Multi-Use Items Modification
Using the Sludge Scroll as an example, a Demigod purchases the scroll, utilizes it, and defeats his Demigod foe. The defeat accomplishes three things - it garners the slayer both experience and a boost in gold, and it of course prevents the foe from participating upon the playfield for a time.
By the time the foe returns to battle, the Sludge Scroll is ready for use again, so that the slaying Demigod who has it - even more powerful than he/she was before, can slay the other Demigod with even greater impunity. Its a compounding advantage scenario.
To try to mitigate that to a degree, I propose recharge times for such items be increased by about 35%. Prevent the players from being able to sell or drop the Items in question until the recharge is complete. And modify the recharge time so that each successive use of that Item by the Demigod increases the Recharge time by 2 seconds. If such an Item is used 5 times, the Recharge will be the original time plus 10 seconds.
In the scheme of things this is minor, but at least it goes towards redressing the irrevocable course (geometric progression) the game takes upon the first 1 or 2 Demigod deaths... a player can circumvent such mechanisms by selling and re-purchasing such items to reset any delays in Recharge, but at least then they must spend some of their by then comparatively vast wealth to do so. Such wealth also then does not go towards Minions, the Fortress, or other Items.