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Alice Kuonji (久遠寺 有珠, Kuonji Arisu?) is one of the main characters of Mahou Tsukai no Yoru.

Profile[]

Background[]

Alice is the current generation's Witch who controls the Ploy Kickshaw. The Meinster witches, the witches who control the Ploys are considered heretics among mages.[4][5] Alice's abilities as a magus stems not from her father but from her mother Meinster (マインスター, Mainsutā?), who was the previous generation's witch and had the second title of the Pure Witch. She was a pop culture girl, getting drawn easily to the latest trends. She was also a big fan of Lewis Carroll.[6][5] The elder son of the Kuonji tycoons met and fell in love with a witch while studying abroad. He loved her, and while she accepted that love with some confusion, she was also afraid at the same time. No matter how blessed their wedding may be, the daughter to be born will be a witch. Just as she herself was one, the child of a witch will bear the destiny of inheriting the blood and history of their line without any exceptions.[5]

It is said that a witch must not fall in love with the male that becomes the father of her child because the more they love each other, the sadder the conclusion. While still knowing and accepting this, the Kuonji boy married her and returned to Japan to build a happy family. Her mother named her AliceWP after the character in the "Alice in WonderlandWP" book, which went against tradition and broke the taboo.[1][6] After Alice was born, her mother died, as if she had fulfilled her duty. Her father, while suffering from the criticism of those around him, deeply loved his daughter and several years later, passed away. All alone, Alice only kept the mansion her parents lived in and chose to live the same path as her mother did.

May Riddell Archelot is her rival and childhood friend. May is also the one who named Alice's Ploys when they were young.[7] She has been acquainted with the Aozaki family since her mother became a naturalized citizen of Japan. She has been associated with Touko for no less than ten years, and she has only been living together with Aoko for just one year.

Appearance[]

Alice has pale skin, short black hair, and eyes with black pupils. Her usual outfit consists of a long black dress with puffy shoulders, a white collar, a white hem, and brown shoes.

Personality[]

While she appears to be a "modern magus" like Aoko at a glance, she is actually the opposite. She is fixated on the one memento of her family, she sees the way of living of a magus as absolute, and everyday life is only being continued because witches "hide their identities to practice sorcery". Solitary, restrained, and stubbornly protective of her pride, she is a girl left behind by time. She is not rich in emotion, but she is surprisingly psychologically unstable and self-abusive. She will fulfill her role as a magus dwelling in town by repelling any external threats together with Aoko, but she normally locks herself up in the Kuonji vacation home, a memento of her father, and rarely goes outside. She has a cool and collected demeanor, but her girlish creativity makes her the number 1 dreamer in this work.[1] When she battled as a witch, she became an unstoppable coldhearted monster.[5]

She fundamentally doesn't like others, and doesn't maintain contact with anyone besides Aoko. She developed a friendship with Aoko due to her duty rather than personal initiative, but before they knew it, Aoko became Alice's one friend. She is both a teacher and partner to Aoko, and Alice views her in the same manner as well. While Aoko is a friend, Touko is somebody able to understand her. Despite being friendly with both, she doesn't appear willing to stop them from killing each other. She has confusing feelings towards Soujuurou Shizuki.

Destroying any of her Ploys is a bad idea, accident or no, and she's described as being more hotheaded than even Aoko when this happens, though her face won't show it that much.

Role[]

Mahou Tsukai no Yoru[]

Mahou Tsukai no Yoru is the story of a princess that locked herself in a castle. It is a tale of three people living together. She has completely ignored the third person that tumbled into her mansion, Soujuurou, and attempted to get him to leave as soon as possible. While Aoko and Soujuurou attend an average high school, Alice goes to a wealthy all-girls school.[2]

Other appearances[]

In Fate/Grand Order, Beryl Gut's mother states that she envies Meinster, that she envies "that girl" (implied to be Alice), and asks herself what should Yumina's direct line do.[3]

In Melty Blood: Type Lumina, Aoko mentions Alice in her ending. She wants to text Alice about how Mario Gallo Bestino paid for a private beach for her in Hawaii, before remembering Alice isn't good with technology.[8]

Abilities[]

