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The Rose & Thorn — Complete Brothel Guide

Overview

The Rose & Thorn is the player's upscale medieval establishment, located in the King's Demesne district of the Medieval era. It was appointed to the player by the King, with Elara — a court-trained scribe — assigned as its manager. What began as a political exile for Elara becomes the player's central hub for management, recruitment, relationships, and income.
The brothel operates as a full management sim embedded inside the larger game: workers are recruited, rooms are built and upgraded, a team of elemental maids keeps the place clean, monster girls inhabit the cell corridor beneath the dungeon, and daily operations produce income, reputation, and random events.
Brothel Exterior: the entrance to the Brothel, as seen in Ryia's date "Old Sign Walk with Ryia". Original artwork.

Hotel Operation Mode (Alternative)

The "Establishing Operations" plot (which fires automatically in Elara's Office once you own the brothel) gives you a one-time choice: run the Rose & Thorn as a brothel or as a hotel. This is a permanent decision that affects narrative framing throughout the game.
What changes:
  • The Daily Report title displays "Hotel Business Report" instead of "Brothel Business Report"
  • The Daily Events library filters differently — you'll see hotel-themed events instead of brothel-themed ones. Both event pools are roughly the same size and roughly the same mechanically, but the flavor text is different (hostesses and entertainment nights instead of clients and companionship sessions)
  • A few events are operation-type exclusive and only fire in one mode
  • General and reputation-tier events fire either way
What doesn't change:
  • Workers still earn income the same way, with the same formulas
  • All specialty rooms, apprenticeship effects, cleanliness, reputation levels, and systems work identically
  • Worker names, plots, and character arcs are the same regardless of operation type
Hotel mode is essentially a cosmetic/flavor toggle — same mechanics, different public framing. This guide uses "brothel" language throughout for clarity, but all the mechanical info applies to Hotel operations too.


Before we get into navigating the maze that is the Rose & Thorn, let's get one thing out of the way first: the distinction between Locations & Specialty Rooms:
  • Locations are places the player can navigate to
  • Specialty Rooms have a master and can support up to 3 apprentices: the system and its effects will be explained in its dedication section

Entering the Brothel

From the world map, travel to the Kings Demesne district in the Medieval era. The Rose & Thorn entrance appears once you own the brothel. There, if your establishment operation mode is set to Brothel and NTS is ON, you'll have the option to "Receive a Client" (once daily).
Room Unlock Condition Available Actions
The Main Entrance Hub
Elara's Office — Get Business Report, View Schedule
Master Bedroom — Rest, Room Service (requires Kitchen unlocked)
Workers' Quarter — Manage Workers, Manage Rooms, Visit Worker
Bar Recruit Brandy Perform Song (Once Daily)
Nurse's Room Recruit Willow Purchase Ambrosia (Antidote): $300, 1 epic ingredient
Security Office Recruit Valkyra —
Maids' Quarter Recruit 1 Maid Manage Maids
Dungeon Recruit Raven Cell Corridor access (Monster Girls Interactions)
West Hallway — The second major hub, Clean Establishment
Upper Floor Recruit Vixen/Vespa Access to some workers' rooms

The West Hallway Hub

The West Hallway is the 2nd major hub of the Rose & Thorn. There, you'll have access to the action "Clean Establishment" (cost: 2h, 10 calm and 25 energy), which increases Cleanliness by 20 (up to the Cleanliness 100 cap).
Room Unlock Condition Available Actions Cost Effect
Arcane Room Blinky arrival (Brothel rep 7+) — — —
Mittens Room Kill The Vermin God (Fighters Guild's Quest) — — —
Kitchen Poppy arrival (Brothel rep 4+) Cook for the Rose & Thorn (Once Daily)
Cook a Hearty Feast (Once Daily)
1h, 20 energy, 5 commons + 1 rare ingredient
1h, 30 epic ingredients
Food: +5 + (apprentices x 3) + (Cooking ÷ 10)
All workers: loyalty +1 (up to 100), -5 stress
Courtyard Courtyard built (Brothel rep 5+) Another small hub — —
Garden Recruit Audrey — — —
Training Room Training Room built (Brothel rep 9+) Train Strength, Stamina, Ability, Mystic $80,000, 120 min, 50 energy & calm +2-5 (base) / up to + 3-7 to the chosen stat
Secret Room AZARIEL111 Redeem Code Reset Alignment
Business Observations (Once Daily)
3 Crystals
20 min, 10k Gold
Resets Good / Neutral / Evil values to 0
Review of the last Daily Report

The Courtyard Outside Hub

Room Unlock Condition Available Actions
Pool Pool built (Brothel rep 6+) Travel to Sirena Isle (45 min)*
Menagerie Menagerie built (Brothel rep 9+) Access to some workers' room
Garden Recruit Audrey Worker's interactions
To travel to Sirena Isle, you'll need to unlock access to it.

Gastoff's Commissions

Some buildings (most of the exterior of the Rose & Thorn, the Training Room, and the Cell Corridor) become available once built. Those are commissions made to Gastoff, the Blacksmith. Each has its own price (in time, gold, and the 3 "materials"), Brothel reputation requirement, and some have an additional required flag.
Commission Time Wealth Materials / Fabrics / Ingredients Rep Requirement
Courtyard 3h $30,000 10 Epic Each 5+ —
Pool 3h $200,000 25 Epic each 6+ Courtyard built
Cell Corridor 3h $1,000,000 35 Rare each 8+ Raven recruited
Menagerie 3h20 $2,000,000 50 Epic each 9+ Courtyard built
Training Room 4h $10,000,000 500 Common / 200 Rare / 75 Epic each 9+ —
For the price of the other Gastoff's commissions (Cell 1-7), please refer to the Monster Girls section of the wiki.

Workers' Room

Some workers have their own room. They're available once a worker is recruited, though access to some of them requires another location to be unlocked.
Room Accessed from Unlock condition
Cinnamon's Room Menagerie Menagerie built (Brothel rep 9+)
Foxy's Room Menagerie Menagerie built (Brothel rep 9+)
Cellar (Bellavia's Room) Nurse's Room Willow recruited
Massage Room (Ava & Eva's Room) Upper Floor Vixen recruited
Gem's Delve Cell Corridor Cell Corridor built (Brothel rep 8+)
Pixie's Room Master Bedroom —
VIP Lounge (Vixen's Room) Upper Floor —
Calibration Room (ARIA's Room) Upper Floor Vixen recruited
Vespa's Room Upper Floor —
Whisker's Room Menagerie Menagerie built (Brothel rep 9+)
Ember's Lair Menagerie Menagerie built (Brothel rep 9+)
Ryia's Room Worker Quarters —
Those rooms are mostly intended for workers' interactions or progressing their storyline.

The Workers

Workers are the revenue engine of the brothel. Each has their own stats, wages, working hours, starting skill, clothing level, assigned room, and loyalty profile. Workers earn income based on their stats, fame, clothing, skills, and the brothel's cleanliness + reputation.
There are 30 workers recruitable in the game.
# Name How She Joins / Character's plot required Room Unlocked
1 Elara Appointed by the King (cf. the Brothel Quest Chain), but she won't be visitable until you complete "After Hours with the Manager" Elara's Office
2 Sophie Rescue her from the alley behind the Performance Stage (Grand Bazaar) ―
3 Honey Advance her plot until you reach "A New Path" (cf. Quest Log) ―
4 Sandra Advance her plot until you reach H2H "A New Beginning" (cf. Quest Log) ―
5 Grace H2H 3 — "Where My Light Belongs (Liberation)", will require Brothel rep 5+ (Step 3 of her Plot Chain) ―
6 Cinnamon Complete all plots, date & H2Hs, then select "Build Cinnamon's Performance Room"* (requires Menagerie built, Brothel rep 9+) Cinnamon's Room
7 Raven Defeat her in the dungeon (Ravenous miniboss, Floor 20) Dungeon
8 Shadow Complete "The Arrangement", requires Thieves Guild rep 120+, then visit the Thieves Guild ―
9 Foxy Advance her plot until you reach "Wild Education Continues" (cf. Quest Log) Foxy's Room
10 Bellavia Complete Story Beat 59: "The Awakening" Cellar
11 Valkyra Defeat her in the dungeon (Floor 30) Security Office
12 Lindia Defeat her in the dungeon (Floor 7) ―
13 Ava & Eva Auto-triggering plot at the Brothel's Entrance: requires Vixen recruited and Brothel rep 14+ Massage Room
14 Gem Complete both Gem X Lyra scenarii, then meet Gem twice at the Worker Quarters: "Stone and Silk Contract" (cf. Quest Log) Gem's Delve
15 Jade "The Emerald Dragon Trade" (requires the Emerald Dragon, dungeon boss scenario or encounter in the back alleys (1500 gold)) ―
16 Pixie Complete all 8 Pixie encounters in the dungeon (floors 3 to 17), then reunite with her in the Epic Depths (scenario, floor 46+) Pixie's Room
17 Brandy H2H 3 — "Brandy Joins the Team", requires Brothel rep 8+ Bar
18 Willow Start her plot with back-alley searches, then reach the H2H "Healing Partnership" (cf. Quest Log) Nurse's Room
19 Vixen Advance her plot until you reach "A Strategic Partnership" (cf. Quest Log), requires Brothel rep 10+ VIP Lounge
20 Kasumi Kasumi Plot Chain, requires Brothel rep 6+ / 8+ / 10+ respectively ―
21 ARIA Defeat her in the dungeon (Floor 45), requires defeating ARIA's Proxy first Calibration Room
22 Vespa Complete the King Court's arc until you reach "The Princess Signs" (requires Brothel rep 18+, Vespa Intimate+, Annette Known+) Vespa's Room
23 Audrey Defeat her in the dungeon (Floor 35) Garden
24 Whiskers Defeat her in the dungeon (Floor 5) Whisker's Room
25 Ember Defeat her in the dungeon (Floor 50) Ember's Lair
26 Momosagi Complete "The Scared Bunny" in the Dungeon (requires Beast 20+, cf. Special Tiles) ―
27 Sashimi Get her at the Pool* (Brothel rep 6+), then advance her plot until you reach "Her Own Current" (cf. Quest Log) Resort access*
28 Maize Fighters Guild bounty encounter (Floor 35) ―
29 Pepper Easter event reward ―
30 Ryia Advance her plot at the Peasant Huts (8AM - 8PM) until you reach "Room for One More" (cf. Quest log) Ryia's Room
Quest log: page 10 of the Notebook
Workers assigned as apprentices grant per-room bonuses during the daily calculation. All effects stack up to the slot maximum. About building Cinnamon's room: completing "Balance Note" isn't necessary, but you will lose a One-Time Reward if you don't do it. It will cost you 4h, 250k gold, and 100/50/10 materials (ordered by rarity).
NB: If I only mention a quest or an H2H to complete, it's because each worker links to their own page, where you'll find their respective walkthrough (if present). That's also why I sometimes refer to the in-game Quest Log (page 10 in the Notebook): it means this character's walkthrough isn't available yet. And if you're struggling with the King Court's Arc, it has its own side-quest tracking system, so follow Nova's advice.

Worker Data Structure

Every worker has:
  • Core identity — name, age, description, measurements, origin, height
  • Categorization — personality (Sweet, Confident, Mysterious, Playful, Fiery, Shy, Elegant, Kind, Immature, Analytical, Guileless), age category (Young / Adult / Mature), size category (Petite / Small / Average / Full)
  • Primary stats (0–999): stamina, intelligence, dexterity, ability, appearance, charisma
  • Dynamic stats: experience, loyalty, stress, sick days, dead flag, health
  • Economic data: base wage, current wage, working hours (start / end), fame, lifetime income
  • Equipment: clothing level (1–5), starting skill, skills known, special item
  • Loyalty stats: decay chance, cascade chance, refuse chance, bonus chance

What Each Primary Stat Actually Does

The six primary stats each pull weight in different parts of the daily calculation. Some are core income drivers; others gate specific event types or feed into stress and health.

