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Brothel Stats and Calculations

Live wiki revision 2110 · October 4, 2026View or improve the source →
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This is the numerical reference for worker stats, daily earnings, stress, experience, cleaning, reputation, apprentices, and report collection. See Brothel guide for buying the building, recruiting workers, and progressing its individual rooms and stories.
The formulas below describe the current daily calculation. Worker pay is one daily roll, not a payment multiplied by every client. Money bonuses apply in stages; adding all their percentages together will not reproduce a report.

Reading the Daily Report

Reports cover completed in-game days from the day you acquired the business onward. The current unfinished day is not calculated. Opening the report catches up missing completed days and stores each result, so rereading a calculated report does not award its earnings again.
The report picker offers stored daily reports. Earnings enter pending collection; use the collection action to move positive pending earnings into Wealth. Looking at an older report does not collect that day's money a second time.
Today's pay uses the reputation rank and cleanliness at the start of the calculation. Cleaning resolves later, and today's reputation reward uses cleanliness after that cleaning. A reputation rank earned today affects subsequent daily pay, not the already priced day.
Catch-up calculations use the current worker roster, assignments, equipment, and state as each missing report runs, rather than replaying a historical roster snapshot. They still process those completed days once each. Visit the reports regularly if you want to see the effect of management changes promptly.

Worker Stats and Their Actual Roles

Stat Daily calculation Other uses
Stamina A roll of 1–100 at or below Stamina removes 2 incoming work stress Maximum Health; endurance event checks
Intelligence A successful 1–100 roll doubles base work EXP from clients Ballroom EXP range; intelligence event checks
Dexterity Contributes one sixth of the Fame-growth average Dexterity events and worker-specific checks
Ability Client range and daily double-pay chance Ability events; contributes to Fame growth
Appearance Smaller Appearance/Charisma sets minimum pay, larger sets maximum Appearance events; Fame growth
Charisma Shares the pay-range formula with Appearance Charisma events; Fame growth
Fame Each working worker's current Fame contributes to today's reputation pool Grows through the daily stat-average roll and events
Experience Spendable worker EXP, rather than an automatic level multiplier Used by the stat-upgrade buttons
Stress Clamped to 0–100; exceeding 75 after work starts exhausted rest Training can add stress and cause overflow damage
Loyalty Can enable refusal below 30 or bonus rolls above 80 Worker-specific decay and visits; special room/item protection
Health Zero Health can cause sick rest Events, training overflow, recovery, and consumables
The six stored primary stats are clamped to 0–999 by their updater. Equipped bonuses used in a check are separate from the stored number; the daily income calculation adds the worker item's Appearance and Charisma bonuses before computing pay. It does not automatically add every descriptive worker skill bonus to every daily stat.
Maximum worker Health = min(999, max(100, Stamina × 10)). With the worker's Iron Constitution, multiply the Stamina term by 1.5 before applying the minimum and cap. This is a worker skill calculation, separate from the player's combat skill.

Buying Stats with EXP

Raising a primary stat from N to N + 1 costs N + 1 worker EXP, provided the stored stat is below 999. Increasing Stamina through the management stat button also restores the worker to the recalculated maximum Health.
For example, Ability 30 → 31 costs 31 EXP; 31 → 32 costs 32 EXP. The cost follows the stat being raised, not a universal worker level.

Who Works and Who Does Not

Only available, recruited, active workers enter the daily roster. The current roster supports 30 worker IDs; a worker's availability still depends on their own game progress.
State Daily result
Normal working worker Clients, pay, stress, work EXP, Fame roll, and mess
Resting No client work, pay, work EXP, or mess; one rest day is consumed
Rest completes today Stress becomes 0 and Health returns to maximum; still no work that day
Sirena Isle vacation No client work or events; +25 Loyalty up to 150, −40 Stress, +40 Health up to maximum; decay paused
Ballroom trainee No ordinary clients, pay, Fame roll, or worker mess; gains Ballroom training EXP
Refuses work No ordinary client work, pay, work EXP, or mess for that day
Rest begins after a working day's calculations: Stress over 75 → 2 rest days; otherwise, Health at zero → 4 sick rest days, or 3 with Willow active. The trigger day can still earn income. The daily nurse check is whether Willow is an active worker, rather than a requirement to assign her to an apprentice slot in the Infirmary.

