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      • Making room for extra is always wise, given there are a total of 21 (18 on console/mobile) who can move in during any time of year, so long as you provide them with valid housing.
      www.carlsguides.com/terraria/npcs/npc-list.php
  1. Sep 30, 2015 · This list's purpose is to help you have enough room at any point in time by showing you the NPC requirements so you can plan ahead, and informing you of the biome that NPC prefers if they are to sell extra stuff - only a few do.

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  2. terraria.fandom.com › wiki › NPCNPCs - Terraria Wiki

    • Overview
    • Housing
    • Buying and selling
    • Town NPCs
    • Town Slimes
    • Town pets
    • Other NPCs
    • Removed NPCs
    • Stat boosts
    • Happiness

    NPCs

    Statistics

    Sounds

    NPCs are friendly automated non-playable characters that provide services to players.

    Standing near an NPC and pressing the ⚷ Interact will open a dialogue window with one or more options for the player to select. Most NPCs are vendors, displaying a shop inventory when the "Shop" option is selected. They sell items to players in exchange for coins, and can be sold items by a player to obtain coins. Some NPCs also have other options that perform other functions.

    Most NPCs are town NPCs, appearing after various milestones are achieved in game advancement. They move into structures the player must provide, known as houses, which are generally required for town NPCs to remain available. Each NPC will need their own house, with the exception that a pet and non-pet NPC may share a house. NPCs will not move in if time freeze is on while playing Journey mode.

    Each town NPC requires a suitable, vacant house. A house is a room of a certain size enclosed by a frame of blocks, with player-placed background walls, along with a valid light source, flat surface item, and comfort item. Two town NPCs cannot live in the same house at the same time. Houses must not be located near Corruption or Crimson, and if those biomes spread too close to an occupied house, the NPC living there may move out from that house.

    Town NPC home assignments can be rearranged using NPC flags from the housing menu, where players can also check whether a room is a suitable house.

    Town NPCs will teleport home during night / Blood Moon, Rain, Solar Eclipse , or Slime Rain if the NPC and their home are off-screen.

    If a house occupied by an NPC is damaged in a way that makes them invalid, the NPC will move out and walk around the area until a suitable house is restored. If there are vacant houses available in the world, the NPC may move into one of them. If the NPC gets killed and does not have a home, they will not respawn until a new house becomes available.

    Selecting the "Shop" option from the dialogue window, opened by pressing ⚷ Interact next to a vendor NPC, will display a shop inventory similar to the player's own inventory. Items can be bought by moving them from the shop inventory into the player's inventory; the cost in coins will be subtracted from the player's storage as soon as the item is picked up from the shop inventory. An item can only be bought if their coin cost is available in the player's inventory ( or in the combined player's savings). Holding the ⚷ Interact button on stackable items allows the player to buy the item in bulk; the buy speed increases the longer the button is held.

    Some NPCs sell biome-specific items when they are spoken to in certain biomes. They can be transported there by housing them there and waiting for the night (they will be teleported to their house at night once off-screen) or by using a King or Queen Statue. Note that the NPC does not need to live in the biome; talking to them while the player is in the biome is sufficient.

    All NPC vendors can also be used to sell unwanted or surplus items to gain coins. The unwanted item(s) must be in the player's inventory. Hovering over the item while the NPC's inventory screen is open will display its sell value. Items are always sold to vendors at 1/5 of their purchase price. Not all items have a sell value (very common items such as Dirt or Wood have no value). Placing the item in the NPC's shop inventory will sell it, granting the player the sell value into their inventory. Sales to ( and purchases from) NPCs can be cancelled while the NPC's inventory screen is still open: Sold items can be taken back in exchange for the amount they were sold for (and on  PC,  Console,  Mobile, and  tModLoader, purchased items can be sold back in exchange for the amount they were purchased for).

    All NPC vendors have the same base buying and selling price. Item prices can be decreased by equipping a Discount Card, which is a rare drop from Pirate Invasions. On  PC,  Console,  Mobile, and  tModLoader, prices can also be higher or lower based on the NPC's happiness level.

    The NPCs are listed in the order in which they are generally likely to be acquired. See Living preferences below for  PC,  Console,  Mobile, and  tModLoader biome and neighbor preferences. The term "other town NPCs" always includes the Old Man, Traveling Merchant, and Town pets, but not the Skeleton Merchant.

    This content is transcluded from Town Slimes § Types.There are 8 different town slimes and each is unlocked in a different way:

    Town pets are special town NPCs that appear at dawn (4:30 AM) the day after a pet license item sold by the Zoologist is used. They are not to be confused with pets, which follow the player around. Town pets have distinctive housing assignment banners, and can share houses with another NPC. They count as NPCs for pylon requirements and for decreasing enemy spawn rates in an area, but are not counted as neighboring NPCs in other NPCs' happiness calculations, and indeed do not positively or negatively affect the happiness of other NPCs in any way. Unlike other NPCs, town pets have no means of self-defense.

