| 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 |
| 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 10s. (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 base 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 10s. | Rapier | Blood | Passive |
| Flourish and Finish | Flourish performs an attack dealing 60% weapon damage, staggering and pushing back enemies. Reactivating this ability or using 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 base 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 base damage to targets with a rapier bleed. | Rapier | Blood | Passive |
| Engarde | Deal 10% more base 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 base damage. | Rapier | Grace | Passive |
| Interruption | Reactivating this ability or pressing basic attack at 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. (0.1s cooldown.) | 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 10% increased base 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 base damage when your health is full. | Rapier | Grace | Passive |
| Controlled Breathing | Gain 3 stamina on any hit. | Rapier | Grace | Passive |