Biodata

Feature Details
Name Alice (艾莉丝)
Species/Race Human 111
Gender Female 128
Affiliation Eddinger’s Wizard Tower, later identified as the Tower of Life; Atlantis Empire 111 339 351
Occupation/Role Wizard; Eddinger’s sole apprentice and successor; administrator of his territory; Monet’s teacher 111 130 131
Status Alive; tasked with protecting Dunn’s believers during his Deification 410
First Appearance Speaks to Dunn’s party remotely 112; meets Dunn in her study 122

Power Progression

Stage / Realm / Level Chapter Notes
Fourth Tier Wizard 122 Already approaching Legendary. Her Fireball surpasses most Fourth Tier spells in destructive power, despite being a Third Tier spell.
Legendary Wizard 311 Advancement confirmed by this chapter; the exact breakthrough is not shown in the supplied account. Her increased strength and authority allow more tower facilities to operate. With the Wizard Tower, she can wield power comparable to an advanced High Legendary Wizard.

Background / History

Eddinger’s Successor

Eddinger brought Alice into his secluded waters from the outside world more than a decade before Dunn’s arrival. She became his only apprentice and, after reaching adulthood, announced that she would administer the territory in his place. Unlike Eddinger, she permitted tribes to settle near the Wizard Tower, although she rarely left it or joined their activities 111.

Eddinger had chosen Alice in the hope that she would eventually destroy his dangerous alternate personality. Gravely wounded and unable to eliminate it himself, he had restricted that personality to using power matching the tier of its opponent. Alice nearly defeated it, but could not bring herself to deliver the final blow 127 128.

With Eddinger dead, Alice spent most of her time studying inside the tower for safety. The Tower Spirit taught her much of her magic. Her Intelligence had been 19 when Eddinger selected her, below the Born Extraordinary intelligence talent he had originally hoped to find in a successor 128 130.

Administration of the Archipelago

Alice prohibited fighting and predation between the territory’s intelligent races. Her reluctance to punish offenders undermined these rules: the Fishmen resumed attacking peaceful communities, while the Dragonkin openly rejected her authority and threatened to replace her once their chief became Legendary 129 131 138.

She concealed Eddinger’s death because some races were already becoming rebellious. Although the tower gave her overwhelming force against non-Legendary inhabitants, indiscriminate extermination risked frightening the remaining population and destabilizing the territory 123 129.

Dunn’s Commission

Alice allowed Dunn’s party to recuperate and repair their ship in her territory. She later summoned Dunn privately, seeking help with the Sterility Curse that had prevented the local races from reproducing for more than twenty years 112 121 123.

The curse’s source occupied a location beyond the Wizard Tower’s reach, and its defenders scaled to the tier of whoever entered. Alice therefore needed someone capable of fighting above their tier. Dunn’s survival of her surprise Fireball convinced her that he was suitable; in exchange, she promised to escort his companions safely out of the Storm Sea 122 123.

After Dunn destroyed Eddinger’s alternate personality and encountered his remaining consciousness, the Tower Spirit warned Alice that Dunn now knew enough to endanger her. She hesitated to kill someone who had helped her and instead proposed secrecy and confinement until her Legendary advancement. Following negotiations, they signed a River Styx Contract 127 128 129.

Monet and the Suppression of Rebellion

Dunn offered to resolve Alice’s political troubles in exchange for her accepting Monet as an apprentice. Alice liked Monet and recognized her exceptional intelligence, but worried about teaching her properly. The Tower Spirit agreed to handle Monet’s early education so Alice could concentrate on reaching Legendary 130.

Alice formally accepted Monet with Dunn’s companions as witnesses. Monet then moved into the tower for long-term study 131.

As Dunn acted against hostile tribes, Alice used the tower to monitor the other races’ reactions and distinguish committed rebels from those who needed only a warning. She also enchanted the Black Pearl into a Legendary Battleship to strengthen Dunn against the remaining threats 136 137.

The extermination of the Fishmen, Dragonkin, and other rebellious groups restored obedience to Alice’s rules in less than half a month. Although Dunn carried out the attacks, the surviving races recognized that he was acting on her behalf 140.

Departure and Legendary Advancement

Alice was reluctant to see Dunn and Annie leave: their stay had given her more companionship than she had enjoyed in years. She agreed to reserve the tower’s remaining Legendary spell, Destructive Death Ray, for Dunn and gave him a crystal bracelet through which to request it. She then opened a temporary passage through the Storm Sea for the Black Pearl 140 141.

