To learn more about Beryl check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 1
Last build update
Season 0
Last profile update*
10.11.2025
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Beryl check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Gear
Deck & Teams
Profile
Launcher
Charge Launcher
Barrier
Show Effects
Opening Found
[Retain]
Show Effects
Charged Shot
[Retain]
Show Effects
Guilty Pleasure
[Exhaust]
Show Effects
Unlimited Firepower
Show Effects
Heavy Weapons Specialist
Show Effects
Opening Found
[Retain]
Show Effects
Charged Shot
[Retain]
Show Effects
Maximum Output Charged Shot
Ego Skill
Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Opening Found I
[Retain]
Show Effects
Opening Found II
[Retain]
Show Effects
Opening Found III
[Retain]
Show Effects
Opening Found IV
[Retain]
Show Effects
Opening Found V
Show Effects
Charged Shot I
[Retain]
Show Effects
Charged Shot II
[Retain]
Show Effects
Charged Shot III
[Retain]
Show Effects
Charged Shot IV
[Retain]
Show Effects
Charged Shot V
[Retain]
Show Effects
Guilty Pleasure I
[Exhaust]
Show Effects
Guilty Pleasure II
[Exhaust]
Show Effects
Guilty Pleasure III
[Exhaust]
Show Effects
Guilty Pleasure IV
Show Effects
Guilty Pleasure V
[Unique][Exhaust 2]
Show Effects
Unlimited Firepower I
Show Effects
Unlimited Firepower II
Unlimited Firepower III
Unlimited Firepower IV
Show Effects
Unlimited Firepower V
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Damage Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Chance Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
ST Damage [4/5]
AoE Damage [2/5]
AP Efficiency [3/5]
Utility [4/5]
Beryl is a high AP cost DPS combatant who offsets this downside by the fact that many of her cards have the Retain tag, allowing her to hold them for when resources are available. Not only is this convenient for Beryl, but it's also recommended as each of her Retain cards gains additional damage or effects when holding them for one or more turns, creating a style of set-up, wait, then blast.
On top of this, Beryl also has personal card generation, cost reduction, and Exhaust-based card draw to push her efficiency back towards optimal.
Beryl’s immense damage potential is truly unleashed when using the Upgrade epiphany of her Opening Found card, which deals damage for each card retained. When stacked with multiple copies of this Upgrade and multiple Retain cards, Beryl can quickly destroy most enemies with a barrage of high-damage attacks.
However, all this damage potential comes at the cost of a somewhat costly setup process, which may be delayed even more depending on the luck of the draw, since Opening Found does not have Initiation, and that delay can be a major problem against enemies that scale up damage quickly, or game modes where a low turn count matters.
High Single Target potential when Retain effects are effectively used.
Strongest damaging cards have Retain, allowing for greater combat flexibility.
Access to strong, but Exhaust-based, card draw, which has powerful alternative Epiphany effects.
Limited AoE only accessible via Ego Skill.
Must wait one or multiple turns for card damage to scale via Retain mechanic.
Higher than average AP costs across cards.
The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Dimensional Twilight
Chaos Mode
Maximum Output Charged Shot
Ego Skill
Costs 5 EP and does a large amount of AoE damage to all enemies, that’s it. Best used to burst down large packs of trash enemies.
Launcher
Beryl’s 1AP basic attack is entirely standard and doesn't have any extra synergy with her kit outside of gaining significant damage boosts through her Potentials.
Charge Launcher
A 2AP version of Launcher, which doesn’t offer anything new outside of higher damage numbers.
Barrier
Show Effects
Beryl’s basic shield is entirely standard and doesn't have any extra synergy with her kit.
Opening Found
[Retain]
Show Effects
Beryl's first Retain card costs 1AP, deals solid up-front damage, and gains an additional hit after being Retained, but only for one turn, preventing it from endlessly stacking. Aim to always preserve this card for at least one turn unless at risk of wasting AP.
Charged Shot
[Retain]
Show Effects
Beryl’s other Retain card costs 2AP, deals more damage, and gains an additive +80% DMG multiplier when Retained. Should be held for as long as is feasible and until burning 2AP on a large attack is effective and safe.
Guilty Pleasure
[Exhaust]
Show Effects
A 0AP draw 3 with the only downside of having Exhaust. Despite being a one-time use, it is absurdly AP efficient for how much card draw it provides and is definitely one of Beryl’s best cards for herself and her team. Will get your Retain cards into your hand faster to start stacking.
Unlimited Firepower
Show Effects
Grants shielding and an additive +80% damage increase to the next Attack Card used for 1AP. Not a bad card to include, but definitely not a core part of Beryl’s game plan. Most efficiently used on Opening Found due to its multi-hitting.
Heavy Weapons Specialist
Show Effects
A skill that generates either Opening Found or Charged Shot on use while also reducing their cost by 1 at the cost of 1AP. Equivalent to searching out one of Beryl’s best cards, then gaining 1 AP, with the only downside being that the card won't have the chance at having an Epiphany. Cards generated by Heavy Weapons Specialist are exhausted after use.
Beryl’s Signature Potentials are all completely damage-focused, making them a high priority to unlock.
Playing Beryl is easy - leverage draw power until collecting her Retain cards. Hold them for at least one turn, or longer if using them early causes inefficiencies. Then unload them when fully empowered and AP is available and convenient to use.
Dupes review aren't available yet. We will add them soon!
Best Cards
Note
For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:
- Epiphany Name - the best variant,
- Epiphany Name - a good variant,
- Epiphany Name - a niche variant.
Beryl best epiphanies aren't available yet. They will be added soon.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
Executioner's Tool [2-PC]
Black Wing [2-PC]
Cursed Corpse [2-PC]
Seth's Scarab [2-PC]
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
Beryl has two playstyles: one focused on Extra Attack damage and the other on direct damage. Pick the sub-stat priority that fits the build you’re pursuing.
Extra ATK% > Crit Rate% = Crit DMG% > ATK > ATK%
Crit Rate% = Crit DMG% > ATK > ATK%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
The best partners information aren't available yet. They will be added soon.
In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
Deck & Teams
Important!
CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!
Dupe Priority
Opening Found V
Opening Found V is the key card to dupe for Beryl, as each additional copy will add another round of shots per card retained, boosting damage significantly.
Important!
If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.
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Due to Beryl’s mixed costing and the fact that there is no 4P Justice set, Beryl is limited to 2/2/2 combinations. Executioner’s and Black Wing are easy inclusions, but the final 2P set is less solid. You can either use 2P
Cursed Corpse [2-PC]
Seth's Scarab [2-PC]