What are the best NPC pairings for late-game discounts in Terraria?

In Terraria, the NPC happiness system plays a significant role in managing your town and optimizing gameplay, especially in the late game. By pairing NPCs correctly and placing them in their preferred biomes, you can achieve significant discounts on their goods, which is particularly useful for expensive items like the Clentaminator or reforging at the Goblin Tinkerer. HereÔÇÖs a detailed guide on how to achieve the best NPC pairings for late-game discounts.

The happiness system is based on three factors: biome preference, neighbor preference, and overcrowding. Each NPC has a preferred biome and specific neighbors they like or dislike. When an NPC is in their preferred biome and near a liked neighbor, their happiness increases, leading to discounts on their items. Conversely, placing them in disliked biomes or near disliked neighbors reduces their happiness, increasing prices. Overcrowding, which occurs when too many NPCs are in one area, also reduces happiness.

To maximize discounts, you need to carefully plan your NPC housing. Start by identifying the preferred biomes and neighbors for each NPC. For example, the Arms Dealer likes the Desert biome and prefers to live near the Nurse. The Goblin Tinkerer likes the Underground biome and prefers to live near the Mechanic. The Steampunker likes the Hallow biome and prefers to live near the Cyborg. These are just a few examples, but each NPC has specific preferences that you can find in the gameÔÇÖs wiki or guides.

Once you know the preferences, you can start building housing in the appropriate biomes. For late-game, youÔÇÖll likely have access to all biomes, so you can create small towns in each one. For example, you can build a Desert town with the Arms Dealer and Nurse, an Underground town with the Goblin Tinkerer and Mechanic, and a Hallow town with the Steampunker and Cyborg. Make sure each house is within 25 tiles of the preferred neighbor but not too close to other NPCs to avoid overcrowding.

Resource requirements for this setup include a variety of building materials like wood, stone, and biome-specific blocks. YouÔÇÖll also need furniture like tables, chairs, and light sources to create valid housing. Preparation involves gathering these materials and scouting locations in each biome. Use the Housing menu to check if a house is valid and assign NPCs to their preferred homes.

Common mistakes to avoid include placing too many NPCs in one area, ignoring biome preferences, and not checking the Housing menu for valid assignments. Overcrowding can negate the benefits of proper pairings, so spread out your NPCs across different biomes. Also, ensure that each house is valid and meets the NPCÔÇÖs requirements.

Advanced techniques include using teleporters to quickly move between your biome towns, optimizing space by building vertically, and using pylons to create a fast travel network. Pylons are especially useful as they allow instant travel between biomes, making it easier to manage your NPCs and access their discounted goods.

Class and equipment considerations are minimal for this task, but having a good pickaxe or drill can speed up building. Late-game players will likely have access to powerful tools and mounts, making it easier to gather resources and construct housing quickly.

Specific examples include setting up a Desert town with the Arms Dealer and Nurse. Place their houses close together but not too close to other NPCs. Ensure the houses are in the Desert biome by checking the background and music. Another example is the Underground town with the Goblin Tinkerer and Mechanic. Build their houses in a cavern layer, using stone or gray bricks to match the biomeÔÇÖs aesthetic.

In summary, achieving the best NPC pairings for late-game discounts involves understanding the happiness system, planning your housing carefully, and avoiding common mistakes. By following these steps and using advanced techniques, you can create a thriving town network that maximizes discounts and enhances your Terraria experience.