Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Truthfully, if you interface with the crafting system at its most basic level you can get maximum use increases, percent chance to ignore consumption on spell use, lower consumption, and remaining use protection modifiers fairly easily from rerolls alone, much less the guaranteed contracts. The skill tree can also throw you a bone with 75% remaining use protection and the like, though you'll mostly see maximum use nodes.
As a bonus tip, Auto Rune proc'd skills always consume only one use from their skill and are put on a one turn cooldown (before slow), regardless of the consumption. So that can be a great way to get more value out of your abilities rather than casting them.
With the Necromancer Union, you can unlock the race 'halfling' which has a trait that reduces both cooldown and usage by 1. Besides that, take note of situations where you feel this is happening and consult the bestiary/skill list for more information.