Asfi Al Andromeda is a 22-year-old human female adventurer, captain of the Hermes Familia, famed across and beyond Orario as a genius magic item maker and secretly a princess of a distant sea kingdom.
Name: Asfi Al Andromeda
Age: 22
Gender: Female
Race: Human
Height: 164 cm
Occupation: Adventurer, magic item maker
Affiliation: Hermes Familia
Level: 4 (publicly reported as Level 2)
Alias / Title: “Universal” (Perseus)
Country of Origin: Sea nation Dizara
Voice Actor (Anime): Ai Kayano
Asfi Al Andromeda serves as the captain of the Hermes Familia, acting as Hermes’ right hand in both official missions and his many secret schemes.
Although her true status is Level 4, Hermes’ policy of secrecy means she is publicly registered only as Level 2.
She is recognized as a rare “item maker,” a magic tool creator whose craftsmanship is famous even outside Orario.
Her inventions often become decisive factors in major incidents, making her a quiet but crucial mover of the story.
Asfi is in fact a princess of the maritime kingdom of Dizara.
Because of her royal background, she possesses knowledge of inter-kingdom secrets normally known only to rulers.
She is the main protagonist of the side story volume “Familia Chronicle: Episode Asfi.”
Asfi is one of the series’ ultimate long-suffering characters, constantly overworked and stressed by Hermes’ whims and schemes.
Her exhaustion is so obvious that people across Orario know her reputation as someone who is always running around fixing crises.
She is sharp, rational, and highly intelligent, with a dry, sometimes biting sense of sarcasm.
She frequently scolds Hermes across the boundary of god and follower, even resorting to physical punishment, but in the end she still obeys his orders.
Because she serves as the right hand of a top-class trickster like Hermes, Asfi is deeply knowledgeable about Orario’s information networks, both overt and underground.
She is also a natural coordinator who understands how to leverage people and tools to resolve problems efficiently.
Despite her stiff, refined surface, she has her limits.
Her accumulated stress once exploded when Syr Flover casually created a host club: Asfi drowned herself in alcohol and hosts so intensely that executives of the Freya Familia were stunned.
In “Episode Asfi,” when Guild Head Royman Mardeel confronts her about irregularities after she has been up all night, she snaps and fully loses her temper.
Even with Level 4 stamina, her workload is so brutal that her fatigue and stress cannot be hidden.
She does not dislike Bell Cranel personally, but sees him as a walking disaster trigger.
Her attitude is often an exasperated, “If Bell is involved, it’s going to turn into a big incident.”
Asfi is a beautiful human woman with short, slightly wavy light-blue hair and silver-rimmed glasses that give her an intelligent air.
However, the constant overwork from dealing with Hermes’ selfishness makes her look older and more tired than 22, to the point that people joke she often has “dead fish eyes.”
Her posture, gestures, and mannerisms are elegant and refined, befitting her rumors as a princess of a sea kingdom.
Even when exhausted, she carries herself with a cultivated grace that hints at aristocratic upbringing.
Asfi was born as a princess of the sea kingdom Dizara.
Her mother, a queen who possessed only status and no real ability, gave Asfi neither proper education nor technical training.
Despite this lack of formal support, Asfi independently invented various devices from a young age, proving herself an exceptional genius.
Her talent caused her mother, who felt overshadowed, to grow jealous.
Before Asfi’s tenth birthday, Hermes and the then-captain of the Hermes Familia, Lydis Caverna, entered her country disguised as merchants.
Asfi was about to be sacrificed to the nation as a mere tool when Hermes and Lydis enabled her escape, and she left her homeland with them.
During the “Dark Era” of Orario, Asfi was already vice-captain of the Hermes Familia.
Even back then she was a full-fledged sufferer, constantly dragged into trouble not only by Hermes but by Lydis as well.
Lydis later died in battle against the Evilus faction.
Upon hearing of her death, Asfi was struck silent with a look of pure despair, and she then succeeded Lydis as captain.
