NPCs are friendly automated non-player characters that provide services to players.[1]
Standing near an NPC and pressing the ⚷ Interact button on it 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 its own house.
Town NPCs that have moved into houses reduce enemy spawn rates in the area, an effect that increases the more of them are present. With three or more town NPCs nearby, enemies generally stop spawning on or near the visible screen altogether (unless in Expert Mode). Players tend to utilize this effect by building large structures (towns or bases) with several integrated houses, to serve as their safe haven. These reductions are usually overridden by events like Blood Moons or Goblin Invasions, during which spawn rates return to normal or are elevated, and enemies will once again attack players and NPCs in the area.
Town NPCs generally walk around during the day. They remain still in their assigned houses at night and during events. NPCs have limited health and can take damage, and ultimately die from enemies, traps, lava, or by drowning in water; though they cannot be attacked directly by players (outside of special Voodoo Doll accessories or Rotten Eggs). They do not suffer from fall damage and their health regenerates over time. Additionally:
Town NPCs will attack nearby enemies, each NPC having its own unique form of attack. They will not actively pursue combat, however, but rather attack in an act of self-defense.Town NPCs gain defense and damage boosts based on which bosses have been defeated in the current world.Occasionally, NPCs sit in chairs and randomly "talk" to other NPCs or the player (shown as mouth movement and speech bubbles).
If an NPC is killed, they will respawn after a delay, as long as a suitable vacant house is still available. The requirement for their initial spawn will usually have to be met again (e.g. the inventory requirements of the Merchant, Demolitionist, or Arms Dealer) to respawn.
There are currently 26 / !!Error: No platforms within range! 25 / 23 / 21 / 19 Town NPCs, 7 / 6 of whom normally appear in Hardmode. An additional 3 / 2 / 1 NPCs can be encountered that do not move into houses.
Housing
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 (see House for full details). Two 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.
If a house occupied by an NPC is damaged in a way that makes it 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, it will not respawn until a new house becomes available.
The Guide and Old Man are unique in that they always spawn upon creating a world. The Guide will usually move into the first house built. The Old Man does not move into a house, but rather remains near the Dungeon's entrance, and respawns the following day if killed (while Skeletron has not yet been defeated).
Buying and selling
Selecting the "Shop" option from the dialogue window, opened by pressing the ⚷ Interact button on 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 its 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 it 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 one-fifth 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 its 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.
All NPC vendors will sell Pylons when their happiness level is above a certain threshold.
Town NPCs
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.
Pre-Hardmode
NPC | Description | Spawn requirement | Defending weapon ( |
Drops upon death | |
---|---|---|---|---|---|
Guide | Provides tips and a general guide on how to acquire other NPCs. |
Always already present when starting a new world. | Wooden Bow (with Wooden Arrows / HM: Flaming Arrows) (Ranged) |
Green Cap 100%; only when named Andrew / always | |
Merchant | Sells basic tools and supplies. | All players combined have more than 50 in their inventories or when spawning in not the bees. | Throwing Knife (Thrown) |
n/a | |
Nurse | Heals players and cancels debuffs in exchange for coins. | A player has more than 100 health. | Syringes (Thrown; targets NPCs and heals) |
n/a | |
Demolitionist | Sells explosives. | A player has an explosive in their inventory or when spawning in For The Worthy. | Grenades (Thrown; explodes) |
n/a | |
Dye Trader |
Sells the Dye Vat crafting station. |
Exotic Scimitar (Melee) |
Exotic Scimitar | ||
