Horadric Golem
by Syntari

Class: Barbarian
Tag: None.

Introduction

The Golem is a warrior spirit created from pure magic, and encased in a physical shell by the Horadrim. The mages who created him were masters of wizardry, and as such, made him superior to the golems summoned today by the Vizjerei Sorcerers and Rathma's Necromancers. In addition, his spirit can travel at some times to a new body, enhancing his abilities greatly.

Before their numbers dwindled, the Horadrim set their powerful Golems loose in the catacombs of the cathedral with orders to defend the Soulstone and keep away those who would seek to free Diablo. Unfortunately, most were destroyed by demons, and a few more were turned to the side of evil. Only a few Golems were spared, and were found only after the great conflicts of Tristram, sealed away in the cathedral, unaware that there was ever a threat to the Soulstone.

Now they vow with what free will they have to correct the horrors that only they may have prevented before. Taking only the most basic equipment grabbed from amongst the carnage of Tristram's cathedral after the hero defeated Diablo, the Golem follows him eastward, always just behind the source of the carnage...

The Golem progresses in skill and power by transferring its spirit into more powerful bodies. As such, its progress is measured in not just Acts, but in its form, beginning as the original statue and progressing on to more powerful materials.

Items

Shields
Bucklers may be used initially, and at Lead Golem level he may begin using Spiked Shields.

Enchantments
Most enchantments are allowed, but there are a few banned. The 'Screaming', 'Howling', and like prefixes can't be used; the Golem's lucky if they even gave him a mouth to begin with, and he can't learn to frighten the horrors of Diablo's minions until later in his adventuring career.

The Golem has barely any mind, and can't hope for Brilliance or Sorcery, so no +mana. His strength should never have a need for 'ease' or 'simplicity', and should be able to wield items without their influence, although they are not strictly banned.

Sets/Uniques
Uniques and sets are largely unrestricted, but some of them are preferred over others for their stone or metallic qualities. One of these uniques will be used over items of its type that are not on the list if it is found, and sets should be completed unless a unique on this list is found that takes a slot required (your choice which to keep if two of these are in conflict).

If you don't want to read this (long) list, their names are obvious when found: Hsaru's IRON Defense (not the real name, but all of its pieces are iron), Sigon's Complete STEEL, the IMMORTAL King (what's more immortal than rock and metal?), ROCKfleece, GOLDskin, STEELclash, GOLDwrap, the JADE Tan Do, IRONSTONE, STEELdriver, STEELgoad, RUSThandle (that's questionable...), the IRON Jang Bong, ROCKstopper, IRON Pelt, LAVA Gout, SpellSTEEL, ColdSTEEL Eye, Veil of STEEL, STONE of Jordan, ARREAT's Face (it's an entire mountain, after all).

Skills

While the Horadric Golem is superior to most lesser versions in the world and can use the weapons of men, its skill is limited. Only one combat mastery can receive points, and then only according to his form. Golems are only rarely created with the ability to wield two weapons at once, and all of these were destroyed in Tristram. In addition, the Golems were designed to engage monsters directly, not to attack from a distance, so Throwing Mastery is disallowed.

Most Warcries are disallowed, since the Golem was never intended to talk at all. However, the long trek from Tristram has taught them that some things are scarce, and in the carnage of Diablo's wake, they have learned how to check for magical potions and items on the numerous bodies. They can learn these two skills in any form. They may also learn, eventually, to build frightening creations from these corpses to scare their enemies.

Almost all bodies available to Golems are massive. Jumping in a form composed of iron or lead takes large amounts of energy, leaving even the greatest golem spirits drained for a short time. While they are able to jump, they do not have the energy to attack at the same time. The same energy problems preclude attempts to imitate mortal warriors in their spinning, tornado-like attacks known as 'Whirlwinds'.

Quests

1) Crumbling Golem
The Golem's original body was built only to last under the cathedral, where the magic of the Horadrim still lingered. Since leaving, the spells holding it together have weakened, and this form has crumbled. In this body, the Golem is unable to wield magical items that would conflict with the spells covering him, as these would cause him to degenerate even faster.

Goals: Clear the Den of Evil, defeat Blood Raven, and rescue Cain BAR-style (i.e. with no magical items), and also without distributing attribute or skill points.

2) Wood Golem
The Golem finds a new form in the wood from the Tree of Inifuss. With Cain's Horadrim knowledge, the already enchanted wood can be fashioned into a suitable body for the Golem's spirit. This body is held together by fresh spells, and can wield magical items (Up to Studded Leather, Heavy Boots, Heavy Gloves, Light Belts and any melee weapons) without trouble.

Bonus: Mastery can be raised to slvl 3, Bash can be used.

Goals: Defeat the Smith, and gather or buy Ring Mail, Helm, and Chain Gloves.

3) Lead Golem
With the Horadric Malus now back in the hands of the Light, an even stronger body can be forged for the Golem. Either the Ring Mail, Helm, or Chain Gloves must be imbued, and all must be equipped. Magical items up to Breast Plate/Scale Mail, Chain Boots, Chain Gloves, Belt, and Large Shield can be worn. The heavy body of the Lead Golem is also useful for attacking opponents, often stunning them from sheer force.

Bonus: Slvl 4 Mastery, Stun can be used.

Goals: Destroy Andariel, proceed to Act II and recover the Horadric Cube and one "Steel" item.

