Romance and proposal planner
Compare nine marriage candidates, find a reported gift and reserve the materials for a proposal. Locations are places to start looking, not fixed appointments.
Saved only in this browser on this site. It does not read your game save, follow the game calendar or sync across devices. Private browsing and clearing site data can remove your plan.
Your planner is separate from your in-game progress.
Changing the candidate clears the heart and gift-slot checks. Your shared crafting materials remain recorded.
Proposal checklist
These are your planning checks. The game's Social menu, inventory and gift action determine eligibility.
0 of 5 proposal checks marked.
Enter finished materials you have set aside. Copper Ore is not Copper Bar. Mark a station or ring crafted to remove its remaining ingredient requirement.
After acceptance, the wedding starts directly; the spouse's room appears after the next midnight update. School adventures are separate from marriage.
Reported gift candidates
9 of 9 shown
Every reaction below is reported, not independently playtested for your build. Test one spare gift and check the Social menu before repeating it. Normal limits: one gift per person per day, two per week.
AliceLadybug · reported liked
- Find
- Left unit of the Town West duplex; Mall Food Court
- School group
- Josh, Sam, Alice
- Gift source
- Catch insects with a Bug Catching Net; the catch is random.
- Before gifting
- Have a Bug Catching Net and a spare Ladybug catch. Do not plan on a fixed daily spawn.
Check the source requirements or an existing spare before planning this gift.
JoshChocolate Cake · reported loved
- Find
- Right unit of the Town West duplex; Bus stops and town junctions
- School group
- Josh, Sam, Alice
- Gift source
- Lakefront Ghost Lady news-event reward; also reported in random treasure loot.
- Before gifting
- Have an extra event or treasure reward. No guaranteed daily supply or recipe is established here.
Check the source requirements or an existing spare before planning this gift.
SamDuskmelon · reported loved
- Find
- Greystone Estates, first floor, Apartment 1; Lakefront and town
- School group
- Josh, Sam, Alice
- Gift source
- Cursed Seed Shop seed; perform a Void Ritual and grow the 16-day crop.
- Before gifting
- Have the cursed-farming route available and a harvested Duskmelon. A new 16-day crop will not fill an immediate gift slot.
Check the source requirements or an existing spare before planning this gift.
EllieMana Muffin · reported liked
- Find
- Boarded-window house beside the northwest bus stop; Library
- School group
- Edwin, Ellie, Blorph
- Gift source
- Learn Elroy's recipe after A Fast Food Fiend; cook with 1 Cornbread, 1 Salt and 2 Bitter Herb.
- Before gifting
- Learn the recipe and have the finished food. Reserve one for Artwork for Abigail before using a spare as a gift.
Check the source requirements or an existing spare before planning this gift.
View the item or task route →EdwinCelery · reported liked
- Find
- Lit-porch home by the northwest bus stop; Mall entrance
- School group
- Edwin, Ellie, Blorph
- Gift source
- Farming Shop seed; grow for 8 days in Rebirth, Harvest or Witch.
- Before gifting
- Have seed access, a valid season and a harvested Celery. Keep copies needed for collection or another active task.
Check the source requirements or an existing spare before planning this gift.
View the item or task route →TannerApple · reported loved
- Find
- Cabin beside the Old Woods entrance; Town outskirts
- School group
- Molly, Tanner, Celeste
- Gift source
- Teacher's Pet drop at Elderfield High.
- Before gifting
- Have school access and a spare drop. Reserve a collection copy if needed; this is not an early farm crop.
Check the source requirements or an existing spare before planning this gift.
MollyBattery · reported liked
- Find
- Workshop on the route to the farm
- School group
- Molly, Tanner, Celeste
- Gift source
- Collect from a Lightning Rod after a thunderstorm.
- Before gifting
- Have a Lightning Rod and a collected Battery. Set aside batteries required for crafting first.
Check the source requirements or an existing spare before planning this gift.
View the item or task route →BlorphBrick · reported liked
- Find
- Sewers behind the northeast Police Station
- School group
- Edwin, Ellie, Blorph
- Gift source
- Craftsman's Bench: 10 Stone, 2 Tooth Dust, 1 Rock-Dweller and 1 Stonelurker.
- Before gifting
- Have the station and the finished Brick. Use a leftover Brick; a first test can consume several crafting materials.
Check the source requirements or an existing spare before planning this gift.
CelesteCandles · reported liked
- Find
- Library; Relevant town and school scenes
- School group
- Molly, Tanner, Celeste
- Gift source
- Workbench: 1 Wax and 1 String.
