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Sunny Jackson

GameFAQs: Recettear: An Item Shop's Tale (PC) FAQ/Strategy Guide by cheeseball341 - 0 views

  • Prime
  • Recette
  • quite deft with handicrafts
  • ...67 more annotations...
  • Tear ------------------------------------------------------------------------------ A silver-haired fairy with a stern outlook on life.
  • keeps records of incoming orders
  • will buy from you at the regulation price for the majority of items
  • wields swords and uses sword skills
  • Likes: Swords Shields Helms Scarves Food Medicines
  • Alouette
  • will purchase things from you at exorbitant prices
  • Prime
  • Prime ------------------------------------------------------------------------------ A spunky fairy
  • she will demand very low prices for your wares, and very high prices when she sells to you
  • Woman
  • prides herself on her ability to get a good price.
  • A Just streak bonus is awarded upon selling to/buying from a customer on the first attempt.
  • Each consecutive bonus doubles the bonus exp you get.
  • A NearPin bonus is what the customers believe the items are worth.
  • In buying, they want 100-108% prices. In selling, they demand 67-73% (approximately).
  • Just Bonuses are randomly chosen with each sale, and are the exact percentage value a customer believes the item is worth. This is one of the values in the aforementioned NearPin range.
  • Every 5 floors is an Exit door which you can use to leave the dungeon, collected treasures and experience intact.
  • food items, better equipment for your adventurer, and magic rings
  • Dungeoneering is very cheap, and can yield large numbers of items that can be sold in stores. It is also the only way to get the majority of the items in the game: through ingredients for fusion, dungeon-exclusive items and getting certain adventurers to unlock more item types.
  • It is only when hunting for fusion items or finding rare and valuable equipment that dungeoneering comes close to the level of simple merchant work.
  • Without going to the Pub enough, Elan will never be recruited.
  • Period 2: Market/Guild/Chapel/Square, good number of customers in-store Period 3: Market/Guild/Pub/Square, good number of customers in-store
  • Period 1 is generally optimal if all you need to do is buy items.
  • Period 3 is good after coming back from adventuring.
  • Normal Price: 70% Inflated Price: 84% Deflated Price: 56%
  • buying inflated items does *not* lose you money if you set items out wisely. In fact, it gains you far more money than anything else.
  • Never sell deflated items in the store, even if you found them in a dungeon. Selling your deflated items in vending machines, however, is fine.
  • Sell everything at 104%, and buy everything at 70%.
  • you will level up your customers faster with NearPins (3x as fast, actually), and can quickly buff their wallets.
  • Exceptions where you need to use discretion are: - Buying expensive items early on - Selling pricey items early on - On a repayment day
  • If an item is deflated, sell for 52%/buy for 35%.
  • If an item is inflated, sell for the highest possible price and buy for 140%.
  • The best things to put in your windows are: Medicines Yes, medicines. Having a bunch of Ferromin in your window will draw an enormous variety of people. Food Almost everybody likes food, right? Well, that's pretty true here. Food draws lots of people. Books Books tend to draw a fair mix of people, plus they're quite cheap and good sellers in general.
  • Booms will be signified by: 'A sudden rise in popularity...amongst *boomers*' 'Fortune telling using...' Anything mentioning 'sunstroke' Anything mentioning 'cold-weather' or 'bundling up' Anything mentioning a certain item/type of item and a type of customer
  • When a boom comes up, go out and buy the cheapest available item for that particular boom.
  • Sell everything at 104%, and you'll be getting NearPins galore, and a huge Just streak.
  • Prime is the only exception, if she comes in sell at 100% to keep the streak.
  • The secondary use of vending machines is to sell off items that currently have a decreased price but a significant base value. After a certain point in the game, low-valued items are poor moneymakers
  • Be careful not to oversell one item by putting it 10 of them in a Vending Machine. This will cause a price collapse, which will mean that you cannot replenish your stock of that item from the market.
  • Always, ALWAYS try to have at least 2 of the following: - Metal - Precious Metal - Weapon - Heavy Armor - Armor - Hat - Bracelet - Accessory - Scarf - Book - Treasure - Food
  • buy bracelets and you'll also have covered accessories
  • Buy Armor or Hats and you'll also cover the Armor order
  • Silver Spears are both Weapons and Precious Metals
  • Buy Longswords and you'll also cover Metal
  • Check the News and Outstanding Orders often
  • Keep cheap items handy
  • Try to have 3-5 of each cheap (Tier 1) item
  • This also insulates you from not having a certain type of requested item in stock.
  • When you can, move north. The camera is further up that way, so you'll be more likely to spot threats as they come.
  • A single high-level character will serve you far better than a low-levelled one, especially if you feed them plenty of Ferromin.
  • Learn your character's attack range
  • This way you can stay the maximum distance away from enemies and still have damage potential.
  • the further away you are, the better
  • Learn your character's skillset
  • you can get through any dungeon without harm if you take it slow and don't rush into things
  • Levelling up is a free source of HP and SP, so use it when you can
  • use items - don't be afraid to, you'll lose them anyway when you die (don't ever take purchasable consumables back with you
  • you can instantly swap items, change rings
  • If you are about to run into a Silver Slime, hit the menu (panic) button and switch to a Willpower Ring.
  • always bring Rings into dungeons
  • When inexperienced with the Crystal Nightmare boss rush,
  • it's recommended you suicide as soon as you get an item that you want, so as not to waste time and effort finding more items you won't be able to take back upon inevitably dying
  • if you have a full inventory and you have to throw out something,
  • anything that can be bought goes, and any rare or +X items stay.
  • Learn to sell things -- Tear gives you a little demonstration, but her pricing is a bit high for you to reliably sell to everyone. These are the prices that will work most of the time. You may have to propose the same price twice in a row. Guild Master: 130% Man: 130% Woman: 120% Old Man: 124% Girl: 114%
  • Learn to buy things from customers -- Tear will give you a brief tutorial once you hit level 2, but these are the prices you can buy at to spend roughly as little money as possible. Guild Master: 37% Man: 37% Woman: 50% Old Man: 40% Girl: 51%
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Sunny Jackson