Client Count and Daily Pay

Client Count

For raw worker Ability A:
Minimum clients = max(1, floor(A ÷ 10) − 2).
Maximum clients = floor(A ÷ 10) + 2.
Roll an inclusive integer between them, then add applicable room, equipment, and distributed client bonuses. Ability 50 starts at 3–7 clients.
  • Bedroom Level 3: +1; Level 4: +2; Level 5: +3 clients.
  • Bar apprentices: +2 clients to themselves.
  • VIP beneficiaries: +1 client to themselves.
  • Kitchen: one randomly assigned building-wide client per apprentice.
  • Effective Promotion above Level 1: roll 0 through the level extra clients for the building, then distribute them randomly.
  • Maid advertising items: distribute their summed extra-client pool among workers actually available and not refusing. One worker can receive several.
  • Worker equipment: add that worker's client bonus.
Kitchen and Promotion distributions are drawn before the event and refusal checks, so a later refusal can waste their allocation. Maid advertising resolves refusals first and only assigns its pool to workers who will work. These are building-wide pools, not the listed extra count for every worker.

Pay Range

After adding equipped Appearance/Charisma bonuses, let P be Appearance and C be Charisma:
Base minimum pay = floor(min(P, C) ÷ 2).
Base maximum pay = max(P, C) × 2.
Modify that range using starting cleanliness, clothing, and the worker's bedroom, truncating at each stage. Then roll one daily payment between the resulting bounds.
Higher Appearance or Charisma can raise the upper bound; raising the smaller stat raises the lower bound. Keeping the two balanced makes the minimum payment stronger.

Daily Double Pay

Bonus chance = floor(Ability ÷ 2) + today's clients at this stage.
A 1–100 roll at or below that value doubles the daily roll. A threshold of 100 or more guarantees the double-pay result. Ability 50 and 5 clients gives a 30% chance.
This is one satisfaction-style pay bonus per worker per day. It is not a separate roll for every client, nor a direct payment of daily pay × client count.

Cleanliness, Clothing, and Bedrooms

Cleanliness Pay minimum multiplier Pay maximum multiplier Later reputation multiplier
0–4 ×0 ×1 ×0
5–14 ×0.25 ×1 ×0.25
15–29 ×0.50 ×1 ×0.50
30–44 ×0.75 ×1 ×0.75
45–59 ×1 ×1 ×1
60–74 ×1 ×1.20 ×1.20
75–89 ×1 ×1.40 ×1.40
90–100 ×1 ×1.60 ×1.60
Use starting cleanliness for the first two columns and post-cleaning cleanliness for the last column. Even at 0 cleanliness, the pay maximum is not forced to zero; reputation can still be zero.
Clothing level Pay minimum Pay maximum Flat daily reputation
1 ×1 ×1 +0
2 ×1 ×1.20 +1
3 ×1.10 ×1.30 +2
4 ×1.20 ×1.40 +3
5 ×1.30 ×1.50 +4
6 ×1.40 ×1.60 +5
Worker bedroom level Added clients Pay maximum Flat daily reputation
1 +0 ×1 +0
2 +0 ×1.10 +1
3 +1 ×1.25 +3
4 +2 ×1.40 +5
5 +3 ×1.60 +7
Clothing and room reputation bonuses add to today's reputation pool. They do not permanently increase stored Fame.

Pay-Range Example

Appearance 40, Charisma 30 gives $15–$80. Starting cleanliness 90 raises the maximum to $128. Clothing Level 6 changes the bounds to $21–$204; Bedroom Level 5 changes the maximum to $326. The daily roll is therefore $21–$326, before the double-pay check and later bonuses.
That worker's clothing and bedroom also add 5 + 7 = 12 flat points to today's reputation pool, plus current Fame and any applicable item/loyalty points.

Worker Pay Bonus Order

After the daily roll:
  1. Apply the double-pay result if successful.
  2. Apply summed worker equipment income percentage, then flat income.
  3. Apply a multiplicative item effect such as Pearl Necklace ×2.
  4. Apply a successful high-Loyalty bonus: extra-client payments, ×1.25 pay, or +2 daily reputation.
  5. Multiply by 1 + 0.5 × completed training upgrades for this worker.
  6. Double pay for a VIP beneficiary.
  7. Apply that worker's targeted daily-event gold multiplier last.
Completed gift training upgrades stack additively for income: one gives ×1.5, two ×2, three ×2.5, and so on for the upgrades available to that worker. They do not compound as ×1.5 ×1.5. An upgrade also doubles EXP from its matching player training action, separately from daily work EXP.
An event that sets targeted pay to ×0 keeps it at zero even with training upgrades, items, and VIP doubling. Global building-event income is handled later, before tax.

