Merlin Expands The Seven Deadly Sins Origin, While Sealed Sanctuary Unlocks New Progress Routes

Author: Qoo Media

Version 1.5 for The Seven Deadly Sins: Origin shifts the focus toward long-term progression, and the biggest draw is not just a new area or a new character. Netmarble is tying exploration, gear planning, and late-game combat more tightly together, giving players more reasons to revisit the open world and rethink team setups.

At the center of the update is Merlin, who arrives as an SSR battlemage built around multiple weapons and flexible combat roles. That design makes her immediately relevant for players preparing for boss-heavy endgame content, especially because her damage profile changes depending on the weapon she equips.

A battlemage that changes with the weapon

Merlin does not follow a single combat pattern. Instead, she shifts her elemental focus based on the weapon in use, which gives her a wider range of team applications than a more specialized character.

With the Grimoire equipped, Merlin leans into ice attacks. That setup can trigger freezing after enough passive status buildup, making it useful for control-oriented play.

Switching to the Wand changes her into a faster lightning damage dealer. In that form, she relies on short skill cooldowns to keep pressure on enemies more consistently.

For players looking for burst damage, the Staff setup is the most aggressive option. This fire-based configuration lets Merlin summon active mirror clones that distract enemies while building burst gauge quickly.

That mechanic also changes how her ultimate works. When the burst sequence is active, Merlin can unleash her ultimate without spending mana, which further strengthens her appeal in varied team compositions.

A hidden zone built around progression

The update also adds Sealed Sanctuary, a new area hidden behind a desert sandstorm. It is not just a new place to explore, because it connects directly to character growth through materials that matter for long-term development.

One of the key rewards there is Malachite, which is used to raise a character’s mastery rank. Because the zone is tied to the main campaign update, access to it remains connected to core progression rather than feeling detached from the rest of the game.

That makes the open-world loop more meaningful. Players now have a clearer reason to return to exploration, since the new region supports practical advancement instead of offering only additional scenery.

Gear systems get more room to breathe

Version 1.5 also changes how high-level equipment progression works. Netmarble revised the limits on top-tier gear by allowing Engraved Equipment to be used alongside standard-tier armor within one set.

That adjustment matters because it preserves the five-piece set bonus while still letting players keep the unique trait from Engraved Equipment. The result is a more flexible build system that is less constrained by older gear rules.

The update also introduces a five-player raid dungeon called Taranis’s Sanctuary. It serves as both a test for new builds and a source of high-tier armor, with drops available twice a week.

Taranis’s Sanctuary is designed for teams that can exploit fire and wind weaknesses. At the same time, Netmarble removed the older restriction that required Cube Keys just to claim standard elite boss drops.

Taken together, Merlin, Sealed Sanctuary, and the gear revisions make Version 1.5 a broad progression update rather than a narrow content drop. It gives players more ways to experiment with team builds, more incentive to explore, and more room to shape long-term character development.

Source: www.notebookcheck.net
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