| 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 3m. (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 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% extra damage to targets with an active crowd control status effect. (Slow, Root, Stun.) | Musket | Trapper | Passive |
| Lethal Combo | Increase musket damage by 20% against targets affected by Trapper tree debuffs. | Musket | Trapper | Passive |
| Tondo | Slash so quickly that it extends the reach of your blade up to 5m. This strike deals 50% weapon damage and applies a bleed that will deal an additional 10% weapon damage per second for 12s. (Stacks up to 3 times and refreshes previous applications.) | Rapier | Blood | Active |
| Thirst For Blood | When applying the first bleed stack to an opponent, Tondo's cooldown is reduced by 10%. | Rapier | Blood | Passive |
| And Again | If you hit only 1 target, even on a blocked hit, Tondo's cooldown is reduced by 25%. | Rapier | Blood | Passive |
| Proper Spacing | Increases initial hit damage from Tondo by 100% if the target is already inflicted with rapier's bleed. | Rapier | Blood | Passive |
| Flurry | Enter a posed stance and unleash a series of 5 quick thrust attacks with each strike dealing 60% weapon damage. Flurry can be cancelled at any time by dodging or by using another ability. This ability has grit. (Grit prevents you from being staggered by incoming attacks.) | Rapier | Blood | Active |
| Overwhelm | Each hit of Flurry does 25% more block damage. | Rapier | Blood | Passive |
| To the Bone | Each hit of Flurry extends the rapier's bleed by 1s. (Future stacking applications of this extended bleed will also be extended to its longer duration.) | Rapier | Blood | Passive |
| Fleeting Strikes | Each hit of Flurry reduces its cooldown by 5%. | Rapier | Blood | Passive |
| Finalize | The last hit of Flurry will inflict the enemy with a stack of bleed, dealing 10% weapon damage per second for 12s. | Rapier | Blood | Passive |
| Flourish and Finish | Flourish performs an attack dealing 60% weapon damage, staggering and pushing back enemies. Pressing basic attack at the end of Flourish will perform the follow up attack, Finish. Finish lunges forward dealing 120% direct weapon damage and consumes all rapier bleeds on any target hit dealing 110% of their damage immediately. | Rapier | Blood | Active |
| With Flair | Gain grit on both Flourish and Finish. (Grit prevents you from being staggered by incoming attacks.) | Rapier | Blood | Passive |
| Swagger | Gain 20 stamina when successfully hitting a target with Finish. | Rapier | Blood | Passive |
| Fuel | Each tick of damage from Tondo's bleed reduces the cooldown of this ability by 3.5%. | Rapier | Blood | Passive |
| Bloody End | Finish deals 150% of the rapier's bleed damage instead of only 110%. | Rapier | Blood | Passive |
| Light Edge | Increase damage from both middle swipe attacks in the light attack chain by 8%. | Rapier | Blood | Passive |
| Refreshing Strikes | Reduce all rapier cooldowns by 1% on any hit. (Max 5 reductions per attack.) | Rapier | Blood | Passive |
| Heavy Puncture | Any heavy attack on a bleeding enemy will extend their rapier bleeds by 2s. (Future stacking applications of this extended bleed will also be extended to its longer duration.) | Rapier | Blood | Passive |
| Unerring | Deal 5% more damage to targets with a rapier bleed. | Rapier | Blood | Passive |
| Engarde | Deal 10% more damage when your target has greater than 50% health. | Rapier | Blood | Passive |
| Riposte | Enter into a defensive stance for 1s. If struck during this ability, counter the attacker dealing 50% weapon damage, staggering and stunning them for 2s. You are briefly invulnerable upon a successful Riposte. Taunt Gem Compatible: If you have a Carnelian gem equipped in your rapier, activating this ability inflicts taunt for 4s to all foes within 5m. (Taunt causes monsters to focus only on you.) | Rapier | Grace | Active |
| Insult to Injury | If riposte successfully hits a target, gain empower, increasing damage by 10% for 3s. | Rapier | Grace | Passive |
| Priority | Reduce the cooldown of other rapier abilities by 20% when landing a Riposte counter attack. | Rapier | Grace | Passive |
| Lasting Consequence | Increase the stun from Riposte to 2.5s. | Rapier | Grace | Passive |
| Fleche | Leave the ground lunging forward for 10m in a stabbing motion and pierce through enemies dealing 145% weapon damage. | Rapier | Grace | Active |
| Quick Lunge | Killing with this ability reduces its cooldown by 80%. | Rapier | Grace | Passive |
| Backside | After performing Fleche, your next critical strike within 5s will deal 15% more damage. | Rapier | Grace | Passive |
| Interruption | Pressing basic attack any time during Fleche will stop and perform a static, continuation attack dealing 115% damage. | Rapier | Grace | Passive |
| Evade | Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. Light attacks made during Evade are performed exceptionally fast. | Rapier | Grace | Active |
| Crescendo | Individual successful light attacks reduce the cooldown of this ability by 30% each. | Rapier | Grace | Passive |
| Allegro | Gain 20% haste for 3s after successfully evading through an enemy attack. (Haste increases movement speed.) | Rapier | Grace | Passive |
| Adagio | Evading forward gains 15% increased damage on your next light attack. Ends on hit or after 1s. | Rapier | Grace | Passive |
| Breathe In | Gain 20 stamina after successfully evading through an enemy attack. | Rapier | Grace | Passive |
| Perfectionist | Deal 10% more damage when your health is full. | Rapier | Grace | Passive |
| Controlled Breathing | Gain 3 stamina on any hit. | Rapier | Grace | Passive |