| Power Shot | Overload your musket with gun powder, causing the next shot to deal 160% weapon damage, and an additional 30% base damage to hostile AI targets. (Does not stack with Powder Burn.) | Musket | Sharpshooter | Active |
| Initial Engagement | When you hit with Power Shot, gain empower, increasing base damage by 10% for 5s. | Musket | Sharpshooter | Passive |
| First Blood | Power Shot deals 10% additional base damage to targets with full health. | Musket | Sharpshooter | Passive |
| Bullseye | Power Shot headshots reduce Power Shot's cooldown by 15%. | Musket | Sharpshooter | Passive |
| Powder Burn | Overload your musket with gun powder, causing the next shot to deal 110% weapon damage and inflict a burn that deals 15% weapon damage per second for 7s. (Does not stack with Power Shot.) | Musket | Sharpshooter | Active |
| Ignition | Standard musket shots deal 8% additional base damage if they hit a burning target. | Musket | Sharpshooter | Passive |
| Chronic Trauma | If Powder Burn is a headshot, the burn duration is extended by 4s. | Musket | Sharpshooter | Passive |
| Shooter's Stance | Player enters a crouching aim stance to enhance shooting performance. While in this stance, shots deal 100% weapon damage, mobility is reduced to zero and reload time is reduced by 75%. Shooter's Stance ends after 3 shots. (Power shot and powder burn can be used while inside shooter's stance.) | Musket | Sharpshooter | Active |
| Shoot More | Shots fired before exiting stance increased to 5. | Musket | Sharpshooter | Passive |
| Marksman | If 3 consecutive shots hit the same target, reduce all other musket cooldowns by 25%. | Musket | Sharpshooter | Passive |
| Critical Reload | Landing 2 headshots within 5s of each other halves the duration of the next reload. | Musket | Sharpshooter | Passive |
| Called Shot | Increase musket base damage by 10% after aiming down sights for more than 2s. | Musket | Sharpshooter | Passive |
| Quick Load | If 2 or more targets are hit with a single shot, the duration of the next reload is halved. (4s cooldown.) | Musket | Sharpshooter | Passive |
| Empowering Headshot | On a successful headshot, gain empower, increasing damage dealt by 10% for 5s. | Musket | Sharpshooter | Passive |
| Shell Shock | Headshots weaken targets, decreasing their damage by 10% for 4s. (8s cooldown.) | Musket | Sharpshooter | Passive |
| Called Shot Resupply | Basic attack headshots reduce all musket ability cooldowns by 10%. | Musket | Sharpshooter | Passive |
| Optimal Range | Musket shots deal 10% increased base damage to targets 20m or further away from the player. Also deal 5% increased base damage to targets within 50m. | Musket | Sharpshooter | Passive |
| Heightened Precision | Successful hits with a musket grant a stackable 2.5% base damage increase. This effect ends after more than 5s passes between shots. (Max 6 stacks.) | Musket | Sharpshooter | Passive |
| Deadeye | Grants a 15% damage increase to all headshots. If multiple targets are hit with a single musket attack, the next shot within 3s inflicts bleed to all targets the shot passes through, dealing 15% weapon damage every second for 5s. | Musket | Sharpshooter | Passive |
| Traps | Deploy a trap that lasts for 30s. When triggered, it deals 25% weapon damage and causes its target to be rooted, immobilizing them for 3s. | Musket | Trapper | Active |
| Trapped Damage | Traps apply 20% rend for 3s to targets that trigger them. (Rend reduces target's armor.) | Musket | Trapper | Passive |
| Scent of Blood | Dealing damage to a trapped target heals you for 100% of weapon damage dealt. (1s Cooldown.) | Musket | Trapper | Passive |
| Double Trap | Gain an extra trap per cooldown, allowing 2 active traps to be placed in the world. | Musket | Trapper | Passive |
| Sticky Bomb | Throw a short range bomb that sticks to anything it makes contact with. Detonation will occur 3s after impact dealing 210% weapon damage to all targets within a 3m radius. | Musket | Trapper | Active |
| Unflinching Walk | Sticky Bomb grants the player 40 stamina when it deals damage with an explosion. | Musket | Trapper | Passive |
| Sticky Slow | Direct hits with the Sticky Bomb cause the target to be slowed by 15% for 3s. (Slow reduces target's movement speed.) | Musket | Trapper | Passive |
| Stopping Power | A Powerful shot that deals 90% weapon damage, staggering the target and knocking back 5m. (Can be fired from hip or while aiming down sights.) | Musket | Trapper | Active |
| Lasting Impression | Targets hit with Stopping Power are exhausted, reducing their stamina regeneration speed by 10% for 8s. | Musket | Trapper | Passive |
| Supplementary Repulsion | Targets hit with Stopping Power are slowed by 10% for 8s. (Slow reduces target's movement speed.) | Musket | Trapper | Passive |
| Salt On The Wounds | Deal 10% increased base damage to targets below 30% health. | Musket | Trapper | Passive |
| Back It Up | Walking/Strafing movement speed increased by 10% when an enemy is within 8m of player. | Musket | Trapper | Passive |
| Weakened Defense | Increases the stamina damage from standard shots dealt to enemies blocking with shields by 50%. Increases armor penetration against targets that are not blocking with a shield by 10%. | Musket | Trapper | Passive |
| Empowering Weakness | Hitting a target with an active debuff grants empower, increasing your damage by 5% for 5s. | Musket | Trapper | Passive |
| Hustle | After a dodge, gain a 10% haste for 3s. (Haste increases movement speed.) | Musket | Trapper | Passive |
| Tactical Reload | Dodging reloads the musket. (Can only trigger once every 6s.) | Musket | Trapper | Passive |
| Energy Burst | Attacking a target with an active debuff restores 5 stamina. | Musket | Trapper | Passive |
| Kick 'em When They're Down | Deal 10% more base damage to targets with an active crowd control status effect. (Slow, Root, Stun.) | Musket | Trapper | Passive |
| Lethal Combo | Increase musket base damage by 17% against targets affected by musket debuffs. | Musket | Trapper | Passive |