Stress and Work EXP

Work Stress

For each worker, begin with 10, or 7 if Willow is active:
  1. Successful Stamina roll: −2.
  2. Add max(0, clients − 2).
  3. Subtract worker equipment's stress reduction, then floor at zero.
  4. Apply Master Bedroom / Brothel Dungeon protection or Infirmary prevention.
  5. Add the remaining work stress to existing Stress, clamped to 0–100.
Master Bedroom apprentices gain zero work and positive event stress in the daily system. Brothel Dungeon apprentices cannot gain Stress through the worker updater and cannot lose Loyalty; they retain existing stress and may still benefit from stress relief. Neither assignment simply resets old Stress to zero.

Infirmary and Medicine

Let a be the number of Infirmary apprentices and m the building's Medicine level:
Chance per incoming work-stress point = min(100, m × a)%.
At Medicine 0, apprentices prevent min(incoming stress, a) points without random rolls. Above zero, roll that chance once per incoming work-stress point, then prevent the greater of the success count and the apprentice guarantee. The guarantee is a floor, not extra prevention added on top of every successful roll.
For 10 incoming work stress, 3 apprentices, and Medicine 20: roll a 60% chance for each point; prevent at least 3 and at most 10. This prevents new work stress; it does not erase old Stress or automatically cancel event stress.

Work Experience

  1. Base work EXP equals the client's count before high-Loyalty extra clients.
  2. Successful raw Intelligence roll doubles that base.
  3. Add +1 EXP per Secret Room apprentice, then worker equipment flat EXP.
  4. Apply worker equipment EXP percentage, truncating.
  5. Master Bedroom apprentices receive ×1.5, truncating.
  6. If the worker has an apprentice assignment, add the maid Mentorship percentage of that result, truncating the bonus.
Event EXP is awarded separately during event processing and appears in the report total. It is not run through the work-EXP multipliers a second time. High-Loyalty extra clients are added later, so they produce extra pay and mess but do not add work stress or work EXP in this calculation.
Ballroom training instead rolls 60–100 + 1–max(1, raw Intelligence) EXP, then adds applicable Mentorship. It does not use the ordinary Intelligence double-work-EXP roll.

Loyalty, Visits, and Training

All 30 workers participate in the current loyalty calculation, with worker-specific rates. Raven is excluded from the ordinary visit selector, but her Loyalty can still matter to daily work.
  • For each elapsed day, roll that worker's decay chance. A success loses 1 Loyalty; a successful cascade roll loses one additional point.
  • Below 30, the worker's refusal chance may make them refuse that day's work. Exactly 30 does not trigger this condition.
  • Above 80, the worker's bonus chance may produce one of three equally selected bonuses: 1–2 extra clients and an extra pay-range roll for each, ×1.25 daily pay, or +2 flat daily reputation. Exactly 80 does not qualify.
  • The extra-client payments do not independently repeat the earlier double-pay or equipment bonus stages; the later training, VIP, and targeted-event multipliers apply to the combined worker pay.
  • Resort vacations, Brothel Dungeon apprentices, and loyalty-lock equipment pause decay without accumulating a backlog for later.
  • Ordinary Loyalty updates use a 0–100 range; resort vacations and specific equipment can raise it above 100, up to their own caps. Returning from vacation does not instantly discard the higher value.
For completed player training, the focused gains are Kissing → Charisma, Oral → Intelligence, Missionary → Appearance, Cowgirl → Stamina, Doggie → Ability, Special 1 → Dexterity. Special 2/3 each raise two random primary stats by 1. Pleasure Arts adds one random primary-stat point.
Training normally adds 20 Stress, or 10 with Tantric Arts. Stress beyond 100 causes 2 Health damage per overflow point. Brothel Dungeon apprentices incur no training stress, so that protected training cost cannot create overflow damage.
Training's worker EXP base by player Erotic Experience level 1–10 is 2, 13, 24, 35, 46, 57, 68, 79, 90, 100. Add 10 for Tantric Arts, multiply by 1.5 with Sensual Mastery and truncate, keep 80% and truncate, then double for a completed matching training upgrade. This is a different formula from ordinary daily work EXP.