Hermes
Hermes is Asfi’s main god and the source of the vast majority of her headaches.
He constantly throws unreasonable tasks at her, and she openly admits she has no respect for him as a superior.
She often disciplines him without mercy when his antics cross the line, including physical punishment.
However, Asfi secretly remains grateful that Hermes took her out of her homeland, as she had long yearned for the sky even before becoming an adventurer.
In a drama CD, she explicitly states that while she is grateful to Hermes, she will never see him as a man romantically.
Falgar Batros
Falgar Batros is the current vice-captain of the Hermes Familia.
He is the member Asfi has known the longest in the present Familia and the one she trusts most deeply.
Lydis Caverna
Lydis Caverna, the previous captain, was once described as “a second Hermes,” and frequently dragged Asfi into trouble.
Despite this, Lydis recognized Asfi’s capability and told her that she would be the next captain when Lydis died.
When Asfi learned of Lydis’ death in battle against Evilus, she was left speechless in despair.
Her promotion to captain came as a direct result of Lydis’ death.
Ryuu Lion
Asfi met Ryuu Lion during Orario’s Dark Era.
Both being serious, principled women constantly dragged around by others’ problems, they bonded as fellow sufferers and remain close.
Asfi interacts with Ryuu without regard for profit or loss and is genuinely concerned for her well-being.
She sincerely hopes Ryuu can once again face her own sense of justice and continue walking forward.
Bell Cranel
Because Hermes has taken a strong interest in Bell Cranel, Asfi ends up involved with him often.
She once complained that Bell is a “trigger (bomber) for catastrophic incidents,” since trouble follows him everywhere.
Despite her complaints, she does not dislike Bell himself.
In the Arrow of the Orion movie, Asfi is furious at Hermes for forcing a cruel role onto Bell and openly shows her anger.
Marius Victoricus Lakia
Marius Victoricus Lakia is a prince of the Kingdom of Rakia.
As another royal dragged around by an impossible superior, he shares a very similar burden with Asfi, and she deeply sympathizes with him.
Ironically, Marius reacts angrily when he realizes he is being pitied.
First Middle-Levels Expedition and the Black Goliath
When Bell’s party first advanced into the Dungeon’s middle floors and then went missing, Asfi joined Hermes in the rescue party.
On Floor 18, when the Black Goliath appeared, she encouraged Bors and the others to stand and fight, coordinating with Bell and other adventurers in a joint battle.
The Xenos Incident
During the Xenos incident, Hermes arranged events so that Bell’s hero image could be restored, even at the cost of sacrificing the Xenos.
Hermes also used Eina Tulle as bait; seeing this, Asfi showed genuine contempt and moral disgust toward her own god.
When Bell and the Xenos leader Gros were fighting, Bell suddenly sheathed his weapon, shocking Gros into halting his attack.
Following Hermes’ orders and prepared to be hated by Bell, Asfi attempted to stab Gros with her “Crizea” red needle to enrage him and force a deadly clash, but Asterius’ sudden arrival threw the battlefield into chaos, allowing Gros and the others to escape and foiling the plan.
Freya’s Mass Enchantment and Bell’s Abduction
When Freya attempted to cast her charm over all of Orario to seize Bell, Hermes gave Asfi a rare, truly serious order.
She took the wounded Ryuu, who had been defeated by Ottar, and escaped Orario as quickly as possible, allowing them to avoid Freya’s enchantment.
At the town of Aglis outside Orario, Asfi treated Ryuu’s injuries.
Once Ryuu awoke, Asfi decided to help investigate the situation in Orario and Bell’s circumstances, infiltrating Orario alongside Ryuu.
During the infiltration, Ryuu was captured by Freya, so Asfi continued the investigation alone.
She even scouted the Freya Familia’s home base, and when she sensed a change in the movement of Freya’s forces, she used her invisibility to contact Hestia and secretly gathered with her at Welf Crozzo’s workshop.
