Professional Documents
Culture Documents
FANDOM
GAMES
MOVIES
ADVERTISEMENT
TV
4,653
Terraria Wiki PAGES
VIDEO
EXPLORE BASICS ADVANCED TERRARIA LINKS WIKI COMMUNITY
START A
WIKI Enter Our Used Car
This is a Guide page.
Competition
This means the page will walk you through a specific task, strategy, or
enemy/boss fight. Motus Select Northcliff
Status: Revised (This Guide got revised and is up to date!)
There are several different ways to address the situation, this guide is intended to
Johannesburg
discuss them. The last section gives a single general solution for all NPCs, but before
that it is worth discussing more flexible strategies.
NPCs get a 12% or 6% bonus for being in a loved or liked biome, or a penalty
for being in a hated or disliked one.
They get a similar bonus or penalty for being housed near another NPC they
love, like, dislike, or hate. Popular Pages
"Near" in this context means that their housing flags are within 25 tiles (50
feet) of each other. Wings
They get an "overcrowding" penalty for having more than two "nearby" NPC, no
matter the relationship. The penalty is 5% for each additional "nearby" NPC, i.e.,
Zenith
for the third, the fourth, etc. "nearby" NPC.
Conversely, they get a 5% "solitude" bonus for not having more than two NPCs
nearby, and having no more than three other NPCs (that is, the two Summon weapons
"roommates" do not count) within 120 tiles.
Note that this much larger range may sometimes represent over a full
Mimics
screen's width.
Vendor prices for selling their items will be lower if they are happy, higher if they Empress of Light
are unhappy.
Conversely, vendor prices for buying the player's items will be higher if they are
happy, lower if they are unhappy.
This does affect the Nurse's fees for healing and the Goblin Tinkerer's reforging
costs.
This also affects the Angler's quest rewards – if happy or unhappy, he will give
rewards as if the player had completed more or fewer quests, respectively.
This even affects the Tax Collector's revenue stream – if happy, he will not only
collect more money in a given time, but gather a higher maximum amount, and
the reverse if he is unhappy.
And two other factors come into play, but for these happiness is irrelevant – all that
matters is the NPC's presence:
NPCs also suppress enemy spawning nearby. In Normal mode, 3 NPCs "on
screen" are needed to completely suppress the spawning of enemies, which is
usually desirable for a town.
To remain functional, a pylon needs to have two NPCs housed within 169×124-
tile rectangle centered on the pylon.
Depending on game progress, there are also up to three town pets available. These
count as NPCs for pylons and enemy suppression, but not for crowding/solitude
calculations; while it is sometimes claimed that they can affect the happiness of
nearby NPCs, this is not the case either positively or negatively, rendering them
useful primarily for keeping a town eligible for pylons and enemy suppression when
other NPCs are not available (for instance, keeping a dog and cat in the same duplex
as the Nurse and Arms Dealer would prevent you from accidentally disabling their
pylon if you often relocate the two of them for boss fights), or for extending a town's
enemy suppression zone further without crowding its inhabitants.
Casual strategy
Some more general points to consider:
Empty houses are not considered – even if a given space could house an NPC,
if it does not, then it has no effect on NPC happiness.
Not all NPCs are created equal:
The Goblin Tinkerer is widely considered the largest money sink in the
entire game, so any discounts you can get from him will add up.
Similarly, the Tax Collector is an ongoing revenue stream, so you'll want to
keep him happy.
The Nurse's prices do not necessarily matter much, in the sense that you're
usually in no position to bargain when you need her services. However, if
you are likely to use her often, you should probably try to keep her happy.
While a Potion of Return can let you drop by wherever she is, this will not
be desirable during some boss fights, so if you are bringing her to the fight,
you might want to bring a roommate along to keep her happy.
If you rarely purchase from a given NPC or their wares are cheap (like the
Painter's), you will not have to care much about their happiness – and with
a little advance warning, you can move them into a better environment
when you do need to make a big purchase.
You want at least one vendor to be as happy as possible when buying your
items, and probably at least one for each of your major bases.
The Guide's happiness has no effect at all and can be disregarded entirely.
Pick locations for your pylons (and perhaps some non-pylon bases), and loosely
cluster two or three "duplex" NPC homes at each of them, each duplex
separated by over 25 tiles.
The "duplex" part means that each of these homes would also include a "guest
room", a second housing-suitable space. This does not need to be filled up front,
but it lets you bring in a liked or loved roommate on short notice, and also serves
as ready housing for new arrivals until you pick a new spot for them.
This allows you to give all the NPCs some space, while making sure the pylon
stays live.
The third NPC, or a town pet, comes in handy in case you need to pull an NPC
elsewhere on short notice.
This general arrangement can evolve as new NPCs arrive, with the guest rooms
doubling as ready housing for newcomers. You can also pair off your more valuable
NPCs as desired without disturbing their neighbors, while leaving the less popular
ones on pylon duty or exile.
Calculated strategy
An "optimal solution" for pairing off all the NPCs is listed below, maximizing average
happiness across all NPCs. This includes all NPCs including Hardmode (except for
the Princess), and represents a single setup meant to be left unchanged. By nature,
such an optimization cannot take full account of issues such as easy access or pylon
placement, and this one is fairly simple – focused on average happiness, no priority
for the "important" NPCs mentioned above, and it assumes all NPCs are paired or
alone.
It is assumed that for each NPC A, there are at maximum two other NPCs within 25
tiles and there are at maximum three other NPCs between 25 and 120 tiles away.
The final values include the 5% bonus granted for this "solitary" setup.
Price
modifier
NPC A NPC B Biome
for NPC
A
Underground /
Tavernkeep Demolitionist Cavern / 84%
The Underworld
Underground /
Demolitionist Tavernkeep Cavern / 79%
The Underworld
Underground /
Tax Collector Clothier Cavern / 95%
The Underworld
Underground /
Clothier Tax Collector Cavern / 84%
The Underworld
Goblin
Snow Biome Steampunker Cyborg Mechanic
Tinkerer
Underground / Cavern /
Tax Collector Clothier Demolitionist Tavernkeep
The Underworld
Witch
Jungle Dryad Painter n/a
Doctor
Party
The Hallow Wizard n/a n/a
Girl
Town pets can be placed anywhere. Placing them at the locations with only 2 NPCs
can help keep pylons powered in the event that one of the NPCs is somewhere else
or missing.
The Princess should be placed in the Forest2, Desert, Jungle2, The Hallow, or
Glowing Mushroom biome to avoid over crowding in the other locations.
2. The Princess would have to be placed near the Merchant or Painter respectively.
The above setup can be improved by putting nearby NPC's in different biomes.
1. Put the Nurse in a nearby hallow to the Arms Dealer. If there is none, make one
using seeds or a clentaminator. Just make sure it can't spread to the desert and
override it.
2. Put the Mechanic in an ice cavern biome, then put the Goblin Tinkerer in a regular
cave nearby.
3. Do the same with the Tax Collector and the Clothier, with the Tax Collector in the
ice caverns and the Clothier in the regular caverns.
4. Create a nearby snow biome to a desert or vice versa and put the Steampunker in
the Desert and the Cyborg in the Snow.
5. Put the Truffle in the Glowing Mushroom Biome with a nearby Forest for the Guide.
Collapse
Guides
V • D • E
FOLLOW US