| Absolved | Life Staff's heavy attacks restore 5% of your max mana when they pass through allies. (Can only be triggered once every 0.5s.) | Life Staff | Healing | Passive |
| Mending Touch | Heavy attacks now remove 1 debuff when passing through an ally. | Life Staff | Healing | Passive |
| Blissful Touch | Light attacks now heal for 16% weapon damage when passing through an ally. | Life Staff | Healing | Passive |
| Revitalize | When you hit with a light attack, reduce Life Staff ability cooldowns by 5%. | Life Staff | Healing | Passive |
| Desperate Speed | When you heal an ally below 50% health, Life Staff ability cooldowns are reduced by 10%. (Can only be triggered once every 5s.) | Life Staff | Healing | Passive |
| Enchanted Justice | When hit in battle, activate a healing aura for you and nearby friends in a 4m radius. The aura heals for 8% weapon damage each second for 6s. (Cooldown 120s.) | Life Staff | Healing | Passive |
| Sacred Protection | While holding a Life Staff, increase the amount of healing from non-consumables and lifesteal healing sources to all friendlies in your group by 10%. | Life Staff | Healing | Passive |
| Intensify | When you hit with a heavy attack, gain a stacking 10% bonus to outgoing healing effectiveness for 10s. (Max 3 stacks.) | Life Staff | Healing | Passive |
| Divine Blessing | When you heal an ally below 50% health, they are healed for 30% more. | Life Staff | Healing | Passive |
| Orb of Protection | Shoot out a light projectile that grants 20% fortify for 10s, heals an ally for 8% of weapon damage, and deals 146% weapon damage when it hits an enemy. (Fortify increases armor.) Costs 16 mana. | Life Staff | Protector | Active |
| Protector's Blessing | If Orb of Protection hits an ally, they gain recovery and are healed for 6% weapon damage every second for 10s. | Life Staff | Protector | Passive |
| Shared Protection | If you successfully heal an ally with Orb of Protection, you also gain the fortify and recovery applied by Orb of Protection. | Life Staff | Protector | Passive |
| Aegis | When this projectile hits, it effects all allies within a 3m radius. | Life Staff | Protector | Passive |
| Light's Embrace | Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 80% weapon damage + 20% more for each life staff buff on that target. Costs 18 mana. | Life Staff | Protector | Active |
| Inspire | When you heal a target with Light's Embrace, that target gains 25 stamina. | Life Staff | Protector | Passive |
| Connection | When you heal a target with Light's Embrace, gain 2% of your max mana for each buff your target has. | Life Staff | Protector | Passive |
| Magnify | When you heal a target with Light's Embrace, extend the duration of buffs on that target by 2s. | Life Staff | Protector | Passive |
| Beacon | Shoot out a light projectile that deals 146% weapon damage to enemies, attaches to its target and heals all allies in a 3m radius for 16% weapon damage each second for 10s. (This effect cannot be dispelled.) Costs 16 mana. | Life Staff | Protector | Active |
| Infused Light | Beacon's area of effect radius is increased to 4.5m. | Life Staff | Protector | Passive |
| Radiance's Blessing | Beacon lasts 5s longer. | Life Staff | Protector | Passive |
| Speed of Light | Allies in the Beacon AOE now gain 20% haste for 3s. (Haste increases movement speed.) | Life Staff | Protector | Passive |
| Bend Light | After a dodge, your outgoing healing is 20% more effective for 5s. | Life Staff | Protector | Passive |
| Defensive Light | When you block a melee attack, regain 5% of your mana. | Life Staff | Protector | Passive |
| Protector's Touch | Life Staff's basic attacks grant 15% fortify for 3s when hitting an enemy. (Fortify increases armor.) | Life Staff | Protector | Passive |
| Protector's Strength | If you have a buff, all outgoing healing is increased by 20%. | Life Staff | Protector | Passive |
| Balance | When you get hit while below 50% health, gain 10% haste for 5s. (Cooldown 20s.) | Life Staff | Protector | Passive |
| Spirits United | Increases mana regeneration for you and group members by 3%. | Life Staff | Protector | Passive |
| Glowing Focus | Life Staff buffs you grant last 20% longer. | Life Staff | Protector | Passive |
| 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 |