Vanguard
Core
- Moving Target (level 2): Killing an enemy from a distance of more than 30 metres restores Ability Charge by 10%
- Melee Mastery (level 10): Melee Damage increases by 10% against Majoris-level and higher enemies
- Upper Hand (level 18): After a perfectly timed Parry, Block, or Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds
Core
- Duellist (level 3): Perfect Parry and Perfect Block windows increase by 50%
- Close-Combat Focus (level 11): You take 20% less Ranged Damage
- Conviction (level 19): When your Armour is fully depleted, you take 25% less Health Damage for 10 seconds
Core
- Retribution (level 4): When your Ranged Weapon's magazine is empty, Melee Damage increases by 30%
- Consecutive Execution (level 12): Killing 7 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 90 seconds.
- Honed Reactions (level 20): When your Health is less than 50%, your Perfect Dodge window is doubled
Team
- Melee Champion (level 5): All Squad Members deal 15% more Melee Damage
- Unmatched Zeal (level 13): Melee Finishers of Extremis- or Terminus-level enemies additionally restore Health by 30% for any Squad Member
- Inner Fire (level 21): All Squad Members can restore Ability Charge by 15% by performing Finishers on Majoris-level or higher enemies
Gear
- Restless Fortitude (level 6): After a Diving Kick, you take 40% less Ranged Damage for 10 seconds
- Shock Wave (level 14): Diving Kick additionally deals Damage in a 5-metre radius
- Collateral Damage (level 22): Diving Kick deals 50% more Damage and additionally damages enemies on the way to the Grapnel Launcher's target
Gear
- Zone of Impact (level 7): Performing a Finisher with the Grapnel Launcher deals Damage to nearby enemies
- Tenacity (level 15): After a Ranged kill of a Majoris-level or higher enemy, Diving Kick's Damage increases by 130%. Cooldown is 15 seconds.
- Tip of the Spear (level 23): Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds
Gear
- Thrill of the Fight (level 8): After a perfectly timed Parry, Block, or Dodge, you take 20% less Health Damage for 5 seconds
- Grim Determination (level 16): When Grapnel Launcher is in cooldown, Weapon Damage increases by 15%
- Combat Readiness (level 24): Grapnel Launcher recharges 20% faster
Signature
- Tactical Prowess (level 9): Grapnel Launcher can activate a Finisher not only on Incapacitated enemies but also on those who have less than 33% Health (except Terminus level), and performing a Finisher with the Grapnel Launcher restores its Charge
- Emperor's Blessing (level 17): Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown is 120 seconds.
- Adrenaline Rush (level 25): Melee kills of Majoris-level or higher enemies restore Health by 5%