- Before gifting
- Have the Workbench and spare Wax and String. Keep Wax needed for the Jeweler's Desk before making gift copies.
Check the source requirements or an existing spare before planning this gift.
Read gift limits, reported reactions and item reservations →
Yes, Welcome to Elderfield has romance and marriage. You can marry Alice, Josh, Sam, Ellie, Edwin, Tanner, Molly, Blorph, or Celeste, but only one partner at a time. The proposal route is to reach ten full hearts, craft a Ring of Binding at a Jeweler's Desk, and give the ring to your chosen character through the gift option.
You do not have to finish a school adventure before proposing. Leave a gift opportunity available, because the ring uses the normal gift system. An accepted proposal leads into the wedding, while the spouse's room appears after the next midnight update. The crafting requirements and checks below help you prepare without buying unrelated items or waiting for the wrong event.
Use the romance and proposal planner
The romance and proposal planner combines the nine candidates, their starting locations, a reported gift candidate for each person, and the two proposal crafts. Choose a character button to focus the list, or choose All nine to compare them. Search by the person's name, a gift such as Mana Muffin, or a location such as Library. A search finds the text in the route; it does not locate the character in your running game.
Use the proposal checklist for your actual save. Mark ten full hearts only after checking Social, and mark the unmarried and gift-slot conditions separately. Crafting a ring is not evidence that a proposal will be accepted. The planner keeps these checks separate so that an expensive crafting project does not conceal an unfinished relationship requirement.
Enter only finished materials reserved for the desk or ring in the Have fields. The Left value is the listed requirement minus the amount you entered, with zero as the minimum. If you have eight Copper Bars reserved for the desk, its ten-bar requirement shows two left; eight Copper Ore do not satisfy that same row. Your inputs are a shopping list, not an automatic inventory reader.
Mark the Jeweler's Desk already crafted once you have built it. That removes its ingredients from the remaining plan and disables their input fields; you do not need to gather another twenty-five Hardwood merely because the earlier recipe is still shown. The Ring of Binding has its own crafted check and different materials. Keep the two stages separate when deciding which resource to gather next.
The planner saves in this browser on this site. It does not read the game save, advance gift counters, track the current week, or transfer progress to a different device. Clearing site data can remove it. A storage failure or unreadable saved record is shown beside the planner; use Reset saved plan to start again only when you want to discard that browser record. Check the live Social menu, inventory and gift interaction before acting on a completed list.
Welcome to Elderfield romance candidates

| Candidate | Main place to start looking | School adventure group |
|---|---|---|
| Alice | Left unit of the Town West duplex | Josh, Sam, Alice |
| Josh | Right unit of the Town West duplex | Josh, Sam, Alice |
| Sam | Greystone Estates, first floor, Apartment 1 | Josh, Sam, Alice |
| Ellie | House beside the northwest bus stop; Library | Edwin, Ellie, Blorph |
| Edwin | Lit-porch home by the northwest bus stop | Edwin, Ellie, Blorph |
| Tanner | Cabin beside the Old Woods entrance | Molly, Tanner, Celeste |
| Molly | Workshop on the route to the farm | Molly, Tanner, Celeste |
| Blorph | Sewers behind the northeast Police Station | Edwin, Ellie, Blorph |
| Celeste | Library | Molly, Tanner, Celeste |
The nine candidates are not the entire town population. Hans, Dave, the Gatekeeper, and other useful quest characters should not be treated as marriage options merely because they have dialogue or accept a delivery. Old Man Jackson's Build-A-Wife task is also separate from your own wedding. It does not replace the Ring of Binding or turn every NPC into a potential spouse.
Use the Welcome to Elderfield character directory for homes, alternate places, and practical quest roles. The locations above are starting points rather than exact daily appointments. Story scenes and variable schedules can move a character away from their usual area. If you cannot find a candidate on proposal day, check the active task and nearby locations before assuming the ring has caused a problem.
Building friendship before a proposal
Talk to the character, complete relevant tasks, and choose gifts with their preferences in mind. The Social menu is useful for checking relationship progress and gifts already tried. It lets you base the next present on the actual response instead of spending a rare item on an untested universal-gift claim. Visit several people during ordinary errands if you have not yet decided whom you want to marry. Use the character gift guide to compare recorded preferences while treating the current in-game response as authoritative.
Gift preferences have changed over the game's development, so old lists can disagree with the current reaction. The first neutral, liked, or loved gift can give extra friendship, but that does not establish a fixed number of gifts needed for marriage. Different reactions and first-time bonuses make a universal wedding-week calculation unreliable. A steady supply of gifts that work for your chosen character is more useful than a promised fastest route built from uncertain point values.