The Tower Spirit encouraged this investment because it believed Dunn possessed a rare Profession Companion Treasure and could become a High Legendary. Alice later watched the Black Pearl defeat the navy’s Quasi-Legendary fleet, reinforcing their willingness to support him 142 175.

By Dunn’s ascension ceremony, Alice had become a Legendary Wizard. She admitted Valentin and the court Wizard Order into the tower, allowing facilities previously limited by her authority and lack of personnel to function. Their arrival increased the tower’s overall power 311.

Defense of Atlantis

During Dunn’s ascension, Alice detected at least ten Legendaries concealed in the Storm Sea. Despite the tower’s immense power, she could not freely leave it without exposing Atlantis’s base. She helped withstand the ensuing attack and confirmed the surviving enemies’ retreat 311 320.

When Legendary Sea Monsters subsequently attacked Dunn’s allies, Alice advised them to fly higher, ending the pursuit. She explained that the monsters had sensed the Curse of the Sea carried by Dunn’s Devil Fruits 321.

During the United Navy war, Alice remained in Atlantis with Annie and Lilith to defend the homeland and provide central support. After indigenous races rejected conscription and organized resistance, she unleashed a Magic Power Tide that erased three rebellious races and forced the others to comply 351 352 353.

Alice also proposed attacking the navy’s borrowed Legendary Battleships to force its Legendaries into a decisive engagement. Later, she opened a spatial passage to transfer Lamia and four other Legendaries between battlefields when enemy reinforcements threatened the eastern front 357 361.

Later Imperial Service

Dunn approved a plan for Alice and Lamia to use a Legendary spell to tear apart the New World during fighting between the Wizard Council and Lyon Empire. The tower could provide enough power for one such spell, though Lamia warned that a later investigation could expose them 372.

Alice continued serving as a magical adviser, projecting the Elf Empress’s Astral Plane battle and explaining domains to Atlantis’s Legendaries. Her possession of the Wizard Tower also gave her an unusually elevated position within the empire 393 402.

During Dunn’s Deification, he assigned Alice to protect the millions of believers praying within his Divine Kingdom 410.

Personality

Alice initially suffers from severe social anxiety. When alone with an unfamiliar person, she can become unable to speak; the presence of someone she knows allows her to converse. Her isolation also leaves her inexperienced with deception and negotiation, making her vulnerable to Dunn’s calculated requests 122 124 130.

Her compassion repeatedly conflicts with her security. She spares Eddinger’s alternate personality, struggles to consider killing Dunn, and worries about casualties among loyal races. Nevertheless, her reluctance to kill is not an absolute prohibition: she accepts Dunn’s extermination of dangerous tribes and later personally destroys three rebellious races during wartime 128 130 353.

She is affectionate toward children and values companionship. Monet’s arrival improves her mood, and she later becomes particularly fond of Wells. Years of friendship—especially with Lamia—make her less withdrawn; she eventually begins initiating conversations, though she remains quiet 135 140 347.

Alice can also be openly jealous or angry. Dunn’s popularity among her subjects briefly irritates her, while his repeated depletion of the Tower of Life’s magic reserves provokes prolonged reprimands 135 310 339.

Abilities & Skills

Fireball and Spell Control

Alice combines unusually powerful Fireballs with precise control over their effects 122.

  • Her Third Tier Fireball exceeds the destructive power of most Fourth Tier spells.
  • A surprise hit throws Dunn several meters backward despite his Armament Haki.
  • The same explosion leaves the surrounding books and furniture completely undisturbed 122.

Wizard Tower Control

The Tower of Life is Alice’s principal defensive asset and source of power beyond her personal tier 123 311.

  • Surveillance: She can observe any corner of the territory through images displayed inside the tower 136.
  • Legendary-scale combat: As a Fourth Tier Wizard, she can use the tower to contend with an ordinary Legendary. After advancing, its support raises her effective power to that of an advanced High Legendary Wizard 123 311.
  • Large-scale suppression: She uses a Magic Power Tide to annihilate three rebellious races 353.
  • Remote observation: She projects the Elf Empress’s battle in the Astral Plane, but cannot see inside the concealed Divine Kingdom 393.
  • Limits: Operations outside the tower’s area of influence consume substantial reserves. Defending the tower also restricts her ability to deploy elsewhere 311 351.

Spatial Magic and Storm Sea Passage

Alice can teleport visitors, communicate remotely, and open spatial passages with the tower’s assistance 121 122 361.