Alice is a magus in hiding in the present that can be called a witch and lady of eternity. She was bound to be a witch before she was born, so she is already a perfected magus by the age of sixteen. While Aoko ages over time, Alice cannot. She is enlightened both in human matters and in capability, and hence the strongest of the characters appearing, but this also makes her the frailest of them. She is a mage who uses spells from story books, while turning wonderlands into reality, she is an existence that gradually disappears as the world modernizes.[9] Alice is able to freely levitate,[5] has a Mystic Eye of Enchantment in her left eye to bind her targets, and possess an invisible shield around her to protect her from projectiles spells, like Aoko's bullets.[5] Her magical system is known as Yumina (ユミナ?). She is the "last witch", and her system of magecraft is unlike any other within the world. The distinction between magecraft and magic is inconsequential to her. Even making a world is within her power.[1] Alice is a textbook puppeteer, never having learned any primitive magecrafts like magical bullets. In battle, she delegated everything to her familiars, who acted as her arms and legs. As such, Alice wouldn't stand a chance against Aoko if they met face to face.[5] Alice uses nursery rhymes as incantations for her spells[9][10], such as the rhymes of Mother GooseWP.[10][5]

Comparing skills in magecraft, Alice would emerge victorious ten out of ten times, but a fight to the death is something else entirely. Alice is not a magus suited for combat, while Aoko is a destroyer specialized in fighting. Aoko even surpasses Alice with simple magic rituals that only involve the movement of mana. While smaller than those of Alice, her circuits have extraordinary rotational speed, structural durability, quality of output, and fuel efficiency. If she attempts to utilize advanced spell expressions, they will be no better than average, but she surpassed Alice with just two years of practice in the area of using simple magecraft expressions for only causing magic energy to flow. Utilizing genius intuition and responsiveness, her spell executions, while not so much as powerful, are frighteningly "quick."[5]

Ploy Kickshaw[]

Alice is a wonderland type of witch specializing in the type of witchcraft found in fairy tales. She uses various familiars kneaded from fantasy,[5] the Ploy Kickshaw (プロイキッシャー, Puroi Kisshā?), or Ploys (プロイ, Puroi?). Ploy Kickshaw as a thaumaturgical system were originally conceived over a thousand years ago, making them an extremely rare article that may or may not have two of its kind in the whole world. However, Ploys are not from the Age of Gods, so they cannot be assigned a number/rank in Regression to the Age of Gods.[11] Aoko refers to them as "something ridiculous from a bygone era, capable of producing even the most impossible surreal fantasies".[5] Alice states she wouldn't do anything as graceless as publicly disclosing it to the Association to gain rights and personal gain.[6] While she boasts that "My Ploys number 108" with her usual vanity, she only has thirty in reality. She has inherited about twenty Familiars from her ancestors, and created about ten herself.[12] The Great Three (グレートスリー?) are the Ploys left behind by the first generation witch.[5] A witch tunes up the ploys of her predecessor for her own use, so the Ploys ended up in the shape of Carroll's fairy tales because she was into Carroll.[5][6]

Because Ploys are considered "fantasy" and "illusion," they do not follow normal laws of physics. While magi living in the present are no match on their own against modern weapons because the evolution of weaponry has gone ahead of them due to the various wars, her familiars are monsters that disregard however technology advances. Modern weapons have terrible chemistry with them, so things like automatic pistols won't affect them, likely because they don't understand them, and even rockets won't be able to damage them.[5] Her more powerful ploys can only be summoned at night.

They are unable to communicate with each other, and there's no sharing of order. Whatever doesn't exist in their world of fairy tales and what they don't understand will evaporate without touching them. It is like they're in a conceptual space or conceptual universe, so only magic energy with the same Mystery will work on them. Beyond that protection, they also have a special rule of Tradition Protection that renders simply strong power, strong magic, having little effect. They are unable to be defeated unless their weak point in the fairy tale they were based on is attacked. For tradition protection, if an attack does not follow specific rules it will not connect.[5][13] This is possessed by Alice Kuonji's Ploy Kickshaw, for example. Basically, it's not an actual defense, per se, but something with restrictive conditions.[5][13] Described as a mystery among mysteries, it is thought to be something possessed only by the heritage of witches, Ploy Kickshaw, as of the modern age.[14]

Diddle Diddle[]

Diddle Diddle: Banquet of the Night (夜の饗宴(ディドルディドル), Yoru no Kyōen(Didoru Didoru)?) is Alice's most valued Ploy and a Magecraft infinitely close to Magic.[4][5] Its ability is to deepen the night so that Alice's other Ploys become usable. If conditions for usage are already met, it doubles the abilities of her Ploys.[4][5]