Fame and Reputation

Each working day, average Ability, Appearance, Charisma, Stamina, Intelligence, and Dexterity. Appearance/Charisma include the item bonuses used by the daily pay calculation. A 1–100 roll at or below the average adds 1 permanent Fame. Events can separately change Fame.
The initial daily reputation pool is the sum, over working workers, of:
current Fame + clothing flat bonus + bedroom flat bonus + worker item flat reputation + successful Loyalty reputation bonus.
Apply these stages in order:
  1. Multiply by post-cleaning cleanliness and the global event reputation multiplier; truncate. A reputation-blocking event sets this base to zero.
  2. With effective Promotion above 1, roll an integer percentage from 0 through 10 × the level and add that percentage.
  3. With effective Decor above 0, roll an integer percentage from 0 through 5 × the level and add that percentage.
  4. Owned Christmas Wreath: +5%.
  5. Verified Master Tier: +5%.
  6. Office: +5% per apprentice.
  7. Owned Bar: +5%, plus +1% per Bar apprentice.
  8. Apply summed maid equipment reputation percentage.
  9. An assigned Ballroom trainee adds +10%.
Each percentage bonus uses the current running value and truncates its added amount. These stages compound. The result adds to accumulated reputation points and updates the rank.

Reputation Ranks

Every rank adds 5% to the worker income subtotal: income bonus = 5 × (starting rank − 1)%. Rank 20 therefore gives +95%; the current system continues past Rank 20.
Rank Name Points to reach Income bonus
1 Disgusting 0 +0%
2 Revolting 500 +5%
3 Filthy 1,500 +10%
4 Dirty 4,000 +15%
5 Shabby 7,500 +20%
6 Poor 12,000 +25%
7 Mediocre 18,000 +30%
8 Acceptable 26,000 +35%
9 Decent 36,000 +40%
10 Good 50,000 +45%
11 Fine 70,000 +50%
12 Quality 95,000 +55%
13 Excellent 125,000 +60%
14 Superior 160,000 +65%
15 Premium 200,000 +70%
16 Luxurious 250,000 +75%
17 Exquisite 310,000 +80%
18 Royal 380,000 +85%
19 Kingly 460,000 +90%
20 Godlike 550,000 +95%
After Rank 20, Godlike (1) is Rank 21 at 685,000 points. The next step costs 202,500 points; each subsequent step costs the previous step ×1.5, rounded up. There is no Rank 20 cap on reputation growth or the rank income bonus.

Building Income, Tax, and Upkeep

Start with the sum of all working workers' final daily pay. Apply, in this order:
  1. Starting reputation rank: +5% × (rank − 1).
  2. Owned Christmas Wreath: +5%.
  3. Verified Master Tier: +5%.
  4. Office: +5% per apprentice.
  5. Owned Bar: +5%, plus +1% per Bar apprentice.
  6. Effective Decor: a random integer percentage from 0 through 5 × the level.
  7. Summed maid equipment wealth percentage.
  8. Global daily-event income multiplier; truncate to obtain gross income.
The current Christmas Wreath check is ownership; it does not require the Christmas event to be active. Maid wealth bonuses affect the actual earnings, rather than being display-only.
Tax = floor(gross income × 15%).
Normal net = max(0, gross − tax − daily upkeep).
If there is a Ballroom trainee, Esperanza's fee is floor(normal net × 15%), deducted from that positive normal net. Monster income is then added separately. The normal negative result is covered by the business rather than deducted from your Wealth in this daily-profit calculation.

Daily Upkeep

$60 + $20 × (effective Master Bedroom level + sum of all defined worker-bedroom levels + effective levels of Bar, Maids' Quarters, Infirmary, Security, Exterior, and Brothel Dungeon).
The calculation includes bedrooms even when their workers are resting or not earning that day. Special-room effective levels are derived from the room's base and apprentice count; Maids' Quarters uses acquired maid count plus apprentices. Assigning staff can therefore increase upkeep. This function does not add an independent maid-wage charge or a $20 charge for every other specialty room.

Building-Income Example

Suppose worker pay totals $1,000, starting rank is 10, the Wreath is owned, there is one Office apprentice, the Bar has two apprentices, Decor's roll gives +10%, and maid equipment gives +5%. With no Master Tier or event change:
1,000 → 1,450 → 1,522 → 1,598 → 1,709 → 1,879 → 1,972 gross.
Tax is $295. With upkeep $200, normal net is $1,477. A Ballroom trainee would cost $221, leaving $1,256 before separate monster income. This example follows integer truncation at every bonus stage; a single summed percentage gives a different answer.