4) Iron Golem
With the first lesser evil banished back to hell, the Golem can begin atonement for failure to stop Diablo the first time. With his newest body made of iron, forged from enchanted metal in the Horadric Cube, he now seeks the Viper Amulet. His new form lends him greater endurance, and a natural armor from the metallic skin.

Bonus: Slvl 5 Mastery, Increased Stamina and Iron Skin allowed.

Goal: Seek the Viper Amulet.

5) Steel Golem
The enchanted metal of the Viper Amulet you discovered has more than just one use. With the help of the Horadric Cube, a tiny sliver of it can form a new body for the Golem. With this body, the Golem realizes the value of such rare materials, especially the gems and jewels that can grant his weaponry increased powers.

Bonus: Slvl 6 Mastery. Gemmed/Jeweled weapons can be used.

Goals: Destroy Duriel, proceed to Act III and find the Golden Bird.

6) Silver Golem
With a second lesser evil now defeated, the Golem's quest continues. The Jade Figurine, with the knowledge of Cain and the Horadrim, can be turned into a sixth body. With this new form, the Golem can harness the energies of gems and the socketed items that they grant power to. This form also allows the Golem to focus his energy, using the Concentrate attack. All Gloves, Boots, and Shields can be used, and armors up to Field Plate.

Bonus: Slvl 7 Mastery, Concentrate can be used. Gemmed/jeweled items allowed.

Goals: Defeat Mephisto, proceed to capture the Hellforge.

7) Golden Golem
With this valuable Golden Bird statue, a new form can be fashioned. Connected with powerful magic of the ancient Ku Y'leh, this new body can withstand slightly more damage, in addition to other powers. The gilded nerves of this body allow the Golem's spirit to concentrate his energies into a new, more powerful attack.

Bonus: Slvl 8 Mastery, Concentrate can be used.

Goals: Recover Khalim's relics and the Gidbinn.

8) Flesh Golem
Khalim's relics enable the use of yet another body. Their powers can be used to remove the corrupt influence from a dead council member. Using the Skatsimi Gidbinn in a ritual of resurrection, the Eye grants the body new sight, the Heart revives its flesh, and the Brain gives it a receptacle for the Golem's spirit. In this new form, the Golem can understand the use of life-draining items to keep his own body healthy.

Bonus: Slvl 9 Mastery. Life-draining items are allowed.

Goals: Defeat Mephisto and proceed to defeat Izual.

9) Flesh Golem vs Demonskin Golem
Izual was a twisted perversion of the Horadric Golem, a tortured spirit trapped in a form spawned in the pits of Hell. With his emancipation, the Golem has proven his powers on Diablo's own ground, and can proceed to the Hellforge.

Bonus: Slvl 10 Mastery.

Goals: Capture the Hellforge.

10) Obsidian Golem
With the power of the Hellforge now turned to the uses of the Light, the Golem can fashion a body out of the rock of Hell itself, and fight fire with fire. The Obsidian body channels the raw power of the netherworld, but the Golem's spirit is strong enough to use it for good. With this excess energy, the Golem grows faster, and better-suited to fight the fanatic legions of Hell.

The Golem also gains a better understanding of enchanted stone, and can see which runes will grant him increased power. Viewing the horrors of evil's home has no effect on his stony mind, but it does give him insight into what doesn't, and thus what might, frighten Hell's warriors. All armors are available.

Bonus: Slvl 11 Mastery, Increased Speed allowed. Runed items allowed.

Goals: Defeat Diablo. Proceed to rescue Anya.

11) Ice Golem
(My knowledge of the game breaks down here, I'm going on information gleaned from the Arreat Summit) All of Arreat is holy to the Barbarian people, and for good reason. The Worldstone's power enchants the entire mountain, down to even the ice caves at its heart. The ice and stone of Arreat rivals even the crust of Hell for power, and is even more useful because it is of the Light. With Anya's alchemical abilities, the Golem receives a new body crafted of unmelting ice, powerful enough for whatever it touches to frighten the wicked.

Bonus: Slvl 12 Mastery, Grim Ward can be used.

Goals: Defeat the Ancients. (while using their Pledge?)

12) Arreat Golem
With the post-mortem blessing of the Ancients, you are deemed worthy. Worthy enough, even, that Arreat herself (himself? What gender is a mountain?) grants you assistance to defeat Baal. Your body of ice is transmuted to a body of stone from the mountain itself, granting you the spirit of the Barbarian people.

Bonus: Slvl 13 Mastery, Barbarian Helms can be worn.

Goals: Defeat Baal.

13) Emerald Golem
With the defeat of all the legions of Hell now behind him, the Golem is gifted with a body of Emerald. This enchanted material deflects the power of the elements, and will serve the Golem well in the Nightmare that has broken out again in the land of Khanduras.

Bonus: Slvl 14 Mastery, Natural Resistance allowed. Barbarian Helms can now be worn.

Goals: Defeat Baal on Nightmare.

14) Diamond Golem
Having conquered the dark powers of the three Prime Evils yet again, the Golem receives a glittering body of pure Diamond. This new body, harder than steel, gives the Golem access to a reckless, but devastating new attack. He'll need all his strength and power to emerge victorious when Hell lets loose its forces once more.

Bonus: Slvl 16 Mastery, Berserk can be used.

Goals: Defeat Baal on Hell.

15) Worldstone Golem
Finally, the Prime Evils are banished permanently. With their threat eliminated for the last time, the Golem spirit takes the Worldstone as his form, becoming its supreme guardian.

Bonus: Slvl 20 Mastery. And I owe you a SoJ.

Goals: Errr... await Diablo III.