>Separate hunger and hydration</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715222/separate-hunger-and-hydration"/>
    <id>sug_egxegizygs4pgy8</id>
    <published>2026-06-04T19:36:25Z</published>
    <updated>2026-06-04T20:19:17Z</updated>
    <content type="text/plain">I love that the game provides incentives to actually eat balanced meals with a variety of foods, but there's one small way in which I think it could be improved: Track hunger and hydration separately. Drinks only replenish hydration, which runs out faster than hunger (configurable in difficulty; default maybe something like 5 min for hydration and 15 min for hunger), while food only replenishes hunger, so you need both. It just feels strange that I can fix starvation by drinking from a water pouch.&#13;
&#13;
I'd also love it if the biome you are in affects your hydration: The Kindlewastes are mostly desert, so they could drain your hydration especially fast, while the Albaneve Summits are cold so you wouldn't sweat and wouldn't need as much hydration.</content>
  </entry>
  <entry>
    <title>Pikemead's Bulwark is broken</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715217/pikemeads-bulwark-is-broken"/>
    <id>sug_c03yqhe2e8dmovo</id>
    <published>2026-06-04T19:17:59Z</published>
    <updated>2026-06-04T20:17:48Z</updated>
    <content type="text/plain">When you upgrade Pikemead's Bulwark, it actually gets WORSE because of a serious issue in the way that Shroud time is calculated. Changing out equipment that has effects on your Shroud time triggers a recalculation in your Shroud time, but the recalculation starts at your base level (I think based on your Flame level only---it may not even include Inner Fires from skill points) and tries to count up from there. But if you are already in the Shroud when you do this, the counting up can't happen and you actually LOSE time in the Shroud by switching from another item to Pikemead's Bulwark. Moreover, this doesn't only happen when switching out weapons or shields; it also happens when switching to your glider, so all you need to do to ruin the shield's usefulness is to glide while in the Shroud. This effect is bad enough that it was basically never worth using Pikemead's Bulwark.&#13;
&#13;
My recommendation is to do one of the following:&#13;
1. Don't recalculate Shroud time when switching equipment if you are already in the Shroud, or&#13;
2. Make the recalculation start at your CURRENT remaining Shroud time, so you can't ever lose time. (If switching would reduce your max to below your current time, of course use the max instead.)</content>
  </entry>
  <entry>
    <title>Fishing and Oxygen Rework</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715185/fishing-and-oxygen-rework"/>
    <id>sug_p2lxxgvmzd8pthp</id>
    <published>2026-06-04T15:26:41Z</published>
    <updated>2026-06-04T20:17:14Z</updated>
    <content type="text/plain">The loop between fishing and crafting foods that boost diving time is in a rough spot. With the way recipes for oxygen-boosting foods are currently designed, there needs to either be a way to catch specific fish with more intentionality (maybe fish-specific bait instead of generic common, uncommon, etc), or more flexibility in the food recipes. As it stands now, in order to create one stack of the best oxygen-boosting food, you need to catch *five* of the rarest fish in the game. And at least in my game experience, I have yet to encounter even one of these fish despite having logged several hours into fishing with the best craftable bait. &#13;
&#13;
This becomes a greater source of frustration in the Veilwater Basin where a lot of emphasis is placed on prolonged dives through flooded ruins; what should be a very atmospheric dungeon experience is hampered by the inaccessibility of reliable means of boosting your dive time.</content>
  </entry>
  <entry>
    <title>Make (ancient spire) plattforming somewhat optional for people who can't platform</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715151/make-ancient-spire-plattforming-somewhat-optional-for-people-who-cant-platform"/>
    <id>sug_pezyxvnzqviqrlj</id>
    <published>2026-06-04T13:52:03Z</published>
    <updated>2026-06-04T20:14:41Z</updated>
