|Dragon Quest VII|
|Race(s)||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 Sir Mervyn'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 is an elderly paladin who aided God in the fight against Orgodemir. However, before the final battle began, God sealed him away into the Hero Stone and was whisked away until he was needed again.
Sir 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.
Sir 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.
Sir 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.
Sir 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.
Sir Mervyn is also slightly perverted, demonstrated when he wishes to see Aira dancing. He, at least, has the decency to apologize for this.
Sir 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 Sir Mervyn into a stone against the later'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. Sir 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 Sir Mervyn from the seal.
After Burgeo and the party release Melvin 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 Melvin'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 Sir Mervyn works by God's side in the new Crystal Palace, created next to Estard. However, Sir 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. Melvin 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. Sir 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. Sir 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, Melvin inexplicably returns, giving the player the option of putting him in the final party against the Demon Lord.
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. Sir Mervyn elects to stay in the Sky Fane. He thanks the party for helping him save the world.
Sir 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||Boxer Dance||0||One Group||A ridiculous dance that may cause an enemy group to laugh, stopping them from attacking for a turn||No|
|19||Expel||1||One Group||Banishes one group of enemies from battle. Party gains no experience points for expelled enemies||No|
|19||Guardian||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||Healmore||4||One Ally||Heals around 80 HP to one ally||No|
|19||Infermore||8||One Group||Causes around 30 HP of wind damage to one group of enemies||No|
|19||Outside||8||Field||Allows the party to escape dungeons and caves||No|
|19||Return||1||Field||Allows the party to return to previously visited towns (Does not work in the past) (Does not work indoors)||No|
|20||Vivify||8||One Ally||Has a 50 percent chance to revive the target with half their HP restored||No|
Sir Mervyn can equip most swords and heavy armor. However, he is not a tank like the Hero.
Sir Mervyn has an interesting set of skills when the player first acquires him. However, he is slightly better in magic than in physical attacks. So the player should choose classes with good magic boosts.
In Disc 2, he is separated from the party in Coastal. He is unplayable until the player frees all of the elemental spirits. When he does, the player may choose to keep him in the party or trade him for either Maribel, Ruff or Aira for the endgame.
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|v · e · dDragon Quest VII|
• Al-Balad Coastal • Dark Palace • Deja • Dharma • Dialac • Emberdale • Estard • Falrod • Gorges • Hamelia • Krage • Litorud • Mardra • Mentare • Mezar • Nottagen • Orph • Pilchard Bay • Probina • Ballymolloy • Sky Fane • Temple of Dharma • Verdham • Vogograd • Zion Cave