Social tracking also has a history limit: gifts given before tracking was introduced are not added retroactively. An empty entry therefore does not always mean you never gave that item. Keep that in mind when comparing an older save with a new playthrough. The character's current response remains the practical check for whether you should repeat a present.
Gift allowances and the single-partner limit
The normal allowance is one gift to a person per day and two per week. The proposal uses that same allowance, so do not give an ordinary present first if you intend to hand over the ring immediately afterward. A rejected proposal that reaches its rejection dialogue also consumes a gift opportunity. Check the hearts and your relationship status before testing the interaction.
You can give presents to several residents without being restricted to a single friendship target. That does not remove the individual gift cap, and it does not permit multiple spouses. Friendship, the gift allowance, and marriage eligibility are three separate checks. Keeping them separate explains why you may still talk to several people while only one person can become your spouse.
Friendship letters and heart milestones
Friendship progression includes letters and gifts around three, five, and eight hearts, with marriage available at ten full hearts. A threshold does not guarantee that the corresponding message arrives the following morning. Check the home journal when you receive a mail notification, especially if other letters are already waiting. The journal is also where school invitations enter your task flow.
The meter displays half-heart steps, so two similar-looking bars may not represent identical progress. For a proposal, aim for the full ten-heart requirement instead of estimating from an almost-filled final heart. There is no need to guess a hidden shortfall by repeatedly offering the ring. Ordinary relationship progress and a fresh gift slot are the safer way to prepare the actual proposal attempt.
Crafting a Jeweler's Desk
You need a Jeweler's Desk before making the Ring of Binding. Craft that desk at a Tinker's Desk; the Jeweler's Desk recipe is known from the start. Father Desmond's explanatory letter is not required to learn it. If you already have the crafting station and materials, waiting for that letter adds an unnecessary delay.
| Jeweler's Desk material | Quantity |
|---|---|
| Hardwood | 25 |
| Spiritwood | 10 |
| Wax | 15 |
| Copper Bar | 10 |
| Iron Bar | 5 |
Check the material names rather than only the numbers. Hardwood and Spiritwood are separate entries, and the recipe calls for bars rather than unprocessed Copper Ore or Iron Ore. Put the desk ingredients aside before spending the same stock on equipment or other crafting projects. That avoids reaching ten hearts with no way to build the station needed for the ring.
This desk is also a separate craft from the ring itself. Having enough Copper Bars for the desk does not satisfy the Platinum Bar requirement in the next table. Plan the two recipes as two shopping and gathering lists, then mark the desk complete once it has been made. You can continue friendship visits while preparing materials instead of postponing every conversation until the crafting chain is finished.
Ring of Binding recipe
Craft the Ring of Binding at the Jeweler's Desk. It is a proposal item, so equipping a different ring does not substitute for it. Father Desmond's letter, The Next Step, explains its purpose, but the recipe does not depend on receiving that letter first. Once the desk is available, check its crafting menu against the ingredients below.
| Ring of Binding material | Quantity |
|---|---|
| Crafting Pattern | 5 |
| Platinum Bar | 5 |
| Void Crystal Bar | 5 |
| Beating Heart | 1 |
| Viscera | 10 |
Reserve the Beating Heart and Viscera as deliberately as the metal bars. The recipe's crafting success and the character's willingness to accept a proposal are also different matters. Producing the ring does not bypass ten hearts or the requirement to be unmarried.
For resource planning, compare your inventory with the crafting menu before deciding which expedition is useful. The desk and ring need different metals, so returning to the first available mine without checking the missing item can waste a trip. If an explored mine is empty, the Welcome to Elderfield mine reset guide explains the weekly bath-related refresh. Repeated daily sleep should not be used as a substitute for those reset conditions.
Do not sell a spare ingredient merely because the relationship bar is not ready yet. Setting aside the ring materials lets you propose when the character and gift allowance are ready, rather than adding another long crafting detour at the end. Conversely, there is no need to stop all equipment progression to stockpile a ring in the opening days. Use your current resources and exploration access to decide which project is realistic next.
Proposing with the Ring of Binding
- Check that the intended partner is one of the nine candidates and has ten full hearts.
- Confirm that you are not already married.
- Keep a daily and weekly gift opportunity free for that character.
- Carry the Ring of Binding and speak to the character.
- Choose the gift interaction and give them the ring.
The ring goes to the intended partner, not to Father Desmond. You do not need to arrange a separate church appointment before attempting the proposal. The interaction is also different from equipping jewelry or handing over an ordinary quest delivery. If you are in the wrong menu, return to the character's gift option rather than looking for an equipment slot that will trigger the wedding.
