18+ adults-only game · Guides may describe mature game systems

Version-matched official guide

Wizard Faction — Complete Guide

Factions & ExplorationSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

Spoiler note: This guide explains how the faction works — how to earn wizard clout, how to qualify for the Initiation Test, and what the test asks of you. Specific scene reveals and dialogue spoilers are kept generic. Discover those in-game.


What the Faction Is

The Wizard Faction is a cross-era reputation system tracking the player's standing in the magical community. Unlike the Thieves, Bards, and Fighters guilds, the Wizard faction has no central guild building — the magical community is decentralized, with practitioners scattered across the Medieval era at the Wizard Tower (Arcane Shop), Sashina's Temple/Shrine, Blinky's Arcane Room, Sabbath's Hut, and elsewhere.

Wizard clout comes from two sources combined:

  1. Skill clout — calculated dynamically from the magic skills you've learned. Every magic skill you know contributes 1 or 2 clout.
  2. Action clout — earned from specific actions like Aziza's artifact tutorials.

The combined total is checked when content gates open. Maximum clout from skills alone is 25 (17 one-clout skills + 4 two-clout skills = 17 + 8 = 25). Action clout adds on top of that.

The faction's main payoff is the Wizard Initiation Test — a quest that recruits Lime as your 4th maid (Spirit element) when passed.


Earning Wizard Clout

Skill Clout (the primary source)

Every magic skill you have permanently contributes clout. You don't have to do anything beyond learning the skill — the calculation is dynamic.

1 Clout Skills (17 total, +1 each):

Elemental Blast, Healing Touch, Mana Channeling, Enchantment, Divination, Telekinesis, Illusion Weaving, Spirit Communication, Protective Ward, Energy Drain, Transmutation, Ritual Mastery, Arcane Knowledge, Inner Peace, Wizardry, Battle Meditation, Mystic Seduction

2 Clout Skills (4 total, +2 each):

Master Wizard, Dark Magic, Light Magic, Blink

Maximum from skills alone: 25 clout (17 + 8).

Action Clout

Specific actions award faction clout on completion. Here are all the known sources, in rough order of ease and value:

Easy / Repeatable Sources:

  • Sashina — Mystical Training (Shrine Altar Chamber) — +1 wizard clout per session, 6× daily limit, gives +1 Mystic stat too. Available from Stranger stage, no other gates. Up to +6 clout per day if you grind it.

One-Time Skill/Quest Actions (best value):

  • Aziza — Magical Artifact Tutorial (Arcane Shop, 10 AM–6 PM) — +3 wizard clout, $200, 60 min, +3 Aziza relationship. Largest single action source. One-time per acquisition.
  • Blinky — Listen to Her Journeys (Brothel Arcane Room) — +2 wizard clout, 90 min, +3 Blinky relationship. One-time. Requires Blinky to be at the brothel.
  • Aziza — Arcane Mastery Path (Arcane Shop) — +1 wizard clout, +1 Mystic stat. Requires Known stage with Aziza, Communication 75. One-time.
  • Blinky — Wisdom of Moments (Brothel Arcane Room) — +1 wizard clout, +1 Mystic stat. Requires Known stage with Blinky, Communication 50. One-time.
  • Sashina — Emotional Magic (Sorceress's Home) — +1 wizard clout, +1 Mystic stat. Requires Known stage, Communication 30. One-time.

Sashina H2H Conversations (one-time each, all give +1 wizard clout):

  • Visions of the Future (Shrine Exterior) — Known stage required. 120 min.
  • Walk in Nature (Shrine Exterior) — Friend stage required. 90 min.
  • Fears of the Void (Shrine Altar Chamber) — Acquaintance stage required. 140 min.
  • Sashina's Final Exam (Sorceress's Home) — Romantic stage, Mystic 90, requires Master Wizard + Mystic Seduction skills. 160 min. End-game action, hardest gate.

Gandon Quest Acceptances (each one-time):

  • Accept Quest (Sabbath's spellbook quest) — +1 wizard clout. Stranger stage. Just clicking the quest accept gives clout.
  • Accept Revenge Quest+1 wizard clout. Known stage required. Just clicking accept.

Search Encounter — Wandering Mage (back alleys, random):

  • Discuss magical theory+1 wizard clout if your Mystic stat passes a percentage roll (Mystic stat = success chance %).
  • Use Mystic Seduction (requires the skill) — +1 wizard clout + 1 Mystic. Always succeeds.

The Initiation Test Itself:

  • Pass the Wizard Initiation+10 wizard clout (post-recruitment, doesn't help reach the 50 threshold to trigger the test).

Realistic Path to 50 Clout

If you do everything available before the Initiation prerequisites (so excluding the test pass itself, Sashina's Final Exam, and Walk in Nature/Fears of the Void if you haven't built those relationships yet):

  • ~10 magic skills learned: ~12 clout (most are 1 each)
  • Aziza Artifact Tutorial: +3
  • Blinky Listen to Her Journeys: +2
  • 3 Aziza/Blinky/Sashina mastery actions: +3
  • 1-2 Sashina H2H conversations: +1-2
  • Gandon's two quest accepts: +2
  • 5-10 Sashina Mystical Training sessions over a few days: +5-10
  • Random Wandering Mage encounters: +1-3

That's ~30-35 clout without breaking a sweat. Push to learn more magic skills (Master Wizard +2, Light/Dark Magic +2 each, Blink +2) and you'll easily clear 50.