To activate Diddle Diddle, Alice must drop it onto the ground, where it will then sink into the earth as if it had been dropped in water.[4][5]

Diddle Diddle is also capable of animating and summoning objects, such as dining utensils, like in fairy tales. It can summon these objects out of the ground to skewer Alice's foes with knives and forks, or defend its master by surrounding her and guarding her from projectiles by levitating its tools as shields.[5]

Flat Snark[]

One of the Great Three (グレートスリー?), Alice's most powerful Ploys created by the first generation witch over a thousand years ago.[5] Flat Snark: Oil of the Moon (月の油(フラットスナーク), Tsuki no Abura(Furatto Sunāku)?), also known by the nickname The Unreachable, is a powerful being called a Crown Phantasm: Supreme Illusion (至高の幻想(クラウン・ファンタズム), Shikō no Gensō(Kuraun Fantazumu)?) created from the abdominal fat of a nomadic god. Its origin is The Hunting of the Snark. Of all the Ploys that Alice inherited, it's best of the best.[5] Even among the Ploy, the Flat Snark was the vilest, most vulgar of them all. Killing the defeated. Enacting cruel tragedies. It felt no pleasure unless it could its victims of both life and wealth, and watch them fall into utter ruin. Even under orders from its master, it didn't have the slightest intention of playing by the rules.[5]

Its ability is to create a massive bounded field that converts objects in reality into living creatures from fairy tales and fantasy, with Aoko describing its power as reviving the world of fairy tales. Objects related to modern civilization are more difficult to convert, and the larger an object is, the longer it takes to change. The Flat Snark is also a monster that grows. Even when Aoko and Soujuurou were hiding in a place immune to 'Snarkification', its main body was hidden away somewhere, exhaling and bringing the abandoned amusement park closer and closer becoming to a perfect fairy tale kingdom. Its main body was in fact the transforming golden moon, as a divine mystery in the shape of a skull wreathed in emerald fog and azure cloud, so attacking Snark would requiring hitting the moon, which has a distance of 380,000 kilometres. When angered, it's capable of launching a massive iceberg at its target (as well as even the entire park itself) and spears of golden moonlight.[5]

It is renowned as the most cherished treasure of the magic world, worth more than an entire kingdom.[5] It is a secret art that can be called a treasure of the magic world that would be a priceless super-rare good if put on sale at the Association in London. After Aoko destroys it without a trace, it will never appear again.[15]

It is also called the greatest fiction in the world that split off from the First (The Beginning).[5] Connections to the First Magic are currently unclear.

Lost Robin Rondo[]

Main article: Robin

Scratch Dumpty[]

Scratch Dumpty (スクラッチ・ダンプティ, Sukuracchi Danputi?), appearing to be a large egg, is in reality a time bomb with two separate conditions for its detonation. Alice must first choose a person to be its target and arm the ploy a specific amount of time, the ploy will then hover and pursue the target at a fixed distance above their head, until it can fulfill one of the two conditions for its detonation. The first condition is based on the fairy tale from which it was made, should the person who Alice has marked as its target look away from it for even a moment, the ploy will drop to the ground and explode. The second condition would be reaching the end of its timer, which is noted by how complete the poem on its surface is. Once all of the lines of the poem is etched out, the ploy will curse the target.[5]

Second Ticket[]

The Second Ticket: Mirror of Napping (午睡の鏡(セカンドチケット), Gosui no kagami(Sekando chiketto)?) is a ploy that Alice's mother made in collaboration with Touko by refurbishing an old mirror with a separate world inside that was broken for a long time. Its origin is Alice Through the Looking-Glass and usually resides in Alice's room.

While not one of the Great Three, its sheer versatility rivals their power. Its main function is surveillance of Misaki and security of the mansion,[4] but it can also create bounded fields and distort laws of physics. A downside is that it sometimes goes out of control and creates portals in the mansion that take people to the world inside. Its power manifests in the form of fog.

By reflecting Misaki as a chessboard-like map, it can be used to place another ploy, Nameless Forest, which takes form of a chess piece. This creates a bounded field that deters humans from entering by making them think they have no business in there through suggestion.

