Dwarven Brawling

Unique to Eye of the North, the minigame Dwarven Brawling requires you to use Brass Knuckles in lieu of your usual weapon to fight through mini-missions.

Game mechanics
Your skill bar is replaced with specialized brawling skills. You start with 15 energy and no energy regeneration. While none of the skills directly requires energy, if your health drops to zero, your energy drops to zero, and you must click the STAND UP! once for each point of maximum energy you have within ten seconds or else you lose. If you succeed in standing up, your health is refilled to full, and your maximum energy increases by five (Maximum above 145), making it successively more difficult to stand up within the ten seconds after each fall.

Skills
The brawler's skill bar is:


 * 1) Brawling Block: For the next 2 seconds, you block the next attack. This Skill ends if you use an attack Skill. You cannot use this Skill if you are Dazed.
 * 2) Brawling Jab: Deal 10 damage if Brawling Jab hits.
 * 3) Brawling Straight Right: If this attack hits, it deals 25 damage and interrupts an action.
 * 4) Brawling Hook: Target foe takes 30 damage
 * 5) Brawling Uppercut: You deliver an uppercut to your foe, dealing 80 damage. This attack cannot be blocked.
 * 6) Brawling Headbutt: 30 damage. causes a 3-second knockdown.
 * 7) Brawling Combo Punch: You attack twice, dealing 50 damage each time.
 * 8) STAND UP!: When knocked out, use this Skill repeatedly to regain Energy. You must be at full energy after 10 seconds or else you will pass out!

Tips

 * After being knocked out, you have ten seconds in which to attempt to fully recharge your energy by using STAND UP!; if you do not, you will pass out (which counts as a Death). The skill has no recharge or activation time; it can be used as fast as the button can be pressed. To speed recovery, use the mouse and the keyboard (and/or assign multiple keys to that skill slot) and mash them.
 * Each time you are knocked out, the amount of energy needed to be regained to regain consciousness increases by 5.
 * Since the blocking stance recharges fairly quickly, you can use it often. However, if you can master the timing, you can save the block and try to use it when you see your opponent activating a particularly dangerous attack skill.
 * The Brawling Straight Right and Brawling Headbutt are useful interrupts. Depending on whom you are brawling, you may want to save them to interrupt healing skills.
 * If up against an opponent that also has Brawling Block, throw a Jab before your heavy adrenal skills.
 * Running can be a useful tactic to regain health. As long as you can use Brawling Block before hits land, your natural out-of-combat health regeneration will not be interrupted and can be used to completely recover.


 * Certain classes are more suited to brawling:
 * Warrior primaries have higher armor and are not dependent on energy; they can also use the Strength attribute to power their attacks.
 * Assassin primaries or secondaries can use Dagger Mastery for more damage; primaries can use Critical Strikes.


 * Brawlers benefit from certain runes and insignias:
 * Warriors & Assassins can use superior runes without affecting health (which is fixed during brawling).
 * Any character can use Brawler's or Stalwart Insignias to boost their armor.
 * Elementalists can use superior runes to ensure their elemental magic attributes are at least 9 to boost Prismatic Insignias to +20 AL.
 * Necromancers can benefit from Tormentor's Insignia, since there is no Holy Damage.
 * Assassins can use a variety of insignias.
 * Dervishes can use Forsaken Insignia, since they will not be under any enchantments.

Brawling quests

 * Kilroy Stonekin (located in Gunnar's Hold):
 * Punch the Clown
 * Kilroy Stonekin's Punch-Out Extravaganza! (repeatable)
 * The Throwdown in a Norn Town
 * Kilroy's Punchout Tournament (repeatable)