There has not been a Bulwark guide for a while now and I intend to fix this. There also had never been an insane ghoul bulwark win but it is now fixed : *shameless gloating*

I have read a lot of things I disagree with on tomechat, so this is also a way to show the class power level is pretty decent, even if playing one is a bit boring.
For starters :
My shield went up to 250 damageShield deal no damage
I got the overpowered achievement (6k damage) using repulsion (wish I had taken a screenshot). When it doesn't crit it's a 10+ turns daze, rush reset, and GTFO of my face button. Notably great against necro/summonerRepulsion sucks (because shield deal no damage)
Funny thing, if you press "rest" while a monster is nearby it deactivate, doesn't go on cd and doesn't take a turn. Activate it as long as you don't have to move, deactivate by resting when you want to move. You don't need to deactivate to use "tp" (tk leap, ghoul leap, dream walk, PD rune, psychoport,...) or to swap place with friendlies (summons op). That's an easy 1k HP. Other hack? You get into negative HP, pop a shield, rest with monsters in sight (so it deactivates and you have -X HP out of 0 minimum), do anything that takes a turn (I advise running) and poof you've healed all your negative life damage and are at 0HP! You can now activate it again and gain back 1k HPLast stand sucks
This is perfectly accurate and a bit too nice to block actually. You will block with shield slam but never use the block talent.Block sucks
Should be done, open to question and discussion!
Why Bulwark?
Strong points
- Built-in stun res
Really good key talents
Not really possible to screw up your build
- No build diversity
Bland playstyle
No unlockable generics
TL;DR : Ogre master race, if not then play an elf
Cornac – 2/5: Cornac = free class/generic/category points, I just said Bulwark lack unlockable generics
Higher – 1.5/5: Nothing helps you there, at least Cornac could get two escorts with luck
Shalore – 4.5/5: Great racials, timeless can extend a few really good effects
Thalore – 4/5: Strong racials and you can switch place with summons during last stand
Doomelf – 3.5/5: Doomelf is a good defensive race thanks to the first two racials. Sadly you don't have a lot of debuff to extend with pitiless
Halfling – 3/5: Racials are nice 1 pointers, you don't really have synergy though.
Dwarf – 2.5/5: Stoneskin is really good since you're melee, the rest is lackluster
Yeek – 2/5: You can't afford the low life. Yes the racials are nice, but they don't make up for it for bulwark
Ogre – 5/5: 2h + shield. Bulwark even has a 2h tree to unlock!
Ghoul – 2/5: For best life rating in the game, most categories scaling of constitution, and attaining 4k HP. Somewhat trollish.
Skeleton – 1/5: Doesn't bring you anything. Not even gonna rate them above ghouls.
Stats
Max STR. Then max DEX because you need to stay alive, but make sure to have max MAG at level 42 for Arcane Might. After that put points in CON/CUN to taste (I'd go with CON)
STR: you're a melee, that's what you scale with
DEX: defensive stat and a few abilities scale with it
CON: defensive stat, a few abilities scale with it. Less efficient than DEX
MAG: you're gonna want Arcane Might. Disregard if you choose another prodigy
WIL: you gain nothing out of this
CUN: more crit is always good but you won't have points to put here
Class trees
- TL;DR :
Shield Offense : 3/1/1+/5
Shield Defense : 2+/3+/5/5
Combat Techniques : 1-3/1/3+/5
Combat Veteran : 1+/0-1/0/0
Battle Tactics : 4/5/1+/0+
Warcries : 1/1-2/5/1
Two-handed Weapons : 1+/3+/5/4-5 (only if ogre, and then you don't take warcries)
Archery training : 0/0/0/0
Superiority : 0/0/0/0
Dirty Fighting : 0/0/0/0
That leaves you a dozen point to further improves the skills of your choice
Shield Offense: 3/1/1+/5
- Shield Pummel : Your stun, 3 points for 4 turns
Riposte : 1 point, you don't benefit from more
Shield Slam : 3 shield hit, nice if you have procs on your shield, and a free block.
Assault : Big damage. 2 automatic crit is nice.
- Shield Wall : You're in this for the stun res, 2 is a good chunk, more if you need it is not a problem. You could float points there as needed if you like to micromanage.
Repulsion: Nice talent that scales to 300%+ shield damage, reset rush, and can daze for upwards of 15 turns.
Shield Expertise : 5/5 for more shield damage on all your shield strikes
Last Stand : contrary to its name it's not a last measure defense, you should use that at the start of every fight after positionning (remember you can swap place with summons while last stand is on). Based on max life (I reached 1k5 bonus life from this but more normal values would be around 800-1k I think)
- Rush : Don't forget, rush is to run away more often than not. But with repulsion resetting the cd bulwark can be more aggressive with it than most classes. 3 is a nice range break point.
Precise Strikes : not a fan of lowering attack speed, and you have accuracy to spare already, point tax.
Perfect Strike : awesome skill, Dreadmaster notably now no longer bother you and die in 2-3 turns instead. 3 points for duration breakpoint, I went to 5 late game so it would last as long as GWF.
Blinding speed : 5/5 this for 55% global speed. Very good, combo it with your other buffs.
