Difference between revisions of "D1 Goatman"

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[[Image:D1-mon-goatmen.jpg|frame]]
 
Goatmen are Demons.
 
Goatmen are Demons.
  
These satyr-like demons have goatish legs, human torsos and arms, and a goat's head. There are various clans of goatmen, but all fight with the same huge polearm weapons (or bows) and they look identical, aside from some slight palette shifting. In Diablo I they move in crafty fashion, approaching sidelong by hugging the walls, instead of coming straight at the player.
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These satyr-like demons have goatish legs, human torsos and arms, and a goat's head. There are various clans of goatmen, but all fight with one-handed maces ([[Goatman Archer|or bows]]) and they look identical, aside from some slight palette shifting. In Diablo I they move in crafty fashion, approaching sidelong by hugging the walls, instead of coming straight at the player.
  
 
Goatmen are one of the archetypal monsters of the series, and they returned in Diablo II and Diablo III. They have some great sound effects, grunting when hit and giving a goatish gurgle when killed, a sound that never fails to delight.
 
Goatmen are one of the archetypal monsters of the series, and they returned in Diablo II and Diablo III. They have some great sound effects, grunting when hit and giving a goatish gurgle when killed, a sound that never fails to delight.
  
* Full listing of [[D1_Goatman|the SuperUnique Goatmen]].
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* Full listing of [[D1_Goatman_Bosses|the SuperUnique Goatmen]].
  
  
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** '''-''' = no resistance or immunity to that element
 
** '''-''' = no resistance or immunity to that element
 
*** No monsters in Diablo or Hellfire have any <u>physical</u> resistance or immunity.
 
*** No monsters in Diablo or Hellfire have any <u>physical</u> resistance or immunity.
* IntF = Intelligence Factor. Values are from 1-4; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D.  
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* IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D.  
  
  
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| align="center" | 2*, 4-6
 
| align="center" | 2*, 4-6
 
| align="center" | 8 / 23 / 38
 
| align="center" | 8 / 23 / 38
| align="center" | O
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| align="center" | O DF
 
| align="center" | 460 / 2920 / 5840
 
| align="center" | 460 / 2920 / 5840
 
| align="center" | ---
 
| align="center" | ---
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| align="center" | 5-7
 
| align="center" | 5-7
 
| align="center" | 10 / 25 / 40
 
| align="center" | 10 / 25 / 40
| align="center" | 1
+
| align="center" | 1 DF
 
| align="center" | 685 / 3370 / 6740
 
| align="center" | 685 / 3370 / 6740
 
| align="center" | R-- / R-- / I--
 
| align="center" | R-- / R-- / I--
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| align="center" | 6-8
 
| align="center" | 6-8
 
| align="center" | 12 / 27 / 42
 
| align="center" | 12 / 27 / 42
| align="center" | 2
+
| align="center" | 2 DF
 
| align="center" | 906 / 3812 / 7624
 
| align="center" | 906 / 3812 / 7624
 
| align="center" | -R- / -R- / -I-
 
| align="center" | -R- / -R- / -I-
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| align="center" | 7-9
 
| align="center" | 7-9
 
| align="center" | 14 / 29 / 44
 
| align="center" | 14 / 29 / 44
| align="center" | 3
+
| align="center" | 3 DF
 
| align="center" | 1190 / 4380 / 8760
 
| align="center" | 1190 / 4380 / 8760
 
| align="center" | R-- / R-- / I--
 
| align="center" | R-- / R-- / I--
 
|}
 
|}
  
<nowiki>* *Flesh Clan are only found on level 2 as part of the [[Poisoned Water Supply|Poisoned Water Supply quest]] (single player only).</nowiki>
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* *Flesh Clan are only found on level 2 as part of the [[Poisoned Water Supply|Poisoned Water Supply quest]] (single player only).
  
 
==Combat Stats==
 
==Combat Stats==
  
<font face="Verdana">Goat Men have a second attack, a spinning backhand strike that they only use when low on hit points. The values (most of which are bugged and harmlessly low) for it are listed below the regular attack stats in this table. </font>
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Goat Men have a second attack, a spinning backhand strike that they only use when low on hit points. The values (most of which are bugged and harmlessly low) for it are listed below the regular attack stats in this table.
  
