Difference between revisions of "Goatman"
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{{Monster navbox|{{Monstertype}}|{{Demons}}|{{Guest Monsters}}}}Goatmen are [[Demons]]. | {{Monster navbox|{{Monstertype}}|{{Demons}}|{{Guest Monsters}}}}Goatmen are [[Demons]]. | ||
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− | =Statistics= | + | ==Statistics== |
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop. | * The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop. | ||
** Champions and Bosses can sometimes drop from the next higher TC. | ** Champions and Bosses can sometimes drop from the next higher TC. | ||
** The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop. | ** The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop. | ||
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− | =Offense= | + | ==Offense== |
Most goatmen have a % chance to add elemental damage to their melee strikes. | Most goatmen have a % chance to add elemental damage to their melee strikes. | ||
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− | =Defenses= | + | ==Defenses== |
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec. | * Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec. | ||
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− | =Resistances= | + | ==Resistances== |
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack. | * Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack. | ||
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− | =Locations= | + | ==Locations== |
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels. | * [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels. |
Revision as of 09:46, 19 July 2010
Diablo II Monsters [e] |
---|
Types |
Animals • Demons • Undead |
Info |
Complete Monster Listing Modifiers • Experience Champions • SuperUniques |
Monster Categories |
Animals • Demons • Undead Act Bosses • Guest Monsters Objects • SuperUniques Uber Monsters |
is a Monster |
Goatmen are Demons.
These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell’s will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell’s more renowned demons.
Melee attackers armed with a variety of axes and larger polearms, goatmen run fast, swing slow, don't hit particularly hard. These guys are a favorite of many players, due to their grunting, bleating death sound effects. As is true of most melee attackers, they can be dangerous in packs, but aren't much trouble one on one.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Statistics
- The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
- Champions and Bosses can sometimes drop from the next higher TC.
- The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item calculators to ascertain precisely what a monster from a given area can drop.
Type | Level | Experience | Hit Points | Speed | Max TC/Rune |
---|---|---|---|---|---|
Moon Clan | 4 / 37 / 68 | 54 / 2470 / 25282 | 16-20 / 559-726 / 3170-5495 | 5 | 3/-, 42/Io, 66/Vex |
Night Clan | 6 / 38 / 69 | 72 / 2645 / 26505 | 22-28 / 593-770 / 3257-564 | 6 | 6/-, 42/Io, 69/Lo |
Blood Clan | 7 / 38 / 75 | 81 / 2645 / 33844 | 25-31 / 593-770 / 3774-6541 | 7 | 6/-, 42/Io, 72/Ber |
Death Clan | 10 / 40 / 70 | 109 / 3028 / 27729 | 41-51 / 661-859 / 3343-5794 | 8 | 12/-, 42/Io, 69/Lo |
Hell Clan | 19 / 48 / 79 | 245 / 5204 / 38736 | 78-97 / 935-1215 / 4119-7139 | 9 | 21/Ral, 51/Lem, 78/Cham |
Guest Monsters (Act Five, NM/Hell only) | |||||
Night Clan | 61 / 83 | 12680 / 48477 | 1585-1930 / 5133-8332 | 10 | --, 60/Ist, 87/Zod |
Blood Clan | 62 / 81 | 13442 / 45759 | 1623-1976 / 4935-8010 | 11 | --, 63/Vex, 87/Zod |
Death Clan | 63 / 84 | 14249 / 49836 | 1664-2025 / 5232-8493 | 12 | --, 63/Ist, 87/Zod |
Hell Clan | 61 / 84 | 12680 / 49836 | 1585-1930 / 5232-8493 | 10 | --, 60/Ist, 87/Zod |
Offense
Most goatmen have a % chance to add elemental damage to their melee strikes.
Type | Attack | Elemental Damage | Attack Rating |
---|---|---|---|
Moon Clan | 3-5 / 23-40 / 58-101 |
|
23 / 642 / 2347 |
Night Clan | 4-7 / 22-40 / 56-100 | Lightning: -- / 3-24 (15%) / 12-68 (20%) | 41 / 657 / 2380 |
Blood Clan | 4-8 / 20-38 / 55-102 | Fire: -- / 9-16 (20%) / 34-59 (25%) | 52 / 657 / 2573 |
Death Clan | 5-11 / 24-42 / 60-104 |
|
80 / 688 / 2412 |
Hell Clan | 9-19 / 26-48 / 59-109 | Fire: -- / 12-20 (25%) / 36-63 (30%) | 174 / 810 / 2703 |
Guest Monsters (Act Five, NM/Hell only) | |||
Night Clan | 40-71 / 75-131 | Cold: 50%: -- / 12-25 (6sec) / 23-47 (9sec) | 1009 / 2832 |
Blood Clan | 40-71 / 74-130 | Fire: 50%: -- / 7-17 / 14-31 | 1025 / 2767 |
Death Clan | 41-72 / 75-131 | Cold: 50%: -- / 7-16 (2sec) / 13-30 (3sec) | 1040 / 2864 |
Hell Clan | 40-71 / 75-131 | Cold: 60%: -- / 12-25 (6sec) / 23-46 (9sec) | 1009 / 2864 |
Defenses
- Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
- Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.
- Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
- Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Type | Defense | Blocking | Regen Rate | Drain Effectiveness | Chill Effectiveness |
---|---|---|---|---|---|
Moon Clan | 12 / 324 / 811 | -- | 1.2% | 100% / 90% / 80% | 50% / 40% / 33% |
Night Clan | 18 / 331 / 822 | -- | 1.2% | 100% / 90% / 80% | 50% / 40% / 33% |
Blood Clan | 21 / 331 / 885 | -- | 1.2% | 100% / 90% / 80% | 50% / 40% / 33% |
Death Clan | 30 / 345 / 832 | -- | 1.2% | 100% / 90% / 80% | 50% / 40% / 33% |
Hell Clan | 58 / 403 / 927 | -- | 1.2% | 100% / 90% / 80% | 50% / 40% / 33% |
Guest Monsters (Act Five, NM/Hell only) | |||||
Night Clan | 745 / 1454 | -- | 1.2% | -- / 90% / 80% | -- / 40% / 33% |
Blood Clan | 756 / 1422 | -- | 1.2% | -- / 90% / 80% | -- / 40% / 33% |
Death Clan | 766 / 1470 | -- | 1.2% | -- / 90% / 80% | -- / 40% / 33% |
Hell Clan | 745 / 1470 | -- | 1.2% | -- / 90% / 80% | -- / 40% / 33% |
Resistances
- Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
- Immunities can be "broken" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Type | Physical | Fire | Cold | Lightning | Poison | Magic |
---|---|---|---|---|---|---|
Moon Clan | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 100% | 0% / 0% / 0% | 0% / 0% / 0% |
Night Clan | 0% / 0% / 50% | 0% / 0% / 0 % | 0% / 0% / 0 % | 0% / 0% / 0 % | 0% / 0% / 110% | 0% / 0% / 0 % |
Blood Clan | 0% / 0% / 50% | 0% / 0% / 0 % | 0% / 0% / 100% | 0% / 0% / 0 % | 0% / 0% / 0 % | 0% / 0% / 0 % |
Death Clan | 0% / 0% / 50% | 30% / 50% / 50% | 20% / 50% / 75% | 0% / 0% / 0 % | 0% / 0% / 0 % | 0% / 0% / 0 % |
Hell Clan | 0% / 0% / 50% | 0% / 0% / 0 % | 40% / 70% / 110% | 0% / 0% / 0 % | 0% / 0% / 0 % | 0% / 0% / 0 % |
Guest Monsters (Act Five, NM/Hell only) | ||||||
Night Clan | -- / 0% / 40% | -- / 0% / 25% | -- / 100% / 135% | -- / 0% / 50% | -- / 25% / 25% | -- / 50% / 50% |
Blood Clan | -- / 0% / 40% | -- / 100% / 110% | -- / 0% / 50% | -- / 0% / 25% | -- / 25% / 25% | -- / 50% / 50% |
Death Clan | -- / 0% / 40% | -- / 0% / 33% | -- / 100% / 165% | -- / 0% / 33% | -- / 50% / 50% | -- / 50% / 50% |
Hell Clan | -- / 0% / 40% | -- / 0% / 25% | -- / 100% / 165% | -- / 0% / 50% | -- / 25% / 25% | -- / 50% / 50% |
Locations
- Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.
- Monsters in areas marked "Boss Only" will only appear as random bosses or champions.
- Monsters in areas marked "No Boss" will never appear as random bosses or champions.
Type | Normal, Nightmare, and Hell |
---|---|
Moon Clan | Act 1: Stony Field |
Night Clan | Act 1: Black Marsh, Tristram |
Blood Clan | Act 1: Forgotten Tower 1-5 |
Death Clan | Act 1: Barracks, Jail 1-3 |
Hell Clan | Act 2: Arcane Sanctuary |
Guest Monsters (Act Five, NM/Hell only) | |
Night Clan | Arreat Plateau, Drifter Cavern |
Blood Clan | Halls of Pain |
Death Clan | Frozen Tundra |
Hell Clan | Pit of Acheron |