Useful Things to Know about Dybuk in TBG

Bangy bombs take 20% reliability off your modules.

Logic bombs clear all your starnet accesses, and purges the local terminal.

Bio bombs take 20% off your crew health, and increases plague on the local homeworld. (Possibly by 20% but I'm unsure on this point.)

That's why it's good to chose a non-homeworld with no starnet to meet Dybuk at, if its target has been predicted and there's time to arrange that. Neither of the protection spells protects the local planet.

If you have engineering enlightenment, you can cast Protect Ship for 200 favor, which protects you from bangy bomb and logic bomb.

If you have medical enlightenment, you can cast Protect Crew for 200 favor, which protects you from bio bomb.

Only the ship meeting Dybuk needs either of those spells. Any ship in the system with Dybuk, that has weaponry enlightenment, can cast Banish Evil for 200 favor, to chain Dybuk again.

Your crew health decays anyway each turn by a random amount between 0 and 2.5%, and increases by Life Support/10%, to a maximum of 99.9%. Using the Heal Crew medical officer action increases crew health by Sickbay/5%. So for instance, with Life Support 125% and Sickbay 50%, you could heal crew and be back to 99.9% even if you didn't have the 200 merciful favor to cast protect crew, or didn't have medical enlightenment. Bless Sickbay (which only costs 45 medical favor) can also be useful, since spells happen before actions.

Also, losing crew isn't as bad as losing reliability; you can recruit rogue bands, or charm crew at olympus (which has two hiring halls) while rebuilding favor. It's up to each captain to decide whether to run that risk.


Last updated 2003/9/24