Monster Work and Statistics

Active monsters have their own daily report, separate from the worker pay formula. They must have arrived by the report day, not be resting, and have Tamed at least 30 on that day. Tamed decay is processed for the report day before this eligibility check.
Value Daily calculation
Clients Random 1–max(1, floor(Ability ÷ 10) + 1)
Pay per client Random max(1, floor(Allure ÷ 2)) through max(lower bound + 1, Aura × 2)
Total income Sum of those separate client pay rolls
Work EXP Client count
Stress +10, reduced by 2 on a successful 1–100 Vitality roll; capped at 100
Ferocity +1 on a 1–100 roll at or below the average of Ability, Allure, Aura, Vitality, Cunning, and Agility
Monsters really do roll pay per client, unlike ordinary workers' single daily roll. Their income is added after normal worker bonuses, tax, upkeep, and any Ballroom fee; it does not receive those worker income multipliers or deductions. Each monster client adds 2 mess before maid cleaning.
Example: Ability 30 gives 1–4 clients. Allure 20 and Aura 15 give $10–$30 per client. At three clients, three separate rolls total $30–$90, added to normal net income.
Stress above 75 starts three rest days. When the last rest day completes, Stress becomes zero; the monster does not work on that completion day. Below Tamed 30, the report marks the monster untamed and gives no work income. Monster stat upgrades cost next stat level EXP and stop at 100, unlike the ordinary worker stat-upgrade cap of 999.

Mess and Maid Cleaning

Worker Mess

Base mess is the worker's final client count, including high-Loyalty extra clients. Roll 1–100 once:
Roll Worker mess
At most 10 + clients floor(clients × 2)
Otherwise, at most 20 + clients floor(clients × 1.5)
Otherwise, at most 30 + clients floor(clients × 1.25)
Otherwise clients
With 8 clients, the probabilities are 18%, 10%, 10%, and 62%, giving 16, 12, 10, or 8 mess. The thresholds are cumulative; they are not separate 18%, 28%, and 38% chances. VIP beneficiaries double the final worker mess.
An owned Bar adds 10 + Bar apprentice count mess. Working monster clients add 2 mess each. Apply maid equipment's summed mess reduction percentage and truncate, then subtract its flat reduction, with a minimum of zero.

Maid Levels and Cleaning

The current maid roster is Violet, Mandarin, Lychee, Lime, Rain, and Onyx. Only acquired maids contribute.
Maid level Cumulative EXP Base cleaning Equipment slots
1 0 10 1
2 200 15 1
3 600 20 1
4 1,200 25 2
5 3,500 30 2
6 7,000 40 2
For each maid:
Personal cleaning = floor(base cleaning × (1 + personal percentage ÷ 100)) + personal flat bonus.
For the team:
Team cleaning = floor(sum of personal cleaning × (1 + team percentage ÷ 100)) + team flat bonus.
Then add 10 cleaning per Maids' Quarters apprentice. Roll an integer percentage from 50 + variance item bonus through 150 + variance item bonus and apply it to that total, truncating.
New cleanliness = clamp(old cleanliness + rolled cleaning − reduced mess, 0, 100).
Personal flat bonuses are added after the maid's percentage bonus, rather than multiplied by it. For example, base 20, +25%, and +5 flat gives 30, not 31.
Each acquired maid receives at least 1 base EXP from the rolled cleaning: max(1, floor(rolled cleaning ÷ acquired maid count)), then applicable personal/team maid EXP bonuses. This uses rolled cleaning even when the final cleanliness clamp prevents the building from exceeding 100.