Six Singing Chocolates[]

The Song of the 6 Pences, Jack in the Box: Six Singing Chocolates (シックス・スィング・チョコレイト(6ペンスの歌、ジャック・イン・ザ・ボックス), Shikkusu Swingu Chokoreito(6 Pensu no Uta, Jakku in za Bokkusu)?) is a storage box that stores twenty-four feathered familiars in the form of chocolates, made using chocolate liquor, cocoa butter, and love. They form a network of birds that monitor Misaki, searching out people about to commit acts of infidelity. The chocolates are infused with magical energy, so they can be melted into wounds as a form of first aid.[16]

Despite being Ploy Kickshaw, they are only at the level of normal familiars, and they have no combat ability. Even a gun is enough to destroy them, and around ten fly into telephone poles and fall to their deaths daily. Should the box be shut, all currently operating birds will immediately turn back into chocolates.[16]

Sweets Hearts[]

The Sweets Hearts: Wishing egg (願掛け卵(スイーツハーツ), Gankake tamago(suītsuhātsu)?) is a Ploy in the form of an egg. It is capable of impersonating other people such as Soujuurou and Kojika Kumari.[7] It is the culprit of the extra side story Potete dormire, ma nessun rida, having trapped the guests in the Kuonji mansion as the party turns into a murder scene. It causes anyone who laughs will die, and have the participants find out which one of the guests is an impersonation by the familiar before they are all eliminated.[7] Kojika, having solved the mystery, decides to end everything despite the Ploy's temptation. The next day everyone wakes up without any memory of the previous night and looks forward to the party.[7]

Thames Troll[]

One of the Great Three (グレートスリー?), Alice's most powerful Ploys created by the first generation witch over a thousand years ago.[5] Thames Troll: Giant of the Bridge (橋の巨人(テムズトロル), Hashi no Kyojin(Temuzu Tororu)?) is a massive golem that uses materials from the environment to form its body. The requirement to summon it is proximity to a river. There are four stages to the Thames Troll: Wood, Stone, Metal, and Gold/Silver. The Thames Troll made out of wood is strong enough to be impervious to electric saws, and the Thames Troll made out of stone has a size of 8 meters for its upper body alone.[4]

Alice is uninterested in modern civilization and thus has bad compatibility with Thames, leaving her only able to achieve the first two stages of Wood and Stone. Although no such witch exists in modern times, if someone was able to summon Thames of its fourth stage of Gold and Silver, it would become an indestructible fortress impenetrable even by Aoko wielding using her ultimate technique.[4]

Tweedle Dee & Dum[]

Tweedle Dee & Dum (トゥイードル・ディー&ダム?) are a pair of ploys in the shape of human-sized piglets dressed in Victorian suits, with their names etched on their necks. Like the characters from which they are based off, they speak in a giddy and synchronous style. However, their behaviors are just as twisted and mocking as some of Alice’s other ploys.[4]

Their primary form of offense come from using their agility to easily bound through even a heavily wooded forest and then dividing themselves down the middle to become jaw-like scissors, capable of stapling even one of Touko’s puppet in place via a conceptual curse. Once trapped, they can easily sever apart their victims.[4]

Wander Snatch[]

One of the Great Three (グレートスリー?), Alice's most powerful Ploys created by the first generation witch over a thousand years ago.[5] Wander Snatch: Rose Hound (薔薇の猟犬(ワンダースナッチ), Bara no ryōken(Bandā Sunatchi)?).


Development[]

Creation and Conception[]

Takashi Takeuchi was the character designer for Alice.[17] Kinoko Nasu says fairy tale magic types doesn't fit in well in the TYPE-MOON lore. Nasu wasn't content with that, so he left an exception with Alice. So as a character she has a special place outside TYPE-MOON's rule of magecraft from the very beginning.[9]

Reception[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12
    [v] Mahou Tsukai no Yoru Privilege - The Magician's Basic Rhythm: Alice Kuonji, p.016-021

    Alice Kuonji

    • Birthday: September 30
    • Height: 152 cm
    • Weight: 42 Kg
    • Likes: Plain persons
    • Dislikes: Dishonourable persons
    • Day of Decisive Battle: Tower of London
    • Magecraft System: Yumina
    • Circuit Quality: A+
    • Circuit Quantity: A++
    • Circuit Composition: Abormal


    Nasu's comment: The last witch, heir to a system of Magecraft unlike any other within the fiction of Type Moon. To her, the distinction between Magecraft and Magic is almost meaningless. Even making a world is within her ability. But then again, what is a witch? Sadly, you won't get an answer until next time. She has a cool and collected demeanor, but her girlish creativity makes her the number 1 dreamer in this work. Her mother named her Alice after the character in the "Alice in wonderland" book. Both mother and daughter are fairy tale characters. The fact that she barely shows any skin and yet still looks so erotic is an example of the Koyama Magic. The mannequin aura in her casual clothes is very strange. The penguin costume is simply cheating. That too is an example of the Koyama Magic.

