Your (meaning anyone) opinion on whether or not I am an expert does not matter to me at all.
These are the skrugga skills and my opinion of them:
Cower 35
The last time I had this with Srithra (I think) it was *not* like having a third defense
(If you consider parry and dodge on an orc 2 defenses, which it is not. It is really closer to having 1).
Even beat all to hell (below orc wimpy) cower was still crap, and I still defended like crap. Here's a log with some evidence of how often it fired for Srithra: [
www.qhcf.net] (I'll give you a hit. Not at all)
Allegedly it's been tweaked up (when not so hurt) since Srithra. I still wouldn't count on defending better than a brick.
Improved Flee 38
This moves you two rooms... every time. When blinded (even with dirt kick) I found this to be seriously detrimental in determining just where the fuck I was. So much so that given the choice, I would have turned it off.
Take Cover 40
If this shit works more than once in a great while, you need it at a high percentage, but I never got that, having no where to practice it. Don't think you can fight invokers (honestly who else is it good for?) because of it. That shit will get you killed.
Staff Defense 42
Congratulations, you can parry staffs now. Bad news, you still tank like a brick.
Dirty Fighting 45
I could not have been more underwhelmed with this skill. It's hard to perfect since you can't fight anything for long (see: tanks like brick) and the effects just aren't that great. I couldn't kill a dwarf with the *many* parting blow hair pulls I got, because they hit for like a dismem (instead of an actual strike with weapons). You do some spit thing that does absolutely nothing as far as I could determine (Nep seemed to think it would blind, but I saw no evidence of that). I honestly can't even remember any other effects because it is that shitty. I think you can do a concealed-ish attack after a cower (but not a weapon strike) but see the notes on cower (it sucks).
Honestly, I would never play a skrugga again. I've seen other orcs playing mundungu and thought "wow, that shit looks like it kinda sucks", and I would still chose it 100/100 times given the choice between mundungu and skrugga. Of course, barring the one time I'll roll a mundungu just to test, I'd chose mamlauk and shig-ru over the other two adapts every time, so not really an issue. IMHO skrugga is completely worthless.
If it were me, only shig-ru and mamlauk would be available at 35, and as chief you could choose to add mundungu or skrugga as a second adapt. I honestly think this wouldn't be overpowered. That is how bad I think skrugga (and mundunugu to a slight lesser extent) is.
I could comment on the set snares trap ingredient bones skrugga gets, or the potential +1 dex (to 19 woooooohooooo!), or the bonus to footstomp, but frankly, it isn't worth the time as all of those bonus don't add up to one useful skill, bringing the total for skrugga to 0 (I'm actually counting improved flee as -1 and the rest as adding up to 1).
Tac