Stamina

The endurance stat. Each day, a roll of 1–100 ≤ Stamina cuts 2 stress off the daily stress gain. Stamina also defines max health: max_health = max(100, Stamina × 10) — boosted to ×1.5 if she has the Iron Constitution skill. Higher Stamina means fewer rest days and a much higher health pool.
Stamina also gates many "physical/endurance" daily events:
  • Festival Celebration, Severe Storm, Plumbing Disaster, Kitchen Fire, Mudslide, All-Night Gala, Double Booking, Endurance Challenge, Insatiable Merchant — all use Stamina checks for success
  • Heat Wave and several disasters demand high Stamina to survive without health loss

Intelligence

The EXP doubler. Each day, after base EXP is calculated (= clients served), a roll of 1–100 ≤ Intelligence doubles the day's EXP gain. Higher Intelligence = faster leveling.
Intelligence also drives many "puzzle/problem-solving" daily events:
  • Merchant Request, Rat Infestation, Building Collapse, Wealthy Collector, Counterfeit Scheme, Riddle Challenge, Blackmail Letter, Exotic Request, Demanding Duchess, Secret Affair, Discreet Meeting, Rough Customer — all use Intelligence checks
  • Intelligence also boosts Ballroom training EXP gain when refining a worker

Dexterity

Despite seeming "passive," Dexterity is actively rolled by 10+ daily events. Workers with high Dexterity dominate the establishment's "performance/agility" event slate:
  • Rooftop Chase (general) — chases a thief across rooftops; success gives gold + fame
  • Acrobatic Show (brothel) — exotic performance; success gives fame + reputation boost
  • Dance Competition (brothel) — challenge vs rival establishment; success gives reputation × 2.0
  • Oil Wrestling (brothel) — wrestling exhibition; success gives gold + fame
  • Twin Coordination (brothel) — synchronized service for twins; uses dex + stamina
  • Voyeur's Gallery (brothel) — private show; uses appearance + dex
  • Bachelorette Party (brothel) — entertainment for noble ladies; uses charisma + dex
  • Private Performance / Twin Coordination / Wedding Party (hotel-mode equivalents)
Dexterity also feeds into the daily fame roll — every day, 1–100 ≤ stat_average (average of all 6 stats) grants +1 fame, so Dex is 1/6 of that roll. Don't dismiss it.
The Acrobatics skill grants +20 to dexterity for all checks, and Special 1 training raises Dexterity by +1 per session. The Time consumable gift also gives +1 Dexterity.

Ability

The income engine. Ability drives client count AND bonus pay:
  1. Daily client count: clients = random(max(1, Ability÷10 − 2), Ability÷10 + 2). Higher Ability = wider client range and a higher max.
  2. Bonus pay chance: bonus_chance = (Ability ÷ 2) + clients_today (rolled vs 1–100). On success, daily pay is doubled. This is the single largest income lever in the game.
Ability also gates "skill-test" daily events:
  • Connoisseur's Test (brothel) — base 20% chance; success gives +100% income, +50% rep, +1 fame
  • Impossible Request (brothel) — base 15% chance; success gives +80% income
  • Demanding Duchess (brothel) — uses ability + intelligence
  • Insatiable Merchant (brothel) — uses ability + stamina
  • Wedding Night Tutorial, Comparison Shopper, Anniversary Surprise — all use Ability

Appearance

Half of the income range formula. Workers earn random(min(Appearance, Charisma)÷2, max(Appearance, Charisma)×2) per client. Appearance is one of the two stats that defines this range — and stacking only one of Appearance/Charisma without the other keeps your income range narrow.
Appearance gates "beauty/visual" daily events:
  • Portrait Commission (general) — base 25%; success gives +30% income, +2 fame
  • Beauty Pageant (general) — base 20%; success gives +50% income, ×2.0 reputation, +1 fame
  • Foreign Dignitary (general) — base 25%; success gives +125% income
  • Voyeur's Gallery (brothel) — appearance + dex
  • Exotic Foreigner (brothel) — appearance + charisma
  • Obsessed Regular (brothel) — appearance + ability

Charisma

The other half of the income range formula (paired with Appearance). Charisma is also the direct driver of the Praise relationship gain in worker visits (gain = 2 + round(Charisma ÷ 5)).
Charisma gates "social/personality" daily events:
  • Royal Delegation (general, highest_stat:charisma) — needs rep 10+; success gives ×2.5 income, ×2.0 reputation
  • Traveling Bard, Food Critic, Wealthy Collector, Merchant Celebration, Angry Mob (general) — all use Charisma
  • Noble Client, Jealous Client, Grieving Noble, Exotic Foreigner, Priest's Confession, Shy Noble's First, Rival Poacher (brothel) — all use Charisma checks

Fame (not directly trainable)

Fame isn't really raised by training — it grows passively through the daily stat-average roll. Each day, 1–100 ≤ average of all 6 primary stats → +1 fame. Fame contributes directly to total daily reputation gain (total_reputation_gain += worker.fame each day), so a high-fame worker generates more reputation passively just by existing.
Fame is also rewarded as a one-time bonus by many high-tier events (Connoisseur's Test, Beauty Pageant, Acrobatic Show, Royal Delegation, etc.).

Stat Strategy Summary

The biggest income levers are Ability (clients + bonus pay chance), Appearance, and Charisma (income range). Stack those for raw daily revenue.
Stamina prevents burnout (rest days = no income), and Intelligence doubles EXP for faster stat training overall.
Dexterity isn't a daily income driver, but ignoring it means you fail every Acrobatic Show, Dance Competition, Oil Wrestling, Rooftop Chase, and Voyeur Gallery event the game throws at you — events worth +25% to +90% income or up to ×2.0 reputation on success. Train at least one or two workers in Dex if you want to reliably catch those events.

Worker Loyalty

Every worker has four loyalty-driven chances:
  • Decay chance — loyalty drops over time
  • Cascade chance — a decay tick can trigger a second tick
  • Refuse chance — when loyalty is below 30, she may refuse to work (you'll see a flavor message in the daily report and earn 0 that day from her)
  • Bonus chance — when loyalty is above 80, she may grant a random daily bonus (extra clients, +25% income, or +2 reputation)
High-loyalty workers (Pepper at 100, Momosagi at 90, Sophie at 80) are far more stable than low-loyalty workers.

Worker Status — Rest, Sickness, and Strikes

Workers aren't always available. Stress, health, and loyalty can each force a worker out of commission, sometimes for days.

Exhausted Rest (Stress)

Base daily stress accumulation is 10 per day (or 7 if Willow is active in the Nurse's Room). Stress also climbs when she serves more than 2 clients (+1 per client above 2). A stamina roll each day (random 1–100 ≤ Stamina) lets her burn off 2 stress. Worker items and Infirmary apprentices also reduce it.
When a worker's stress climbs above 75 at end of day:
  • She completes her workday normally
  • She is flagged as resting with reason "exhausted"
  • She rests for the next 2 days — zero income, zero clients, zero EXP
  • On completion: stress resets to 0, health resets to max

Sick Rest (Health)

A worker's max health is Stamina × 10 (minimum 100), boosted to ×1.5 if she knows the Iron Constitution skill. Health can be damaged by training overflow (stress above 100 deducts 2× the overflow from health).
When health drops to 0 or below:
  • She is flagged as resting with reason "sick"
  • She rests for 4 days — or 3 days if Willow is active in the Nurse's Room
  • On completion: stress resets to 0, health resets to max

Refuse-to-Work (Low Loyalty Strike)

Each day, workers with loyalty below 30 roll against their personal refuse chance. If the roll passes, she goes on strike for the day — earns nothing and generates no clients or mess. A random flavor line appears in the daily report, things like "{name} put up a 'Closed for Renovation' sign on her door" or "{name} greeted every client with a death stare until they left."
The refuse system only applies to visitable workers (the same 16 who appear in the Visit Worker menu, including Elara after her unlock plot). Recruited-but-non-visitable workers (Raven, Foxy, Lindia, Whiskers) never strike.
The fix is always the same: get her loyalty back above 30. Gifts, praise, training sessions, and especially the 5% special-outcome rolls on Talk/Praise all raise loyalty.

High-Loyalty Bonus

On the flip side, workers with loyalty above 80 roll against their personal bonus chance each day. On success, one of three random bonuses fires for that day:
Bonus Effect
Extra Clients +1 or +2 extra clients (each also generates their own pay roll)
Income Boost That worker's daily pay × 1.25
Reputation Boost +2 reputation from that worker today
Like refuse, this only applies to visitable workers.

Stress/Health at a Glance

Condition Threshold Outcome
Stress > 75 End of workday 2 days exhausted rest
Health ≤ 0 End of workday 4 days sick (3 with Willow)
Loyalty < 30 Daily roll Chance to refuse work (skip day, earn 0)
Loyalty > 80 Daily roll Chance of clients/income/reputation bonus
Keeping workers between 20 and 75 stress, at full health, and above 30 loyalty is the steady state. High-loyalty workers pay for themselves in bonus procs; low-loyalty workers can cost you entire days of income.

Skills System

Note: The worker skills system is a placeholder framework slated for a major update in the next few versions. Many of the listed skill names and effects are working placeholders — they'll be refined, rebalanced, or renamed as the system is properly built out. Some effects are active in code; others are cosmetic for now. Treat the below as a snapshot of the current state, not a final design.
Each worker knows a starting skill unique to her — this is the skill she was born with, reflects her personality or backstory, and (when mechanically active) ticks away quietly in the background, affecting her daily performance.

How Skills Work

  • Each worker knows exactly one skill at recruitment (her starting skill)
  • Skills apply their effects automatically during the daily brothel calculation
  • Iron Constitution boosts max health (the most common mechanical skill reference)
  • Some skills grant passive bonuses (Meditation recovery, Queen's reputation boost), others trigger on specific events (Crowd Pleaser's 25% extra-client chance, Diplomatic calming angry clients)

Starting Skills by Worker (30 Recruitable Workers)

Worker Starting Skill Effect
1 Elara Assistant Manages chaos if player is away for days
2 Sophie Loyal Heart Loyalty never drops below 50
3 Honey Organizer +10 cleaning per day
4 Sandra Master Performer All stats count as +10 for satisfaction checks
5 Grace Meditation +10 stress and health recovery per day
7 Raven Dungeon Master Unlocks dungeon actions
8 Shadow Pickpocket 25% chance to steal an additional 25% gold each encounter
9 Foxy Fast Learner 2× experience per encounter
11 Valkyra Bodyguard Immune to unsatisfied client attacks, reduces riot damage by 50%
12 Lindia Perfect Memory +50% experience from player interactions
15 Jade Accountant +5% total daily income
17 Brandy Crowd Pleaser 25% chance an encounter counts as 2 clients
18 Willow Healer Character-exclusive skill (no mechanical effect yet)
19 Vixen Charming Personality +20% client satisfaction chance
20 Kasumi Oracle Character-exclusive skill (no mechanical effect yet)
23 Audrey Gardener Character-exclusive skill (no mechanical effect yet)
24 Whiskers Focused +5 to all primary stats for satisfaction checks
26 Momosagi Insatiable +1 maximum daily clients
28 Maize Heartbreaker Placeholder — not yet implemented
29 Pepper Bunny Hop Character-exclusive skill (no mechanical effect yet)
Italicized skills are character-exclusive — they belong only to that worker and aren't defined in the main skill library. Heartbreaker and Siren Song are defined but explicitly marked as placeholder effects.

