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Food and Water give you buffs so eat and drink regularly, especially Water is helpful right before combat.
Rags and Varnish add elemental damage to your weapons and can be the difference between doing little or significant damage to certain enemies.
Every weapon works differently so experiment with different types to find what works for you.
The only thing you gain from killing something is threat removal and their loot.
If you plan to get Magic don't get too much as it lowers your Health and Stamina and cannot be reversed. If you go too hard to soon you'll end up dying very easily and have a really hard time.
Butterflies denote a safe place to camp where you won't be ambushed.
If a fight looks too daunting Traps are the great equalizer.
Is there a respec system if I level up and regret it later?
What do you mean magic weakens you? Could you explain how that works?
there is no respec
you'll find out the magic thing by playing the game
Your character doesn't level up in a conventional sense. Your strength is determined by gear, passives, and active skills.
You learn skills from trainers. Each weapon type has its own associated skill, you can learn all of them regardless of build. You are never locked to a primary weapon, they all work with most classes (only exception being that classes which use an offhand of some kind obviously need you to be using a one-handed weapon in order to use that offhand).
There are several class trainers in the game, each has skills you can learn regardless of build, however each trainer has a 'breakthrough' skill that you need to unlock to access the more advanced aspects of that class, and you can only learn 3 breakthrough skills. So you can learn the basics of every class, but can only master 3 classes.
There is no respeccing.
Magic is a lot more involved in Outward than most games. You have to permanently sacrifice some of your max health and stamina in order to have mana, and can choose how much or little to give up (or none. You don't have to use magic). The magic itself usually involves a catalyst or a material cost, such as needing a specific offhand, or needing to consume things like fire stones to make a fire sigil. Magic in outward is designed to be combined, few spells do much entirely on their own. Most are meant to be used in tandem with something else, such as cast while standing on a sigil.
My advice to a first player is:
-Keep food and water on you, they provide the base means of upkeeping health and stamina.
-Always have a campfire crafted and ready in your inventory, you never know when you might need one (even in the middle of a dungeon).
-Don't commit to a class' breakthrough unless you know you want it (as in, pick it because you like it, not just because it's there to pick)
-Play around with all the various kinds of weapons, you can find a basic version of nearly every weapon type in the starter town. Try to get a Fang weapon of your preferred weapon type ASAP.
What happens if you fail these and is the timer a big deal?
Generally speaking I hate timers and it's usually a deal breaker for me.
Most timers are quite generous and will have warning signs. None of them will begin until you join a faction, which will start one in the starting zone. Speaking to the Innkeeper in the towns will keep you in touch with what's going on and where any timed quests might be happening. Once started it's good to finish a quest as they can fail or give less rewards if you take too long. And I'm talking like a minimum of 20 days in game for all this stuff.
As for the consequences, they can vary from minor to very severe. To give an example, and as a notable exception to the above. The first quest in the game is to collect 150 Silver or gain a Tribal Favor in 5 days or you lose your house. If you lose your house you can buy it back later for 300 Silver. So not great, but not too terrible in the grand scheme of things. One in particular though, Vendavel, will have serious consequences if you ignore it.
For this reason, among others, it's generally considered a good idea to NOT join a faction until you get your character build decently underway and gear up some. Explore the regions and see what's what, find out who all the factions are and so on. Then you can pick one and head back to Chersonese and sort that out before doing other quests. For clarity, you have faction quests and parallel quests. They happen at roughly the same time, but the parallels will start on their own as you progress, Vendavel is the first one. Faction quests will NOT start until you activate them by talking to your faction representative about work. You'll get "3 days" between faction quests but all that really means is you can't START the next one until 3 days later. You can take all the time you want to do whatever, like do the parallels, until you decide it's time to do the next faction quest.
Most players complain about timers because they've gotten used to newer games throwing markers and quest auto-starts at them. Players forget to read the text on the screen. No quest is actually 'hidden.' Some you just have to read to discover them.
For instance, the big quest that draws criticism is the aforementioned "Vendavel." Vendavel begins its 20-day timer as soon as you join a faction. Players who don't read complain they were never told although all 4 faction representatives that induct you into your chosen faction will tell you, in text, that you should return to Cierzo. Some of the text is a little more vague than others (looking at you, Rissa), but it's there, in the game, ready, willing, and waiting for you to actually do a little bit of reading. So talk to the people you can, read their entire text, mind your defeat scenarios, and don't dawdle once you get instructions (even if you don't get a quest for it yet) and you'll never have an issue with timers.
But, for your question about consequences, failure to meet timers results in poorer results in most quests leading to lesser rewards. Parallel quests actually carry harsher penalties so if you start one, finish it. Below is a spoiler of exact consequences for the parallel for Vendavel.
Vendavel: Cierzo is utterly destroyed, all NPC's are killed, and the ruins are occupied by Bandits. If you want to keep the town, return to it as soon as you join your faction but before you initiate the first quest after the 3 day wait.
There are no classes, just skilltrees unlocked by visiting different trainers around the game world. The skilltrees are shaped like an hourglass. Many skills at the bottom layers, then they narrow to a single skill in the middle and then spread out again. The skill in the middle is called a breakthrough skill. You can only unlock three of those, ever. The skills above a breakthrough point are where all the juicy OP skills are.
But... you can buy as many of the bottom layer skills as you want. The biggest issue is just finding the trainers. Many of them offer passives, so they won't tie up space on your hotbar.
You have extremely limited space on the hotbar for active skills. It will really help to focus on a single weapon, or combo, because you won't have enough space for too many active skills, weapons skills, and other abilities.
The front gate guard at your starting fishing village can teach you a special move with certain weapons, and some of those skills he unlocks are great. You can use them all the way to endgame. He'll only teach you one skill.
There are an insane number of combinations of different skill trees. Some work together in crazy ways. You can find out combos through your own trial and error, orrrrrrr.... look at videos created by content creators. A guy called Sheenshots has a great series of videos that let you see what some combos will look like at extreme endgame. Save you a lot of time and energy if what you see in one of his videos is not interesting to you.
Even if you concerned about copying one of his builds is kind of being "lazy", it's not like you snap your fingers instantly and the build is just done. I started with his "monster hunter" build, and made some alterations to it. If you look up "sheenshot monster hunter" and watch the first 30 seconds of that video, you'll see why I liked it so much. Just trying to unlock all the stuff needed kept me busy for a LONG time. Just getting to certain trainers was an adventure all by itself. I ended up hunting down certain creatures I needed to kill to build certain weapons good for that build, and those were some crazy boss level fights. All of that was a ton of work. By time I finally finished the build, I had earned every bit of it, with proper credit to sheenshots for showing me what the combo would look like at endgame.
The timers do suck. Most are poorly-communicated considering their consequences. There are mods to remove the timers, if you want to go that route.
I looked on nexus mods and never found a mod for timers, if you know of one could you direct me to it?
I use thunderstore + r2modman. No idea what's available no Nexus for Outward.