Angler | Gives fishing quests and rewards players for completing them. | Found and spoken to in an Ocean biome. | Frost Daggerfish (Thrown) |
n/a | |
Zoologist |
Sells vanity, mount, pet, and critter-themed items. | At least 10% of the Bestiary (54 entries) has been filled. | Terragrim (Melee) |
n/a | |
Dryad | Sells nature/Corruption/Crimson items, and can report the percentage of Corruption/Crimson and Hallow in the world. | A boss has been defeated other than King Slime, Lepus |
Dryad's Blessing (Area of effect; buffs players and harms enemies) |
n/a | |
Painter | Sells paint, painting tools, and paintings. | Paintball Gun (Ranged) |
Paintball Gun | ||
Golfer |
Sells Golf Clubs, Balls, and other golfing items. | Found and spoken to in the Underground Desert. | Golf Balls (Thrown) |
n/a | |
Arms Dealer | Sells guns, bullets, and other ammunition. | A player has bullets or a gun that shoots bullets in their inventory. | Flintlock Pistol / HM: Minishark (Ranged) |
n/a | |
Tavernkeep |
Sells items that summon and help with fighting the Old One's Army. Most items cost Defender Medals, except for Eternia Crystals, the Eternia Crystal Stand, and Ale, which cost ordinary coins. | Found and spoken to, after the Eater of Worlds or Brain of Cthulhu has been defeated. | Ale (Thrown) |
Ale Tosser | |
Stylist |
Can change the player's hairstyle and sells Hair Dyes. | Found and spoken to in a Spider Cave. | Stylish Scissors (Melee) |
Stylish Scissors | |
Goblin Tinkerer | Sells items such as the Tinkerer's Workshop, and can reforge items. | Found and spoken to in the Cavern layer, after a Goblin Invasion has been defeated. | Spiky Balls (Thrown) |
n/a | |
Witch Doctor | Sells the Blowgun, the Imbuing Station, summoner equipment, Fountains, and Leaf Wings. | The Queen Bee has been defeated. | Blowgun (Ranged) |
n/a | |
Clothier | Sells some vanity items, including the Familiar set. | Skeletron has been defeated. | Book of Skulls (Magic; Shadowflame version) |
Red Hat 100% | |
Mechanic | Sells the Wrench, Wire, and other mechanism-related items. | Found and spoken to in the Dungeon. | Combat Wrench Wrench (Thrown) |
Combat Wrench | |
Party Girl | Sells novelty items that create colorful visual effects. | 1/40 chance of spawning after |
Happy Grenade (Thrown) |
Happy Grenade |
Hardmode
NPC | Description | Spawn requirement | Defending weapon ( |
Drops upon death | |
---|---|---|---|---|---|
Wizard | Sells magic-related items. | Found and spoken to in the Cavern layer. | Flower of Fire (Magic; inflicts On Fire!) |
n/a | |
Tax Collector |
Collects property taxes from other NPCs. Earns 50 per NPC present, collectible by the player. | A Tortured Soul is transformed with Purification Powder in the Underworld. | Classy Cane (Melee) |
Classy Cane | |
Truffle | Sells the Autohammer, Mushroom Spear, and other mushroom-themed items. | A house is available in an above-ground Glowing Mushroom biome during Hardmode. | Mushroom Spore (Magic; stationary until touched) |
n/a | |
Pirate | Sells the Cannon and other pirate-themed items. | A Pirate Invasion has been defeated. | Pirate Cannon (Ranged) |
n/a | |
Steampunker | Sells the Clentaminator, Teleporter, Jetpack, and other items. | A mechanical boss has been defeated. | Clockwork Assault Rifle (Ranged) |
Ivy 100%; only when named Whitney | |
Cyborg | Sells the Proximity Mine Launcher, Rockets, and Nanites. | Plantera has been defeated. | Rocket (Ranged) |
n/a | |
Santa Claus | Sells the Santa set, colored lights, Christmas trees and their decorations. | The Frost Legion has been defeated and it is Christmas. | Bauble (Thrown) |
n/a | |
Princess |
Sells the Royal set, Royal Scepter, Glass Slipper, the Prince set, Potted Crystal Plants, three unique paintings and an addition to the Music Boxes collection. | Every other NPC is housed (except Santa Claus and town pets). | Crushing Crystals (Magic; swiftly contracts out of sight after attacking target) |
Resonance Scepter |
Town pets
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.
Pet | License item | Sell requirement | |
---|---|---|---|
Town Cat | Cat License | 10% Bestiary completion (54 entries) | |
Town Dog | Dog License | 25% Bestiary completion (135 entries) | |
Town Bunny | Bunny License | 45% Bestiary completion (243 entries) |
Other NPCs
The following NPCs are not considered town NPCs because they do not move into houses.