Where to Learn the Magic Skills

The skill clout is the bulk of your wizard reputation. To max it, you need to learn from various teachers across the world:

  • Gandon (Wizard Tower / Arcane Shop) teaches Wizardry and Master Wizard. Master Wizard requires Acquaintance stage with Gandon.
  • Sashina (various Shrine locations) teaches Elemental Blast, Healing Touch, Telekinesis, Illusion Weaving, and more. Some require Friend stage.
  • Aziza (Arcane Shop) teaches Mana Channeling and Enchantment.
  • Blinky teaches Blink.
  • Lillian's Lair offers Dark Magic for 3 crystals (one-time crystal purchase).
  • Monk's Temple teaches Healing Touch, Inner Peace, Battle Meditation.
  • Magician proficiency at character creation gives you Elemental Blast and Illusion Weaving for free.

For a complete list, see the Skills walkthrough.


The Wizard Initiation Test

The Initiation Test is the centerpiece of the faction. Pass it and Lime, the Spirit Element maid, joins your brothel staff.

Prerequisites

To even see the Wizard Initiation action at Gandon's location, you must have all of the following:

  • Gandon at Acquaintance stage (build relationship via talking and learning Wizardry)
  • Blinky at Known stage (find Blinky and progress his arc)
  • Wizard clout 50+ (combined skill + action clout)

The action also has daily reset blocks — once you fail the test, the action is hidden until the next day. Once you've already recruited Lime (maid_4_acquired flag), the action disappears permanently.

Where to Trigger It

The action appears on Gandon himself when all prerequisites are met. You'll find Gandon at the Wizard Tower interior (accessed via the Arcane Shop in Kings Demesne). The action is called "Wizard Initiation" and costs 60 min.

Bonus: Meet Lime Before You Recruit Her

Lime is actually present at the Wizard Tower interior every day from 5 AM to 10 AM — she works as the early-morning cleaning girl, before Gandon arrives at 10 AM. You can talk to her there and start building familiarity even before you've earned the clout to attempt the Initiation. It's pure flavor (no plot progression or mechanical reward), but it's a nice way to know her before she joins your brothel.

How the Test Works

The Initiation is a 5-vision sequence. Each vision is hosted by a different wizard who poses a moral or practical dilemma. You answer with one of 5 choices, and each choice is worth between 1 and 5 points. The choice order is randomized each time you take the test, so you can't memorize "click the third option."

Total possible score: 25 (5 visions × 5 max points).

Passing threshold: 17 points or more.

Perfect score (25): bonus reward — 3 crystals instead of 1.

The test takes about a single in-game hour (60 min cost). On failure, you can retry the next day; the cooldown resets at midnight.


The Five Visions — Walkthrough

Each vision is hosted by a different wizard whose worldview you should match. The vision tests your understanding of that wizard's philosophy, not yours. Pick the answer that wizard would approve of, even if it doesn't match how you'd handle the situation personally.

Vision 1 — Gandon (Air / Practical Heroism)

Setup: A burning cottage with a young maid trapped inside. A stone well sits outside. You have Air magic.

Gandon's lesson: "Whatever the situation, getting the victim to safety is always the priority. Clever magic means nothing if you lose sight of the goal."

  • Best answer (5 points): Part the flames with a wind corridor — create a safe path for escape.
  • 4 points: Summon a watery tornado — pull water from the well through the flames.
  • 3 points: Create a tornado to lift the girl out through the roof.
  • 2 points: Blast a powerful gust of wind to blow out the fire.
  • Worst answer (1 point): Vacuum the room — remove all air to suffocate the flames (kills the girl).

Vision 2 — Sashina (Subtle Magic / Discretion)

Setup: A mountain caravan on a cliff road. A spooked mule sends a cart sliding toward the edge with a woman and child aboard. The injured father can't reach them. Villagers are frozen. Using obvious magic risks dangerous exposure.

Sashina's lesson: "Sometimes the greatest magic is helping others become who they already should be. A gentle nudge, invisible to all, and the villagers save the day themselves."

  • Best answer (5 points): Reach into the villagers' minds — nudge them to rush forward and help.
  • 4 points: Subtle nature magic — calm the mule, let a root catch the wheel.
  • 3 points: Rush to help physically — your effort might inspire others to join.
  • 2 points: Save them with obvious magic — reveal yourself to protect the family.
  • Worst answer (1 point): Do nothing — the risk of exposure is too great.

Vision 3 — Aziza (Pragmatism / Sustainable Magic)

Setup: No crisis. Aziza simply asks where you see yourself as a wizard in ten years.

Aziza's lesson: "Magic is a tool, not a destiny. The real question is not what magic will do for you — it is what you will do with your life."

