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Haha, I remember years ago she messaged me through Youtube and asked for tips on making DosBox videos after seeing my CoAB video experiments.It was a bizarre experience to watch a Let's Play of that battle on YouTube by DOsBoxMom. She did nothing to prevent their casting, but the spells had no effect on her characters.
Yes, a half-elf will hit max lvl already in Curse (or Treasures). Max for a half-elf ranger or fighter is lvl 8, even with 18 STR. In Secret one can use on of the multi-thief characters Null Null mentions but one will be enough. (Elf is better than half-elf because half-elf caps at 8 both as fighter and mage whereas an elf can advance only to 7 as a fighter but up to 11 as a mage) It is advisable to use one or two human dual class characters because the demi-humans only receive half (or a third) XP even after they maxed in e.g. fighter. So a dwarven fighter/thief with lvl 9/x will advance comparably slowly because all XP are still halfed despite the cap, but at least faster than an elf f/m/t and the latter will be somewhat low on HP as well, although these are very useful characters even with the caps of those games.
Whereas a dual class character advances normally. Of course the latter is capped in the old class abilities as well but so are the demihumans. So the dual class characters will "overtake" the multi-class often already midgame. This was my experience with my first "low-lvl dualing" in Treasures: The ranger dualed to mage at lvl 8 reached mage lvl 9 earlier than the fighter/mage who probably was at 7/7 when the first one changed class. Because 7 is the cap for elf fighters, so he only received half xp and of course the dual character will advance the first 4-5 lvls very quickly because the battles etc. are geared towards ca. lvl. 8 chars when he is only lvl 1. In addition, the ranger/mage had about 100 HP, the elf f/m 55 or so.
If I don't lose patience with the bugs in CotAB (my mage is again at CHAR 50 this time without equipping anything...) I might play Secrets later on and I will probably dual a fighter immediately to cleric and a cleric somewhat later (as soon as he can cast "Heal") to mage. So my planned Secrets party would be: Paladin, Ranger, Mage, dwarven fighter/thief, fighter dualled at lvl 8 to cleric, cleric dualled at lvl 11 or so to mage. So one always has a healer and for the endgame another decent fighter and two powerful mages. I just saw that CRPG addict played already Curse with a similar party (not sure at what stage he dualled). When I first played those games I did not quite understand dualing and I still don't really like the concept, but one gets much more powerful parties.
The Krynn games have far less restrictions and most of them will only be relevant in the last game. But if the Death Knights manual is correct there are also caps for dwarves (except as fighters), kenders (except as thieves) and half-elves. But they might have changed some details in Dark Queen, so better check.
Now I was curious and dloaded the DQoK journal. This is very badly edited. Apparently they just copied party recommendations from the earlier games on p.8. Because if the limits on p.49 are correct, dwarf or half-elf rangers would not make sense in that game and a kender cleric/thief would also reach the max as cleric quite soon. Even Elves have a cap as fighters (14, game goes up to lvl 29 or so) although not as rangers.
Level cap is 40, as far as I know, particularly since FRUA (which most definitely has a level cap of 40) was apparently based on DQK code. I've never reached it; it's much more linear than POD, which had lots of little nooks and crannies where you could go grind for XP.
What you're referring to is basically the Tower of Flame, which is a multi-level dungeon where you get enough XP to level up several times over (complete with a small detour into hell). There is no way around this and you ought to level up your party before going. What's even more annoying is the gnome citadel, the dungeon before that, also doesn't allow you to go back, so you should be done grinding levels before going there.
The point was to be faithful to the ruleset, which was supposed to work perfectly and be balanced. A noble goal, from more civilized times.It's purely a subjective thing, of course, but seems kind of pointless to ladle out the XP and turn all the character names purple without letting the party doing any leveling up. At least part of the point of an RPG is character growth; if you're going for the 'you are trapped in hell' feeling and not going to let people level up, no point handing out enough XP to level up the party several times over--unless the point was to frustrate the player, which I suppose is possible but seems a bit meta for 1992.
I am playing gateway to the savage frontier and used the strength spell on my paladin it doesn't appear to work. I tried casting it a couple of times and nothing happens. The magic display show's no spell cast. I'm guessing this is a bug.
If your Paladin already has 18(Null Null)strength, and/or your mage is low level, then it won't work. Strength only works on weak character in my experience. Enlarge is better and more effective, at least at higher levels. At low lowel Strength on weak character can be of some use.