Final Fantasy
  • Theatrhythm Final Fantasy
  • Final Fantasy (NES)
  • Final Fantasy (PlayStation)
  • Final Fantasy II (Famicom)
  • Final Fantasy III (Famicom)
  • Final Fantasy IV (PlayStation)
  • Final Fantasy VI (SNES)
  • Final Fantasy VII
  • Final Fantasy VIII
  • Final Fantasy XIII
  • Final Fantasy XIII-2
Ultima
  • Ultima (Apple II)
  • Ultima I: The First Age of Darkness (PC)
  • Ultima II: Revenge of the Enchantress
  • Ultima III: Exodus
  • Ultima VII: The Black Gate (PC)
Dragon Quest
  • Dragon Warrior (NES)
More Guides
  • Chrono Trigger
  • Golvellius
  • Mass Effect 2
  • Castlevania: Symphony of the Night
Other
  • Mission Statement
  • Choose Translations
  • Compare Cards
  • Leave Feedback
  • Site Settings
  • Games
  • Songs
Characters
  • Party Members
  • Abilities
  • Items
Collectables
  • Rhythmia
  • CollectaCards
  • Trophies
  • ProfiCard Designs
  • ProfiCard Bylines

Gamer Corner Guides

Ahriman

Game Final Fantasy III
Type Monster
Card Number 45/81
Compare Ahriman to other CollectaCards
Hein Xande

Related

Ahriman

HP 35,000
Level 99
Job Level 97
Gil 7,200 gil
Experience 8,000
Intelligence 66
Mind 66
Attack Power 185
Attacks/Accuracy 11×70% (7.7)
Defense 11
Evasion 5×50% (2.5)
Magic Defense 80
Magic Resistance 3×48% (1.4)
Special Attack Rate 99%
Special Attacks Meteor (31.2%), Lightning (25.0%), Quake (18.8%), Snowstorm (12.5%), Cura (6.2%), Flame (6.2%)
Stolen Item Potion
Elemental Vulnerability
Lightning
Ice
Fire
Air
Earth
Holy
Dark
Recovery
Of the four bosses in the World of Darkness, Ahriman is the most notorious—and the most famous in Final Fantasy history. He's a powerful spellcaster with resistances to every element and access to a lot of powerful spells. Meteor is his most dangerous attack, and if he starts using it repeatedly (which isn't entirely unlikely) you might lose no matter what you do.

Veteran

HP 25,000
Gil 65,200 gil
Experience 33,333
Attack Power 144
Defense 5
Magic Defense 38
Stolen Item Eyedrops
Dropped Items Eyedrops (Common), Elixir (Uncommon), Hourglass3 (Rare), Protect Ring (Very Rare)
Elemental Vulnerability
Fire
Ice
Lightning
Darkness
Holy
Projectile
Absorb
Veterans have a ton of HP, and all they do is repeatedly cast Doom. Frankly, they're probably not worth fighting. However, if you do, be ready with Life1 (since they don't deal damage, Life2 is overkill—you can always heal up after battle), and hope they keep resetting characters' Doom counters before they die.

Veteran

Sprite
HP 10,000 MP 300 LV 51
Exp 2,820
Bat.Pwr 11 (490) Hit Rate 100
Defense 110 Evade % 0 (not used)
Mag.Def 145 MBlock% 0
Vulnerability: Physical 113% Magic 86%
Vigor 56–63 Speed 30 Stamina 35 Mag.Pwr 17
Elemental Vulnerability
Fire
Ice
Thunder
Water
Wind
Earth
Pearl
Poison
Steal Earrings (1/8)
Can't Suplex, Human
Counter Attacks
Magic: Roulette (1/3)
Run Difficulty 6
Rage Ability Roulette
Encountered In Kefka's Tower
Veterans (Ahriman to series fans) are Wound-dealers, often using Condemned on the first and second turns. They can also use Dread to inflict Petrify. They may counter Magic with Roulette, making them an effective monster to learn that Lore from.

Allemagne

Level 48 HP 8,000 MP 200
Attack 120 (1020) Magic atk 88 (816)
Defense 90 (82%) Magic def 96 (81%)
Defense% 1% Dexterity 85 Luck 0
EXP 1,300 AP 100 Gil 1,360
Abilities Claw (741), Teardrop (741), Big Breath (593), L4 Death, L3 Flare (4200 †)
Elements Invalid: Earth
Weak: Wind
Status Defend: Frog, Stop, Paralyzed
Steal Eye drop (41.2%)
Drop Eye drop
Manipulate Claw, L4 Death, L3 Flare
Encountered In Northern Cave

Ahriman

Type Feral Creatures
Subtype Spooks
HP 15,120
Level 9
Chain Resistance 90
Stagger Point 150.0%
Stagger Index 150
Strength 215
Magic 258
CP -
Common Drop Torn Leather (25%)
Rare Drop Smooth Hide (5%)
Chapter 10
Note Executes powerful magic attacks.
Elemental Vulnerability
Fire
Ice
Lightning
Water
Wind
Earth
Physical
Magic
Ahrimans are spellcasting enemies that like to hit the party over and over with Fira. They're not too hard to kill, and not really that dangerous, but the trouble comes because Imps can summon more of them. Therefore, despite Imps being less of an immediate threat, they should be taken out before the Ahrimans (who lack any summoning ability).

Ahriman

Type Feral Creatures – Spook
Hit Points 6,954
Strength 185
Magic 185
CP 57
Gil 163
Chain Resistance 90
Stagger Point 140.0%
Stagger Index 120
Libra per Encounter 30%
Interrupt Resistance 15
Launch Vulnerability Weakness
Tame Chance 10%
Tamed Role Grade 2 Saboteur
Common Drop Potent Sliver (30%)
Rare Drop Vitality Droplet (5%)
Note Executes powerful magic attacks.
Elemental Vulnerability
Fire
Ice
Lightning
Wind
Physical
Magic

Ahriman

Monster Ahriman
Role Saboteur
Grade 2–5
Strength 60
Magic 80
Maximum HP 889
Animation Speed 40
Maximum Level 70
Descriptors Late Bloomer, Windprone, Witty
Feral Link Multicast (Deals damage)
Effect Modifier ×2.00
Charge Time 120 seconds
Input Type Multiple
Command (PS3) ←, Circle, Circle
Command (Xbox 360) ←, B, B