The Full Skill Library

There are 30 skills defined in the main skill system. Not every one has a worker assigned as her starting skill, but every one can theoretically be acquired through training, plots, or special events.
Skill Effect
Fast Learner 2× experience per encounter
Perfect Immunity Cannot get sick for any reason
Iron Constitution +50% maximum health
Meditation +10 stress and health recovery per day
Charming Personality +20% client satisfaction chance
Talented Doubles client satisfaction reward
Pickpocket 25% chance to steal an additional 25% gold per encounter
Acrobatics +20 dexterity and ability for all checks
Loyal Heart Loyalty never drops below 50
Resilient Daily stress loss halved
Master Performer All stats count as +10 for satisfaction checks
Fame Magnet Fame gain doubled
Organizer +10 cleaning per day
Perfect Memory +50% experience from player interactions
Crowd Pleaser 25% chance any encounter counts as 2 clients
Natural Beauty +20 appearance and charisma for all checks
Diplomatic 50% chance to calm angry clients
Hardy Cannot drop below 1 health (prevents incapacitation)
Queen +15% total brothel daily reputation
Focused +5 to all primary stats for satisfaction checks
Bodyguard Immune to client attacks, reduces riot damage by 50%
Assistant Manages operations when the player is away
Quick Study Reduces stat training costs by 25%
Bookworm +10 intelligence for all checks
Fitness +10 stamina for all checks
Dungeon Master Unlocks dungeon services
Accountant +5% total daily income
Insatiable +1 maximum daily clients
Siren Song Placeholder — not yet implemented
Heartbreaker Placeholder — not yet implemented

Workers Clothing & Items

The Manage Workers Screen

The Manage Worker screen is accessed from the Worker Quarters ""Manage Workers"" option. On the left, beside the worker's profile picture, you will see their currently equipped item and their clothing level. The middle section lists all of their current stats (health, loyalty, stress...) and is used to upgrade the worker's primary stats (provided they have enough experience). Finally, the rightmost section includes a description of the worker's persona, with their special skill below. To equip or change a worker item, click the empty slot/currently equipped item, then select one from the worker's item inventory pop-up screen.

Clothing Levels (1–6)

Every worker starts at clothing level 1 and can be upgraded up to level 6. Clothing level affects both the workers' daily min & max income and the Brothel's reputation gain. A full roster of workers at clothing level 6 will add 150 Bonus Reputation on top of the other bonuses.
Level Min Income Max Income Bonus Reputation
Income Bounds & Bonus Rep by Clothing Level
1 baseline baseline + 0
2 baseline × 1.20 + 1
3 × 1.10 × 1.30 + 2
4 × 1.20 × 1.40 + 3
5 × 1.30 × 1.50 + 4
6 (MAX) x 1.40 x 1.60 + 5

The Two Ways to Upgrade Clothing

1. Fernando the Tailor (primary method)
Fernando offers a random worker a clothing upgrade via his "Worker Clothing" action. It is available Once Daily, even if you have multiple workers needing clothing upgrades, and the worker is selected randomly. Below clothing level 5, Fernando can perform only 2 upgrades per worker. However, if their clothing level reaches level 5, he can perform the final upgrade, bringing the worker's clothing level to its maximum.

One important thing to keep in mind: every time you use Fernando's Worker Clothing action, it raises the price of the next upgrade according to a 50-tier cost table. Each upgrade costs gold and a certain amount of fabrics from all 3 rarities. While the first upgrade is cheap (300 gold & 10/5/1 fabrics), later upgrades can quickly become very costly, up to 500,000 gold & 250/150/99 fabrics once you reach 50 upgrades done. The action always takes 30 min, though.

Each upgrade also plays that worker's Fernando plot, which is a narrative scene in its own right. Almost every worker has one scene, except Ember & Ryia, who have two.
2. The Christmas Claw Machine
The Christmas Claw Machine (CWM) has a small chance of awarding a clothing upgrade as a prize. There's supposed to be a limit to the number of upgrades you can get from the claw machine (1 for Free Players, 2 for Patreon Master), but many players reported getting more than 2 from the claw (whether that's still the case remains to be seen for 9.7.5c). Keep in mind that the chances of getting a worker clothing upgrade are pretty low, and you can't target a specific worker. It also cannot upgrade clothing levels past 5 (only Fernando can).
Although you could potentially upgrade all of your workers' clothing through the claw (if it is still possible), keep in mind that Ember and Ryia have 2 Fernando's plots. So if you want to complete all of them, upgrade Ember & Ryia's clothing with Fernando at least once before going on a "claw clothing upgrade spree".


Worker Items

Items have different effect(s), and higher tiers often have multiple and/or more powerful ones. Choose your items according to your needs: a newly acquired worker might benefit more from daily EXP gain, while for a worker with all primary stats above 100, you might consider equipping them with "Enchantress Tiara" (best for income boost) or "Sirena Vibes" (if you don't want to have to worry about loyalty), especially since both are not one-time acquisitions.
Effect Type What It Does
Income Boost Boosts the worker's income (%, mutliplier)
Stress Reduction Reduce the worker's daily stress (flat)
Worker EXP Boosts the worker's daily EXP gain (%)
Charisma Bonus Increases the worker's Charisma Stat (flat)
Bonus Client(s) Increases the worker's daily clients (flat)
Appearance Bonus Increases the worker's Appearance Stat (flat)
Fame Bonus Increases the worker's Fame Stat (flat)
Reputation Bonus Increases Brothel reputation daily (flat)
Loyalty Lock Prevents the worker from losing loyalty
Loyalty Gain Worker gains loyalty daily (flat)
Loyalty Max Cap Increases the worker loyalty cap

The Full Item Catalog (18 Items)

Item Effect(s) Source
Common Tier: Purchasable Items
Lucky Charm +5% Income Boost Crafts & Jewelry Stall, $500
Soothing Amulet -3 Stress Reduction Arcane Shop, $650
Training Manual +50% Worker EXP Illuminated Manuscript Room, $1000
Floral Hairpin +3 Charisma Bonus Crafts & Jewelry Stall, $500
Sturdy Boots -2 Stress Reduction, +1 Bonus Client Cobbler Shop, $850
Item Effect(s) Source
Uncommon Tier: Mix of Shop/Gameplay Rewards
Alluring Perfume +10% Income Boost VOID Consumer Fulfillment Center, $75k
Client Magnet +2 Bonus Clients Medieval Back-Alley searches (One-Time Reward)
Silk Uniform +5 Appearance & Charisma Bonus "The Moth Lady's Blessing" completion reward (15M+ population)
Focus Crystal +75% Worker EXP Story Beat 43 reward (from Blinky)
Gemstone Heels +10% Income Boost, +5 Fame Bonus Cobbler Shop, $2k, 2 Gems, 2 Epic fabrics
Bardic Lyre Pin +10 Fame & Charisma Bonus Bards Guild quest 2 reward
Item Effect(s) Source
Rare Tier
Velvet Ribbon +15% Income Boost, +3 Appearance Bonus Christmas Claw Machine
Zen Pendant -10 Stress Reduction, +1 Reputation Bonus Sylwithe's Hollow, 7 crystals
Golden Tongue Ring +20% Income Boost, +2 Bonus Clients Noble Quarter Heist reward (One-Time)
Sirena Vibes Loyalty Lock, +1 Loyalty Gain, 150 Loyalty Max Cap Shelly's gift shop (50 Sea Shells)
Item Effect(s) Source
Epic Tier
Enchantress Tiara +30% Income Boost, +3 Bonus Clients, +10 Fame Bonus Kill Baba Yaga (Floor 35), repeatable
Pearl Necklace +2 Bonus Clients, x2 Income Boost Shelly's gift shop (120 Sea Shells, Once)

Workers Rooms & Upgrades

The Room Management Screen

The Room Management screen is accessed from Worker Quarters:"Manage Rooms". The top part shows your brothel status on the left: cleanliness, reputation, current reputation points/amount needed to reach the next level, number of active workers, and daily upkeep. In the middle, you can see your available resources, and the brothel's current Decor, Promotion, and Medicine levels below. On the right, you can see the upgrade costs of workers' rooms per level. Below the top part, there's a horizontally scrolling row of Specialty Rooms tiles. Clicking its name opens the Apprentice/Resort Management popup. Finally, the bottom section contains a vertically scrolling grid of Worker Bedroom tiles, showing their name and present level. For more information about Cleanliness, Reputation, Promotion, and Decor, see Brothel Systems. For more information about Medicine, see Willow and the Brothel Medicine Level.

Upgrading workers' rooms and their effects

Every worker bedroom uses the same cost table. To upgrade a room, click the bottom-right plus button on the room's tile. Each upgrade costs gold and materials/fabrics/ingredients of varying rarity levels (C: common, R: rare, E: epic), and the cost increases according to the room's level.
Upgrading a worker's bedroom gives them three stacking daily bonuses. It increases their maximum daily income, adds extra clients, and increases the Brothel's reputation gains. The extra clients add more mess, but it stacks with her base ability-based roll, and because the bonus-pay chance is Ability ÷ 2 + clients, it also indirectly raises the chance of her pay doubling that day. A full roster of workers with maxed rooms will add 90 Bonus Reputation on top of the other bonuses.
Level Gold Materials Fabrics Ingredients Max Income Rep Bonus Extra Clients
1 ― — — — baseline +0 +0
2 1,000 20 C + 5 R 10 C 5 C ×1.10 +1 +0
3 5,000 40 C + 10 R 20 C + 5 R 15 C + 3 R ×1.25 +3 +1
4 25,000 25 R + 5 E 15 R + 3 E 10 R + 2 E ×1.40 +5 +2
5 (MAX) 100,000 15 E 10 E 8 E ×1.60 +7 +3
C: Common, R: Rare, E: Epic

Daily Upkeep

Daily upkeep is deducted automatically during the daily report:
  • Base upkeep: 60 gold
  • + (sum of all worker bedroom levels) x 20 gold (max 3000 gold)
  • + Maids Quarter level (number of Maids acquired + number of apprentices) x 20 gold
  • + "level" (1 + number of apprentices) x 20 gold for the following Specialty Rooms: Master Bedroom, Infirmary, Security, Brothel Dungeon, Bar
  • Some Specialty Rooms do not add to the upkeep: Elara's Office, Kitchen, Arcane Room, Secret Room, Menagerie, VIP Lounge, Esperanza's Ballroom, Training Room, Resort

Workers Interactions

Visitable Workers

Visiting a worker is the primary way to build relationships and train them. You can access it from the Workers Quarters: "Visit Worker" action, which opens a list of currently available workers. All workers are visitable, excluding Raven (7): her dungeon sessions count as her "visits". You can visit the other 29 workers once recruited, except Elara (1). To unlock her visits, complete "After Hours with the Manager".

Availability Rules & Visit Costs

For a worker to appear in the list, she must:
  • Be active (recruited)
  • Not be currently resting (exhausted or sick)
  • Not be currently vacationing (assigned to the resort)
  • Not having already been visited today (1 visit per worker per day)
  • Have her working-hours schedule include the current in-game hour (overnight-aware)
Starting a session costs: 60 energy, 40 calm, and 60 minutes of in-game time.
Type Name Action impacted Effect
Relevant skills and stats improving visits efficiency
Skill Intimate Communication Talk +7 session's point
Worker Stat Charisma Praise + (Cha ÷ 5) session's point
Skill Tantric Arts Training -10 stress cost, +10 worker base XP
Player Stat Erotic Experience Training + level-dependent Worker Base XP and session's points
Skill Sensual Mastery Training Worker Base XP * 1.5
Skill Emotional Bonding Training Session's points * 1.5
Skill Pleasure Arts Training +1 random worker's primary stat
Skill Trust Building Exit +1 worker's loyalty (only if there is any loyalty gain)

Session Menu

The session menu offers 5 options: Talk, Praise, Gift, Training & Exit. The first four are usable once per session and increase a hidden variable, which I'll call session's points to avoid confusion with the NPCs relationship points or the workers' loyalty. It indicates how well the current session is going. After selecting Exit, the session's total points convert into loyalty.
Net vs Base NPC relationship points gains:
  • Net means you get the exact amount of relationship points
  • Base means the relationship points gained depend on your stats, alignment, key items... So you'll most probably gain more than the amount.