- Quick recovery : 1 or more depending on your stamina issues. You don't have a lot but it never hurts.
Fast Metabolism : I usually go 1 for the early game and to rest faster.
Spell Shield : no, stop, spell saves are useless.
Unending Frenzy : I said stop! Stamina on kill is useless too.
Battle tactics : 4/5/1+/0+ You will definitely unlock this tree
- Greater Weapon Focus : Look at that, another great buff (even after the nerf)! 4 points for duration, the last bring basically nothing.
Step Up : you know what I like? Repositionning. At 5/5 you can do that after every kill. Careful though! It last until the end of the game turn, not a full turn! Pay attention to the buff while you move.
Bleeding Edge : Nice damage, and healing reduction at 50% uptime. Time it against Argoniel to cripple her vitality.
True Grit : This could be good but the increased stamina cost each turn scares me a little and I had constant maxed all res thanks to a great PD rune, so I didn't feel the need. It would have allowed me to go above 70% though. Why not.
- Shattering Shout : Gotta love how it takes 4 level for shattering shout to shatter things. 1 point, you won't use it.
Second Wind : great for stamina management, 2 points ensure you go from empty to full. It's instant, too!
Battle Shout : took this to combo with Last Stand. Gives heroism level of extra HP, on top of Last Stand heroism level of extra HP. Last 16 turns and also buff stamina.
Battle Cry : why take this since we already have Perfect strikes you ask? Well Elandar has hymn of shadows and it SUCKS (for you). Disabling evasion isn't often useful but when it is, it's awesome. 1 point only since duration doesn't scale.
- Death Dance : AoE, nothing more to say
Berserker : gives extra accuracy, phys power, stun and pinning resist. With this and Shield Wall you can almost get 100% stun res.
Warshout : AoE confuse, why not 5 it since you're lacking in disable.
Death Blow : Automatic crit with possible instakill. 4 points only if you don't want the stamina drain.
Superiority: 0/0/0/0 Lackluster tree.
Dirty Fighting: 0/0/0/0 You don't have enough disable to make this worthwhile.
Generic trees
- TL;DR :
Combat training : 3+/3+/0/0+/5/0
Conditionning : 1/4/0/0
Survival : 1/1-5/1/1
That's 20-24, you still have about 25 points to spend! You need an escort, light is great, so is tinkers. And of course you'll have your racials.
Combat training: 3+/3+/0/0+/5/0
- 3 in thick skin because it's a nice breakpoint. 3 in armor training for massive armor.
Combat accuracy is to taste, you don't need it if you put points in DEX, plus you have perfect strikes.
5/5 weapon training of course.
- Vitality : 1 point is nice, scales badly
Unflinching Resolve : 4 points let you recover from everything, 5 points is a barely noticeable boost. Get it early!
Daunting Presence : won't do much
Adrenaline Surge : will do even less
- Heightened senses: 1 point is nice to have
Device mastery : if you use charms max it, otherwise leave it alone (but it's pretty good!)
Track : always good when you have the patience to use it
Danger sense : 1 points is nice since you always have at least 5% chance to save, investing more sucks though
Start with an inscription at level 10 then Battle Tactics at level 20. After that it depends what you're planning but it should be escort category and then your second class category (Warcries/Two-handed Weapons). If you want another infusion skip the second class category and be prepared to max a lot of skills.
Inscriptions
Friendly reminder that heal is low cd, instant, and clear 1 wound and 1 poison when used. With a massive health pool it's less risky to use one instead of a regen since you can lose more life before trigerring it.
Final layout: phase door, heroism, phys/mental wild, regen
Add a movement if you got a fifth.
Special inscriptions: none really interest you
Prodigies
Strength based:
- I Can Carry The World! : more STR, no more fatigue. Great damage boost, first prodigy
Legacy of the Naloren : are you Ogre? Do you like massive damage? Take this if you answer yes and yes.
- Windblade : cheat the requirement on target dummies in the fortress and you get a strong AoE
- Eternal Guard : Just kidding, don't take this because you don't block except with shield slam.
- Spectral Guard : no wait, this is the prodigy you NEVER want to take actually
Arcane Might : Huge damage boost.
Temporal Form : there isn't a class where this prodigy is bad, seriously. It's a decent damage boost, some immunities, anomlies are useful. And it's fun!
Cauterize : who loves not dying?
- Nothing interesting there
- Nothing interesting there
On all escort you can take a talent just for stun fodder if nothing interest you, potentially better than a small stat increase even if you never use the skill
- Alchemist: Spell/Stone Alchemy (if you wanna go there)
Anorithil: Light is great
Loremaster: go for disarm, that's a nice disable
Seer: If you can, betray for nature's touch. Arcane eye is nice without betraying, but I don't like having a mana bar with the new antimagic.
Sun Paladin: A chant is nice to have, also disengage if you betray, for more mobility
Temporal Explorer: Dream walk if you betray, nothing interesting if you can't
Thief: free generic points
Warrior: free generic points
Tinker: Tinkers are great
+2 class points, 2 generic points, +4% phys crit chance
Then go for whatever is left.