There, Asfi collected Hestia’s ichor (divine blood) and left a memo detailing the storage location.
She then guided Hermes to the food stand where Hestia was disguised as a “Jaga Maru-kun” vendor and nudged Hermes into taking the next critical steps.
Later, Asfi accompanied Hestia to the top of Babel.
There she witnessed Hestia use her divine authority to turn Orario itself into a “hearth,” confronting the overwhelming majesty of a god acting as a god.
Afterward, she and Hestia infiltrated the Freya Familia’s main base and entered Freya’s inner chamber.
There, Asfi served as a witness when Hestia accepted Freya’s declaration of a “War Game.”
The Faction War (Faction Great War)
In the “Faction Great War,” the contest took the form of “God Hunt,” where gods were hidden and targeted.
Asfi’s masterpiece, the “Taralia” flying boots, would have been absurdly advantageous in such a format, so she was explicitly banned by name from participating with them.
Even so, she covertly aided the Hestia Familia.
Before the war began, she told Ryuu that Astraea was in the sword-making city of Zoringen and secretly supplied Liliruca Arde with a large number of magic items.
During the war, a magic item she had previously given Ryuu signaled that Ryuu was close by.
Asfi launched from Babel using her Taralia, picked up Ryuu and Astraea along with the Astraea Familia, and escorted them toward the ruined city of Orza.
She then dropped Ryuu from the sky directly over the Orza ruins and returned with Astraea and the others, guiding the Astraea Familia to Orza.
After Astraea, the Astraea Familia, Demeter, and Njord joined the alliance mid-battle, Asfi remained outside Orza with Shakti Varma and the Ganesha Familia, watching the war’s outcome unfold.
When the Faction Great War ended, Asfi finally received a long-overdue vacation thanks to her nonstop work.
However, because their captain rested, the entire Hermes Familia followed her lead and took a collective break.
Orario Games Festival (Orariopiade)
During the city-wide “Orario Games Festival,” Asfi competed in the fourth-round event: a “Three-Man Team Water Battle.”
She formed a team with Ryuu Lion and Aisha Belka and crushed the teacher trio from the Academy with overwhelming ease.
Loki Familia Rescue Operation
In the mission to rescue the Loki Familia deep in the Dungeon, Asfi joined the main force heading to Floor 60 to guard Haruhime Sanjouno.
She advanced while wearing her black invisibility helm, carrying Haruhime in her arms as they moved under stealth to avoid unnecessary engagements.
Asfi possesses a Level 4 status, making her solidly high-tier among Orario’s adventurers.
Her raw parameters are not top-tier for her level, but her insight, tactical judgment, and leadership are first-rate.
Under her command, Hermes Familia’s party fights with a noticeable focus on efficiency and resource management.
Their overall combat strength is said to rival or surpass mid-level parties from other familias, excluding the top first-class adventurers of the Loki Familia.
Asfi holds the rare development ability Mystery, an ability said to be possessed by fewer than five people in all of Orario.
This allows her to invoke phenomena akin to divine miracles, enabling her to create magic items through the combination of skills, knowledge, and this special ability.
Her skill as a magic item maker significantly boosts the success rate of Hermes Familia’s commissions from the Guild.
Thanks to this, Hermes Familia has earned enough trust to travel in and out of the city with unusual freedom.
In direct combat, Asfi relies heavily on her magic items.
She uses invisibility for ambushes, flight for aerial mobility and disruption, and explosive or freezing chemicals for destructive power and control.
Her primary weapon is a lightweight custom short sword called the “Canoval Dagger.”
This blade is another of her own creations, tailored specifically to her fighting style.
Without magic items, however, Asfi’s combat power is considered on the low side for a Level 4.
Her true strength lies in preparation, tools, and brains rather than direct physical prowess.
Her gift for crafting developed early in childhood, when she independently built tools like a homemade telescope.
Even then, she was more inventor than princess.