If the relationship is too low or you are already married, the ring is returned. Reaching that rejection dialogue still uses the day's gift opportunity and a weekly slot. This means a failed attempt is not a reason to craft a second ring immediately, but it can delay another attempt. Check which requirement failed before trying again on a later day.
An unavailable gift interaction can be simpler than a rejected proposal. You may already have used the allowance before ever selecting the ring. Distinguish those two situations when deciding what to do next: one concerns access to the gift action, while the other is an eligibility check after giving the item. Neither situation is resolved by completing an unrelated farm request.
The wedding and the spouse's move-in
An accepted proposal takes you directly into the church wedding sequence. There is no separate wedding date to book or extra journey to arrange after acceptance. During Father Desmond's ceremony, choose “I do!” to continue. His Sunday worship-related role elsewhere in the game does not mean marriage must be scheduled for Sunday.
The spouse's move-in takes effect at the next midnight update. Their room is added to your home, accompanied by a message that they have moved in. Let that day change finish before checking for the room. Looking immediately after the ceremony can therefore be too early, even though the marriage itself has happened.
After moving in, the spouse has married dialogue and a changed home routine. You can continue talking and giving gifts, and some home conversations offer an item. Those interactions do not establish a universal daily reward or an automatic farming service. Choose the person for the relationship and story you want rather than expecting every spouse to provide an identical income or chore bonus.
If the game stops during the day change, treat the crash separately from the proposal requirements. The midnight crash troubleshooting guide helps distinguish an interrupted update from an ordinary move-in delay. Preserve the save before testing repairs, especially after a major relationship event. Repeating proposals or changing several game files at once makes it harder to identify the real failure.
School adventures are separate from marriage
School stories are shared adventures involving three groups of characters. You qualify through friendship with someone in the relevant group, but the invitation sender is fixed. That is why a letter from Josh can follow progress with Sam or Alice. Read the home journal after it arrives, then follow the School Path in northeast town to Elderfield High and enter the lobby.
| Sender | Group | Story starting point | Completion reward |
|---|---|---|---|
| Josh | Josh, Sam, Alice | A strange letter from Ms. Moody | Cube of One +7 |
| Edwin | Edwin, Ellie, Blorph | Crying in Edwin's dreams | Earring of Duality +5 |
| Molly | Molly, Tanner, Celeste | Missing students and an unsettling friend | Crystal Skull +10 |
The invitation threshold has conflicting version records: four hearts in one sequence and five or more in an earlier build. If no letter arrives at four hearts, continue friendship and check your pending mail rather than treating four as a guaranteed current trigger. Finish an active school adventure before expecting another invitation. That uncertainty does not block marriage, which has its own ten-heart and ring requirements.
The opening school scene does not require a particular weekday, time, or weather condition in the recorded sequence. Relative friendships can affect the closing conversation, while the equipment reward stays the same for the different endings of that adventure. An equal-looking heart meter may still hide a small difference in progress. Do not choose a spouse solely to force a particular school reward, because the shared adventure and wedding are separate systems.
Romance problems to check in order
| Situation | Next check |
|---|---|
| Ring recipe seems unavailable | Open the Jeweler's Desk, not the Tinker's Desk used to build it |
| Desk cannot be made | Compare all five ingredients, including bars versus ore |
| Gift option is unavailable | Check today's and this week's gifts to that character |
| Ring is rejected | Check ten full hearts, the candidate's eligibility, and whether you are already married |
| Wedding happened but the room is missing | Let the next midnight update complete |
| School invitation has not arrived | Check journal mail and existing school adventures; see the invitation conditions above |
There is no confirmed current divorce or roommate procedure in this guide. Do not commit to a spouse on the assumption that a particular fee, dialogue option, or house upgrade will later reverse the decision. Likewise, an old statement that marriage could not yet be undone is not proof that every future build has the same restriction. Make the choice you want to keep unless your current game explicitly offers a different option.
For the next practical step, find your chosen character and check Social before gathering more materials. If friendship is ready, compare both crafting lists and leave the proposal gift slot free. If it is not, keep a normal route of conversations and suitable presents while pursuing other goals. That approach advances the relationship without confusing a delayed letter, a missing station, and a failed proposal as the same problem.
Editorial verification
This guide was source-checked on . Confirmed game details, community observations, older-build behavior, and unresolved evidence gaps are identified in the article instead of being presented as equally certain.
Found an outdated step or a version mismatch? Send a correction to Kevin.