  • Her early teleportation technique is uncomfortable enough to make most first-time passengers vomit 122.
  • She temporarily disrupts the Storm Sea to create navigable passages 141 310.
  • She can connect distant battlefields and transport groups of Legendaries through spatial passages 361.
  • Sustaining a passage through the Storm Sea is extremely expensive: Dunn’s prolonged conversation and recruitment attempt after one passage opened helped drain the tower’s recovering magic pool completely 339.

Legendary Spells

Before becoming Legendary, Alice has access to three Legendary spells inscribed in the Wizard Tower. By Dunn’s departure, she has already used two, leaving Destructive Death Ray 141.

  • Casting above her tier places a severe burden on her; excessive use could damage her prospects of advancement.
  • She initially refuses to use Destructive Death Ray for indiscriminate slaughter.
  • Eddinger intended it as a last-resort defense: mass destruction would bring the world’s punishment upon the tower, making it less attractive to an enemy seeking to seize it 141.

Enchantment

Alice performs the enchantments that transform the Black Pearl into a Legendary Battleship. With tower assistance, she completes in days work that would otherwise take her months 137.

  • Converts more than one hundred cannons into weapons firing Third Tier elemental magic shells.
  • Installs Energy-Gathering Arrays and integrates Dunn’s purple magic crystal as the ship’s energy core.
  • Turns the bow’s ivory tusks into main cannons firing the Fourth Tier Annihilation Ray.
  • Adds acceleration, shielding, and reinforcement runes throughout the vessel 137.

Magical Knowledge

Alice has memorized every book in the Wizard Tower’s collection. Her theoretical knowledge can surpass that of some High Legendaries, although rare subjects such as Profession Companion Treasures remain unfamiliar until the Tower Spirit explains them 141 142.

  • Explains domains as outward manifestations of fully developed authority that strengthen their users and weaken enemies.
  • Uses Eddinger’s records to assess domain size and compare the Elf Empress’s power with ordinary Destiny Legendaries.
  • Suggests that Divine Kingdoms were modeled on domains, while explicitly presenting this as her own hypothesis 393.

Equipment / Items

  • Tower of Life — Eddinger’s inherited Wizard Tower, containing a vast library, magical facilities, inscribed Legendary spells, and a compressed-magic pool. Its reserves were originally full, but Dunn’s repeated demands eventually exhausted them 141 310 339.
  • Crystal bracelet — Given to Dunn so he could signal Alice to cast Destructive Death Ray at a designated target 141.
  • River Styx Contract — Summoned by Alice and signed after negotiations over Dunn’s knowledge of Eddinger’s death and the tower’s vulnerability 128 129.

Relationships

  • Eddinger — Teacher and predecessor. He brought Alice from the outside world and entrusted her with eliminating his alternate personality; she proved talented but initially lacked the resolve to kill it 111 127 128.
  • Tower Spirit — Instructor, adviser, and guardian figure whom she calls “Uncle Tower Spirit.” It teaches much of her magic, manages Monet’s early lessons, and deliberately exposes Alice to difficult negotiations to develop her judgment 130 141.
  • Dunn Campbell — Commissioned agent who becomes a long-term ally. He resolves the Sterility Curse and suppresses rebellious tribes, while Alice provides enchantments, transportation, and military support. His demands frequently test her patience and drain the tower’s resources 123 130 137 339.
  • Monet — Apprentice. Alice is fond of her and admires her Born Extraordinary intelligence, while entrusting her foundational instruction to the Tower Spirit 130 131 135.
  • Elvia — Close friend and one of Alice’s few regular visitors before Dunn’s arrival. Elvia guides outsiders to the tower and acts as an intermediary for Alice’s summons 111 121 140.
  • Annie — Becomes Alice’s second-closest friend before Dunn’s departure. They later coordinate Atlantis’s wartime policy, although Annie manipulates events to make Alice personally suppress resistance to conscription 140 352 353.
  • Lamia — Eventually becomes the Legendary closest to Alice, surpassing even Annie. Their friendship helps Alice grow more comfortable initiating conversations 347.
  • Wells — A child Alice particularly enjoys spending time with; she is disappointed when his schoolwork delays his attendance at a tea gathering 347.
  • Valentin and the court Wizard Order — Admitted into the tower after Alice becomes Legendary. Their work allows more of its facilities to operate and strengthens it as a whole 311.

Appearances

495
Total Mentions
72
Chapters Appeared
6.88
Avg. per Chapter