    <content type="text/plain">I feel like the plattforming elements in the ancient spires are harder than many other platforming elements of this great game. My suggestion is to make it optional for players who are just not as skilled in plattforming. This might be related to having an "explorer" game mode, which is easier for people who are not gamers per se.&#13;
&#13;
My father (who is 63 and really not a skilled gamer) loves Enshrouded for the exploration and building, and is decent at combat and simple plattforming elements. But he just can't do the plattforming of the ancient spires, not even the first one, and has therefore not really left the Springlands yet. This is quite frustrating for him, because he also likes the game for the story and "wants to do it properly". So me joining his game (which would be a technical challenge for him on its own) and doing it for him is not really an option.&#13;
&#13;
I am aware, that in the later game, plattforming is necessary for progression, too. But I think it's still way easier outside of the ancient spires until the very late game, so focussing on making them optional would go a long way for players like him, I think.</content>
  </entry>
  <entry>
    <title>Auto-Move Crafted Items</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/715109/automove-crafted-items"/>
    <id>sug_ycli5qoigbbivfv</id>
    <published>2026-06-04T10:08:29Z</published>
    <updated>2026-06-04T20:14:26Z</updated>
    <content type="text/plain">Auto-Move/Auto-Quick Stack items from Crafting Stations to chest once they are crafted</content>
  </entry>
  <entry>
    <title>arcane concentration / spellslinger - not balanced</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714978/arcane-concentration-spellslinger-not-balanced"/>
    <id>sug_w5fmv9z1w1hjx8p</id>
    <published>2026-06-03T23:41:02Z</published>
    <updated>2026-06-04T20:13:35Z</updated>
    <content type="text/plain">Spirit is sadly one of the worst stats. Big mana pool is not very useful, mana reg is important. And spirit does not give mana reg for some reason. In long / hard fights you have to drink tons of mana pots and they become more and more useless with bigger mana pool. arcane concentration costs 5 (!) talent points and gives minimal spirit which gives minimal mana. not worth it! (e.g. at flame level 4, you get 2 spirit, so 80 mana)&#13;
spellslinger: you get 5% STAFF damage for 2 talent points ?! just skill 1 int for 1 point and you get 5% to all spell damage. not worth it&#13;
&#13;
suggestion:&#13;
- 1 spirit gives 2 mp5&#13;
- arcane concentration costs: 1-2 talent points&#13;
- arcane concentration: get 1 spirit for 1 level of flame&#13;
- spellslinger should give 10% / point</content>
  </entry>
  <entry>
    <title>Magic resource gathering</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714975/magic-resource-gathering"/>
    <id>sug_juedggznlhngkz9</id>
    <published>2026-06-03T23:18:20Z</published>
    <updated>2026-06-04T20:13:23Z</updated>
    <content type="text/plain">It would be cool if there were consumable magic spells for collecting items into your inventory, chopping trees, mining ores/ tunnels and harvesting plants</content>
  </entry>
  <entry>
    <title>Craftable floor grates</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714971/craftable-floor-grates"/>
    <id>sug_egvhzlsb7rfevbz</id>
    <published>2026-06-03T22:21:49Z</published>
    <updated>2026-06-04T20:13:09Z</updated>
    <content type="text/plain">So when building my water mills, I want to be able to see the water below but be able to walk along it.  There are a lot og floor grates you can walk on in the game and I would like to be able to make them.</content>
  </entry>
  <entry>
    <title>Change the Howling Peak Arena (Dragon boss arena) Shape</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714962/change-the-howling-peak-arena-dragon-boss-arena-shape"/>
    <id>sug_ug6ujqunk0bqyu0</id>
    <published>2026-06-03T21:19:18Z</published>
    <updated>2026-06-04T20:12:57Z</updated>
    <content type="text/plain">The fight in Howling Peak has had many complaints, and I do personally think it is one of the worst boss fight experiences I've had in a game. Which is sad because it is very close to being a good challenge. The change that would resolve many problems with the fight is to fill in the donut shape of the design.&#13;
&#13;
