Pylons



Pylons are furniture items that allow a player to teleport to any other Pylon, by either selecting the Pylon or by finding a Pylon in the fullscreen map.

The following restrictions apply:
 * Pylons can only be used when there are 2 or more housed NPCs near both Pylons.
 * Pylons are only practical if there are 2 or more in the world. The system they form is known as the Pylon Network.
 * Pylons only function when in their respective biome.
 * Only one of each type Pylon may be placed in a world.
 * The Pylon Network cannot be used during Boss battles or when invasions are announced or in progress.
 * You cannot use a Pylon if the area it is in is a Graveyard.
 * You must be within interaction range of a Pylon (5 blocks) to teleport using the pylon network. The pylon is a dull grey if you are outside of the range.

Pylon shops
Most Pylons, with the exception of the Universal Pylon, appear in NPC inventories when the following conditions apply:
 * The NPC is a "vendor" that normally sells items, other than the Traveling Merchant and Skeleton Merchant.
 * The NPC must be happy.
 * The NPC's inventory must have at least one empty inventory slot available (it must have fewer than 40 item types).
 * The player is not in an evil biome (Corruption or Crimson).

Although the listed cost for all biome pylons is, they are only sold if the shopkeeper has a price modifier of 85% or less (due to happiness etc). As a result, the actual price will be between and.

A hybrid biome can result in multiple Pylons appearing in the NPC's inventory, except the Forest and Cavern, which are mutually exclusive and only available when not in the Snow, Desert, Ocean, Jungle, Hallow, or Glowing Mushroom biomes. Note that the Tavernkeep will be unable to sell Pylons after Golem is defeated, due to his shop inventory being entirely filled.

Tips

 * The simplest way to ensure NPC happiness is to house them in the biome that they like, and either house only one other NPC in the same Town, or ensure that at least one nearby NPC is one the target NPC likes/loves. See NPC happiness for details.