Sacred 2:Divine Protection

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Sera_13.gif Activates a protective energy shield for a brief period. Incoming damage will be reduced and fully absorbed until energy is depleted or the shield's duration has come to an end. After use the energy used needs to be recharged for a considerable period of time.

This Combat Art is an Energy Shield.


Sera_AspS_03.png - Revered Technology

Innate Abilities (Lvl 1)

From Bonus Overview:


See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Dampen - Increases damage absorption. (10% + 0.1% per Combat Art level damping / +50% from base value)
  • Capacity - Divine Protection lasts 50% longer. (~ 33% increase in duration. See Stats Chart below for details.)

MODicons_10.gif Silver
  • Uplifted Force - Improves the energy field. (33.3% increase to max. shield energy)
  • Boost - Reduces shield's recharge (cooldown) time. (33% reduction. Cooldown becomes 40 seconds.)

MODicons_08.gif Gold
Divine Protection without Modifications

Skills and Attributes

The following skills will affect this combat art:

The following attributes will affect this combat art:

Usage Strategies

  • More information on the general usage of energy shields is given in the article Energy Shields.
  • The Improved Mirror modification appears to add a Block Combat Art effect, rather than a Reflect Combat Art effect as it purports to. This has been fixed in most community mods/patches.
  • The Capacity modification's increase of duration scales with Combat Art level. The Boost modification's decrease of cooldown does not. With both of these modifications, it would theoretically be possible to maintain Divine Protection indefinitely, but the CA level would have to be 134+ for the duration to start exceeding the cooldown. Reaching such high levels can now be difficult, as the Ice & Blood expansion limited the maximum number of learned runes for a single CA to 200.
  • As of patch 2.34, Divine Protection has some apparent stacking bugs and can sometimes be significantly if not surprisingly more powerful than would be expected.
  • Players who want to use both Divine Protection and Warding Energy for their builds need to remember the following:
    • The effects of Warding Energy and Divine Protection do stack. Activating them both at the same time won't grant the Seraphim two Energy Shields, but one shield with amount of Shield Energy equal to a sum of shield energy points from both Combat Arts.
    • When Divine Protection is cast after the Warding Energy buff, the resulting shield has its Shield Energy at maximum (capacity is increased and the bar is full).
    • When Warding Energy is cast after Divine Protection, it causes the shield to lose the available Shield Energy points (capacity is increased, but it takes some time to regenerate the shield).
    • When the effect of Divine Protection wears off, both Divine Protection and Warding Energy are deactivated, causing the character to be left with no energy shield on.

The information above is true for Sacred 2 Ice and Blood with Community Patch v130. It might be different for the previous versions.

Pros and Cons


  • Very powerful temporary shield that can block Combat Arts and provides very high damage mitigation.
  • Fully absorbs all incoming damage as long as it has shield energy remaining.
  • With very heavy investment, proper mods picked and a very high level character, can eventually become chain castable.


  • Players must recast it.
  • Shield won't regenerate during combat.
  • Deactivates Warding Energy buff when it runs out, meaning Warding Energy will have to be recast often when using Divine Protection. This creates serious problems for players who cast their buffs using different equipment.

Stats Chart

  • Duration is 15 + 0.1*CA-Lvl seconds and 20 + 0.15*CA-Lvl seconds with Capacity.
  • Damage mitigation is 20 + 0.2*CA-Lvl percent and 30 + 0.3*CA-Lvl percent with Dampen.
  • Cooldown is 60 seconds and 40 seconds with Boost.

See Also