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Wizard Faction

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Wizard Faction — Complete Guide
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: Gandon inside the Wizard Tower, Aziza at the Arcane Shop, Sashina at the Earth Shrine, Blinky in the Arcane Room (Brothel's West Wing), Sabbath at the Witch'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).

A Reliable 50-Clout Plan

Read the combined Wizard total on the character sheet, then use Sashina's repeatable Mystical Training to fill the remaining gap. Each session adds one stored clout, up to six sessions per day. For example, a displayed total of 35 needs fifteen more sessions, spread across at least three days if no other clout is earned.
Learning more of the listed magic skills can reduce that gap, but the entire skill catalog contributes only 25: it cannot by itself take a 30–35 combined total past 50 if most of those skills are already learned. One-time tutorials, H2Hs and quest acceptance awards help, while the test's own +10 arrives only after passing.

Where to Learn the Magic Skills

To obtain the skill contribution, 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. Her early schedule provides an opportunity to meet and talk to her before the Initiation reward. Recruitment still comes from passing the test.

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

Optional test answers — expand for all five visions and the perfect-score route

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.

Understanding the Displayed Clout Total

Your character sheet's Wizard total combines learned-skill clout and stored clout from actions, encounters and plots. The 50-clout Wizard Initiation gate uses that combined total.
The listed skills contribute at most 25 points if all 21 are learned: seventeen contribute +1 and Master Wizard, Dark Magic, Light Magic and Blink contribute +2 each. Skills supply their contribution while known; learning a skill does not repeatedly pay stored faction clout.
Action and plot awards are added to stored clout. Sashina's Mystical Training is repeatable, contributes +1 per completed session, and has a daily limit of six. You do not need to learn every magical skill before becoming eligible.
Clout qualifies you to request the test. Extra clout beyond 50 does not improve your test score: the five answers determine the score, independently of your combat strength.

Progression and Troubleshooting

  1. Build relationships with Gandon and Blinky while learning useful magic. Initiation requires Gandon at Acquaintance+ and Blinky at Known+ as well as the clout total.
  2. Use Sashina's Mystical Training to steadily raise both Mystic and stored Wizard clout: up to six sessions and six clout each day.
  3. Add the one-time tutorials, available H2Hs, magical search encounters and quest-acceptance awards described above.
  4. Check the Wizard total on the character sheet. For example, 25 from skills plus 25 from training/actions reaches 50. With fewer skills, earn more stored clout.
  5. Find Gandon at the Wizard Tower Interior, reached through the Arcane Shop, and select Wizard Initiation. Allow its 60-minute base cost.
  6. Read each wizard's problem carefully. You need 17/25 to pass; 25/25 awards three Crystals instead of one.

The test action is absent

Check all three gates: 50 combined Wizard clout, Gandon Acquaintance+, and Blinky Known+. A failed attempt hides the action until the next day. Once Lime has been acquired as Maid #4, the recruitment test is no longer available.

A high-clout build failed the test

Clout is only the entry requirement. The choices award 1–5 points each. The options are shuffled, so choose by their wording, not by their position. Consult the optional answer walkthrough above if you want a perfect score.

Can a failed attempt block recruitment permanently?

No. Failure gives no pass rewards and uses the attempt's time, but you can retry after the daily failure flag resets. Prepare the answers before the next attempt.

What follows recruitment?

Lime becomes the Spirit-element Maid #4. The pass awards +50 Lime, +25 Gandon, +15 Sashina and +15 Aziza relationship, plus +10 stored Wizard clout and the Crystal reward. There is no Blinky relationship award in the pass handler.
For the separate late-game Sorcerer path, see Specialist Class. Lime recruitment is one prerequisite; Sorcerer additionally requires Aziza In Love+, Sashina's Gift, the Floor 40 miniboss record and the full version. Wizard faction clout and Sorcerer path points are different progression systems.

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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.