  • Best answer (5 points): Something sustainable — a trade, a shop, teaching. Magic should serve my life.
  • 4 points: Still learning, still curious. I want magic to grow with me, not consume me.
  • 3 points: Using my gifts to help others and make a difference in the world.
  • 2 points: Honestly? I have not thought that far ahead.
  • Worst answer (1 point): The most powerful wizard anyone has ever seen.

Vision 4 — Blinky (Time / Knowing When to Walk Away)

Setup: An ancient deity in the void offers you a powerful gift in exchange for terrible costs (innocent lives, life force, etc.).

Blinky's lesson: "Power always has a price. Sometimes the only winning move is not to play. Knowing when to walk away... that is real control."

  • Best answer (5 points): Blink away — refuse the choice entirely.
  • 4 points: Grant me knowledge — even if I must bear the loneliness of always being wisest.
  • 3 points: Grant me the power to save deserving lives — even if undeserving must be extinguished.
  • 2 points: Grant me long life — even at the cost of life force from others.
  • Worst answer (1 point): Grant me immense power — even if that energy must be drained from innocents.

Vision 5 — Sabbath (Dark Magic / Knowledge at Any Cost)

Setup: A forbidden grimoire on a stone pedestal. Studying it grants tremendous power but will mark/corrupt you.

Sabbath's lesson: "Knowledge has a price, darling. A true seeker pays it willingly... or finds someone else to pay it for them."

  • Best answer (5 points): Study it fully — knowledge is worth the price. Marks are badges of pursuit.
  • 4 points: Copy the useful parts carefully — minimize exposure while gaining what I can.
  • 3 points: Seal it away for future generations to decide.
  • 2 points: Destroy it — some knowledge is too dangerous to exist.
  • Worst answer (1 point): Turn it over to the authorities — let them handle it.

Cheat Sheet — Perfect Run (25/25)

If you want a perfect score and the bonus 3 crystals:

  1. Gandon: Create a wind corridor for escape.
  2. Sashina: Nudge the villagers' minds.
  3. Aziza: Aim for sustainable magic — shop, teaching, trade.
  4. Blinky: Blink away from the deal entirely.
  5. Sabbath: Study the forbidden grimoire fully.

Note that picking the "best" answers means embodying each wizard's philosophy in turn — including Sabbath's dark-magic-at-any-cost worldview for vision 5. The test rewards understanding multiple perspectives, not pure good-aligned choices.


Rewards on Pass

Score 17 or higher and you receive:

  • 1 Crystal (or 3 Crystals if you scored a perfect 25)
  • Lime joins the brothel as Maid #4 (Spirit element)
  • +50 Lime relationship (significant head start)
  • +25 Gandon relationship
  • +15 Sashina relationship
  • +15 Aziza relationship
  • +10 Wizard Faction clout

Lime starts working at the brothel the day she's recruited. She joins as Maid #4 in the brothel's maid lineup (the lineup includes Violet, Mandarin, Lychee, Lime, and Rain — five maids total).

On Failure

Score 16 or lower:

  • The wizard_initiation_failed_today flag is set, hiding the action until midnight.
  • No rewards, no penalties beyond the wasted hour.
  • You can attempt again tomorrow with a fresh attempt.

There is no permanent fail state — keep trying until you pass.


Faction Clout & Other Uses

Beyond the Initiation Test gate at 50 clout, wizard clout is also referenced as:

  • A general indicator of your magical credentials in dialogue and narration.
  • A potential gate for future content (other magic-themed plots and characters).

There are no shop discounts or special purchases tied directly to wizard clout — its value is in unlocking the Initiation Test and signalling your standing in the magical community.


Strategy Notes

  • Hit 50 clout via skills + actions combined. With 25 max from skills and 20+ readily available from actions, you don't have to learn every single magic skill to qualify. Action clout from Aziza's Tutorial (+3), Blinky (+3 across two actions), Sashina (+1 per Mystical Training, +1 per H2H, +1 per Emotional Magic), and Gandon (+2 from quest accepts) adds up fast.
  • Grind Sashina's Mystical Training. This is the single best clout source in the game — +1 wizard clout per session, 6 sessions per day. That's +6 clout daily from one action alone, plus Mystic stat growth on top. If you're stuck just under the 50-clout threshold, this is the fastest legal way to push through.
  • Plan your skill teachers. Many magic skills require relationship stages — Friend, Acquaintance, etc. Build up Gandon, Sashina, Aziza, and Blinky relationships in parallel.
  • Magician proficiency at character creation is a head start. It gives 2 free magic skills (Elemental Blast, Illusion Weaving) — equivalent to +2 clout from the start.
  • Don't gamble on the Initiation if you're under-leveled. The Test costs 60 minutes and a daily attempt. If you score below 17 you waste both. Better to push your wizard clout further and learn an extra skill or two before attempting.
  • Aim for 25/25 the first time you can. The bonus 3 crystals (vs 1) is a meaningful difference, and the test is solvable on paper using this guide. Reading the wizards' philosophies carefully gets you there.
  • Lime's +50 relationship reward means she's already approaching Friend stage the moment she joins the brothel — a major head start compared to other workers/maids who start at low loyalty.
Community discoveries

These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.

Visit Player Wiki →