    Koyama's comment: It was easy to draw a cold and quiet beauty, but I found drawing the subtle differences in her expressions to be difficult. However Nasu-san's comment: "The inside of Alice is that of a child" solved that issue for me. From those early days to the character she is today, it is all connected. That was the biggest or second biggest paradigm shift during the production but ever since then she became dramatically easier to draw. Her school uniform is a slightly modified one from the Reien Academy which Touko also attended. And because I wanted to make use of Alice's slim body, I might have made it a little too tight.

    久遠寺有珠

    • 生日: 9月30日
    • 身長: 152cm
    • 体重: 42kg
    • 好きなもの: 飾りのないひと
    • 嫌いなもの: 敬いのないひと
    • 決戦の日: ロンドン塔
    • 魔術系統: ユミナ
    • 魔術回路 / 質: A+
    • 魔術回路 / 量: A++
    • 魔術回路 / 編成: 異質


    奈須きのこ
    型月伝奇では反則的な魔術系統を持つ、最後の魔女。魔法と魔術の関係とかほとんどブチ壊し。本気でワールドメイキング可能な領域にいるが、 魔女ってなんなの?という話はまた次の機会に。クールな素振りだが、少女的空想力は作中NO・1の夢見る少女。アリスという名前は母親が「不 思議の国のアリス」からいただいたもの。親子そろってメルヘンである。露出度はほぼゼロなのに全体的にエロいのはまさにこやまマジック。私 服姿のマヌカンオーラは異常。ペンギン姿は卑怯。それもこやまマジックです。

    こやまひろかず
    無口なクールビューティというのはイラストにはし易いですが、ゲームの表情差分を描こうと思うと難しい物でした。が、奈須さんの「有珠の中 身は子供のまま」という一言でそれは氷解しました。その生い立ちから現在のキャラクターまで一本に繋がった訳です。制作中1、2を争う大き なパラダイムシフトで、以降劇的に描き易くなりました。制服は橙子も通っていた礼園女学院のもので少しアレンジされてます。有珠のスリムな シルエットを活かすためとはいえ、ややピタピタにしすぎたかも。

  2. 2.0 2.1 Mahoutsukai no Yoru - Chapter 1: "An Abnormal Person"
  3. 3.0 3.1 Fate/Grand Order: Cosmos in the Lostbelt - Avalon le Fae: Fairy Round Table Domain - Beryl's confession scene
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Mahoutsukai no Yoru - Chapter 1.5: "Swinging Seven Days"
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 5.28 Mahoutsukai no Yoru - Chapter 5-II: "Night of the Witches II"
  6. 6.0 6.1 6.2 6.3 All About Ploy 2
  7. 7.0 7.1 7.2 7.3 Mahou Tsukai no Yoru - Extra Story: "Potete dormire, ma nessun rida"
  8. Melty Blood: Type Lumina - Aoko's Arcade Route - Ending
  9. 9.0 9.1 9.2 4Gamer Interview with Mahoutsukai no Yoru Staff
  10. 10.0 10.1 Mahoutsukai no Yoru - Chapter 3: "That Night"
  11. [v] TYPE-MOON Fes. Official Pamphlet 10th Anniversary Q & A Booklet:

    Q: What do the Quality/Quantity/Composition of Regression to the Age of Gods mean in Beowulf's profile? Do Ploys, Arcueid, and Heroic Spirits have such designations? And what would their number be?

    Q: What do the Quality/Quantity/Composition of Regression to the Age of Gods mean in Beowulf's profile? Do Ploys, Arcueid, and Heroic Spirits have such designations? And what would their number be?