Level: 4
Basic Abilities (at one known point):
Strength: E447
Endurance: F303
Dexterity: C699
Agility: C605
Magic: H112
Development Abilities:
Mystery
Mixing (Compound)
Jewelsmithing (Engraving/Metal and gem work; details not fully explained)
Development Abilities (Details)
Mystery
A rare development ability that allows the user to produce miracle-like effects, echoing the domain of the gods themselves.
With Mystery, Asfi can create magic items, and when combined with other abilities such as “Magecraft,” she can even craft grimoires, expanding the scope and power of her creations.
Mixing
This ability boosts the potency of items such as potions and elixirs to a level comparable to “magic.”
For example, it can raise the effect of a healing item to heal wounds instantly.
Asfi likely acquired this ability in the process of honing her magic-item crafting, so she could create more advanced consumables and support tools.
Jewelsmithing
Listed as a development ability, but the exact mechanics are unknown.
It presumably relates to precision work on metals and gems, which fits her role as a magic item creator.
Trismegistos (Great Creator)
Increases the effectiveness of tools when used by Asfi.
When creating tools, allows multiple simultaneous effects to be embedded.
Temporarily grants or boosts development abilities such as “Mystery,” “Alchemy,” “Mixing,” and “Oathcraft” during item creation.
This skill makes her crafting uniquely powerful, letting her stack complex functions into a single item.
Algeiphontes (Sleepless Slayer)
Greatly increases resistance to sleep effects.
When activated, allows Asfi to remain awake for long periods at the cost of her mental strength.
This explains how she survives multi-day all-nighters, even if her face shows the price.
Bethodos (Winged Helm)
While flying, boosts all flight-related capabilities.
Also gives minor boosts to all abilities during flight.
This synergizes perfectly with her Taralia flying boots and other aerial tools.
Special General (Many Talents, Many Arts)
During combat, temporarily manifests the development ability “Status Resistance.”
During combat, temporarily manifests the development ability “Hunter.”
During combat, temporarily manifests the development ability “Magic Defense.”
This skill turns Asfi into a defensive all-rounder, letting her adapt to abnormal statuses, monsters, and magic.
Andromedas (Sea Offering)
In sea-based combat, her Magic parameter is weakened.
When near the sea, the effectiveness of healing spells and tools on her is reduced.
However, when near the sea, all five senses are enhanced.
This is a double-edged skill tied to her origin as a sea kingdom princess, enhancing perception around water while weakening magical support.
Karoff Algol
This spell forces a “fatal hit” on the target, turning an attack into a decisive blow.
However, its chant time is extremely long, and even Asfi herself calls it unimpressive.
Against foes with powerful regeneration, such as the Black Goliath, the spell is particularly ineffective.
The delay and specific effect make it situational at best.
Asfi’s reputation as a “rare item maker” comes from an extensive catalog of magic tools.
Below are her most notable creations.
Taralia (Flying Boots)
Taralia are sandals adorned with golden wings that coil around the wearer’s feet.
When the four wings spread, the boots grant the user the ability to fly.
Their performance scales with the wearer’s status, making them more powerful in the hands of stronger adventurers.
Taralia is considered a pinnacle crystallization of her Mystery ability and was initially kept secret due to its overwhelming utility.
At first, Asfi preferred not to use them in public, treating them as a hidden trump card.
However, after more people witnessed them in action—such as during the search for the Rakia army—their usage frequency increased.
The boots are clearly inspired by the winged sandals of Hermes from Greek mythology.
Hades Head (Black Helm)
This black helm has a front brim and turns its wearer invisible upon being worn.
It allows covert movement and surprise attacks, making it ideal for espionage and ambushes.
However, it does not erase presence or line of sight, so highly perceptive individuals can still notice the user.
Within Hermes Familia, this helm is used to enter the Dungeon unnoticed, allowing them to increase their recorded depth without others knowing.
When its magical charge runs out, the invisibility effect ends.
Burst Oil (Explosive Drug)
Burst Oil is a liquid explosive made by processing volcanic flowers (Obiaflair) that grow near northern volcano craters.