Talk

  • +3 session's points (or +10 with the Intimate Communication skill)
  • 5% chance — Special talk outcome: +8 loyalty, +5 extra session's points, +1 Net NPC relationship, special dialogue line
  • 30% chance — +1 loyalty (not cumulative with the special above)

Praise

  • 2 + round(worker Charisma ÷ 5) session's points (e.g. 50 Cha = +12, 100 Cha = +22)
  • 5% chance — Special praise outcome: +8 loyalty, +5 session's points, +1 Net NPC relationship, special dialogue
  • 30% chance — +1 loyalty (not cumulative with the special above)

Gift

A gift effect depends on the item and the worker's preferences. Choosing the right one will raise the session's points, the worker's loyalty, and the NPC relationship points by higher values.
Reaction Session's point Loyalty (random) NPC relationship
Regular gifts (10 types)
Favorite +15 +4 to +8 +8 Base
Normal +8 +2 to +6 +5 Base
Least favorite +3 +1 to +3 +3 Base
Name Favorite Gift Least Favorite Name Favorite Gift Least Favorite
Workers favorite / least favorite gifts
Elara Book Teddy Pixie Wine, Chocolate Perfume
Sophie Teddy Wine Brandy Wine Book
Honey Flowers Jewelry Willow Flowers Jewelry
Sandra Wine Book Vixen Jewelry Teddy
Grace Book Lingerie Kasumi Flowers Wine
Cinnamon Chocolate Wine ARIA Teddy Book
Raven Lingerie Teddy Vespa Jewelry Flowers, Chocolate
Shadow Jewelry Flowers Audrey Perfume Teddy
Foxy Toy Perfume Whiskers Toy Book
Bellavia Book Wine Ember Gemstone Heels Chocolate
Valkyra Wine Chocolate Momosagi Lingerie Book
Lindia Book Wine Sashimi Jewelry Gemstone Heels
Ava & Eva Jewelry Book Maize Chocolate Book
Gem Gemstone Heels Flowers Pepper Chocolate Book
Jade Jewelry Toy Ryia Book Teddy
Consumable Effect
Consumable Gifts
Time +1 Dexterity
Antidote Full heal + clear stress
Power +1 Stamina
Shield +1 Loyalty
Focus +1 Intelligence
Desire +1 Ability
Cologne +1 Appearance
Luck +1 to a random primary stat

Training

When training a worker, they start with only one option available: Kissing. Each training session unlocks the next position (e.g., even if you use Kissing on the second session, it will still unlock Missionary) and raises a specific stat.
Level Training Stat Gained Level Training Stat Gained
Training Progression
1 Kissing +1 Charisma 5 Doggie +1 Ability
2 Oral +1 Intelligence 6 Special 1 +1 Dexterity
3 Missionary +1 Appearance 7 Special 2 +1 to 2 random stats
4 Cowgirl +1 Stamina 8 Special 3 +1 to 2 random stats
Additional per-session rewards:
  • Player gains +50 Erotic Experience (flat, every session)
  • Worker gains experience and relationship points scaled by the player's current Erotic Experience (EE) level
  • Worker takes +20 stress (or +10 with the Tantric Arts skill). If the added stress gets the worker above 100 (stress cap), it converts to x2 health damage based on the difference between the stress cap and the newly added stress (e.g., if a worker is at 100 stress, they take 40 or 20 health damage).
EE Level Exp Range Worker EXP Session's Points EE Level Exp Range Worker EXP Session's Points
Player Erotic Experience Levels and rewards
1 0 – 99 2 10 6 1,750 – 2,999 57 89
2 100 – 249 13 26 7 3,000 – 4,999 68 104
3 250 – 499 24 42 8 5,000 – 7,499 79 120
4 500 – 999 35 57 9 7,500 – 9,999 90 135
5 1,000 – 1,749 46 73 10 10,000+ 100 150
Worker XP and session's point calculation:
  • Worker XP follows the following formula: (EE bonus + 10 (if Tantric Arts skill)) x 1.5 (if Sensual Mastery skill) x 0.8 x 2 (if upgraded training selected). So the maximum worker XP you can get for a training is (100 + 10) x 1.5 x 0.8 = 132 for unupgraded training (264 if upgraded).
  • Session's points gained follow the following formula: EE bonus x 1.5 (if Emotional Bonding skill). So you can get a maximum of 225 session points per training.

Exit

Once the player exits the session, the total session points earned are converted into loyalty, with a bonus if the player has the Trust Building skill (the two columns are not cumulative).
WARNING: If you exit the session without selecting any action, the visit still records, and you won't be able to visit the selected worker again for the current in-game day.
Total Session Points Loyalty Gain Trust Building
Loyalty Conversion
0 – 18 0 0
18 – 96 +1 +2
97 – 175 +2 +3
176 – 255 +3 +4
255+ +4 +5

Raven's Sessions

As stated before, Raven's Sessions should be viewed as her "visits". There are currently (9.7.5c) 6 unlockable sessions and an intimate video action that reward Raven with Worker EXP and relationship points, and the player with erotic experience. For those to be available, you need to meet the following requirements:
  • Raven is recruited
  • Raven is not vacationing (assigned to the resort)
  • The current in-game hour is within her schedule (6 PM — 3 AM)
Each session unlocks according to her relationship level/points, costs time, energy, and health, and can be repeated "indefinitely" (except for her intimate video, once daily) until you either run out of health/energy or the current in-game hour reaches 3:00 or later.
Name Unlock Cost Raven EXP Raven relationship Player's EE
Raven's Sessions
"Under Her Boot" Known+ 30 min, 10 health, 10 energy + 2 + 5 Net + 15
"Controlled Descent" Acquaintance+ 30 min, 20 health, 20 energy + 4 + 10 Net + 25
"Testing Limits" Friend+ 30 min, 30 health, 30 energy + 6 + 20 Net + 35
"Whip Training" Close Friend+ 30 min, 40 health, 40 energy + 8 + 30 Net + 45
"Deep Submission" Crush+ 30 min, 50 health, 50 energy + 10 + 40 Net + 55
"Ultimate Control" Romantic+ 30 min, 60 health, 60 energy + 12 + 50 Net + 60
"Get Punished" 1000+ 45 min (Once daily) + 15 + 40 Base + 80

Training Upgrades

Unlocking Training Upgrades

The Training Upgrades are to be considered an end-game goal for players who have spent enough time in the Infinity Dungeon to have enough Monster Drops available and have managed to reach In Love status with several of their workers. They are scenarii involving trainable workers, for obvious reasons, and they can have up to 3 upgrade scenarii (as of 9.7.5c). They become available to the player once he fulfills the following conditions:
  • Reach In Love status with the worker
  • The worker is not currently assigned to the resort
  • Per-scenario plot completed conditions (e.g., Elara's "A Gift Without Obligation" requires her Bazaar date to be completed)
  • Most importantly, the player has the required special gift in their inventory (the action to trigger the scenario won't show up otherwise)
Raven doesn't have training upgrades because she's not a visitable worker.
Once the player fulfills those conditions and is at the right place at the right time (cf. the table below), a new action will appear at the bottom of the worker interaction's menu, with a dark heart icon: this will trigger the upgrade scenario. The scenario doesn't award any relationship points, since the player is already at MAX relationship status, so they can choose any answer without worrying about optimizing relationship points. It is an occasion for the player and the worker to reminisce about their history together (hence the per-scenario plot completion conditions), and once finished, it will permanently upgrade one of the session training options:
  • Its icon will change
  • The training sequence will now include a video, with a unique training dialogue
  • The training will now reward x2 worker experience
  • Most importantly, the worker's daily income will increase by +50% per training completed, meaning workers with 3 upgraded trainings done will now earn 2,5 more on average
Training Icons (Normal vs. Upgraded)
Normal
Training
Upgraded
Training

The Special Gifts

The Special Gifts are purchased from 5 vendors, and you'll need the appropriate amount of Infinity Monster Drops. The tables below show you where to buy each gift and its cost. If you intend to complete all training upgrades (66 once 0.9.8 comes out), you'll need 11 of each Special Gift. This translates to:
  • 110 Void-Touched Fangs
  • 99 Shimmering Heartscales
  • 110 Soul Threads
  • 99 Gilded Hearts
  • 110 Abyssal Eyes
  • 110 Mutagenic Ichors
  • 55 Leathers

(Nobody ever said taking care of your workers was cheap.)

Name Vendor Location Availability Cost
Where to buy the Special Gifts
Void-Kissed Charm Sabbath Whispering Woods, Witch's Hut 6 PM — 0 AM, Odd 3 2 5
Golden Pulse Bracelet Rose Arthur Bazaar, Crafts & Jewelry Stall 6 AM — 9 PM 3 5 2
Abyssal Looking Glass Silas Bazaar, Exotic Goods Merchant 6 AM — 9 PM 2 3 5
Moonfang Leather Choker Ben Arthur Merchant Quarters, Cobbler Shop 6 AM — 9 PM 4 4 5
Hexbound Rose Sachet Rose Arthur Bazaar, Crafts & Jewelry Stall 6 AM — 9 PM 3 3 4
Prismatic Spell Brooch Aziza Arcane Shop 10 AM — 6PM 4 2 4
Icon Name
Void-Touched Fang
Shimmering Heartscale
Soul Thread
Gilded Heart
Abyssal Eye
Mutagenic Ichor
Leather