Because of the open hole in the middle you have less area to maneuver for dodging when the dragon is stunned and falls, or is attacking with its death laser. This difficulty of maneuverability is in addition to the snow which already hampers your abilities. While keeping in mind the arena is always a part of a fight with bosses in games, the current arena design makes it too strong of a foe you have to pay attention to in addition to the powerful moveset of the fell wyvern. &#13;
&#13;
From my personal experience fighting it, I think filling in the arena's central hole would alleviate many of the frustration points of the fight by giving the player less impending falling doom to worry over, so they can focus more on fighting powerful dragon, and more area they can use to dodge the various attacks.</content>
  </entry>
  <entry>
    <title>chain heal should heal yourself</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714953/chain-heal-should-heal-yourself"/>
    <id>sug_pxkfqnuib9a5cnq</id>
    <published>2026-06-03T20:30:02Z</published>
    <updated>2026-06-04T20:11:55Z</updated>
    <content type="text/plain">Nobody I know is playing healer because it so frustrating. You craft heal spells for tons of mats ... to heal others - and can't even heal yourself ?&#13;
- make chain heal heal the caster&#13;
- add an eternal version early in the game as quest reward</content>
  </entry>
  <entry>
    <title>Make the Fell Dragon Youngling an optional special boss to fight</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714950/make-the-fell-dragon-youngling-an-optional-special-boss-to-fight"/>
    <id>sug_wrdv57az9cwaooe</id>
    <published>2026-06-03T20:09:07Z</published>
    <updated>2026-06-04T20:11:46Z</updated>
    <content type="text/plain">The Fell Dragon Youngling level of difficulty is a big jump compared to all other bosses of the game. I think it would be beneficial to most to make it just a special optional boss to fight and not gate the game progression. That way, it wouldn't alienate casual players and the players who enjoy killing the dragon could still do it.</content>
  </entry>
  <entry>
    <title>Bell pepper crops should yield more than 1 bell pepper.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714936/bell-pepper-crops-should-yield-more-than-1-bell-pepper"/>
    <id>sug_ocauq3yolunvysf</id>
    <published>2026-06-03T18:43:57Z</published>
    <updated>2026-06-04T20:11:31Z</updated>
    <content type="text/plain">Planting the bell peppers or any of the crops that yield just 1 fruit seems tedious when in reality most plants yield more than a single fruit. Please update the single yield on those crops that do to have at least 2 or more.</content>
  </entry>
  <entry>
    <title>Shroud Meteor should be faster to cast/not be interupted by taking damage/ have some survivability.</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714902/shroud-meteor-should-be-faster-to-castnot-be-interupted-by-taking-damage-have-so"/>
    <id>sug_mwyujcfdlivvdnj</id>
    <published>2026-06-03T12:18:13Z</published>
    <updated>2026-06-04T20:11:17Z</updated>
    <content type="text/plain">Shroud meteor is a costly high damage spell that could be great against groups of enemies.&#13;
&#13;
However: the generally slower-moving  or highly crowded enemies(fell and hollows) are immune (fel) or resistant (hollow) to shroud damage.&#13;
&#13;
Creatures weak to shroud: wildlife+ scavengers + vuhka, are typically all very fast or leap attack or have consistent range attacks that are difficult to dodge when you can't roll and have your movement slowed doing a 5 second spell channel. Meaning, most situations where I find meteor COULD be useful; even with the high 2hour debuff cost; I am unable to cast it anyway as enemies constantly disrupt the channel.&#13;
&#13;
While shroud meteor could be useful in these situations if you have a dedicated tank; a lot of the swarm based enemies that meteors AoE nature would be suited for (wolves, rats, spiders) also typically have lower HP. In my experience, the tank nearwell handles most of them before the cast has finished.&#13;
&#13;
I suggest having shroud spells or shroud meteor specifically have immunity or resistance to having it's cast interrupted from damage. Could have thematic justification- embracing shroud is embracing self harm/less care of self preservation. Shroud dulls your senses to pain. &#13;