It detonates upon exposure to air.
Asfi often employs it as a main means of offense.
Its power is sufficient to kill mid-level monsters in a single hit.
To avoid accidental detonation, Burst Oil is sealed inside tightly closed vials, covered in secure casings, and carried in highly cut-resistant holsters.
Freeze Oil (Freezing Drug)
Developed shortly before the final battle in Knossos, Freeze Oil is a newer experimental reagent.
As its name suggests, it freezes targets it touches.
The notable feature is that its freezing effect extends to magic itself and magic circles.
This allows Asfi to hinder enemy movement and interrupt magical attacks.
Silence Lyre
The Silence Lyre is an earring-type magic item designed to block the songs of sirens and mermaids.
After a battle in the Dark Era against a certain follower of Hera, the item was further upgraded for greater protection.
Blood Feather (Blood Quill)
Blood Feather is a writing tool that uses a small amount of blood as ink.
Even if the writing is exposed to water, the text never smears or washes away.
It has become relatively widespread within Orario.
Asfi’s “office tools” are as practical as her combat items.
Crizea (Red Needle)
Crizea is a thrown needle that causes monsters to fall into a state of frenzy.
Under its influence, monsters are more likely to attack each other, creating chaos and self-destruction in enemy ranks.
However, in dungeon exploration, it comes with the risk of strengthening the affected monsters, making its use a calculated gamble.
Deflagration Antidote (Anti-Flame Agent)
This anti-flame agent is similar in effect to “Anti-Napalm Heal” created by Amid.
Asfi developed it after becoming terrified upon first seeing an Amphisbaena’s breath attack.
When used, it can extinguish the dragon’s flame breath.
It is a highly specialized but life-saving defensive item against specific high-threat enemies.
Additional “Game” Magic Items
In the drama CD “Is It Wrong to Try to Pick Up Girls in a Dungeon?: Is It Wrong to Expect a Hot Spring in a Dungeon?”, several joke-like items created by Asfi appear.
Despite the comedic context, their power is anything but small.
Thunder Sword
The Thunder Sword is not a magic sword in the usual sense but literally a “sword of lightning.”
Hermes calls it “just a toy,” but its output is 100,000 volts.
For ordinary gods, who have no combat ability, that is outright overkill.
When Hestia took a direct hit from it, her vision went completely dark and she was effectively downed instantly.
Silver Bell and Gold Bell
These are not silver and gold bells, but two alternate versions of Bell Cranel himself: a silver Bell and a gold Bell.
They parody the “Golden Axe” Aesop fable.
In a game scenario where Bell had fallen into a spring, Syr’s role as the spring spirit was taken by Liliruca Arde, who presented Hestia with Silver Bell and Gold Bell.
Hestia, like the honest protagonist in the original story, answered that she had dropped the real Bell.
Instead of a reward, she received a combined attack of “Gold & Silver Firebolt,” which annihilated her and caused an immediate game over.
The setup is a brutal trap for anyone who approaches the event carelessly.
The origin of this gag lies in the fact that, in the original myth, the spring spirit of the golden axe was Hermes himself.
Shahar Mirror
The Shahar Mirror is a legendary shield that reflects any attack.
It is modeled after a famous reflection item from a classic RPG series.
In the story, Bell uses the Shahar Mirror to reflect Asfi’s Thunder Sword.
Struck by her own magic item, Asfi can only complain, “To be done in by my own magic tool… how careless of me…”
She hopes never to experience such humiliation again.
Asfi’s alias “Perseus” is taken from the hero Perseus in Greek mythology.
Her surname “Andromeda” comes from the princess Andromeda, whom Perseus rescued from a sea monster.
In mythology, Perseus used tools such as the flying sandals Taralia and the “helm of invisibility.”
Asfi’s Taralia and Hades Head are direct homages to these mythic artifacts, mirroring her role as an inventor-heroine in the world of Is It Wrong to Try to Pick Up Girls in a Dungeon?.
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