The Upgrade Training plots

Name Plot Name Location Special Gift Rquired Upgrade
Elara "A Gift Without Obligation" Elara's Office (Anytime) Void-Kissed Charm Cowgirl
Elara "What the Ledgers Leave Out" Elara's Office (Anytime) Golden Pulse Bracelet Oral
Sophie "The Woman in the Glass" Bazaar, Central Plaza (9AM - 2PM) Abyssal Looking Glass Cowgirl
Sophie "Mine to Give" Worker Quarters (3PM - 6PM) Moonfang Leather Choker Oral
Sophie "Nothing Left to Hide" Brothel Courtyard (7PM - 11PM Hexbound Rose Sachet Special 3
Honey "All My Colors" Rural Farm (1PM - 5PM) Prismatic Spell Brooch Cowgirl
Honey "The Open Gate" Brothel Garden (8PM - 9PM + 0AM Odd) Void-Kissed Charm Missionary
Honey "Plain Words" Farm, Barn (9PM - 0AM, Even) Golden Pulse Bracelet Oral
Sandra "The Woman Between Notes" Bards Guild (1PM - 6PM) Moonfang Leather Choker Cowgirl
Sandra "No Encore" Brothel Bar (9PM - 0AM) Abyssal Looking Glass Oral
Grace "My Turn to Guide" Worker Quarters (1PM - 5PM) Hexbound Rose Sachet Cowgirl
Grace "Shared Luminescence" Brothel Garden (7AM - 10 AM / 5PM - 7PM) Prismatic Spell Brooch Oral
Cinnamon "No Audience Required" Cinnamon's Room (6AM - 11PM) Hexbound Rose Sachet Oral
Cinnamon "The Landing Between Us" Cinnamon's Room (6AM - 11PM) Golden Pulse Bracelet Missionary
Shadow "No Contingency" Thieves Guild (11PM - 4 AM, Odd/Even*) Void-Kissed Charm Cowgirl
Shadow "No Leverage" Back Alleys (10 PM - 0AM, Odd) Golden Pulse Bracelet Oral
Foxy "Home Is Not a Leash" Forest Clearing (9PM - 0AM, Even) Abyssal Looking Glass Missionary
Foxy "One Whole Reflection" Earth Shrine (3PM - 9PM, 0 %3*) Moonfang Leather Choker Oral
Bellavia "After the Hunger" Cellar (Anytime) Hexbound Rose Sachet Cowgirl
Bellavia "Every Era After" Cellar (Anytime) Prismatic Spell Brooch Missionary
Valkyra "No One's Weapon" Security Office (6PM - 4AM) Void-Kissed Charm Cowgirl
Valkyra "Before Thought" Security Office (6PM - 4AM) Golden Pulse Bracelet Oral
Lindia "No Correct Answer" Training Room (9AM - 6PM) Void-Kissed Charm Oral
Lindia "An Unwritten Method" Training Room (9AM - 6PM) Prismatic Spell Brooch Special 1
Ava & Eva "Known Apart" Massage Room (0PM - 0AM) Abyssal Looking Glass Cowgirl
Ava & Eva "Ours on Purpose" Massage Room (0PM - 0AM) Moonfang Leather Choker Oral
Gem "Nothing to Prove" Mountain Foothills (7AM- 5PM) Hexbound Rose Sachet Missionary
Gem "Listen Close" Mountain Foothills (7AM- 5PM) Prismatic Spell Brooch Oral
Gem "Full Weight" Mountain Foothills (7AM- 5PM) Void-Kissed Charm Special 1
Jade "An Unbalanced Equation" Master Bedroom (9AM - 2PM) Golden Pulse Bracelet Cowgirl
Jade "Beyond Appraisal" Master Bedroom (9AM - 2PM) Abyssal Looking Glass Kissing
Jade "The Terms Are Mine" Master Bedroom (9AM - 2PM) Moonfang Leather Choker Oral
Pixie "What Her Wings Say" Pixie's Room (Anytime) Golden Pulse Bracelet Doggie
Pixie "Adventure Enough" Pixie's Room (Anytime) Prismatic Spell Brooch Special 2
Pixie "The Terms of Her Yes" Pixie's Room (Anytime) Moonfang Leather Choker Oral
Brandy "After the Last Toast" Alehouse (10 PM - 3AM) Hexbound Rose Sachet Cowgirl
Brandy "Every Color Is Mine" Brothel Bar (5PM - 10 PM) Prismatic Spell Brooch Oral
Willow "Permission to Live" Nurse's Room (9AM - 4PM) Void-Kissed Charm Cowgirl
Willow "No Treatment Required" Nurse's Room (9AM - 4PM) Golden Pulse Bracelet Oral
Vixen "What I Kept" VIP Lounge (11AM - 8PM) Abyssal Looking Glass Doggie
Vixen "Ask Me Plainly" VIP Lounge (11AM - 8PM) Moonfang Leather Choker Oral
Kasumi "No Instructions Required" Brothel's Bar (3PM - 6PM) Hexbound Rose Sachet Cowgirl
Kasumi "The Future Can Wait" Brothel's Bar (3PM - 6PM) Prismatic Spell Brooch Oral
Aria "What the Locks Could Not Own" Calibration Room (11AM - 6PM) Void-Kissed Charm Doggie
Aria "A Pulse She Authored" Calibration Room (11AM - 6PM) Golden Pulse Bracelet Oral
Vespa "No Witness Required" Vespa's Room (9AM - 2PM / 8PM - 0AM) Abyssal Looking Glass Missionary
Vespa "A Bow Without a Throne" Vespa's Room (9AM - 2PM / 8PM - 0AM) Moonfang Leather Choker Oral
Audrey "Roots That Can Leave" Brothel Garden (8AM - 6PM) Hexbound Rose Sachet Cowgirl
Audrey "One Light, Every Color" Brothel Garden (8AM - 6PM) Prismatic Spell Brooch Oral
Audrey "The Shape in the Dark" Brothel Garden (8AM - 6PM) Void-Kissed Charm Doggie
Whiskers "The High Ground Is Hers" Whisker's Room (20h-10h / 16h-18h) Golden Pulse Bracelet Cowgirl
Whiskers "The Shape Is Hers" Whisker's Room (20h-10h / 16h-18h) Abyssal Looking Glass Missionary
Whiskers "What She Looks Back For" Whisker's Room (20h-10h / 16h-18h) Void-Kissed Charm Special 3
Ember "No Throne Requires This" Ember's Lair (Anytime) Moonfang Leather Choker Oral
Ember "The Gate She Opens" Ember's Lair (Anytime) Prismatic Spell Brooch Doggie
Momosagi "One Heart, Two Voices" Master Bedroom (9PM - 11PM, Even) Golden Pulse Bracelet Cowgirl
Momosagi "A Name She Gives You" Master Bedroom (9PM - 11PM, Even) Abyssal Looking Glass Oral
Sashimi "No Debt in the Current" Pool (3PM - 5PM) Hexbound Rose Sachet Oral
Sashimi "The Woman in Every Tide" Pool (3PM - 5PM) Abyssal Looking Glass Cowgirl
Maize "The Strength to Be Held" Dungeon (9AM - 5PM) Moonfang Leather Choker Cowgirl
Maize "Every Part of Maize" Dungeon (9AM - 5PM) Hexbound Rose Sachet Oral
Pepper "The Things Pepper Knows" Master Bedroom (5AM - 9AM) Prismatic Spell Brooch Doggie
Pepper "The Life Pepper Chose" Master Bedroom (5AM - 9AM) Void-Kissed Charm Oral
Ryia "The Woman in Her Own Story" Ryia's Room (8AM - 6PM) Abyssal Looking Glass Special 3
Ryia "No Footnote Needed" Ryia's Room (8AM - 6PM) Moonfang Leather Choker Cowgirl
Ryia "A Pleasure Entirely Hers" Ryia's Room (8AM - 6PM) Hexbound Rose Sachet Special 1

Monster Girls (Cell Corridor)

Beneath the dungeon, behind a stone archway sealed with containment wards, is the Cell Corridor — an entirely separate management layer from the worker system. Monster girls have their own stats, economy, clients, daily report, and interactions. Think of it as a second business running parallel to the main brothel.

Building the Cell Corridor (and the Cells)

The infrastructure is built by Gastoff the blacksmith, piece by piece. Each commission is a permanent upgrade paid in wealth & rare or epic materials, and each has flag requirements. To start the process, you'll need to reach at least Brothel rep 8+.
Commission Time Wealth Materials / Fabrics / Ingredients Requirements
Cell Corridor 3h $1,000,000 35 Rare each Raven recruited
Cell 2 3h $1,500,000 50 Rare each Cell Corridor built
Cell 3 3h $2,000,000 25 Epic each Cell 2 built
Cell 4 3h $2,500,000 30 Epic each Cell 3 built
Cell 5 3h $3,000,000 35 Epic each Cell 4 built
Cell 6 3h $3,500,000 40 Epic each Cell 5 built
Cell 7 3h $4,000,000 45 Epic each Cell 6 built
Cell 1 is acquired automatically when the Cell Corridor is built. However, it is currently reserved for Bobo, so if you plan on capturing another monster girl, you'll need to build at least Cell 2.
Cell 7 is currently a "placeholder": you can build it and enter it, but there aren't enough monster girls currently available to fill it (9.7.7c).

Capturing Monster Girls

You can capture monster girls by repeatedly defeating their dungeon-mob form. Each capturable monster has an encounter counter — you need to defeat her at least 5 times before capture rolls even begin. Starting with the 6th defeat, capture chance is calculated based on the following formula: 10% + ((defeats_past_threshold) × 10%) + player Taming stat, capped at 100%. So if your Taming is 20 and you've beaten her 8 times (3 past threshold), your chance is 10 + 30 + 20 = 60%.
On a successful roll, the game checks whether a built-but-unoccupied cell is available:
  • No cell available: she surrenders, but wanders off. You can still try again; the defeats counter keeps climbing.
  • Cell available: a recruitment plot triggers, giving you the choice to bring her to the brothel or release her. If you choose the former, she will take residence in the first available cell (2-7).
Enemy Floor range Becomes
Currently Capturable Monster Girls
Jelly 6 ― 12 Jelly
Dark Elf Warrior 13 — 23 Myriss
Arachne 20 — 28 Arachne
Melanthe 24 — 32 Melanthe
Bessie 27 — 35 Bessie
Daphne 31 — 35 Daphne
(cf. secret wall routes for help)
Bobo is acquired differently, as part of a scripted dungeon scenario questline, not via defeat rolls. She currently always lives in Cell 1. There are 3 scenarii to complete, available if the Cell Corridor is built, if the current floor is 33+ for the first 2 and 34+ for the last one. The last scenario requires you to defeat a boss that can prove difficult for undergeared and/or low-stat players. If you intend to trigger it, come sufficiently prepared.
NB: Some secret wall routes will trigger a monster girl encounter, or Bobo's last scenario (provided you completed the first two).

The Monster Girls

Name Type Age Height Personality Starting Tamed Feed Cost Tamed Decay
Bobo Goblin 24 3'9" Mischievous 50 3 food 5 %
Jelly Slime 19 5'4" Cheerful 70 2 food 3 %
Myriss Dark Elf 27 5'7" Hostile 30 5 food 6 %
Arachne Drider 29 5'8" Patient 35 5 food 6 %
Melanthe Lamia High Priestess 32 5'8" Cold Seductress 20 7 food 7 %
Bessie Minotaur 24 6'4" Blunt 25 8 food 6 %
Daphne Dryad 27 5'5" Gentle 50 3 food 4 %
Jelly is the easiest to manage: cheap feed, slow decay, and a high starting tamed value, while Melanthe is the hardest: expensive feed, fast decay, and a very low starting tamed value.

Monster Stats (0–100, but starting values are single digits)

Monster girls use six different stats than workers:
Stat Analogous Worker Stat Role
Vitality Stamina Daily stress reduction (on successful roll, −2 stress)
Cunning Intelligence Training EXP bonus
Agility Dexterity —
Ability Ability Daily client count (random(1, ability/10 + 1))
Allure Appearance Min income per client (allure / 2)
Aura Charisma Max income per client (aura × 2)
Ferocity Fame Attracts higher-tier demonic/monster clients
Stats start very low (single digits) and grow through training and stat upgrades. Stat upgrade cost in EXP = next stat value (so raising a 7 → 8 costs 8 EXP). Capped at 100.

The Tamed Meter — The Core Mechanic

Every monster girl has a Tamed value (0–100) that represents how willing she is to work. It governs everything:
  • Below 30 tamed → she refuses to service clients. Earns $0 that day. A random flavor message plays in the Daily Report ("{name} spent the day hissing at anyone who walked past," etc.)
  • At or above 30 tamed → she works normally, earning income and gaining EXP
  • Decays daily by her personal decay rate (3–7% per day) unless you visit her
  • Keeping her tamed is the primary ongoing cost of running monsters

Daily Work Mechanics (Tamed ≥ 30)

Each working day, a monster girl rolls:
  • Clients: random(1, Ability ÷ 10 + 1) — up to 11 at capped Ability
  • Income per client: random(Allure ÷ 2, Aura × 2) — varies wildly based on her allure/aura build
  • Stress: +10 base; −2 if random(1–100) ≤ Vitality
  • EXP: +1 per client served
  • Ferocity: stat_avg / 100 chance to gain +1 that day
Rest trigger: If stress exceeds 75, she enters 3-day exhausted rest (workers get 2 days; monsters get 3). She earns $0 during rest. On completion: stress → 0, rest cleared.

Managing Monster Girls

There are two interfaces, both accessed from the Cell Corridor location:
Manage Monsters — Opens a management screen showing each monster's stats, tamed, health, stress, equipped tool, and a stat-upgrade interface (spend EXP to raise stats).
Tame Monsters — Opens the taming session selection. Shows all active monsters with icons. Monsters currently resting or already tamed today are greyed out.

Taming Session Actions

WORK IN PROGRESS
Each session allows one of each action, used in any order:
Action Requires Effect
Feed Food items +10 tamed. Main way to raise the tamed meter. Amount of food varies per monster.
Discipline Tools Varies by tool: +10 to +15 tamed, stress/EXP changes, small chance to raise player Taming (cf. table below)
Teach Tamed ≥ 30 Flavor dialogue only, with 10 random topics. No stat changes, but progresses relationship-style content.
Training Tamed ≥ 30 The 8-step intimacy ladder (same as workers). Awards +1 to the matching stat; EXP gain scales with Taming + Cunning roll
Exit Always Ends the session
Tool Tamed Bonus Stress Change EXP Change Player Taming Chance Additional effect
Tools for Discipline
Whip +15 0 0 3% —
Rope +10 −20 0 2% —
Moonpetal Tincture 0 −20 0 5% +50 Health
Shackles +10 +10 +25 2% —
Thorns +30 +15 0 3% —
Claw +10 0 0 2% Overcapping
Overcapping allows you to increase Taming beyond the 100 limit, up to 150
How to acquire each tool:
  • Whip: reward for completing Bobo's third scenario (the recruitment one)
  • Rope: Complete Marina's "A Length of Rope" (requires Romantic+)
  • Moonpetal Tincture: Requires Bobo & Willow Friend+, auto-triggers in the Cell Corridor
  • Shackles: Complete Becky's "An Unusual Request" (requires Romantic+, 7PM, 11P)
  • Thorns: Fighter's Guild reward for killing Krax, The Verdant Tyrant
  • Claw: Shelly Gift Shop (50 Sea Shells)
Thorns is the heaviest tame boost, at the cost of 15 added stress. Rope and Moonpetal Tincture reduce stress by the same amount, but the former doesn't heal, and the latter doesn't have a Tame Bonus. Shackles push EXP hard at the cost of more stress. Claw has a unique overcapping effect, which can be useful if you don't want to worry about your monster taming stat for a while.

