|Dragon Quest series character|
|Dragon Quest VII|
|Race||Soldier of God|
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.
"Fie upon't! We cannot allow the fiend to have his wicked way with our world any longer! Come, Hero! Gird up thy loins, and let us beard the beast once more!"
Sir Mervyn (formerly Melvin) is an elderly paladin who aided the Almighty in the fight against Orgodemir in Dragon Quest VII. However, before the final battle began, the Almighty sealed him away into the Hero Stone (or, as it came to be called, the Sizzling Stone) and was whisked away until he was needed again.
Mervyn is wrapped in chain mail from head to toe, wears red leather boots and gloves, and a sword belt wrapped around his waist. He also wears the tunic similar to the other members of the Holy Order of the Almighty. He sports a bushy white mustache.
Mervyn is quite polite in conversation. He uses very formal diction, including archaic words such as thou and prithee. 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 Nottagen. This is also coupled with his strong sense of justice and intense hatred of the Demon King's machinations. He also has pride in his distinction as one of the Holy Order of the Almighty.
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.
Mervyn had long fought with the Almighty against the Demon King, Orgodemir. He is a seasoned veteran of these battles. However, before the final battle began, the Almighty sealed Mervyn into a stone against Mervyn's wishes. His reasoning was because the Almighty felt as though he wouldn't survive the encounter with the Demon King. 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, Pike came into possession of the Hero Stone. He called it the Sizzling 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 Bulgio who paid an obscene amount of gold for it, knowing its true purpose.
Bulgio knew that the Sizzling Stone was actually the Hero Stone, and wanted to revive Mervyn to be his servant. To do so, he had to climb the World's Tallest Tower and place the Sizzling Stone on the altar. Doing so would release Mervyn from the seal.
After Bulgio and the party release Mervyn from the Hero Stone, he thanks them for doing so. Bulgio expresses some disappointment at Mervyn, who he expected to be a muscular, refined man---or even a beautiful woman. Bulgio allows Sir Mervyn to go with the Hero and his party. Mervyn expresses his wishes to find out what happened to the world after the battle between the Almighty and the Demon King.
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 the Almighty. With the help of the Roamers and Johann, they are successful in doing so. He thanks the party and the Roamers for his revival and promises that the world will enter a new era of peace.
Months pass by as Mervyn 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 Buccanham. 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 Beacon where the Guiding Light is burning. He mentally sends them the Guiding Light 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.
When the Demon King is defeated, the party is transported to the Divine Shrine. There, the descendants of the Order thank the party for defeating the Demon King. Mervyn elects to stay in the Divine Shrine. He thanks the party for helping him save the world.
Mervyn starts out at level 19. He learns the following abilities naturally.
|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||Forbearance||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|
|Initial gear||Steel broadsword, Chain mail, Bronze shield, Iron helmet|