NPC | Description | Spawn requirement | Defending weapon ( |
Drops upon death | |
---|---|---|---|---|---|
Traveling Merchant |
Stays until the evening, sells a random selection of unique items each day. | 22.12% spawn chance during morning hours (04:30 AM – 12:00 PM) once two other NPCs are present. | Revolver / HM: Pulse Bow (Ranged) |
Peddler's Hat 100% | |
Old Man | Found at the entrance to the Dungeon. Summons Skeletron when spoken to, but only at night. Once Skeletron is defeated, the Old Man moves into town as the Clothier. | Starting a new world. | n/a | n/a | |
Skeleton Merchant |
Sells Counterweights, Spelunker Glowsticks, Magic Lantern, the Yoyo Glove and some other items, based on the lunar cycle. Some items such as the Slap Hand can only be obtained from him. | Rarely found in the Caverns. | Bone (Thrown) |
n/a |
Stat boosts
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.[2]
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.[3]
Event | Defense bonus |
Damage boost[4] | |
---|---|---|---|
Attack | |||
Advanced Combat Techniques |
+6 | +20% | n/a |
Eye of Cthulhu beaten | +3 | +10% | |
Eater of Worlds / Brain of Cthulhu beaten | +3 | +10% | |
Skeletron beaten | +3 | +10% | |
Queen Bee beaten | +3 | +10% | |
Hardmode entered | +12 | +40% | |
Queen Slime |
+6 | +15% | n/a |
The Twins beaten | +6 | +15% | |
The Destroyer beaten | +6 | +15% | |
Skeletron Prime beaten | +6 | +15% | |
Plantera beaten | +8 | +15% | |
Golem beaten | +8 | +15% | |
Empress of Light |
+8 | +15% | n/a |
Lunatic Cultist beaten | +8 | +15% |
Happiness
Since the PC 1.4.0.1 update, 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 it currently happy or unhappy, although it will not say what could make it 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 its prices for goods purchased from it, down to a minimum of 75%, and increase the value of goods sold to it by the inverse of the same modifier, up to a maximum of 133% (1/0.75). Conversely, factors that make an NPC unhappy will raise its prices purchased from it, up to a maximum of 150%, and decrease the value of goods sold to it, down to a minimum 67% (2/3). 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 85%, 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.[5]
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 its actual position is considered. The home tile is only considered to be the single block the NPC's flag "hooks" onto, usually being the roof. This can easily be found by locating the 3×3-tile area that the NPC's flag is located in, moving the cursor to the top center tile, and then moving up one more tile.
Similarly, biome-related preferences will reference the primary biome where the player is, rather than where the NPC or its home is. Hybrid biomes are not considered, meaning that biomes are evaluated according to priority, with the highest-priority biome the player is in being chosen as the current biome.[6] The list of biomes, in order of greatest to least priority, is as follows:
- Dungeon[7]
- Corruption[7]
- Crimson[7]
- Glowing Mushroom
- Hallow
- Jungle
- Snow
- Ocean
- Desert
- Underground, Cavern, The Underworld
- Forest
Factors affecting happiness
The below price modifiers are multiplicative. The price multiplier will always be set to the maximum 150% if the NPC is homeless, more than 120 tiles from their house, or located in the Corruption, Crimson, or Dungeon[7].
Criteria[8] | Price modifier[8] |
---|---|
For the third, fourth, fifth, etc. NPC within 25 tiles, each | 105% |
There are no more than two other NPCs within 25 tiles and there are no more than three other NPCs between 25 and 120 tiles away | 95% |
Located in a Loved biome | 88% |
Located in a Liked biome | 94% |
Located in a Disliked biome | 106% |
Located in a Hated biome | 112% |
For each Loved NPC within 25 tiles | 88% |
For each Liked NPC within 25 tiles | 94% |
For each Disliked NPC within 25 tiles | 106% |
For each Hated NPC within 25 tiles | 112% |
Living preferences
(Note: The Princess is liked by all NPCs, and therefore isn't put in every column for the sake of less clutter.)
Notes
All NPCs have a base attack damage stat of 10. On PC, Console, Mobile, and tModLoader, their attack stat will increase throughout the game.- NPCs will not spawn during an active event (the Lunar Events are an exception) or at night.
- An NPC takes about 2 minutes to spawn after another NPC has spawned or dawn passes.
- If valid housing is off-screen during spawning, the NPC will spawn directly into its house.
- NPCs will teleport home during the night, Rain, or Solar Eclipses if the NPC and their home are off-screen.
- NPCs will not move and always face the player as long as their dialogue window is open.
- Unlike Chests and structures generated on world creation, bound NPCs spawn around the player's position on-the-fly, similar to enemy spawns. They are temporary, and can respawn elsewhere if missed (see NPC spawning).
NPCs are known to "visit" other NPCs, talk, and play three rounds of rock paper scissors.NPCs are able to walk up stairs.NPCs can drown in water that is 2 tiles deep, whereas players require 3 tiles of water depth in order to drown.- NPC vendors who have biome requirements to sell certain items need to be spoken to with the player being in that biome to fulfill the requirement. It is not sufficient to have their home located in the specific biome.
- The Oasis mini-biome counts as a Desert in terms of an NPC's preferred biome.
Emotes
Although it may seem to be random, NPCs "emote" about things depending on their environment.