&#13;
I feel this could be a fun risk/reward way for mages to handle low HP swarms of enemies; while still being glass; but letting the cannon actually fire.</content>
  </entry>
  <entry>
    <title>Sandbox tools to build community mini-games (Werewolf, Among Us, Spleef)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714884/sandbox-tools-to-build-community-minigames-werewolf-among-us-spleef"/>
    <id>sug_lqbqarpvrvsasid</id>
    <published>2026-06-03T09:37:28Z</published>
    <updated>2026-06-04T20:10:39Z</updated>
    <content type="text/plain">Imagine playing Werewolf, Among Us, or Spleef inside Enshrouded! With Adventure Sharing, creators can share amazing custom maps, but we currently lack the basic sandbox tools to make them truly playable as multiplayer mini-games without requiring native PvP.&#13;
&#13;
To protect the core game, all custom rules must be strictly restricted to a single designated Flame Altar radius toggled by the admin, leaving the rest of the world 100% normal.&#13;
&#13;
Key Features Needed:&#13;
&#13;
- Mini-Game Altar Toggle: Flags a specific Flame Altar as a mini-game zone. Custom rules, hidden tags, and building restrictions only apply within its specific building radius.&#13;
&#13;
- GM / Spectator Mode: A server role or camera setting for a narrator to oversee the game, monitor player positions through walls, and trigger events without physically affecting the match.&#13;
&#13;
- Anonymous Voting: A simple UI popup or interactable voting booth block where players cast secret votes during trials, with the final tally displayed globally when the phase ends.&#13;
&#13;
- Hidden Names &amp; Private Chat: Toggles to hide player name tags through walls for true stealth, and temporary private chat channels assigned to specific roles (like Wolves) to coordinate in-game.&#13;
&#13;
- Logic Wiring &amp; Traps: Simple pressure plates, buttons, or levers connected to doors or hazards. This allows a GM to lock all doors at once to simulate night time, or trigger traps to eliminate players without PvP.&#13;
&#13;
- Inventory Control Zones: Triggers that temporarily restrict player inventories upon entering the altar area, ensuring everyone starts with identical gear (like just a torch).&#13;
&#13;
Why this matters: It completely preserves the authentic survival and progression loop outside the designated zone, while introducing a fresh social layer that will massively boost multiplayer fun and long-term player retention between major content updates.</content>
  </entry>
  <entry>
    <title>larger foundation block and wall blocks</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714815/larger-foundation-block-and-wall-blocks"/>
    <id>sug_65pqw1ali5rykqb</id>
    <published>2026-06-02T22:12:50Z</published>
    <updated>2026-06-04T20:09:31Z</updated>
    <content type="text/plain">as the title says can we have much, much larger building block and thermoforming in the construction mallet</content>
  </entry>
  <entry>
    <title>hold for building and deleting</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714814/hold-for-building-and-deleting"/>
    <id>sug_ilqxebdtsxjjw0t</id>
    <published>2026-06-02T22:10:50Z</published>
    <updated>2026-06-04T20:09:10Z</updated>
    <content type="text/plain">hold for building and deleting when using the construction mallet.&#13;
at the moment when you want to clear a large area of land to build on, you have to put down a foundation block and press the button each time, then go round and delete them one by one, i must have pressed x and LB thousands of times, would be so much easier and quicker to just press and hold the button</content>
  </entry>
  <entry>
    <title>Fell Dragon Youngling resets even though players are still in the arena</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714899/fell-dragon-youngling-resets-even-though-players-are-still-in-the-arena"/>
    <id>sug_ixngdkmgug7i5ac</id>
    <published>2026-06-03T12:06:26Z</published>
    <updated>2026-06-03T15:30:29Z</updated>
    <content type="text/plain">I have seen the other posts here mentioning the fight being too difficult or resetting to early. But that is not my issue. If it only were resetting, when the whole party dies! &#13;
&#13;
