Sir Mervyn: Difference between revisions

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==Gallery==
==Gallery==
<gallery>
<center><gallery>
File:Mervyn_thinking.png|Artwork of Melvin from ''Dragon Quest VII''.
File:Mervyn_thinking.png|Artwork of Melvin from ''Dragon Quest VII''.
File:DQVII_Mervyn_and_Hero.png|With the Hero
File:DQVII_Mervyn_and_Hero.png|With the Hero
Image:Mervyn_preparing_to_draw.png|
Image:Mervyn_preparing_to_draw.png|
File:Ruff and Mervyn.png|
File:Ruff and Mervyn.png|
</gallery>
</gallery></center>
{{Hero}}
{{Hero}}
{{DQVII}}
{{DQVII}}
[[Category:Dragon Quest VII characters]]
[[Category:Dragon Quest VII characters]]
[[Category:Party members]]
[[Category:Party members]]

Revision as of 12:40, 8 September 2016

Mervyn
Dragon Quest VII
Melvin3DS.png
Sprite(s) Dq7 melvin-sprite.gif
Title Legendary Hero
Race Soldier of God
Age 60's

A warrior that fought alongside God in the age of the Demon Lord, when today's peace was but a distant dream. The results of that battle, and Melvin's whereabouts thereafter, remain a mystery to this very day. He would surely make a worthy traveling companion if you manage to make his acquaintance.

--Description from the Dragon Quest VII instructional manual.

Sir Mervyn (formerly Melvin) is an elderly paladin who aided God in the fight against Orgodemir in Dragon Quest VII. However, before the final battle began, God sealed him away into the Hero Stone and was whisked away until he was needed again.

Appearance

Mervyn is wrapped in chain mail from head to toe. He also wears the tunic similar to the other Soldiers of God. He sports a bushy white mustache.

Personality

Mervyn is quite polite in conversation. He uses very formal diction, including such archaic words as thou. He is very polite to his comrades. For example, he calls the Hero Master Hero and Maribel Miss Maribel.

Mervyn has a strong sense of duty which prevents him from walking away when someone else is in need, such as in the case of Loomin. This is also coupled with his strong sense of justice and intense hatred of the Demon's Lord machinations. He also has pride in his distinction as a Soldier of God.

Mervyn, so used to the fighting he endured, is fascinated by the present world and its relative peacefulness. He takes a keen interest in exploring past worlds and righting the wrongs of the past.

Mervyn is also slightly perverted, demonstrated when he wishes to see Aishe dancing. He, at least, has the decency to apologize for this.

Past

Mervyn had long fought with God against the Demon Lord, Orgodemir. He is a seasoned veteran of these battles. However, before the final battle began, God sealed Mervyn into a stone against Mervyn's wishes. His reasoning was because God felt as though he wouldn't survive the encounter with the Demon Lord. The stone, known as the Hero Stone, was sent far away from the battle. Mervyn became a legend and is venerated as a hero. The Hero Stone lore became lost.

However, through chance, Hondara came into possession of the Hero Stone. He called it the Hot Stone because of the heat that radiated from it. He tried to sell it to people but they didn't want it. One day, he did find a buyer in Burgeo who paid an obscene of gold for it, knowing its true purpose.

Burgeo knew that it the Hot Stone was actually the Hero Stone and wanted to revive the Hero to be his servant. To do so, he had to climb the World's Tallest Tower and place the Hot Stone on the altar. Doing so will release Mervyn from the seal.

Synopsis

After Burgeo and the party release Mervyn from the Hero Stone, he thanks them for doing so. Burgeo expresses some disappointment at Melvin, who expected him to be more muscular or more refined. Burgeo allows Melvin to go with the Hero and his party. Melvin expresses his wishes to find out what happened to the world after the battle between God and the Demon Lord.

For a detailed synopsis of Mervyn's adventures, click on the Dragon Quest VII navigational tool.

After the part defeats the Demon Lord in the past, they set themselves on reviving God. With the help of the Dejans and Johann, they are successful in doing so. God thanks the party and the Dejans for his revival and promises that the world will enter a new era of peace.

Months pass by as Melvin works by God's side in the new Crystal Palace, created next to Estard. However, Mervyn notices a change in God. He sees that God is sealing away worlds that are steeped in evil. Being suspicious, he asks God why he is doing this and is instantly branded a traitor. Mervyn escapes the Crystal Palace and makes it to Coastal. There, he uses MindSpeak, a telekinetic ability that allows a person to reach another and communicate with them mentally, to tell the Hero and the party what he uncovered at the Crystal Palace. Mervyn explains that God has sealed all of the worlds that he deemed evil and Estard was one of them. He asks them to try and uncover the four elemental spirits but they tell him that they are unable to go anywhere. Mervyn realizes that in order for them to continue on their quest, he must find the Pilot Fire in Coastal. By himself, he makes his way to the Coastal Lighthouse where the Pilot Fire is burning. He mentally sends them the Pilot Fire so the party can find the elemental spirits.

After Estard and all of the lands are unsealed, Mervyn inexplicably returns, giving the player the option of putting him in the final party against the Demon Lord.

Ending

When the Demon Lord is defeated, the party is transported to the Sky Fane. There, the descendants of the Soldiers of God thank the party for defeating the Demon Lord. Melvin elects to stay in the Sky Fane. He thanks the party for helping him save the world.

Abilities

Mervyn starts out at level 19. He learns the following abilities naturally.

Level Skill/Spell MP Required Target Info Oomph
19 Bang 5 All Enemies Causes an explosion that does around 20 HP damage to all enemies No
19 Underpants Dance 0 One Group A ridiculous dance that may cause an enemy group to laugh, stopping them from attacking for a turn No
19 Poof 1 One Group Banishes one group of enemies from battle. Party gains no experience points for expelled enemies No
19 Foreberance 0 Self Takes all of the attacks from enemies for a turn. Attacks that would have hit the party will hit the caster repeatedly No
19 Midheal 4 One Ally Heals around 80 HP to one ally No
19 Swoosh 8 One Group Causes around 30 HP of wind damage to one group of enemies No
19 Evac 8 Field Allows the party to escape dungeons and caves No
19 Zoom 1 Field Allows the party to return to previously visited towns (Does not work in the past) (Does not work indoors) No
20 Zing 8 One Ally Has a 50 percent chance to revive the target with half their HP restored No


Attribute Starting Stats Maximum Stats
Level 19 99
HP 176 820
MP 97 880
Strength 45 370
Agility 43 165
Resilience 30 230
Wisdom 80 500
Style 24 95
Initial gear Steel Broadsword, Chain Mail, Bronze Shield, Iron Helm


Gallery