Achievements
Tips
- Each time the Traveling Merchant spawns, he will have a random shop inventory. If the player leaves the world between 4:30 AM and 12:00 AM, and enters again, there is a 22% chance he will re-spawn (with a new shop inventory).
- Bound NPCs found underground can be freed by talking to them, after which they will always respawn whenever a vacant house is available. Having an empty room ready for them beforehand will cause them to move in at night as soon as they are off-screen.
- Bound NPCs can be found by listening to their "hurt" sounds, especially the Mechanic, as the Dungeon is teeming with enemies.
- A housing area can be created where all the NPCs can have their biome-specific items:
1500300 Pink Ice Block,101100 Mushroom grass,14080 Lihzahrd Brick,15001000 Sand Block and7 Gravestone at thespace layer in one screen where the houses are located. Drowning an NPC in water is an easy way to get NPC drops (safer than lava and quicker than Rotten Eggs).- !!Error: No platforms within range! A vendor NPC alone in a preferred biome is sufficiently happy enough to sell a Pylon. For this reason, it is possible when starting a town in another biome to move that NPC there before any others, buy the Pylon when they respawn, then move them back to their original housing if so desired. Note that to use a Pylon there must be at least two NPCs nearby, but none of them have to be the same NPC the Pylon was purchased from, nor do any have to be happy. Note that as of 1.4.1 this is no longer true.
The Advanced Combat Techniques book, obtained by fishing during a Blood Moon, can be used to permanently increase the stats of all NPCs.- To open a Chest behind an NPC, press the ⚷ Interact button twice. The first press will open the NPC's dialogue box, the second one will open the Chest.
Trivia
- During a Blood Moon, all female NPCs except the Party Girl and Princess have dialogue that is more irritable or aggressive than normal. This references premenstrual syndrome, which may cause mood swings and irritability in some women. Both the menstrual cycle and the real-world moon cycle occur approximately every 28 days.
- The only NPC interactions required to reach the defeat of the Moon Lord
are talking to the Old Man to summon Skeletron and allow the Cultists to spawn, and killing the Guide with the Guide Voodoo Doll to fight the Wall of Flesh.
See also
- Mc MoneyPants, a removed, formerly Mobile-exclusive NPC
History
- Desktop 1.4.1.2:
- Happiness price modifiers are now rounded to the nearest 1% increment instead of the nearest 5% increment.
- Reverted the distance to compute happiness.
- Desktop 1.4.1.1:
- Fixed several grammatical/spelling issues in NPC dialogue.
- Fixed an issue where Town NPCs would try to sit on Dynasty Chairs (they should not be able to).
- Desktop 1.4.1:
- Added the Princess NPC.
- Doubled all the distance to compute happiness.
- Desktop 1.4.0.5: The Truffle now likes living in the Mushroom biome (instead of being neutral).
- Desktop 1.4.0.4:
- Petting a town pet will no longer let you pet them if slopes are interfering and would make you float.
- Fixed Traveling Merchant and Skeleton Merchant accidentally having NPC Happiness.
- Fixed NPCs sitting incorrectly in Dynasty Chairs.
- Desktop 1.4.0.3: Fixed erroneously huge dislike modifiers to happiness.
- Desktop 1.4.0.1:
- Zoologist and Golfer added.
- Now sell Pylons.
- Now have a Happiness system depending on where they live and who they live with.
- NPCs will now drop Tombstones when they die in Hardcore mode.
- Dye Traders requirements changed to only require a Dye item or material to craft a dye item.
- Town NPCs now get a little stronger each time you defeat a boss.
- Desktop 1.3.5: NPCs who are manually assigned to a room will have their successor attempt to move in when the original is killed.
- Desktop 1.3.4:
- Tavernkeep added.
- Added 4 new emotes: Tavernkeep, Old One's Army, Beer, and Defender Medal.
- Beer and Defender Medal are unused, but appear in the game files.
- Desktop 1.3.0.1:
- 2 new NPCs added: Skeleton Merchant and Tax Collector.
- Improved the sprites of some NPCs.
- NPCs now avoid enemies and fight back if necessary.
- NPCs now talk to each other, sit in chairs, and avoid blocking chests.
- Having all possible NPCs living in your world now unlocks the Real Estate Agent achievement.
- Changed the spawn order for Town NPCs so that the more important ones spawn first.
- NPCs can now drown in water.
- Desktop 1.2.4:
- Added the Angler NPC.
- Fixed bugs with the sign / NPC chat display again.
- Fixed exploit where you could buy and sell stackable items for profit.
- Desktop 1.2.3.1: Fixed problems with rescued NPCs not having any names.
