Mermaniac

Revision as of 02:22, 18 May 2022 by Vgmaster77 (talk | contribs) (Adding appearance entry from Dragon Quest Tact. Still waiting for png file for Mermaniac's Tact image)

The Mermaniac is a recurring monster that was introduced in Dragon Quest III. it resembles its more common cousin in form and behaviour, with the main difference being that the mermaniac has the coloration of a river bass instead of an ocean dweller. Oddly, the monster appears in the Japanese version of Dragon Quest V under the name of マーマンダイン and was inaccurately localized as the Merking.

Appearances

Dragon Quest III: The Seeds of Salvation

Mermaniac  
Original (NES)
Sprite Level HP MP
  21 60 12
Attack Defense Agility Experience Gold
76 50 32 263 51
Bestiary No. #069
Spell(s) Crack
Midheal
Skill(s) None
Location(s) Ocean
Item Dropped Leather hat1256
Evasion Fire Resistance * Crack Resistance * Woosh Resistance *
0/64 25% 70% 0%
Zap Resistance * Drain Magic Resistance Whack Resistance * Kamikazee Resistance
0% 25% 70% 0%
Poof Resistance Dazzle Resistance Fizzle Resistance Fuddle Resistance
100% 25% 25% 25%
Snooze Resistance Deceleratle Resistance * Sap Resistance *
70% 0% 25%
Remakes sprites


Dragon Quest XI: Echoes of an Elusive Age

Dragon Quest Builders 2


Dragon Quest Tact

Mermaniac appears as a B-rank monster of the Nature family as part of the limited Dragon Quest XI event. It can join the player in Chapter 3, Episode 4 of the event quests and it can be fully awakened by completing the quest at any difficulty. It can participate in Krystalinda's Battle Road as a party member.

Mermaniac (マーマンダイン Mamandein) 
Stats


Family Rank Role
 
Nature
   
Debuff
Max Level HP MP Move
100 679 162 2
Attack Defense Agility Wisdom Weight
148 205 213 229 25
Basic Skills
First Second Third
Crack Glacier* Splash*
Awakening Skills
First Second Third
Crack-type Spell Potency +5% / Stats Up Frizz Res +25 / Stats Up Splash Potency +5% / Stats Up
Fourth Fifth
Zam Res +25 / Stats Up Splash Potency +5% / Stats Up
Leader Perks
First
n/a
Basic Perks
First Second Third
DEF +10 Splash Potency + 2% n/a
Perk Details
First
Crack-type Spell Potency +5%: Raises Crack-type spell potency by 5%.
Frizz Resistance * Sizz Resistance * Crack Resistance * Woosh Resistance *
Half Res Normal Normal Normal
Bang Resistance * Zap Resistance * Zam Resistance * Snooze Resistance
Very Weak Very Weak Half Res Normal
Poison Resistance Physical Lock Resistance Spell Lock Resistance Martial Lock Resistance
Normal Normal Half Res Super Weak
Breath Lock Resistance Hobble Resistance * Stun Resistance * Dazzle Resistance
Normal Normal Super Weak Immune
Curse Resistance Paralysis Resistance Confusion Resistance Charm Resistance
Normal Normal Normal Half Res



Similar species