Aborigine
Primary Attribute: Craftsmanship
Whenever you use a skill, each rank in craftsmanship decreases cooldown times by 1%. Many skills, especially tripwires, and devices become more effective with higher Craftsmanship.
Skill Type: Tripwire Skills: These will be skills that that are laid and have an affect on only the foe that triggers them. Tripwires will be activated if someone crosses the line of proximity. How these will be used is as such. The first point is where you first cast/use the skill. After this point has been determined, there will be a button on screen (like the ritualists “drop item” button) where you will set the second point (during this time you will not have any weapon sets available until the second point is plotted). These will be activated according to someone crossing the line that was set, and the skill effects will take place only on the foe that triggers them. Unlike traps, these will be weaker in damage and affect duration, but will be able to be triggered multiple times. There will of course be a maximum range that you can set the second point. If you move further than that range, the position in which you have crossed the maximum range will automatically be the second point of activation.
Crippling Ambush {Elite}: Tripwire. Crippling ambush can be triggered x..x times. When crippling ambush is triggered target foe suffers x..x damage as well as becomes crippled for x..x seconds and is knocked down. Crippling Ambush ends after 90 seconds. (Attrib: Craftsmanship)
Skill Type: Device Skills: These are skills that you will prepare in a location much like a trap. While you have a device skill prepped you will not have your primary, or secondary weapon sets available to you until that device skill is activated. To activate these, like the button for the ashes on the Ritualist “drop item”, it will read “Activate Device”. These will be activated in the area you initially prepared them. You can only prepare one of these skills at a time, so the idea is that the damage and affects wont pulse but will do more initial damage than traps when activated. These skills also will not have the easily interruptible drawback because only one can be prepped at a time.
Dazzling Explosion {Elite}: Device. When dazzling explosion is activated, all nearby foes are struck for x..x damage as well as become blinded for x..x seconds and dazed for y..y seconds. Dazzling explosion ends after 90 seconds. (Attrib: Craftsmanship)
Booming Napalm: Device. When booming napalm is activated, all nearby foes are struck for x..x damage, and are set on fire for x..x seconds. Booming napalm ends after 90 seconds. (Attrib: Craftsmanship)
Boomerang Mastery
Boomerang mastery increases the amount of damage you do with boomerangs and your chance to inflict a critical hit with boomerangs. Many skills, especially boomerang attack skills, become more effective with higher boomerang mastery.
Startling Revolution {Elite}: Elite Boomerang attack. If this attack hits, you strike for +x..x damage and target foe loses all adrenaline. (Attrib: Boomerang Mastery)
Decapitating Rotation {Elite}: Elite Boomerang attack. If this attack hits, you strike for +x..x damage and target foe suffers from a deep wound for x..x seconds. (Attrib: Boomerang Mastery)
Skillful Hurl: Boomerang attack. All of your preparations are removed. This attack can hit up to x..x foes adjacent to target foe. (Attrib: Boomerang Mastery)
Smoke Signaling
No inherent effect. Many Aborigine skills, especially smoke signals become more powerful with higher smoke signaling.
Skill Type: Smoke Signal Skills: These are skills that act as buffs/debuffs and that take advantage of different ranges as depicted in great temple of balthazaar. These will be active for a certain amount of time, but can be deactivated by enemies and allies (like the fire flowers in the deep).The animation/modeling idea is that you will lay a torch at the location where the skill was cast, and the smoke that rises could have different looks/animations depending on what the skills do.
Vigilant Gloom {Elite}: Smoke signal. For x..x seconds, hexes cast on allies in the area take twice as long to cast. If vigilant gloom is deactivated, all allies in the area lose one hex. (Attrib: Smoke Signaling)
Frustrating Wisp {Elite}: Smoke Signal. For x..x seconds, all nearby foes are easily interruptible. If frustrating wisp is deactivated, all nearby foes are interrupted. (Attrib: Smoke Signaling)
Deteriorating Vapor: Smoke Signal. For x..x seconds, all nearby foes suffer x..x health degeneration. (Attrib: Smoke Signaling)
Herbalism
No inherent effect. Many Aborigine skills, especially antidotes become more potent with higher herbalism.
Skill Type: Antidotes: These are skills that will take advantage of the maintained enchant UI. You will be able to give allies these maintains, and on that allies screen it will appear as a maintained enchant above their energy bar. The skill affects will take place on that ally when he/she dispels the maintained skill. These skills will not have the negative energy pip drawback.
Cleansing Amalgamation {Elite}: Antidote skill. Target ally is healed for x..x health. When cleansing amalgamation ends, target ally loses all hexes and conditions. (Attrib: Herbalism)
Stimulating Elixir: Antidote skill. Target ally is healed for x..x health. When stimulating elixir ends, target ally deals +x..x damage with physical attacks for x..x seconds. (Attrib: Herbalism)
Vigourous Brew: Antidote skill. Target ally is healed for x..x health. When vigorous brew ends, target ally is healed for x..x health every second for x..x seconds. (Attrib: Herbalism)
Resilient Concoction: Antidote skill. Target ally is healed for x..x health. When Resilient Concoction ends, target ally moves x% faster for x..x seconds. (Attrib: Herbalism)
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