Monster Training Stat Map

Training follows the same 8-step ladder as workers but maps to different stats:
Level Training Stat Gained Level Training Stat Gained
1 Kissing +1 Aura 5 Doggie +1 Ability
2 Oral +1 Cunning 6 Special 1 +1 Agility
3 Missionary +1 Allure 7 Special 2 +1 to 2 random stats
4 Cowgirl +1 Vitality 8 Special 3 +1 to 2 random stats
Training EXP gained: random(1, player Taming) + random(1, monster Cunning).

Consumables for Monster Management

Two special consumables simplify monster management. They're both usable once daily and help you manage their stress and taming stats.
Item Effect How to Get Wort Tile
Smelling Salts Reduces all captured monsters' stress by 10 Sold by Wort Wort Tile
Monster Tonic Makes all captured monsters immediately available to tame again Sold by Wort
Wort will only appear in the dungeon once the Cell Corridor is built and consumables cost 1 DC each (unlimited purchases). Both consumables appear as icons on the Tame Monsters selection screen when available.

Daily Report Integration

Monster girl output appears in the standard Daily Report. Each monster shows one of four statuses:
  • Working — normal income/clients/stress gained
  • Untamed — tamed <30, earned $0, flavor message
  • Resting — exhausted, rest days remaining count down
  • Rest Complete — just finished her rest, back to full
Monster income adds to the brothel's net profit (after tax/upkeep are already applied — monster income is separately tacked on). Monster mess = clients × 2 and adds to the brothel's daily cleaning load.

Strategic Notes

  • Start with Jelly if you can capture her — she's the cheapest to maintain and hardest to lose to decay.
  • Never let tamed drop below 30. A single day in the untamed zone is a wasted earning day.
  • Melanthe is a late-game project — high feed cost, fast decay, but her Aura stat (starts at 9) makes her an income monster once built up.
  • Feed daily. Even if she's at 100 tamed, a missed day starts the decay slide.
  • Smelling Salts are emergency stops — use them when multiple monsters are brushing 70+ stress, and you don't have time for individual visits.
  • Player Taming stat matters. It boosts capture rates AND training EXP — invest in it early if you're serious about running monsters.

Non-Worker Residents

Not everyone who lives at the Rose & Thorn is a worker. Several NPCs reside in the brothel and have functional roles without being part of the worker system.
Resident Role Location Unlock conditions
Azariel Half-angel / half-demon observer Secret Room AZARIEL111 Redeem Code
Poppy Halfling cook — runs the kitchen Kitchen Brothel rep 4+
Blinky Wizard girl who teleports in and out Arcane Room Brothel rep 7+
Sherry Bar manager — childhood friend of Elara Bar Brandy recruited (Brothel rep 8+)
Mittens Grateful & Playful Cat-Girl Mittens Room Kill The Vermin God (Fighters Guild's Quest)
Sherry is particularly notable for the brothel's operation — she runs the bar itself, managing ledgers, inventory, and patron relations. Elara brought her in specifically because she needed "someone she could trust absolutely."

The Maids (Cleaning System)

A separate team of six elemental maids handles cleaning. Maids are not workers — they have their own leveling system, equipment, and cleanliness mechanics.
Together, the six maids cover the whole 24-hour cycle. The Maids' Quarters level up according to the number of maids currently acquired (capped at 6).
Each of the six maids has her own recruitment path — none of them are automatic. Once acquired, each maid starts at Stranger relationship stage with 50 bonus starting points and begins showing up at her scheduled shift.
# Maid Acquisition Schedule
1 Violet "The Standing Ovation" plot at the Bards Guild (requires reputation 50+. 6 AM – 10 AM
2 Mandarin Dungeon scenario — Defeat the Greater Demon. 10 AM – 2 PM
3 Lychee Build Lychee's relationship to Crush stage through random enccounters around the town. 2 PM – 6 PM
4 Lime Reward from the Wizard Initiation Test: requires Wizard Guild reputation 50+ 6 PM – 10 PM
5 Rain Search encounter in the Back Alleys. Requires the Researching skill. 10 PM – 2 AM
6 Onyx Requires "Whispers of Six" to be completed and finding her 5 times in the dungeon (scenarii) 2 AM – 6 AM
The order you acquire them doesn't matter — Maids' Quarters level tracks the total count. You can also get any single maid first; there's no prerequisite chain (except for Onyx).
For more information about Maids (how to unlock them, level them up, the items they can equip...), please refer to the dedicated wiki page: Maid System.

Specialty Rooms

How to unlock the Specialty Rooms

Each specialty room has a Master/Host (the NPC who runs it) and supports up to 3 apprentices, except the Ballroom, which has only 1 slot for an active trainee. Each apprentice adds +1 to the room's effective level and triggers that room's specific per-apprentice effect. Workers Masters can never be apprentices (not even in their own room). For information on how to recruit certain workers, please refer to the dedicated section of the wiki.
Room Master How to Unlock Rep required
Master Bedroom Player Starting room —
Elara's Office Elara Starting room —
Maids' Quarters The Maids Recruit 1 Maid —
Infirmary Willow Recruit Willow —
Security Valkyra Recruit Valkyra —
Dungeon Raven Recruit Raven —
Bar Sherry Recruit Brandy 8+
Kitchen Poppy Poppy arrival 4+
Arcane Room Blinky Blinky arrival 7+
Secret Room Azariel AZARIEL111 Redeem Code —
Menagerie TBD Build the Menagerie 9+
VIP Lounge Vixen Recruit Vixen 10+
Ballroom Esperanza Esperanza: "The Art of Nobility" 7+
Training Room Muramasa* Build the Training Room 9+
Sirena Isle Uhara Unlock its access 6+
To truly unlock the Training Room as a Specialty Room, you need to "recruit" Muramasa. To do so, progress her plot until you reach "A Wider Ring" (cf. Quest Log). You can trigger this plot manually when Muramasa is at the Brothel Training Room (18h-20h). To trigger Esperanza's "The Art of Nobility", you need Brothel rep 7+, Esperanza Friend+, Elara Known+, and not on vacation. Once you meet those requirements, go to Elara's Office (12 AM- 5 PM) to trigger the plot.

Service Room Apprenticeship Effects

To assign workers to a Specialty Room, open the Room Management Screen, then click the black square at the bottom of the tile to open the Apprentice/Resort Management pop-up. There, you will see the current apprentice(s), if any. If there are slot(s) available, click on an available worker to assign her to the room. To remove them, click on Remove at the bottom of the apprentice tile. Workers are available if they are not a Specialty Room's Master (except for the Resort) and are not currently assigned as an apprentice in another Specialty Room. Workers assigned as apprentices grant various bonuses, mostly affecting the daily calculation, and all effects stack, up to the slot maximum.
Room Ownership Effect Per-Apprentice Effect
Master Bedroom — Apprentices gain +50% daily EXP and take 0 daily stress, even from daily events
Elara's Office — +5% daily income and +5% daily reputation per apprentice (max +15% / +15%)
Maids' Quarters Maids handle cleaning (cf. Maid System) +10 cleaning per apprentice added to the maids total
Infirmary Daily stress drops from 10 to 7 −1 daily stress for ALL workers per apprentice (max −3), TODO
Security +8% daily event success chance +5% daily event success chance each (max +23% total)
Brothel Dungeon — Apprentices can't gain stress (training, daily) and lose loyalty while assigned
Bar +5% income, +5% reputation, +10 mess/day Each apprentice adds +1% income, +1% reputation, +1 mess, and gets +2 daily clients
Kitchen Unlocks the Room Service action Each apprentice reduce Room Service time by 10 min and add +10 to each stat it restores. They also add +1 random daily client.
Arcane Room — +1 effective Decor bonus per apprentice (max +3)
Secret Room — +1 daily EXP for ALL workers per apprentice (max +3)
Menagerie — +1 effective Promotion bonus per apprentice (max +3)
VIP Lounge Vixen is a permanent "VIP worker" Each VIP worker (Vixen + apprentices) gets: 2× daily pay, +1 client, 2× mess
Ballroom — The trainee is removed from the client roster, gains 60–100+ EXP, and the brothel gets +10% daily reputation. Esperanza takes a 15% fee on net profit.
Training Room Training Access (doesn't require Muramasa) Training boost a stat by random(2 - 5). Having 1-2 apprentice(s) raises it to (2 - 6), while having 3 apprentices raises it to (3 - 7).
Sirena Isle Access to the Resort (cf. Resort System) TODO

Willow and the Brothel Medicine Level

To increase the Brothel Medicine level, you will need to find ingredients through various means. Currently (9.7.6c), there are 10 collectible ingredients, and bringing one to Willow increases Medicine level by + 1 by manually triggering its plot. While some ingredients are easy to acquire, others will require the player to make several attempts.
Ingredient Action / Plot Location Requirement / Cost Chances Willow plot
Ingredients Sources
Silvervein Moss Hike Mountains Present Era, Mountain 100 min, 75 Energy 1 % "A Little Less to Carry"
Hushbell Seeds Mary Ann "Some Quiet to Grow" Butterfly Pavilion (10h-17h, Even) "The Butterfly Pavilion" completed 100 % "Permission to Be Quiet"
Emberlace Root To Greenhouse Greenhouse (Haunted Manor) Halloween active 100 % "Warmth Without a Debt"
Cloudmilk Spores Explore Back Alleys Medieval Era, Back Alleys 45 min, 15 Energy 1 % "The Gentlest Answer"
Tideglass Kelp Scavenge Future Era, Surplus Distribution 75 min, 15 Health, 30 Calm, 30 Energy 1 % "Keeping Something Back"
Velvetwake Buds Venus Flytrap drop Normal Dungeon (31-35) Overgrowth Depths access 1 % "Rest Is Not a Failure"
Rainheart Cuttings Audrey "What I Choose to Share" Brothel Garden (8AM - 6PM) Audrey In Love+ 100 % "After the Noise"
Stillthorn Sprig Forage Ingredients Medieval Era, Hunting Grounds 75 min, 40 Energy 1 % "Nothing to Prove"
Dawnthread Saffron Break & Enter Medieval Era, Noble Quarter Surveilance 60 min, 25 Energy* 1 % "An Appetite for Tomorrow"
Memorymint Runners Terra "A Familiar Scent" Future Era, Plant Dome (6AM - 6PM) "What We Keep" completed 100 % "Something Familiar"
Some things to keep in mind while hunting for ingredients:
  • Do not confuse Venus Flytrap with Venus Boss: the former looks like a plant with too many teeth, while the latter looks humanoid
  • To be able to Break & Enter in the Noble Quarter, you need to reach Thieves Guild rank 5+ and complete "Moving Up in the World" Shadow's plot (Noble Quarters, 9PM - 0AM). You don't actually need to steal any valuables: chances are calculated when leaving (and don't take the amount of valuables into account). The Thieves Gloves key item helps, but most importantly, keep Keira's advice in mind: the guards' shifts in the Noble Quarter change at 0 AM (best time to Break & Enter without being detected).

Apprenticeship Strategy

With only so many active workers and 3 slots per room, you have to pick. Here's the rough priority order:
Early-game (2–6 active workers):
  • Elara's Office — priority #1 if you have any apprentices to spare. +5% income AND +5% reputation per apprentice stacks quickly, and it's by far the cleanest bonus (no downsides).
  • Infirmary (Nurse's Room) — excellent with more than 4 workers. −1 stress per worker per day means everyone rests less, so you lose fewer active days to exhaustion.
  • Secret Room — quietly powerful. +1 EXP per worker per day across ALL workers grows low-stat newbies quickly.
Mid-game (7–12 workers, multiple specialty rooms):
  • Security — if you're seeing daily events fail, +5% event success chance per apprentice (capped +23% with 3) makes most mid-tier events reliable.
  • Bar — solid bonus per apprentice (+1% income, +1% rep) but produces +1 mess per apprentice too. Balance against cleaning capacity.
  • Master Bedroom — each apprentice gets +50% EXP and ignores all stress. Perfect slot for workers you want to push through a lot of training sessions.
Late-game (13+ workers, everything built):
  • VIP Lounge — high-risk, high-reward. 2× pay + extra clients + 2× mess. Only put workers here if your maid corps can handle the extra cleaning.
  • Ballroom — 1-slot trainee setup. The worker is pulled from client rotation for the day but gains 60-100 EXP; Esperanza takes 15% of net profit. Worth it for a high-stat worker you're trying to skill up fast.
  • Kitchen — every apprentice adds +1 random client and buffs your Room Service action. Low direct income impact, good support.
Common 3-apprentice combos:
  • Office ×3 → +15% income / +15% reputation every day
  • Infirmary ×3 → −3 stress per worker per day (effectively prevents exhaustion)
  • Secret Room ×3 → +3 EXP per worker per day (massive long-term experience farm)
Remember: masters can't apprentice. Elara, Willow, Valkyra, Raven, and Vixen are all locked to their own rooms.