Comprehensive NPC Housing Guide | Terraria Online - 0 views

  • House Requirements:
  • no open sections in the walls
  • no gaps exceeding a square of 4x4 tiles
  • ...38 more annotations...
  • solid background wall
  • entrance
  • door or a wooden platform on the floor and/or ceiling that will allow access to the room
  • comfort item
  • Merchant: Must have 50 silver on your person
  • Lighting
  • no tiles may be left in darkness.
  • one "comfort item"
  • one "flat item"
  • Guide: Spawns at map creation
  • furniture
  • Nurse: Must have found and used at least one crystal heart
  • Demolitionist: Must have a bomb or dynamite in your inventory
  • Dryad: Must have killed a boss
  • Arms Dealer: Must have a firearm in your inventory
  • Clothier: Must have defeated Skeletron
  • Second Merchant: Three players have a combined total of 50g
  • Third Merchant: Five players have a combined total of five platinum
  • Second Nurse: Three or more players with a combined health of 400
  • 32 tiles worth of open space in their home
  • 7x5 and 8x4 are the smallest open spaces that the npcs will accept
  • a minimum of six blocks of width and four blocks of height
  • A 6x4 home is still unacceptable however, as it does not meet the minimum requirement for open space inside the home.
  • 5X269 is the largest room that accepts a bed
  • if you take out the background wall in that cave and replace it with identical dirt, it is now valid. The same goes for the dungeon!
  • you cannot use naturally generated caves as your NPC homes
  • you can put windows and other holes in the background wall of your NPCs' homes
  • no hole can be more than four tiles tall or wide
  • added wooden platforms to make a windowsill
  • platform counts as a tile that will fill the gap
  • different types of backwall always leave a 1-tile gap between the two types
  • you do not have to put an actual door on a room that has platform access
  • apparently the demolitionist thinks that this is a perfectly acceptable home
  • NPCs will not, in fact, move into a room with an entirely platform floor
  • a single block of solid flooring is enough
  • the block must be within two blocks of the furniture
  • Wooden platforms in the floor or ceiling of a room count as a door.
  • Doors and platforms do not have to be what we would term useful however - as long as they are contained within the room or its walls the NPCs are happy.
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