1e M-U not able to dominate at level 1?
You're not doing it the right way then.
Charm Person at level 1 lasts 3 weeks or more on someone with Int 10 to 12. It lasts longer on lower Int opponents.
It was not hard for a M-U with a small bag of gold to go through a few of the citizens of town (usually Guards that were coming out of the bar drunk on the way home) and offer them a better job opportunity.
Modifiers from being drunk and offering an incentive could usually recruit some good Men at Arms or even a Sargent or two.
Later, you find your first Oger (like charm the one in Caves of Chaos) and you've got your front line filled out.
Treat them reasonably well and give a bit of gold and even if they later make a save to break the spell (Men at Arms need a 19+ and they only get that check usually once every 3 weeks giving on average 15 weeks of charmed service ~ almost 4 months and slightly lower int troops will serve even longer) and they'll stick around.
Give a wizard a few days and he'll parasite off a large guard detatchment to help clear out a few goblins and kobolds.
Bolster that with say, Sleep which took out 4d4 goblins or kobolds or 2d4 orcs in a single cast with no save for any touched by the spell. Any person that is asleep can be dispatched at the rate on 1 per round per slicer. Slice several and bind up the rest for later Charm Person.
Goblins, Kobolds, and Orcs after being charmed are full of information on the surrounding area and dungeon. They are also helpful and again take only a small reward to keep loyal for weeks at a time.
A single wizard can be an army in 1e and multiples working together can be a terror.
You're not doing it the right way then.
Charm Person at level 1 lasts 3 weeks or more on someone with Int 10 to 12. It lasts longer on lower Int opponents.
It was not hard for a M-U with a small bag of gold to go through a few of the citizens of town (usually Guards that were coming out of the bar drunk on the way home) and offer them a better job opportunity.
Modifiers from being drunk and offering an incentive could usually recruit some good Men at Arms or even a Sargent or two.
Later, you find your first Oger (like charm the one in Caves of Chaos) and you've got your front line filled out.
Treat them reasonably well and give a bit of gold and even if they later make a save to break the spell (Men at Arms need a 19+ and they only get that check usually once every 3 weeks giving on average 15 weeks of charmed service ~ almost 4 months and slightly lower int troops will serve even longer) and they'll stick around.
Give a wizard a few days and he'll parasite off a large guard detatchment to help clear out a few goblins and kobolds.
Bolster that with say, Sleep which took out 4d4 goblins or kobolds or 2d4 orcs in a single cast with no save for any touched by the spell. Any person that is asleep can be dispatched at the rate on 1 per round per slicer. Slice several and bind up the rest for later Charm Person.
Goblins, Kobolds, and Orcs after being charmed are full of information on the surrounding area and dungeon. They are also helpful and again take only a small reward to keep loyal for weeks at a time.
A single wizard can be an army in 1e and multiples working together can be a terror.