Brothel Systems

Cleanliness (8 tiers)

Cleanliness is a 0–100 score with 8 tiers that directly affects two major daily outcomes: Income Bounds (min/max of what workers can earn) and Reputation Gain (multiplier applied to daily reputation gained). Keeping the brothel clean is one of the highest-leverage things the player can do: it caps income AND determines whether reputation grows at all. Refer to the Maid System for advice on keeping it clean, but it is strongly advised to acquire your first maid ASAP.
Cleanliness Tier Income Bounds Reputation Gain
0–4 Revolting 0% (workers earn nothing) 0% (no rep at all)
5–14 Filthy 25% floor 25%
15–29 Dirty 50% floor 50%
30–44 Messy 75% floor 75%
45–59 Acceptable 100% baseline 100%
60–74 Clean 120% ceiling 120%
75–89 Very Clean 140% ceiling 140%
90–100 Spotless 160% ceiling 160%

Reputation (20+ levels)

Reputation is an infinite long-term progression track, with no maximum level. Each level has a name and a point threshold. Higher reputation attracts more and better clients, unlocks reputation-gated events, and directly impacts daily income gains: each level acts as a percentage multiplier that increases the total daily income, according to the following formula: total daily income + (Bonus % x total daily income). This also means that when you first start running your brothel, with a 0 % multiplier, you will still get daily income. Various events and actions are tied to the brothel reputation level: the list below covers most of them, though it will only mention the first and last events for Story Arcs.
Level Name Threshold Bonus % Unlock(s)
1 Disgusting 0 0 %
2 Revolting 500 5 % The King: "Request Royal Proclamation" (+1 Promotion level)
3 Filthy 1,500 10 %
4 Dirty 4,000 15 % Poppy arrival (unlocks Kitchen, Room Service), Start of the King's Court Arc
5 Shabby 7,500 20 % Gastoff: "Commission Courtyard", Sashina: "A Mystic's Curiosity" (part of Grace Plot Chain)
6 Poor 12,000 25 % Kasumi arrival, Gastoff: "Commission Pool"
7 Mediocre 18,000 30 % Blinky arrival (unlocks Arcane Room), Esperanza: "The Art of Nobility" (unlocks Ballroom)
8 Acceptable 26,000 35 % Brandy: "Brandy Joins" (recruitment), Gastoff: "Commission Cell Corridor", "Cell 1-7"
9 Decent 36,000 40 % Gastoff: "Commission Menagerie", "Build Training Room"
10 Good 50,000 45 % Kasumi: "The Oracle's Choice", Vixen: "A Strategic Partnership" (recruitments)
11 Fine 70,000 50 %
12 Quality 95,000 55 %
13 Excellent 125,000 60 %
14 Superior 160,000 65 % Ava & Eva arrival (recruitment)
15 Premium 200,000 70 %
16 Luxurious 250,000 75 %
17 Exquisite 310,000 80 %
18 Royal 380,000 85 % End of the King's Court Arc (Vespa's recruitment)
19 Kingly 460,000 90 %
20 Godlike 550,000 95 %
21 Godlike (1) 685,000 100 %
22 Godlike (2) 887,500 105 %
20 + n Godlike (n) cf. below 95 + n%
Each level past 20 has a threshold calculated like this: 550,000 + requirements. Requirements start at 135,000, then increase according to the following formula: Truncated(previous requirements × 3 + 1) ÷ 2. For instance, to reach reputation level 30, Godlike (10), you will need 15,849,575 reputation points. The threshold to reach the next level, as well as your current reputation points. will also appear under your current level, in the top left corner of the menu "Manage Rooms".

Brothel Promotion Level

The Promotion Level starts at 1. It adds a random (1 to level) number of extra clients daily, distributed among workers, and a random (1 to level) x 10% bonus to daily reputation gain (both rolls independently). It is displayed in orange on the Room Management screen. There are several ways to increase your Promotion Level, mostly through actions scattered around town.
Action / Item Cost Unlock condition(s) Location Level Gain
Kalb: "Ask Kalb to Spread the Word" 500 gold Sophie recruited, Kalb Friend+ Grand Bazaar, Food Vendors (6 AM — 9 PM) + 1
Aziza: "Ask Aziza to Spread the Word" 500 gold Aziza Close Friend+ Arcane Shop (10 AM — 6 PM) + 1
The King: "Request Royal Proclamation" 2000 gold Brothel rep 2+ Castle's Throne Room (10 AM — 5 PM) + 1
Silas: "Ask Silas to Spread the Word" 1000 gold Jade recruited Grand Bazaar, Exotic Goods Merchant (6 AM — 9 PM) + 1
Arestes: "Request Guild Protection" 100000 gold Thieves Guild rep 180+ Thieves Guild, Secret Room + 1
Vespa: "Letter of Introduction" 30 min, 3 crystals Vespa Close Friend+ Castle's Garden (10 AM — 6 PM) + 1
Sandra's recruitment — H2H "A New Beginning" completed + 1
Vespa's recruitment — Complete the King's Court Arc — + 1
Cthulhu's Head — Kill Cthulhu Dungeon Floors 39 - 40 + 1
Kupie achievment: Vespa MAX Various gifts Vespa Lvl 10 Player's Home, Attic + 1
Assign worker(s) to the Menagerie — Menagerie built (Brothel rep 9+) Worker Quarters: Manage rooms + 1 to + 3

Brothel Decor Level

The Decor Level starts at 0. It adds a random (0 to level) × 5% bonus to daily income (before tax) and a random (0 to level) × 5% bonus to daily reputation gain (both rolls independently). It is displayed in orchid purple on the Room Management screen. There are several ways to increase your decor level, though most of them come from building new locations in your brothel with Gastoff's help.
Action / Item Cost Unlock condition(s) Location Level Gain
Gastoff: "Commission Courtyard" 3h, 30k gold, 10 of each epic craf ressources Brothel rep 5+ Merchant Quarters, Blacksmith + 1
Gastoff: "Commission Pool" 3h, 200k gold, 25 of each epic craf ressources Brothel rep 6+ Merchant Quarters, Blacksmith + 1
Gastoff: "Commission Menagerie" 3h20, 2M gold, 50 of each epic craft ressources Brothel rep 9+ Merchant Quarters, Blacksmith + 1
Gastoff: "Build Training Room" 4h, 10M gold, 500/200/75 per rank of each craft ressources Brothel rep 9+ Merchant Quarters, Blacksmith + 1
Cthulhu's Head — Kill Cthulhu Dungeon Floors 39 - 40 + 1
Assign worker(s) to the Arcane Room — Blinky arrival (Brothel rep 7+) Worker Quarters: Manage rooms + 1 to + 3

Elara's Office — The Management Hub

Elara's Office is where the player runs the brothel's day-to-day business. Elara's role extends well beyond being Worker #1 — she's the manager, the daily-report clerk, and the reason you can never lose money on a bad day.

Available Actions in the Office

Action Purpose
Get Business Report Opens the Daily Report screen — full breakdown of income, tax, upkeep, net profit, reputation gained, bonuses, and the day's triggered Daily Event. Earnings must be collected here.
View Schedule Opens the Work Schedule screen — every active worker and acquired maid, with their working hours, average daily client count, and whether they're currently on shift.
The office itself is a reading room. Room upgrades, apprentice assignment, and worker visits are handled from the Worker Quarters hallway instead (Manage Rooms / Manage Workers / Visit Worker).

Elara's Passive Roles

  1. "Elara saved you" — the net-profit floor. If the daily net profit would have gone negative (expenses > income), Elara zeroes it out. You'll never lose money on a bad day, but you won't gain anything either, and the report will show the save.
  2. Unlocks the Ballroom. Completing Elara's refinement plot with Esperanza adds the Ballroom as a specialty room (refinement training, under Esperanza).
  3. Office apprentice bonus. Each apprentice assigned to the Office grants +5% daily income AND +5% daily reputation (stackable up to 3 apprentices = +15% / +15%).

Elara as an Apprentice Master

Elara runs the Office as its master, so she can't be apprenticed elsewhere. Starting skill: Assistant.

Daily Operations

The Daily Cycle

When time passes at the brothel, each active worker contributes income based on their stats, fame, skills, clothing, and hours worked. Income is then passed through:
  1. Base worker income calculated
  2. Cleanliness multiplier applied (income bounds)
  3. Reputation multiplier applied
  4. Bar bonus (service room)
  5. Decor bonus (random 0 to level × 5%)
  6. Christmas Wreath bonus (5% if owned + active)
  7. Patreon Master bonus (5% if active)
  8. Office apprentice bonus (+5% per apprentice)
  9. 15% tax deducted
  10. Daily upkeep subtracted
  11. Net profit calculated (minimum 0 — Elara protects you from going negative)
Reputation gain passes through a similar pipeline: base → cleanliness multiplier → promotion bonus → decor bonus → seasonal/Patreon bonuses → office apprentice bonus → added to total reputation points.

Daily Events

Each day, the brothel triggers a random Daily Event — a narrative happening that can swing the day's income and reputation either up or down depending on whether your workers rise to the challenge. The system runs off a JSON library of 85 events spread across 6 categories, and every event has a full success and failure storyline with mechanical consequences.

Event Categories

Events are organized into 6 categories, each with equal weight when a category is chosen randomly:
Category Description Events
General Generic events that work for any operation type 28
Brothel Brothel-specific scenarios (client encounters, sensual events) 28
Hotel Hotel-operation scenarios (for hotel-mode establishments) 13
Reputation Reputation-tier-specific flavor events 5
Worker-Brothel Worker-focused narrative events 7
Worker-Hotel Worker-focused hotel events 4
The Brothel and Worker-Brothel categories only fire when running the establishment as a brothel. Hotel and Worker-Hotel categories are filtered out entirely for brothel operations.

Selection Process

Each day:
  1. A category is picked (weighted random)
  2. An event is randomly picked from that category
  3. Events whose IDs are in the recent history (last 5 events that fired) are skipped — same event can't repeat within 5 days
  4. If no valid event exists in the picked category, other categories are tried as fallback
  5. Gate conditions are checked: if the event fails its gates, it's skipped

Gating Conditions

Every event can specify requirements that must be met before it's eligible to fire:
  • Minimum or maximum active worker count
  • Minimum or maximum reputation level
  • Minimum cleanliness (percentage floor)
  • Requires a specific specialty room to be built
  • Requires a specific room to NOT be built (e.g. Rowdy Troublemakers only fires if you have no Security)
  • Requires a specific worker to be active
  • Operation type gate — brothel, hotel, or either

Success Calculation

Events use one of four success-condition types:
Condition Type How Success Chance is Calculated
Average stat Average of one stat across all active workers, plus a small per-worker bonus
Average of two stats Average of two stats combined, plus a small per-worker bonus
Highest stat Each worker's single best stat, averaged, plus a small per-worker bonus
Specific worker Selected worker's stat value + a flat base chance
Modifiers added to success chance:
  • Security room ownership: +8% base, +5% per apprentice (max +23% with 3 apprentices)
  • Worker items with event-success bonuses: summed across all active workers
The final chance is clamped to 5%–95% (no event is auto-win or auto-fail). A roll is then made against that chance to decide the outcome.