    Town pets offer a unique "Pet" option, which places the player directly in front of the pet when selected, and displays a petting animation. The effect is purely visual.

    The following NPCs are not considered town NPCs because they won't live with the player or move into other houses.

    The following NPCs no longer exists on any platform.

    All NPCs have a base defense stat of 15 (except for the Skeleton Merchant, who has 30), and their base attack stats vary from one NPC to another. In addition, all NPCs gain specific defense and damage boosts based on the bosses that have been defeated so far in the current world. These boosts are completely independent of each other (e.g. the "Hardmode entered" boost can potentially be gained without first attaining the "Eye of Cthulhu beaten" boost, and vice-versa). The boosts are also permanent for a given world, and are applied instantly to all town NPCs, including all Town pets and all other NPCs.

    The Dryad also gains boosts to her attack damage. She does not deal damage directly, but rather by inflicting the Dryad's Bane debuff on enemies. These boosts to the Dryad's Bane debuff are not quite the same as those damage-stat boosts, however, so both kinds of boosts are listed in the following table. Just as with the stat boosts, the Dryad's Bane boosts are independent of each other, are permanent for a given world, and are applied instantly to all enemies inflicted with the debuff.

    NPCs have individual preferences about other NPCs or the biome they live in which in turn affects their prices. When selecting " Happiness" in an NPC's dialogue window, the NPC will tell the player if any factors make them currently happy or unhappy, although they will not say what could make them happier or unhappier. For example, if the Guide is located alone in a Forest, he will praise the lack of other NPCs around and the fact he is in a Forest, but he will not hint at the fact he would prefer to live near the Clothier or Zoologist.

    Factors that make an NPC happy will lower their prices for goods purchased from them, down to a minimum of 75*3/4 (75%), and increase the value of goods sold to them by the inverse of the same modifier, up to a maximum of 133*4/3 (133%). Conversely, factors that make an NPC unhappy will raise their prices for goods purchased from them, up to a maximum of 150*3/2 (150%), and decrease the value of goods sold to them, down to a minimum 67*2/3 (67%). Price modifiers are rounded to the nearest 1% increment. When an NPC that sells items, other than the Skeleton Merchant or Traveling Merchant, has a price modifier at or below 90%, they will allow the player to purchase the pylon for their current biome. The Tax Collector's current tax funds and tax collection limit are both divided by his happiness factor, such that at maximum happiness he will store up to 133333, and at maximum unhappiness he will only store up to 66666; the amount of taxes that he collects per minute also scales at the same rate.

    For the purpose of calculating distances below, the position of an NPC's home tile is considered instead of the NPC itself, unless the NPC is homeless in which case their actual position is considered. The home tile is the block where NPCs stand on during nights and events. NPC's flag will "hook" directly above the home tile. One can easily find the home tile by locating the central column of the 3×3-tile area that the NPC's flag occupies, and then moving all the way down to the tile in the floor of the house. For more detailed definition of a home tile, see House § Home tile score.

    Similarly, biome-related preferences will reference the primary biome where the player is, rather than where the NPC or their home is. If the player is in a hybrid biome, and the NPC likes/loves one of the biome, that biome will take priority in the happiness calculation. However, if they are being neutral to, dislike, or hate all the biomes nearby, or they are in the Dungeon, Corruption, or Crimson, the happiness calculation will be based on the following biome priority.

    1.Dungeon

    2.Corruption

    • Varies10
    • 250
    • Varies15
    • NPC
  3. Essentially, you can have NPCs living in little 3-person clusters with no issue, so long as each cluster is placed so there is at most one other cluster within 120 blocks. On mobile, they get overcrowded if there’s more than one other NPC nearby, so have them living in pairs.

  4. All NPCs have a base defense stat of 15 (except for the Skeleton Merchant, who has 30), and their base attack stats vary from one NPC to another. They also gain a damage multiplier based on the difficulty of the world: 1× / 1.5× / 1.75× , respectively.

    • Varies (Desktop, Console and Mobile versions)
    • NPC
    • 250
  5. Jul 10, 2020 · There are 28 NPCs and 3 pets in Terraria. Only the guide will be in your town at the start of the game. The rest require certain conditions to be met to unlock. If we break down the types of NPCs in Terraria, there are: 18 town NPCs in the regular mode. 3 pets that you can purchase licences for.

    • Contributor
  6. Optimal NPC Placement. Now that we've covered the basics of NPC preferences, let's dive into the specifics of optimal NPC placement. Here's a breakdown of the best placement for each NPC: Guide: Place the Guide near the Merchant, as they prefer to be close to each other.

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  8. Dec 17, 2021 · This guide will show you the requirements on how to get all NPCs to move into your town. This includes pre-hardmode, hardmode, misc NPCS, and even town pets. Below is a brief section on housing.

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