4 families · 200 skills · checked 2026-09-21
Four families, and how to pick one
The short version: skills come in four families — Magic, Weapons, Authorities and Divine Protections — with 200 skills between them. Pick the one that matches how you already like to fight, spend two loops concentrated in it instead of spreading across all four, and switch when a deliberate reset gives you the chance.
The four families
01
Magic
Choose Magic if you want ranged elemental damage. This is often the most intuitive starting family for players who prefer casting over melee.
Franchise flavour. Fire, Water, Wind, Earth, Yin, and Yang are Re:Zero franchise element names, not a verified in-game skill list.
02
Weapons
Choose Weapons if you want consistent melee damage. Physical builds tend to be straightforward and less dependent on cooldowns.
Franchise flavour. Swordsmanship and other physical styles are implied by the Re:Zero setting but not individually confirmed in-game.
03
Authorities
Choose Authorities if you want burst-oriented or unique abilities. These may be powerful but are likely more complex to build around.
Franchise flavour. Unseen Hand, Cor Leonis, Sloth, and Greed are Re:Zero franchise Authority names, not a verified in-game roster.
04
Divine Protections
Choose Divine Protections if you want defensive or passive buffs. These may complement other families rather than replace them.
Franchise flavour. Sword Saint and Wind Evasion are Re:Zero lore labels, not confirmed in-game Divine Protection names.
Authorities versus Divine Protections
This is the comparison players ask about most, so here it is in the terms the anime gives you. Authorities are the witch-factor abilities, which in the source material are active, strange and often conditional. Divine Protections are innate blessings, which are passive and quietly defensive.
Authorities feel like
- Unseen Hand-style grabs that pull or hold a target instead of just hitting it.
- Damage-sharing or redirect effects, which change who takes the hit.
- High-impact abilities with a cost or a condition attached, so timing matters more than uptime.
Pick this if you like pressing a button at the right moment.
Divine Protections feel like
- Passive survivability that keeps you alive without you pressing anything.
- Accuracy, evasion or resistance effects that quietly reduce how often things go wrong.
- Mastery-type blessings that make the weapon you already use better rather than adding a new one.
Pick this if you would rather your build be hard to kill.
Those are franchise descriptions, not measured in-game values. No damage or scaling numbers are published for either family, so nobody can honestly tell you which is mathematically stronger.
Why there is no skill table on this page
The 200 individual skill names are not published — only the four family names and the total. A table here would be invented, and you would waste a session hunting skills that do not exist. When the names become public, this page becomes the table.
Picking a focus in practice
- Watch one run. Notice whether you are mostly casting, swinging, triggering something weird, or surviving through effects you never pressed.
- Match that to a family using the four entries above. Treat it as a hypothesis, not a commitment.
- Concentrate for two loops. Thin allocation across four families is the usual reason a build feels weak when nothing is actually broken.
- Reset deliberately to test the other side. Death keeps your learned progress, so trying the alternative costs a run rather than a character.
Other pages
Frequently asked questions
What are the four skill families?
The individual skill names are not out yet. Only the four family names and the 200 total are public.
Which skill family should I pick first?
Pick by the combat style you actually enjoy. If you want ranged elemental pressure, look at Magic. If you want straightforward melee, look at Weapons. Authorities lean toward distinctive, burst-oriented abilities, and Divine Protections lean defensive or passive.
Authorities versus Divine Protections — which is stronger?
No published coefficients exist, so any claim that one is mathematically stronger is a guess. Authorities are associated with witch-factor abilities and Divine Protections with innate blessings. Choose for playstyle, then measure your own results in game.
Are there exactly 50 skills in each family?
Nobody knows the split. The listing gives the 200 total and the four family names only, so a “50 per tree” figure is a guess.
Is there a skill reset?
Not stated in the official listing we checked. If respec cost matters to your plan, confirm it in game before committing a large point allocation.