Game mechanics
Your skill bar is replaced with specialized brawling skills, each of which requires adrenaline and equipping the Brass Knuckles or the superior Thunderfist's pair.
- Knock out
Whenever your health drops to zero, your energy drops to zero and you have 10 seconds to rebuild it by using the STAND UP! skill. If you fail, then you die; if you succeed, your health will also be restored (and your maximum energy will be increased by 5 to maximum of 145). Since Standing Up is the only way to restore energy, each time you fall down, it becomes increasingly harder to recover.
- Maximum Energy is initially 15, but increases by 5 every time you recover from a knock out.
- Equipment properties, attributes and consumables will not alter maximum Health, maximum and current Energy and Energy regeneration; they will otherwise work as expected.
- In Hard Mode, Maximum Health is 600, and health gain per enemy defeated is 300.
- You'll take 0 damage from any attack that is not an attack skill.
|Brawling Block||Brawling Jab||Brawling Straight Right||Brawling Hook||Brawling Uppercut||STAND UP!|
These skills are included for the quests given by Kilroy:
- 6. Brawling Headbutt (Brawling skill): 30 damage. causes a 3-second knockdown. (Not available during Punch the Clown.)
- 7. Brawling Combo Punch: You attack twice, dealing 50 damage each time. (Not available in Fronis' Lair in normal mode.)
- Additionally, when fighting alongside Kilroy, he'll use:
- "Kilroy Stonekin": Initial effect: removes all hexes from allies in the area. Your skills recharge 50% faster, your spells cost 50% less Energy, and you move 50% faster.
These skills are included when fighting alongside Falken:
- 6. Falken's Fire Fist: Deals +100 damage to target foe, knocks them down, and sets them on fire (5 seconds).
- 7. Brawling Combo Punch: You attack twice, dealing 50 damage each time.
- Additionally, you'll receive the effect:
- Falken Quick: You move 50% faster.
 Recommended equipment
Since health, skill bars, and energy are fixed, choose Insignias that decrease physical damage, either directly or by increasing armor. Similarly, Runes are generally useless except as noted below. Generally speaking, the quest is easier for martial professions (with maximum AR of 70+) than for casters (maximum AR of 60).
- Any profession:
- Assassins: Saboteur's, Vanguard's or Infiltrator's Insignia, which offer the same physical armor plus an extra +10 vs Slashing, Blunt or Piercing respectively.
- Dervishes: Forsaken Insignia gives +10 armor unconditionally, since they will not be under any enchantments.
- Elementalists: Prismatic Insignia can add +20 armor, if you use runes to boost each of the elemental attributes up to 9. (You can safely use Superior runes, since you will not suffer the -75 health penalty.)
- Necromancers: Tormentor's Insignia gives +10 armor unconditionally, since there is no risk of holy damage.
- Paragons: Centurion's Insignia adds +10 armor while under the effect of Kilroy's shout.
- Warriors: Knight's Insignia reduces physical damage by 3. Rune of Absorption slightly reduces damage.
- For best results, apply the following modifications to increase the damage substantially (along with other benefits)
- Inscription: Brawn over Brains (+15% damage and the -5 is irrelevant; none of your brawling skills use energy and the effect is negated by Dwarven brawling).
- Dagger Tang: Vampiric (Life Draining while fighting), Sundering (extra damage), or Furious (faster adrenaline build)
- Dagger Handle: of Shelter (of Defense is almost as useful)
- If you do not meet the required rank of 9 in Dagger Mastery, these will do less damage than the default Brass Knuckles.
Several Consumables are helpful during the quest:
- These reduce the number of times survivors need to complete the quest.
- Foes will usually die fast enough to renew the bonus for scrolls of Rampager's or Berserker's Insight
- Slices of Pumpkin Pie and Green, Blue, or Red Rock Candy increase attack and movement speeds, and reduce skill activation times.
- Birthday Cupcakes increase movement speeds (none of their other effects work).
- War Supplies increase armor and health regeneration.
 Additional 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:
 List of quests requiring Dwarven brawling
- Kilroy Stonekin (located in Gunnar's Hold):