Necklace Abilities

Overview

Necklace abilities are attacks that can only be used at night.
They are the primary means to deal damage to night monsters, and are first used in
Emerald Terrace after Gonchiki Village during the main story.

Up to 8 abilities can be assigned to the necklace, including multiples of the same ability.
Wandering NPCs can teach you new abilities, and you can swap abilities in Boronga Village.
Some abilities can only be learned by repeatedly using specific abilities.

Abilities can only be used one time each floor.
However, it's possible to refresh abilities by reading a Replenish Scroll,
being revived by Revival Grass / Undo Grass, or the "Cross" formation taking effect.

Attack power of abilities increases as Shiren levels up.
Most abilities deal 2 damage to shopkeepers, but status effects still work on them.
※ Unlike Shiren 5, Three Screams can one-shot Shopkeepers.

Ability List

There are a total of 29 abilities that Shiren can learn.
Use a Calling Pot and lots of Pot God Scrolls to quickly learn abilities from NPCs.

NamePowerLearningDescription
Kaboom BulletS (90)Derived from
Sticky Shot
Shoot a damaging bullet in a straight line.
Defeats most monsters in a single hit.
Sticky ShotA (70)Default abilityShoot a damaging bullet in a straight line, then paralyzes.
Weaker than Kaboom Bullet, but nice against blue aura monsters.
Bi-Direction WarpA (60)Lv16Shoot damaging bullets ahead and behind you.
If the target survives, it'll be warped elsewhere.
Piercing ArrowA (60)ApprenticeShoot a piercing bullet in a straight line, but can't pierce walls.
Cross Boom BulletA (60)Derived from
Cross Apathy Shot
Shoot damaging bullets in front, behind, and to your sides.
Power increases per additional target.
Billiards BlastA (60)TradesmanDeal damage and knockback to a target in front.
If the target collides with another enemy, it'll deal knockback.
ElectrocuteB (50)Lv10Electric damage to a target in front and all adjacent targets.
Unlike Shiren 5, power doesn't change based on number of targets.
Basically only used until you learn Room Cyclone.
Circle WaveB (50)ApprenticeDamages targets in a 1 tile radius.
8-Way Boom BulletB (50)TradesmanShoots damaging bullets in 8 directions.
Power increases per additional target.
Bi-Direction BlastB (50)Derived from
Bi-Direction Bind
Shoot piercing bullets ahead and behind you.
Cross Apathy ShotB (40)Lv26Shoot damaging bullets in front, behind, and to your sides.
Inflicts Apathy status, and power increases per additional target.
Piercing BlastB (40)TradesmanShoot a damaging + piercing 3 tile wide blast in a straight line.
Sleepy ArrowB (40)Derived from
Piercing Arrow
Shoot a piercing bullet in a straight line, but can't pierce walls.
Inflicts Sleep status.
Room CycloneB (40)Lv22Damages all targets in the room.
Room ShockwaveB (30)MasterDamages all targets in the room, but weaker than Room Cyclone.
Bi-Direction BindB (30)ApprenticeShoot piercing bullets ahead and behind you.
Inflicts Bind status.
Piercing Cross BlastB (30)MasterShoot piercing bullets in front, behind, and to your sides.
Power increases per additional target.
Dazing CircleB (30)MasterDamages targets in a 1 tile radius.
Inflicts Inaccurate status.
8-Way Slumber ShotB (30)MasterShoots damaging bullets that inflict Slumber status in 8 directions.
Power increases per additional target.
DarkroomC (25)Derived from
Room Cyclone
Damages all targets in the room, and then inflicts Blind status.
Closest ability to Pot Party (Shiren 5).
Slowing BlastC (20)Derived from
Piercing Blast
Shoot a damaging + piercing 3 tile wide blast in a straight line.
Slows action speed of targets by 1 stage.
Room SealantC (20)Derived from
Room Shockwave
Damages all targets in the room.
Inflicts Sealed status.
Draining CircleC (20)TradesmanDamages targets in a 1 tile radius.
Restore HP equal to 20% of damage dealt.
8-Way Piercing BlastC (20)MasterShoots piercing bullets in 8 directions.
Power increases per additional target.
Piercing Cross FearC (15)Derived from
Piercing Cross Blast
Shoot piercing bullets in front, behind, and to your sides.
Inflicts Fear status.
Last Stand-Clear Shrine of
Night Adventures
80% chance to one-shot all monsters, but you collapse if it fails.
Three Screams-Lv99Instantly defeats targets in front of you in 3 forward directions,
but you don't gain experience points. (It works on Shopkeepers)
Cluster Confusion-ApprenticeWarps monsters on the floor to you, and then inflicts Confusion.
Monsters that didn't warp due to lack of space also get confused.
Often used with Room Cyclone.
Pyrrhic Circle-Derived from
Circle Wave
Reduces HP of targets in a 1 tile radius to 1 HP.
Your HP is also reduced by 50%.
Light ArrowB (45)Edna OnlyShoot a piercing bullet in a straight line. Unlimited uses.