Apprentices, Decor, and Promotion

Room staffing uses derived effective levels. Worker bedrooms keep their paid levels; most apprentice service rooms have a base unlock level plus the number assigned. Available slots and room access depend on the relevant master and story progress.
Room Current numerical effect
Master Bedroom Assigned workers: +50% work EXP and no positive daily work/event stress
Brothel Dungeon Apprentices protected against Stress increases and Loyalty loss; training stress also zero
Bar Ownership: +5% income/reputation and +10 mess; each apprentice: +1% income/reputation, +1 mess, and +2 clients to themselves
VIP Lounge When owned, Vixen and assigned apprentices get +1 client, ×2 pay, and ×2 mess
Infirmary Apprentice guaranteed stress prevention plus Medicine rolls, as detailed above
Maids' Quarters +10 team cleaning per apprentice; effective level includes acquired maids
Office +5% building income and reputation per apprentice
Kitchen One randomly allocated extra building client per apprentice
Secret Room +1 work EXP per apprentice for every working worker, after Intelligence doubling
Arcane Room +1 effective Decor per apprentice
Menagerie +1 effective Promotion per apprentice
Security Helps event checks and Customer Appreciation success; does not add a universal worker-pay multiplier
Ballroom One trainee; no normal worker income; training EXP, +10% reputation, and 15% normal-net fee
Training Room Staffing changes its player training actions; no separate universal daily-pay bonus
Effective Decor = stored Decor + Cthulhu's Head bonus (+1 if owned) + maid equipment Decor + Arcane apprentice count. It rolls separately for income and reputation, so both report bonuses need not match.
Effective Promotion = stored Promotion + Cthulhu's Head bonus (+1 if owned) + maid equipment Promotion + 1 if Vespa is active + Menagerie apprentice count. It grants its extra-client pool and reputation roll only above Level 1. The room art tier can be capped even when a staffing-derived effective level is higher.

Daily Events and Customer Appreciation

Daily events are selected before the main worker calculations from workers who are present, not resting, and not Ballroom trainees. Their stat, Health, Loyalty, Fame, and EXP changes are applied then. Report columns describe those changes; they do not apply them again afterward.
Events can target a single worker's pay, modify the whole building's income, multiply reputation, or block reputation gain. Worker-targeted pay multipliers apply after VIP and training bonuses. Building-wide income events apply before tax and collection. The report's displayed global event bonus is descriptive and is not a second payment.
Different events test different stats and can use their own minimum/maximum chance, skill adjustment, Security effect, or failure consequences. Dexterity is valuable to many events even though it is absent from the direct client and pay formulas. A skill's descriptive text alone is not evidence that it modifies every daily roll.
Customer Appreciation is a separate once-per-business-day opportunity, with a 1 in 19 opportunity roll when there is no pending reward. Eligible workers must actually have worked with clients and have Clothing Level 1–4. The system also needs an eligible customer at the current reputation rank.
Its quality chance is 20 + average(Charisma, Appearance) for Brothel mode, or 20 + average(Charisma, Intelligence) for Hotel mode. Add 8 + 5 per Security apprentice if Security is built, then the worker item event-success bonus; clamp to 5–95%. A successful opportunity creates the follow-up clothing reward. It is not one independent chance per client or per worker, and clothing Level 5 ends that worker's eligibility for this particular reward path. Level 6 clothing uses its separate upgrade path.

Practical Checks

  • Balance Appearance and Charisma for a stronger pay floor, then improve Ability for clients and the double-pay threshold. More clients also mean more mess and work stress.
  • Raise Intelligence for worker EXP and use that EXP to improve the stats you need. Fame grows from the average of the six primaries, rather than Ability alone.
  • Keep cleaning capacity ahead of the roster. Cleanliness helps today's reputation after cleaning and later days' pay range.
  • Check Loyalty and existing Stress before blaming room upgrades for a missing worker income row.
  • Use apprentices deliberately: VIP increases mess, Ballroom removes one earner and charges a fee, while staffing can raise upkeep.
Unexpected result Explanation to check
Pay does not equal clients × listed roll The roll is daily worker pay
Bonus percentages do not add to the report total Bonuses compound in order with integer truncation
Reputation improved but that report's rank pay did not Starting rank prices the day; the new rank applies later
Income and reputation show different cleanliness effects Income uses starting cleanliness; reputation uses post-cleaning cleanliness
Clothing raised reputation without raising Fame Clothing gives flat daily reputation, not permanent Fame
Extra Loyalty clients did not raise work EXP They arrive after the work-EXP/stress calculation
Infirmary did not reduce old Stress Medicine prevents incoming work stress only
Dungeon apprentice still has Stress Protection blocks increases; it does not erase the old value
Rest completed but income is zero Work resumes on a later report day
A trainee's EXP is high while pay is zero Ballroom training replaces ordinary client work
A displayed event bonus seemed uncollected It is already part of taxable gross or final targeted pay, not an extra payment

Accuracy Notes

Checked on 4 October 2026 against the current daily calculation, report storage/collection, stat updater, room levels, training upgrades, worker equipment, maid equipment, Medicine prevention, Customer Appreciation, and reputation thresholds. Formula examples include the current integer truncation rules. This page describes mechanics without revealing character identities or major story outcomes.


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