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Romance
Romance is enabled within the game among the 23 currently available romance candidates. There is no jealousy mechanic in Sun Haven, so the player is able to date as many of the romanceable NPC's as they would like, however they can only marry one partner at a time.
Players may give gifts to these NPCs in order to increase friendship levels, with some gifts being more effective than others. Each romanceable character has their own unique likes and dislikes that can be found on each of the characters pages.
Dating
Once the player reaches ten hearts with a romanceable NPC, the player has achieved the highest level of ‘friendship’ available and the option to date that NPC opens up.
To initiate dating, the player should talk with the NPC like they usually would. They will notice a ‘heart icon’ on the left side of the dialogue pane. If the player clicks this, it initiates a dialogue asking the Player whether they want to take their relationship to the next level with the NPC. Players can also gift that NPC a purchased from Town Hall, which will effectively take their relationship to the dating level.
After entering a dating relationship with a character, dialogue cycles will change to notate the new relationship between the player and NPC. The player may continue to give gifts to the NPC in order to increase friendship levels.
Once the player reaches 15 hearts with the NPC, the option of marriage opens up. At this time gifts will no longer increase friendship levels until the cap is once again expanded after marriage.
Date Events
Dating an NPC will initiate more unique dialogues and event cutscenes with that character. Date events are tied to the
Each romanceable character has two relationship cutscenes, which can be triggered during the conversation cycles the player has with that character, and one late-night event. Each character has events at different times of the relationship with the player. Continue speaking with them every day to trigger it. Some characters will request date events even before they have started officially dating the player.
If a player does not want to go on the date events with a character, they can tell them "no" however they will lose friendship points. If the player tells the character "yes" but misses the event, they will take no penalty to the relationship points with that character.
Once the player has triggered the conversation cycle with the date event, the date will be added to the quest list as normal. The quest will appear even if the player told the character they did not want to attend the event. The NPC will give a time and location to meet the next day, such as "10am in front of the library."
If the player is more than one hour late, the NPC will wander off and the unfulfilled quest will disappear from the log. If the player is not able to attend one of these events, they will miss it and not have the chance to redo it, even if they reset their relationship using a potion. Standing up a romanceable character does not have in-game consequences, and the character will behave as though the date occurred.
If a player has more than one date event at the same time on the same day, it is possible to attend them all without penalty.
Keepsakes
Each NPC has a unique gift for the player after a certain number of dialogue cycles. The exact conversation where this gift is received can be found on that character's page under "Conversations". These items can be placed in the player's keepsake slot and provide buffs for the player. Even if the player resets their relationship with this character they will still have access to their keepsake.
After romancing an NPC, these keepsakes become available to purchase from Bernard at Town Hall.
Marriage
Once the player has married the romanceable character, the relationship cap will increase from 15 hearts to 20, and the player will get additional dialogue cycles during conversations with what character. If the character has moved into the player's house, the player is able to sleep with their spouse in their bed, and will sometimes awake to their spouse having a gift for them in the morning.
The player is able to access that character house at any time, including before 8am and after 8pm. The player is also able to sleep in the NPC's bed similar to sleeping at home. They will awake in the NPC's house the next morning.
Proposing/Engagement
In order for the Player to propose to an NPC, the following conditions must be met:
- Player is dating the romanceable character.
- Player has reached 15 hearts with the selected character.
- The player has exhausted all of the dating dialogue cycles. The final dating-cycle will indicate that the character is interested in marriage with the player.
- These may be subtle hints and differ between NPCs, so it is recommended that the player attempt to propose after possibly receiving one of these dialogues.
- Player is not currently married to any other NPC.
Once the player has accomplished all of these requirements, they are able to propose to the romanceable character using the Engagement Ring sold at the Town Hall for 100 . In order to propose, the Player must gift the engagement ring to the NPC similar to any other type of gift. If the romanceable character declines the player's advancements, the engagement ring will automatically be placed back in the player's inventory.
Wedding
If the Player is successful in proposing to the NPC, the wedding will be set for the following day at 4pm. The player will need to speak with Bernard at the dragon fountain in town to start their ceremony. Each romanceable character has a unique introduction and vow for the player.
- In this scene, Bernard will conduct the Ceremony as the Town's Administrator. The player is given the option to back out of the wedding at the last moment by selecting "I do not" during the vows.
- After the wedding is finished, the player may walk around and interact with the townsfolk who are in attendance.
- Dialogue options revolve around congratulating the Player on their new marriage.
- Some of the attendees include certain Withergate and Nel'Vari residents.
Once the Wedding is completed, the player may exit the area by leaving on the path. They will be teleported back to the town square with their NPC specific wedding ring in their inventory.
Wedding Rings
At the end of the wedding ceremony, the player will get a wedding ring. Each ring has different stats and bonuses applied to it. If the player divorces the romanceable character, they get to keep the wedding ring.
Moving In
Once the wedding is over, the romaceable character has the ability to move into the player's house. Married NPCs will only move in once the player has upgraded to a tier 3 house, otherwise, they will remain at their own home. Married NPCs that move in to the player's homes will have their own bedroom located on the right side in the player's home.
Children
After the player is married, and their house is upgraded to tier 3, their partner can express an interest to have children. Children are optional, the player has the option to tell their partner "no". The player is only able to have one child with their partner.
If the player is ready to have a child, they need to head to the Wishing Well to wish for a child after the conversation with their spouse.
Divorce
Players who wish to get a divorce can do so, for free, by visiting Bernard at the Sun Haven Town Hall. Divorcing an NPC sets the amount of hearts to 8. The NPC does not change their overall friendly behavior towards the player, and does not reference ever being married.
Instead of divorcing via Bernard, players can also purchase a Memory Loss Potion from Bernard at Town Hall and gift it to the NPC. This resets the relationship, setting the player to 10 hearts with the NPC. Even though the relationship status is reset, this does not allow the player to replay any date quests.
The player will keep the wedding ring but not any children they had with their partner, after the divorce.
Media
History
- 1.4: Updates to the wedding ceremony. Player is now able to have a child with their partner.