 
{| width="100%" border="1"
 
{| width="100%" border="1"
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| align="left" | '''Normal:''' 10-20 / 24-44 / 46-84<br />'''Spinning:''' 30-30 / 64-64 / 126-126
 
| align="left" | '''Normal:''' 10-20 / 24-44 / 46-84<br />'''Spinning:''' 30-30 / 64-64 / 126-126
 
|}
 
|}
 +
  
 
==Movement Speed==
 
==Movement Speed==
  
Characters walk at 0.4 speed. See the [ [Diablo Characters]] page other swing speeds, casting speeds, and other useful character speed break points.
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Characters walk at 0.4 speed. See the [[Diablo Characters]] page other swing speeds, casting speeds, and other useful character speed break points.
  
 
{| width="100%" border="1"
 
{| width="100%" border="1"
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{{D1 masternav|Monsters}}
{{template:Diablo monsters}}
 
{{Template:Diablo items}}
 
  
 
[[Category: D1 Monsters]]
 
[[Category: D1 Monsters]]
[[Category: D1 Animals]]
 
[[Category: D1 Undead]]
 
 
[[Category: D1 Demons]]
 
[[Category: D1 Demons]]
 
[[category: Diablo I]]
 
[[category: Diablo I]]

Latest revision as of 03:38, 3 October 2011

D1-mon-goatmen.jpg

Goatmen are Demons.

These satyr-like demons have goatish legs, human torsos and arms, and a goat's head. There are various clans of goatmen, but all fight with one-handed maces (or bows) and they look identical, aside from some slight palette shifting. In Diablo I they move in crafty fashion, approaching sidelong by hugging the walls, instead of coming straight at the player.

Goatmen are one of the archetypal monsters of the series, and they returned in Diablo II and Diablo III. They have some great sound effects, grunting when hit and giving a goatish gurgle when killed, a sound that never fails to delight.


Statistics[edit]

  • Stats are listed by Normal / Nightmare / Hell difficulty levels.
  • MFL: Magic / Fire / Lightning.
    • I = Immune
    • R = Resistant (75%)
    • - = no resistance or immunity to that element
      • No monsters in Diablo or Hellfire have any physical resistance or immunity.
  • IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D.


Name

Dungeon Level Monster Level IntF Experience MFL
Flesh Clan 2*, 4-6 8 / 23 / 38 O DF 460 / 2920 / 5840 ---
Stone Clan 5-7 10 / 25 / 40 1 DF 685 / 3370 / 6740 R-- / R-- / I--
Fire Clan 6-8 12 / 27 / 42 2 DF 906 / 3812 / 7624 -R- / -R- / -I-
Night Clan 7-9 14 / 29 / 44 3 DF 1190 / 4380 / 8760 R-- / R-- / I--

Combat Stats[edit]

Goat Men have a second attack, a spinning backhand strike that they only use when low on hit points. The values (most of which are bugged and harmlessly low) for it are listed below the regular attack stats in this table.

Name

Hit Points (Diablo, MP) HPs (Hellfire, SP) AC To/Hit Damage
Flesh Clan 30-45 / 91 136 / 123-183 15-22 / 95-116 / 160-188 40 / 90 / 120 Normal: 50 / 135 / 170
Spinning: 0 / 85 / 120
Normal: 4-10 / 12-24 / 22-46
Spinning: 0-0 / 4-4 / 6-6
Stone Clan 40-55 / 121-166 / 163-222 20-27 / 110-131 / 180-208 40 / 90 / 120 Normal: 60 / 145 / 180
Spinning: 0 / 85 / 120
Normal: 6-12 / 16-28 / 30-54
Spinning: 0-0 / 4-4 / 6-6
Fire Clan 50-65 / 151-196 / 203-263 25-32 / 125-146 / 200-228 45 / 95 / 125 Normal: 70 / 155 / 190
Spinning: 0 / 85 / 120
Normal: 8-16 / 20-36 / 38-70
Spinning: 0-0 / 4-4 / 6-6
Night Clan 55-70 / 166-211 / 223-283 27-35 / 131-155 / 208-240 50 / 100 / 130 Normal: 80 / 165 / 200
Spinning: 15 / 100 / 135
Normal: 10-20 / 24-44 / 46-84
Spinning: 30-30 / 64-64 / 126-126


Movement Speed[edit]

Characters walk at 0.4 speed. See the Diablo Characters page other swing speeds, casting speeds, and other useful character speed break points.

Name

Walk time Hit Recovery Time Attack Time Hit Time
Flesh Clan 0.40 0.30 0.60 / 0.60 0.40
Stone Clan 0.40 0.30 0.60 / 0.60 0.40
Fire Clan 0.40 0.30 0.60 / 0.60 0.40
Night Clan 0.40 0.30 0.60 / 0.60 0.40
  • The attack time for both types of attacks are identical.