How to Learn

Default

  • Sticky Shot → Kaboom Bullet

Shrine of Night Adventures

  • Last Stand

Level Up

  • Electrocute (Lv10)
  • Bi-Direction Warp (Lv16)
  • Room Cyclone (Lv22) → Darkroom
  • Cross Apathy Shot (Lv26) → Cross Boom Bullet
  • Three Screams (Lv99)

Apprentice (Emerald Terrace 1-7F)

  • Cluster Confusion
  • Piercing Arrow → Sleepy Arrow
  • Bi-Direction Bind → Bi-Direction Blast
  • Circle Wave → Pyrrhic Circle

Tradesman (Emerald Terrace 6-12F)

  • 8-Way Boom Bullet
  • Billiards Blast
  • Draining Circle
  • Piercing Blast → Slowing Blast

Master (Emerald Terrace 19-23F)

  • 8-Way Slumber Shot
  • 8-Way Piercing Blast
  • Dazing Circle
  • Room Shockwave → Room Sealant
  • Piercing Cross Blast → Piercing Cross Fear

Formations

Formations are special effects that occur based on character positions when an ability is used.
When multiple formation conditions are met, the higher priority formation is chosen.

PriorityConditionEffect
14 PillarsDouble power
2SurroundedWarp
35 LineRestore 200 HP
44 LineRestore 100 HP
53 LineRestore 50 HP
62 LineCure ailments
7CrossRefresh 3 abilities
8SandwichRestore 20 HP
9CorneredBoost power by 20%

4 Pillars

       
 M   M 
   S   
 M   M 
       

  • Doubles the ability's power.
  • Highest priority, and activates no matter what direction you're facing.
  • You really have to aim for it to ever see it activate.

Surrounded

       
  MMM  
  MSM  
  MMM  
       

  • Warps you to a different location on the current floor. (Nullified by Unmoving rune)
  • Priority 2, and activates no matter what direction you're facing.

5 Line

       
       
 MMMMM
       
       

  • Restores 200 HP.
  • Priority 3, and Shiren must be facing the line of enemies.

4 Line

       
       
 MMMM 
       
       

  • Restores 100 HP.
  • Priority 4, and Shiren must be facing the line of enemies.

3 Line

          M   
          M   
 MMM     M   
              
             

  • Restores 50 HP.
  • Priority 5, and Shiren must be facing the line of enemies.

2 Line

              
             M
    MM     M 
              
          ↗︎   

  • Cures negative status conditions.
  • Priority 6, and Shiren must be facing the line of enemies.
  • Often accidentally triggered in place of Cross formation. (Ability Refresh)

Cross

              
    M    M M  
   M↗︎M       
    M    M M  
              

  • Refreshes 3 abilities.
  • Pretty much exclusive to Cluster Confusion, but has the highest return.
  • Priority 7 - check the direction Shiren is facing to avoid triggering a higher priority formation.

Sandwich

                     
    M    M           
    ↗︎        M    M
    M      M         
                     

  • Restores 20 HP.
  • Priority 8 - check the direction Shiren is facing to avoid triggering a higher priority formation.

Cornered

       
       
   M   
      
       

  • Boosts power of ability by 20%.
  • Priority 9, and there must be a water or air tile behind Shiren.

Sets

This section provides recommendations for ability sets.
Most abilities in Shiren 4 are too weak to make use of, so sets look similar.

The idea is to choose abilities based on the purposes you want to have on hand,
and then fill the remaining slots with attack type abilities.

PurposeAbilityItem Equivalent
Disable RoomDarkroom
Room Sealant
Confusion Scroll
When surrounded8-Way Boom Bullet
8-Way Slumber Shot
Invincible Grass
Fear Scroll
Slumber Scroll
Evade Strong FoeSticky Shot
Bi-Direction Warp
Paralysis Staff
Mage Staff
Attacking (Floor)Cluster Confusion + Room Cyclone
Cluster Confusion + "Disable Room" ability
Last Stand (Requires Revival Grass)
Night-Day Scroll
Attacking (Room)Room Cyclone-
Attacking (Ranged)Kaboom Bullet
Sticky Shot
Piercing Arrow
Cross Boom Bullet
-
Attacking (One-shot)Three Screams
Sticky Shot
Paralysis Staff

Balanced

  • Cluster Confusion
  • Room Cyclone x 2
  • Kaboom Bullet x 4
  • Sticky Shot

Balanced (No Cluster)

  • Darkroom
  • Room Cyclone x 2
  • Kaboom Bullet x 3
  • (Kaboom Bullet or Three Screams or Bi-Direction Warp or Sticky Shot) x 2

Entrancing Lane (Farming)

  • Room Cyclone x 4
  • Cluster Confusion x 4

Entrancing Lane (Balanced)

  • Room Cyclone x 3
  • Cluster Confusion x 3
  • (Kaboom Bullet or Bi-Direction Warp or Sticky Shot) x 2

Ceiling Cave (Balanced)

  • Kaboom Bullet x 2
  • Sticky Shot
  • Bi-Direction Warp
  • Three Screams
  • Room Cyclone x 2
  • Darkroom

Ceiling Cave (More Offense)

  • Kaboom Bullet x 3
  • Three Screams x 2
  • Room Cyclone x 2
  • Darkroom

Still Learning

  • Sticky Shot x 6
  • Room Cyclone x 2