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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 the Almighty in the fight against Orgodemir. However, before the final battle began, the Almighty sealed him away into the Hero Stone and was whisked away until he was needed again.

Appearance

Sir Mervyn is wrapped in chain mail from head to toe. He also wears the tunic similar to the other member of the Holy Order of the Almighty. He sports a bushy white mustache.

Personality

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 Aishe dancing. He, at least, has the decency to apologize for this.

Biography

Games

Main Games

VII

Sir Mervyn had long fought with the Almighty against the Demon Lord, Orgodemir. He was a seasoned veteran of these battles. However, before the final battle began, the Almighty sealed Sir Mervyn into a stone against the latter's wishes. His reasoning was because the Almighty 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, 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 of gold for it, knowing its true purpose.

Burgeo knew that the Sizzling 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 Sizzling Stone on the altar. Doing so will release Sir 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 expected him to be more muscular or more refined. Bulgio allows 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 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 the Almighty. With the help of the Roamers and Crispin, they are successful in doing so. The Almighty 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 Sir Mervyn works by the Almighty's side in the new Cathedral of Light, created next to Estard. However, Sir Mervyn notices a change in the Almighty. He sees that the Almighty is sealing away lands that are steeped in evil. Being suspicious, he asks the Almighty why he is doing this and is instantly branded a traitor. Sir Mervyn escapes from the Cathedral 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 Cathedral. Sir Mervyn explains that the Almighty 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 Guiding Light in Buccanham. By himself, he makes his way to the Beacon, where the Guidiing 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, Sir Mervyn 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 Divine Shrine. There, the descendants of the Holy Order of the Almighty thank the party for defeating the Demon Lord. Sir Mervyn elects to stay in the Divine Shrine. He thanks the party for helping him save the world.

Spells

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

Level Skill/Spell MP Required Target Info Twinhits
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

Abilities

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 Aishe for the endgame.

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