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There was a rebalancing of magic recharge behind the scenes. Because I realized that the recharge time of one turn for all damaging spells severely hinders low-level mages, and higher-level parties had no chance because of it. I just didn't have time to change some values. A recharge of 1 is now considered 0. And if it's still 0, then I haven't had time to fix it. I also nerfed the tentacles because of their low cost. Although, for example, the "splash" spell is still much better than the "ice arrow," but it's too late to change that now.