信誉是无限长期进步的轨道, 无最大水平。每个关卡都有名称和点门槛。更高的声誉吸引了更多更好的客户,解锁了名声标注的事件,并直接影响 每日收入收益: 每一级别按以下公式作为增加每日总收入的百分比乘数: total daily income + (Bonus % x total daily income)。这也意味着,当您开始经营妓院时,您仍将获得零倍的日收入。各种事件和行动都与妓院的声誉水平有关:下面的列表涵盖了其中的大部分,尽管它只提及Story Arcs的第一个和最后一个事件。
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.
Navigating the Rose & Thorn
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).
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).
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.
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.
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
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:
Daily client count: clients = random(max(1, Ability÷10 − 2), Ability÷10 + 2). Higher Ability = wider client range and a higher max.
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
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.
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)).
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
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 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.
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 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.)
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).
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
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
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.
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.
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.
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%)
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.
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)
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
"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.
Unlocks the Ballroom. Completing Elara's refinement plot with Esperanza adds the Ballroom as a specialty room (refinement training, under Esperanza).
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:
Base worker income calculated
Cleanliness multiplier applied (income bounds)
Reputation multiplier applied
Bar bonus (service room)
Decor bonus (random 0 to level × 5%)
Christmas Wreath bonus (5% if owned + active)
Patreon Master bonus (5% if active)
Office apprentice bonus (+5% per apprentice)
15% tax deducted
Daily upkeep subtracted
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:
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:
A category is picked (weighted random)
An event is randomly picked from that category
Events whose IDs are in the recent history (last 5 events that fired) are skipped — same event can't repeat within 5 days
If no valid event exists in the picked category, other categories are tried as fallback
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
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.
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
Meet Elara, accept the brothel assignment — she becomes Worker #1 automatically.
Rescue Sophie from the alley — your first additional worker, with high loyalty.
Acquire your first maid (Violet) — cleaning tanks fast without her.
Meet Poppy (the cook) — she'll set up the kitchen on her own.
Build up daily income and reputation — invest in cleaning and room upgrades early, since cleanliness caps both income and reputation.
Recruit Honey, Jade, and Willow through their questlines — all three unlock unique roles and bonuses.
Explore the dungeon — Raven, Lindia, and later minibosses all become workers on defeat.
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.