Worker Selection Methods

When an event needs a specific worker for its narrative, it uses one of:
  • None — no worker picked, generic narrative
  • Random — any active worker
  • Highest stat — picks the worker with the highest value in a named stat
  • Specific — a specific worker, falls back to random if she's not active
Where the narrative text mentions a worker by name, the selected worker's name appears there.

Outcomes

Both success and failure blocks can include any of:
Income effects:
  • A gold multiplier (typical range 0.3×–2.5×), applied to total income, a specific worker's income, or a random worker's income
Reputation effects:
  • A reputation multiplier (applied to the day's reputation gain)
  • An override that blocks reputation gain entirely for the day (common failure penalty)
Brothel effects:
  • A flat change to cleanliness (applied immediately, separate from normal daily cleaning)
Per-worker effects (applied to all active workers, the selected worker, or a specific worker):
  • Stress, health, experience, fame, and loyalty changes — all flat additive

Example Event Spreads

  • Traveling Bard (general, 3+ workers): Success = +50% income, −10 stress everyone. Failure = −25% income, +5 stress.
  • Rowdy Troublemakers (brothel, no security, 2+ workers): Success = +5 XP. Failure = −5% income, +5 stress, −5 health everyone. (Get a Security room!)
  • Royal Delegation (general, Rep 10+, Cleanliness 75+, 3+ workers): Success = +150% income, +100% reputation, +20 XP everyone. Failure = +20% income only, +10 stress.
  • Rat Infestation (general, 2+ workers): Success = −20 cleanliness, −15% income, +10 XP to savior. Failure = −50 cleanliness, −50% income, no reputation gain, −2 loyalty, +15 stress everyone.
  • Kitchen Fire (general, 2+ workers): Success = −20 cleanliness, −25% income. Failure = −45 cleanliness, −60% income, blocked reputation, −10 health, +18 stress everyone.
  • Connoisseur's Test (brothel, Rep 8+): Success = +100% income, +50% reputation, +1 fame. Failure = −10% income, +10 stress.
  • Sickly Patron (brothel, 2+ workers): Success = +30% income, +8 XP to selected. Failure = −8 health, +12 stress, −5 loyalty to the unlucky worker.
  • Rival Poacher (brothel, Rep 5+): Success = +3 loyalty to targeted worker. Failure = −5 loyalty, +8 stress — they don't leave, but they start resenting the pay.
Events with multiple possible outcomes show up in the Daily Report with the full narrative text (success or failure version) plus all applied effects listed. A high-leverage event like Royal Delegation or Counterfeit Scheme can swing an entire week's profits in a single day.

The Daily Report

After each day, a Daily Report screen summarizes everything: worker income, rest reasons (exhausted/sick), total income, tax, expenses, net profit, reputation gained, the triggered Daily Event, and any bonuses applied. Earnings must be collected from this screen.

The Two Optional Income Bonuses

Two special +5% income / +5% reputation bonuses appear in the daily calculation pipeline — they're both cumulative with each other and with everything else.

Patreon Master

Patreon Master is a proficiency upgrade purchased at any crystal vendor (Lillian's Lair, Seraph's Sanctuary, Sylwithe's Hollow) for 10 crystals. Requires Patreon Adventurer Tier or higher.
What it grants:
  • +5% daily brothel income
  • +5% daily brothel reputation
  • Bedroom upgraded to a special enhanced version
  • Proficiency changes to "Patreon Master" (replacing whatever you started with)
  • Higher caps on Christmas Claw Machine prize limits (2 clothing wins per worker instead of 1, better wreath drop odds, etc.)
  • Access to certain advanced training and work opportunities unlocked only for Patreon Master tier
Once purchased, these bonuses are always active — no further setup.

Christmas Wreath

A key item won from the Christmas Claw Machine (CWM). One-time acquisition — once you've won it, it's in your key items permanently.
What it grants:
  • +5% daily brothel income
  • +5% daily brothel reputation
Stack it with Patreon Master for a combined +10% / +10% daily boost.
NB: Access to the Christmas Claw Machine and getting the wreath boosts no longer require Christmas Spirit to be active.



Kitchen & Room Service

The kitchen is the Rose & Thorn's food hub, run by Poppy, a cheerful halfling cook who essentially invites herself into the job.

Unlocking the Kitchen

Poppy shows up at the brothel's main entrance as part of her arrival plot. Elara — never one to waste an opportunity — hires her on the spot and decides your entire ingredient inventory (Common, Rare, and Epic) is "starting supply." Accepting the plot hands all your ingredients over to Poppy and unlocks the kitchen at Level 1.
The kitchen itself is tucked into a nook in the West Hallway. Access is through the hallway's "To Brothel Kitchen" action (requires brothel reputation level 4+).

Actions at the Kitchen

Poppy is in the kitchen 24/7 (all hours, all days). She offers two actions:
Action Time Cost Requirements Effect
Talk 15 min — Stranger+ Relationship progression (daily limit 8)
Master Chef 200 min −70 energy, −40 calm Friend stage + Cooking ≥ 50 Teaches the Master Chef skill (one-time; action disappears after learning)

Room Service — Poppy's Signature Offering

Room Service is a Master Bedroom action that represents Poppy delivering a premium meal and refreshments. It's gated on the kitchen existing and the player reaching brothel reputation level 4.
Base stats:
  • 120 min
  • +50 energy
  • +50 calm
  • +40 health
  • +20 satiation
With Kitchen apprentices (assign workers to the Kitchen via the Room Management screen):
Apprentices Time Cost Stat Recovery (each stat) Random Client Distribution
0 120 min +50 / +50 / +40 / +20 0
1 110 min +60 / +60 / +50 / +30 +1 random client (to a working worker)
2 100 min +70 / +70 / +60 / +40 +2 random clients
3 90 min +80 / +80 / +70 / +50 +3 random clients
The minimum time is clamped at 30 minutes. Each apprentice also distributes one extra random client across your working workers that day — so the kitchen indirectly boosts brothel income by pushing more clients through existing rooms.

Apprenticeship Strategy

The kitchen is one of the better rooms to fill with apprentices because the benefit is two-sided: you get a personal recovery boost (and cheaper time cost on Room Service) AND the brothel's daily client output grows. There's no downside — unlike VIP Lounge apprentices who take on 2× mess, kitchen apprentices just quietly push more clients to whoever happens to be working that day.

Brothel Plots

The brothel is the center of a large web of narrative plots — some trigger automatically when you walk into a room at the right time, others fire from specific actions (like commissioning Gastoff or rescuing a monster girl in the dungeon). Most are one-time scenes that unlock characters, upgrades, or new content. The full plot library for the brothel currently contains 50+ plots across several categories.
Plots either auto-trigger (walk into the right location at the right time with the right conditions met) or are manually triggered from an action elsewhere. All of them have gated requirements — common ones include reputation thresholds, relationship stages, active workers, and time-of-day windows.

Arrival & Recruitment Plots

These plots bring new characters into the brothel. Most fire automatically at the main entrance once the right reputation is hit.
Plot Location Key Requirements
Azariel introduction Secret Room After unlocking the secret door
Poppy arrival Entrance Brothel reputation 4+
Blinky arrival Entrance Brothel reputation 7+
Sherry introduction Bar Brandy recruited (rep 8+)
Maids arrivals Maids' Quarters During each maid's working hours
Kasumi: A Desperate Request Entrance Reputation 6+
Kasumi: Haunted by Visions Entrance Reputation 8+
Kasumi: The Oracle's Choice Entrance Reputation 10+ (activates her as worker)
Sandra duet proposal Bards Guild After H2H "Lost Passion" + Friend stage
Pepper introduction Entrance Triggered during the Easter event
Momosagi dungeon rescue Dungeon Manual trigger from a dungeon scenario

Management & Setup Plots

Plot Location Purpose
Establishing Operations Elara's Office One-time choice of brothel vs hotel operation type
Sophie & Elara welcome Elara's Office Sophie's first day
Elara & Hailey food supplies General Goods Store Sets up food supply arrangement
Elara & Fernando worker clothing Tailor Shop Sets up Fernando's clothing upgrade service
Elara & Brandy tavern research Rowdy Alehouse Late-night comedy plot (Friend+ with Elara)

Maid Group Interactions

The five maids have a web of plots that chain together as you acquire and build relationships with them.
Plot Maids Involved When
Violet + Mandarin shift change Violet, Mandarin Shift transition hours
Lime + Lychee elements Lychee, Lime Acquaintance+ both
Lime + Rain analysis Lime, Rain Acquaintance+ both
Lime + Mandarin protection Mandarin, Lime Acquaintance+ both
Lime meets Blinky Lime + Blinky Arcane Room, Acquaintance+
Three Maidens First Meeting Mandarin, Lychee, Rain All three acquired
Lime + Lychee elemental sisters Lychee, Lime Friend+ both
Maids compete bedroom Mandarin, Lychee, Lime Friend+ all three, Master Bedroom
Whispers of Six All five maids Close Friend+ with all five

Three-Girl Worker Bonding

Plot Workers Location
Three Girls Bonding ("Finding Family") Sophie, Jade, Honey Worker Quarters, all at Acknowledged+
The Awkward Massage Sophie, Willow, Elara Nurse's Room, all at Acknowledged+

Sherry Integration

Plot With When
A Wizard's First Taste Blinky Sherry Acknowledged, Blinky Known
The Unbeatable Challenge Brandy Both at Friend, 21:00–24:00
A Stage Reborn Sandra Sherry Acquaintance, Sandra active

Worker Bedroom Intimate Plots

These unlock serious romantic/intimate content. Each needs 550+ relationship points (roughly late Friend stage) and fires in the Master Bedroom between 21:00 and 24:00. Once completed, they're gone — one-time scenes.
Plot Worker
A Night with Sophie Sophie
Breaking in the Stallion Honey
After Hours with the Manager Elara — this one unlocks Elara in the Visit Worker menu

Sashimi Questline

Plot Location When
The Mermaid at the Rock Dungeon (fishing) Manual trigger during fishing
A Fish Out of Water Brothel Pool Sashimi Acknowledged+, 9:00–19:00
The Beast Between Worlds Brothel Pool Sashimi Friend+, 9:00–19:00 — unlocks a Void Leviathan quest

Pepper's Integration Plots

Pepper has the most extensive integration — she meets every other named brothel resident in turn. Each plot unlocks once Pepper and the other character reach the required relationship stage.
Plot Meets Stage Required
The New Hire Elara Pepper Acknowledged
Bar Training Sherry Pepper Known
Cooking Lessons Poppy Pepper Known
Checkup Willow Both at Known
Lessons in Charm Brandy Pepper Acquaintance, Brandy Known
The Pet Bunny Sophie Both at Known
Family Resemblance Raven Pepper Acquaintance, Raven Known
Bunny Bonding Momosagi Both at Known

Raven-Specific

Plot Notes
The Art of Taming Manual trigger plot, awards +20 Raven relationship

How Plots Fire

  • Auto-trigger plots check their conditions whenever you enter the specified location. If all conditions pass AND the plot hasn't already been completed, it fires.
  • Manual plots need to be initiated from an action (a Gastoff commission, a post-battle capture, etc.).
  • Every plot is one-time only — once completed, it can never fire again.
  • Plots can be chained — some later plots require earlier plots to be completed first, or specific heart-to-heart conversations.

Getting Started — Early Game Priorities

  1. Meet Elara, accept the brothel assignment — she becomes Worker #1 automatically.
  2. Rescue Sophie from the alley — your first additional worker, with high loyalty.
  3. Acquire your first maid (Violet) — cleaning tanks fast without her.
  4. Meet Poppy (the cook) — she'll set up the kitchen on her own.
  5. Build up daily income and reputation — invest in cleaning and room upgrades early, since cleanliness caps both income and reputation.
  6. Recruit Honey, Jade, and Willow through their questlines — all three unlock unique roles and bonuses.
  7. Explore the dungeon — Raven, Lindia, and later minibosses all become workers on defeat.
  8. Meet Vixen — recruiting her unlocks the VIP Lounge, a major fame boost.

This guide is a work in progress. Individual worker walkthroughs, monster-girl guides, and maid item optimization are covered in their own documents.


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