- Desktop 1.2.3:
- 2 new NPCs added: Stylist and Traveling Merchant.
- Names are now decided on spawn rather than World Creation.
- Fixed a bug where numerous NPCs could spawn if you beat a hardmode boss in a non-hardmode world.
- Invasions can now spawn enemies anywhere near friendly NPCs instead of just the middle of the world.
- Enemy attacks no longer trigger Spectre set healing from hitting friendly NPCs.
- Desktop 1.2.2: NPCs now go to shelter during Eclipses.
- Desktop 1.2.1.2: Added some checks to ensure multiple NPCs of the same type don’t spawn.
- Desktop 1.2.1.1: Rotten Eggs now correctly damage friendly NPCs.
- Desktop 1.2.1: Several friendly NPCs will sell costumes.
- Desktop 1.2.0.3:
- NPCs that require Plantera to be defeated to sell things now do so correctly in multiplayer.
- King and Queen Statues will correctly summon the new NPCs.
- Desktop 1.2:
- 8 new NPCs added: Steampunker, Truffle, Cyborg, Pirate, Witch Doctor, Party Girl, Dye Trader and Painter.
- Fixed bug where attempting to move NPCs with reverse gravity used the opposite screen height position.
- Increased speed at which you can buy stacks of things.
- Desktop 1.1.1:
- Bound NPCs now can be untied with Autopause enabled.
- Santa Claus added.
- Desktop 1.1:
- 3 new NPCs added: Goblin Tinkerer, Mechanic and Wizard.
- NPCs now have random names given to them on World Creation. Their deaths will be reported with these names. Also other NPCs will use them in their quotes. Upon respawning after Death will be given a new random name.
- NPCs now may be told where to live using the new Housing Menu feature.
- Two NPCs of the same type can no longer spawn, even in a multiplayer world. (Previously that was two additional merchants and second nurse. They had multiplayer conditions.)
- Desktop 1.0.6.1: NPCs now look at the character.
- Desktop 1.0.6:
- Shops now sell items back to you. Shift-clicking items will automatically sell them.
- New sound for initiating a conversation to an NPC.
- Desktop 1.0.4:
- Added Clothier.
- Added an option that will pause the game while talking to an NPC in single player. It defaults to off.
- Desktop-Release: Introduced. The original NPCs were the Guide, the Nurse, the Merchant, the Arms Dealer, the Demolitionist, the Dryad and the Old Man.
- Console 1.19: NPCs who are manually assigned to a room will now have their successor attempt to move in when the original is killed.
- Console 1.17: Made changes from Desktop 1.3.2 to 1.3.4.
- Console-Release: Introduced.
- Switch 1.0.1096.2: Made changes from Desktop 1.3.2 to 1.3.5.
- Switch 1.0.711.6: Introduced.
- Mobile-Release: Introduced.
- 3DS-Release: Introduced.
References
- ↑ In video game development lingo, the term NPC technically includes any character not controlled by a player, including enemies. However, Terraria, along with its developers and fan community, generally use the term NPC to refer only to friendly automated characters that provide a service to players. This page is therefore only about those friendly NPCs.
- ↑ Information taken from the PC 1.4.0.5 source code, method
inAI_007_TownEntities()
. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.NPC.cs
- ↑ Information taken from the PC 1.4.0.5 source code, method
inUpdateNPC_BuffApplyDOTs()
. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.NPC.cs
- ↑ Damage bonuses are computed by first adding all applicable damage boosts to obtain a boost factor, then multiplying the NPC's base attack damage (or, for the Dryad, the Dryad's Bane base debuff damage) by that total factor. Thus, "+10%" and "+15%" and "+40%" combined give an increase of +65%.
- ↑ Information taken from the PC 1.4.0.5 source code, method
inGUIChatDrawInner()
. Note that tax amounts are converted to a floating-point number, then divided by the current happiness price adjustment, then truncated to an integer; hence, e.g. 10 divided by a 150% price modifier gives 66666 due to the truncation. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.Main.cs
- ↑ Information taken from the PC 1.4.0.5 source code, method
inGetPrimaryBiome()
. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.Player.cs
- ↑ 7.0 7.1 7.2 7.3 The Dungeon, Corruption, and Crimson biomes always maximize Town NPCs' unhappiness. Information taken from the PC 1.4.0.5 source code, method
inProcessMood()
. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.GameContent.ShopHelper.cs
- ↑ 8.0 8.1 Information taken from the PC 1.4.1.2 source code, method
inProcessMood()
. There may be inaccuracies, as the current PC version is 1.4.4.9.Terraria.GameContent.ShopHelper.cs