    A: Regression to the Age of Gods represents the extend at which they are capable of reproducing the Mysteries that existed on Earth before True Magic. Consider it to be like that, their own style of Magical Circuits. Quality represents "how distant from what humans are capable of" their pure Mysteries are. Quantity represents power. The higher the quantity, the greater the degree of influence over the surrounding environment. Since Beowulf only has a quantity of C, he can only display his power to an individual, or over a village.
    Composition represents the era of the "Mystery". In terms of magecraft, it would be like Rune, Kabbalah, Black Magic and such.
    Ploys are not of Age of Gods, so they cannot be assigned a number in Regression to the Age of Gods.
    For Arcueid... Princess Arcueid should qualify. "Quality: B Quantity: A++ Composition: Before Common Era, pseudo-deified natural phenomenon"

    Q:べオのプロフィールにあった神代回帰の質/量/編成とは何ですか?プロイやアルクや英霊にも同じものがあるのでしょうか?だとしたらその数値は?

    A:神代回帰は、彼らが魔法以前の地球にあった神秘をどれだけ再現出来るか、といった基準と思ってください。彼ら風の魔術回路ですね。質は高ければ高いほど”人の手に離れた”混じりけのない神秘となり、量はその出力。量が高いほど周囲への影響は大きくなります。量がCのべオは個人や村ぐらいしかその権能を誇示できません。
    編成はどのくらいの年代の神秘を為せるか、というもの。魔術でいうならカバラや黒魔術か......という種別です。
    プロイは神代のものではないので「神代回帰」の測定は当てはまりません。
    アルクは......姫アルク状態ならアリ。「質:B 量:A++ 編成:西暦以前までの、擬神化される自然現象」といったところ。

  12. [v] TYPE-MOON Fes. Official Pamphlet 10th Anniversary Q & A Booklet:

    Q: How many Ploys (Fairy Tale Familiars) does Alice Kuonji have?

    Q: How many Ploys (Fairy Tale Familiars) does Alice Kuonji have?

    A: The line "My Ploys number 108" reflects the vanity that Alice often displays.
    She inherited about 20 from her ancestors, and created about 10 herself.

    Q:有珠のプロイってどのくらいあるんですか?

    A:「私のプロイキッジャーは108個まであるわ」
    ……というのはあ有珠にありがちな見栄っ張りとして、先代たちから受け継いだのは二十個ほど。あとは有珠が 作るものが十個ほど。

  13. 13.0 13.1
    [[Unlimited_Blade_Works_Animation_Material_I v]] Fate/stay night [Unlimited Blade Works] Animation Material I - Kinoko and Takashi Q & A, p.042 [T]
    Q: The terms "Tradition Protection" and "Anti-Purge Defense" come up all the time, what are these!

    Q: The terms "Tradition Protection" and "Anti-Purge Defense" come up all the time, what are these! <TG09>

    Nasu: For tradition protection, if an attack does not follow specific rules it will not connect. This is possessed by Alice Kuonji's Ploy Kickshaw, for example. Basically, it's not an actual defense, per se, but something with restrictive conditions. Anti-purge defense is something we'll be talking about in more detail soon, so please wait just a bit longer on that one. For now, I can simply say that it is an ultimate defense against a level of attack that could even end the world.
    Takeuchi: That term came about around the same time as the Panzer World Galient OVA ...did you really like the term that much?
    Nasu: Enough to make it the most ultimate defense ever.

    ちょいちょい出てくるようになったワード「伝承防御」や「対粛清防御」について教えて下さ い! <TG09>

    奈:伝承防御は「ある決まりに添った攻擊でなければ通らない」防御。久遠寺有珠のプロイキッシャー等が持つ。ようは概念防御をより限定条件にしたもの。対粛清御に関してはいずれ語られる時がくるので、それまでもうちょっと待ってほしい。まあ、簡单に言えばワールドエンド系の攻擊にさえ対応する最上級の防御ですよ。
    武:……対粛清防御って鉄の紋章の頃からあったね、そういうば……アナタ、どんだけその言葉 好きなの?
    奈:防御手段の最上級にもってくるぐらい好き。

  14. Fate/Grand Order: Cosmos in the Lostbelt - Götterdämmerung: The Eternal Icy Fire Century, Section 17: Go, Beyond the Twilight
  15. Mahoutsukai no Yoru - Chapter 5-II: "Night of the Witches II"

    The Flat Snark will never appear again. That super-rare good that would be priceless if you put it on sale at the Association in London, that secret art which is said to be a treasure of the magic world, Aoko destroyed it without a trace.

  16. 16.0 16.1
    Mahou Tsukai no Yoru - All About Ploy: Six Singing Chocolates
    AliceSSC.png
  17. Character Material - Alice Kuonji, p.010-011
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