My friend and me tried the fight several times now. We failed the first few times until we found our rythm. Since this is a very late game boss, I am fine with the challenge. But when we had managed to grind the dragon down to a third of it's health for the first time, it just flew up over the arena all of a sudden and reset it's health bar, even though one of us was still in the arena. That happened two more times, those times with both of us alive and actively shooting it in the face. We rage quit after that. &#13;
&#13;
I have also reported a bug. But the fact, that I've seen posts over Reddit and other platforms complaining about this as far as six months ago, leaves me with frustratingly little hope, that this issue is going to change anytime soon. Until then we're softlocked from progressing.&#13;
&#13;
I only ask for the awareness radius of the dragon to be adjusted. While players are in the arena, or flying around on the updrafts, the dragon should not reset.</content>
  </entry>
  <entry>
    <title>Make Map Point in the Direction of the Camera (not necessarily the direction the player is facing)</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714802/make-map-point-in-the-direction-of-the-camera-not-necessarily-the-direction-the-"/>
    <id>sug_49daatrr302alb4</id>
    <published>2026-06-02T20:23:14Z</published>
    <updated>2026-06-02T20:29:21Z</updated>
    <content type="text/plain">Please make the camera direction determine the arrow on the map rather than the direction the player is facing.  The player doesn't turn with your camera and sometimes you can't walk forward.  At least make it an option please.</content>
  </entry>
  <entry>
    <title>Increase maximum survivor / NPC wander distance</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714756/increase-maximum-survivor-npc-wander-distance"/>
    <id>sug_xrhwdrqkxu5djst</id>
    <published>2026-06-02T16:06:27Z</published>
    <updated>2026-06-02T20:27:25Z</updated>
    <content type="text/plain">It would be nice if survivors could wander around the entirety of my base not just a maximum of 50m. Please increase this.</content>
  </entry>
  <entry>
    <title>Smaller rope fences</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714754/smaller-rope-fences"/>
    <id>sug_buywy7kejudwbtg</id>
    <published>2026-06-02T16:02:26Z</published>
    <updated>2026-06-02T20:27:02Z</updated>
    <content type="text/plain">I'd like to see some of the rope fences the same size as the sections we already have, please.</content>
  </entry>
  <entry>
    <title>Sea shells</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714753/sea-shells"/>
    <id>sug_nl6wa2dh4amrijq</id>
    <published>2026-06-02T16:00:48Z</published>
    <updated>2026-06-02T20:26:54Z</updated>
    <content type="text/plain">I'd love to see sea shells as decoration, and glass floats.</content>
  </entry>
  <entry>
    <title>NPC voice lines to trigger even when no quest available</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714694/npc-voice-lines-to-trigger-even-when-no-quest-available"/>
    <id>sug_ybfohv3umhjy3kn</id>
    <published>2026-06-02T09:01:01Z</published>
    <updated>2026-06-02T20:26:33Z</updated>
    <content type="text/plain">My main crafter NPCs go very quiet when I reach the late game stage, as their voice lines and random sounds only seem to trigger when they have either a quest or a line of flavour dialogue available to select (rather than just the "Craft" option.) &#13;
&#13;
It would be nice if they could keep saying their greetings or OY! at you even when there is no dialogue to trigger, as it makes them feel much more alive.</content>
  </entry>
  <entry>
    <title>Highest Alter determines the height for all connected altars</title>
    <link href="https://enshrouded.featureupvote.com/suggestions/714690/highest-alter-determines-the-height-for-all-connected-altars"/>
    <id>sug_nqitz4gxzael1bc</id>
    <published>2026-06-02T08:22:50Z</published>
    <updated>2026-06-02T20:26:12Z</updated>
    <content type="text/plain">All of the individual altars have their 160x160x160 dimensions individually now, but what if overlapping multiple altars means the highest altar determines the height of the actual base. That would unlock so many possibilities of very large and very complex builds. You would be able to create so much more than just be limited to each individual altar dimension.</content>
  </entry>
</feed>
