Been on the island since 2008-10-12
Died: 72 times (last time was 2020-07-26 20:38 at the hands of Dalek, killed by a heavy sword)
Class: Villager (native)
Primary Clan: Team Tathers
An inquisitive child, Maunder was never satisfied staying at home and tending to the daily needs of his village, Dalpok. Now he explores and wanders.
A skilled hunter, Maunder is not generally interested in small game, which do not test his skill and strength. He does not wear much, but his numerous belts, straps, pouches and packs demonstrate a penchant for alligator hide.
Although he carries weapons, he does not present an aggressive stance, even to the strange outsiders.
Carries an extra backpack bulging with strange devices. Ask, if you should need one.
They carry 1 pair of batwing earrings, 1 monkey claw charm, 1 rabbit foot charm, 2 skulls, 1 wild boar tusk necklace and 1 silver skull cross.
Areas explored: 5163 (142.3% of island)
HP Healed: 2594
Trading Points: 1164
Spirits Exorcised: 0 (not a shaman)
Wailing Damage: 48
Ritual Feasts: 0 (not a cannibal)
Mentioned in 0 profile
The following extended statistics are since 1st Jan 2011.
Alcohol Brewed: 5
Alcohol Drunk: 66
Heads Collected: 4
Fruit Juiced: 278
Successful Possessions: 2
Tracks Found: 204
Fires Started: 2
Fires Extinguished: 0
Items Buried: 60
Items Found: 1950
Jungle Chopped: 2196
Parrots Tamed: 0 (not a pirate)
Monkeys Tamed: 0 (not a pirate)
Signposts Built: 3
Signposts Smashed: 0
Treasures Found: 0 (added 2014-07-14)
NPC kills: 1226; last kill: bear
Natives killed: 7; last kill: The Munch
Outsiders killed: 6; last kill: Blackbeard
|NPC kills (detailed):|
|fully-grown giant squid||1|
|zombified wild boar||1|
|zombified large stag||1|
Basic language - Understand the smaller words of foreign languages
Advanced language - Better understanding of foreign languages
Expert language - Full comprehension of foreign languages
Foreign Speech - Not only can you understand foreign languages, you can also speak it well enough to be understood
Pirate speech - You can talk to pirates in their own unique dialect
Close quarter combat - Gain 10% to hit with melee attacks
Advanced close quarter combat - Gain 15% to hit with melee attacks
Balanced Stance - Sometimes turn a miss into a glancing blow.
Headhunting - Take the heads of your victims as trophies or signpost decoration
Body building - Increases melee damage
Stamina - Increases max HP by 20
Ghostly whisper - Allows spirits to communicate
Haunting scream - Attract other spirits and scare the living
Shocking shriek - Scare nearby living players
Banshee wail - Frighten living players further away
Possession - Be able to possess the bodies of the living
Haunting - Allows spirits to track down and haunt their last killer.
Exploration - Helps you remember some of the places you've been
Cartography - Stops you forgetting where you've visited
Trekking - Faster movement through the jungle
Swimming - Faster movement through water
Survival - Firecraft - Knowledge of how to create, control and use fires
Basic tracking - With some difficulty, you can track animals and people
Advanced tracking - You can track animals and people who were here recently
Expert tracking - You can track animals and people who were here several days ago.
Tracking mastery - Tracking animals and people is nearly effortless
Sixth sense - Sense presence of and hear spirits
Psychic recognition - Lets you recognise active spirits
Seance - Holding a seance can identify passive spirits
Haggling - Be able to obtain slightly better prices from some traders
Digging - Can dig deep holes.
Faith - Belief in the spirits of the ancestors increase charm effects.
Agriculture - Gives you a better chance of getting things to grow
Outsider knowledge - Natives gain basic outsider knowledge
Triage - Be able to tell who is most injured
Natural medicine - Heal 10 HP with healing herbs
Basic Blowpipe Use - Enables you to use a blowpipe more efficiently
Animal affinity - Lessens the chance of animals attacking
Scavenging - Assists in finding things within certain areas
Brewing - Increased chance of creating something drinkable
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