Monday, December 31, 2012

Essence

Essences are items that are used in the Trade Market. Currently, they can be obtained in two ways: through Monsters, for Attack and Damage essences, and through Quests, for Defense and Health essences. When traded at the Trade Market, they will upgrade your personal Runes in order to get bonuses to your stats for Guild battles and normal gameplay.








Essence Drops

At the moment, it appears that Essences will drop from monsters that have at least 300 million health. Additionally, monsters summoned through the normal Summon page will drop essences, while Festival monsters from either Tower of Transcendence will not drop essences. Monsters summoned in Guild Conquest do drop essences, though this functionality was not working properly at first.
For each monster that does drop essences, either Attack or Damage essences will be dropped (depending on the monster), and only one quantity will be dropped. It appears to drop after a fairly consistent amount of damage or stamina, so using smaller amounts of stamina will not increase your chances of getting more drops per stamina.
The above statement about stamina use is wrong.  Further research needs to be done to determine percentages of drop rate.
It seems that the game awards a quantity of essences after using 100 stamina on a monster. For example, one could do 2 50x power attacks and get 1 quantity of essence. This does, in fact, work with Generals that increase stamina usage.


Damage Essence can you get from
  • Azriel
  • Aurelius
  • Jahanna
  • Aurora
  • Ambrosia
  •  Azeron
  • Fenix and many more 
   Attack Essence can you get from

  • Alpha Mephistopheles
  • Corvintheus
  • Malekus
  • Baal
  • Alpha Bahamut
  • Gehenna
  • Glacius
  • Typhonus
  • Vermilion
  • Kessaran        

Excavation Quests 

There are 4 new Excavation Quests available right now that will help you receive Defense and Health essences. They can be found in one of 4 quest areas: Land of Mist, Land of Water, Underworld, Mist II.
Energy used per level
  • Level 1 Excavation: 300 Energy
  • Level 2 Excavation: 400 Energy
  • Level 3 Excavation: 500 Energy
  • Level 4 Excavation: 600 Energy
Total needed for completion is 1800 Energy.

Land of Mist
Defense Essences
  • Level 1: Defense Essences x200
  • Level 2: Defense Essences x500
  • Level 3: Defense Essences x900
  • Level 4: Defense Essence x1400

Land of Water
Health Essences
  • Level 1: Health Essences x200
  • Level 2: Health Essences x500
  • Level 3: Health Essences x900
  • Level 4: Health Essences x1400

Underworld
Defense Essences
  • Level 1: Defense Essence x205
  • Level 2: Defense Essence x515
  • Level 3: Defense Essence x930
  • Level 4: Defense Essence x1450

Mist II
Health Essences
  • Level 1: Health Essence x205
  • Level 2: Health Essence x515
  • Level 3: Health Essence x930
  • Level 4: Health Essence x1450

 

 source :http://castleage.wikia.com/wiki/Essence

Trade Market

Players gain essences from attacks on some monsters, and as rewards from certain quests. The Trade Market allows players to trade these essences (Attack, Defense, Damage and Health essences) to participating guilds. The Trade Market is NOT an exchange for players to trade one type of essence for a different type. Players need not belong to a guild to trade essences, and need not trade exclusively with their own guild. Players who do belong to a guild will find their own guild always appears first in the trade market guild list. Beyond that, the guild list appears to be randomized.

Rune experience 

Each trade unit of 200 essences also costs the player 25 energy. In return, the player receives rune experience, which is applied to leveling up the player's corresponding personal runes (Attack Rune, Defense Rune, Damage Rune and Health Rune, as shown in the Keep). The player also receives 30 player experience. The base conversion rate is 1000 rune experience per 200 essences. A rune must be Forged onto equipment for the extra (Attack, Defense, Damage or Health) to activate. A trade bonus of experience (from 1% to 18%) can be applied, depending on your Conquest Duel Battlelust :
Battlelust Trade Bonus
20 - 39 1%
40 - 59 2%
60 - 79 3%
80 - 99 4%
100 - 119 5%
120 - 139 6%
140 - 159 7%
160 - 179 8%
180 - 199 9%
200 - 219 10%
220 - 239 11%
240 - 259 12%
260 - 279 13%
280 - 299 14%
300 - 319 15%
320 - 339 16%
340 - 359 17%
360 18%  

Essence storage 

To receive essence trades, guilds get one storage slot for each type of essence. Each storage slot's capacity starts at zero, and must be leveled up with guild-member contributions, in units of 5 iron, 5 wood and 25 energy. Players receive 30 experience for this contribution.
If an essence storage slot is full, no further trades of that type of essence can be received, until the guild expands that storage slot further. Storage level is limited by conquest guild rank. If a storage slot level is already equal to conquest guild rank, further attempts to contribute to storage expansion produce the message "You can not improve beyond your guild rank!".
Stored essence benefits the guild with guild-wide threshold bonuses.


Note : The 33% Guild Trade bonus effective in the beginning of the Trade Markey is currently ineffective, may be it is removed till further info.

Friday, June 22, 2012

Aurora Hunter Here... Updating and Fresh

SLOW KILL AURORA
RULE !!!
  1. JUST HIT THE MONSTER AND HEALING 
  2. TAKE CLASS CLERIC AND WARRIOR ONLY
  3. DONT CALL TO ARM 
  4. NO MAGGE AND NO ROGUE

 
     
    1. Monster Code: iaw4lp:1 
    2. Monster Codes: zg3o9lzwl:1  summoned by Mihaela at 16/06/2012 03.11 PM Thai UTC +7 / GMT+7...Aurora's Life (99.8096%) Time Remaining: 167:17:02 
    3. Monster Codes: k4qhh1:1 Adi Summoned at 19/06/2012 15.28PM Aurora's Life (99.8816%) Time Remaining: 167:50:45
    4. Monster Codes: ugqqq7:1  Salmin Summoned at 19/06/2012 15.28PM Aurora's Life (99.8816%) Time Remaining: 167:50:45
    5. WELCOME TO THE TOWER OF TRANSCENDENCE
      TEST YOUR MONSTER SLAYING MIGHT AS YOU CLIMB THE TOWER!
      (Zelo {KoC} 's Aurora) http://apps.facebook.com/castle_age/festival_battle_monster.php?casuser=588599533&mpool=1&mid=aurora&tower=2

      Saturday, June 16, 2012

      Jahana Hunter Here... Updating and Fresh

      = Slow Kill Jahana =


      1. Monster Codes: h5hzjo:1  ... 16-06-2012 at 12.34 AM Thai UTC+7
      2. Monster Codes: zg3meij6y:1  Fornax Summoned Jahanna, Priestess of Aurora's Life (88.6817%) Time Remaining: 139:32:39

      Wednesday, June 13, 2012

      Strategy Guides/Tips on Building Divine Power

      Divine Power is the latest trend on monsters in Castle Age. Some of them have Divine Armors that prevent a certain percentage of damage done to them. This makes the recent monsters more difficult to take down with no need to modify their total health or time limit.
      Unlike previous monsters with shields like Ragnarok and Skaar, these things cannot be depleted by using energy (as it has no status bar). The only way to counter them is by having Divine Items in your inventory.
      There is a catch however as the most potent divine items can only be obtained beating monsters with divine armor and obtain their epic loot necessary to alchemize divine items. Sounds ridiculous, and it is. Still, this guide will aim to help you build your divine power in such a way that the monsters' divine armor effects are minimized thus saving stamina (and probably FP as well) by not putting them on monsters that block a lot of damage prematurely. 

      Reference
      This guide will use the Divine Items article as a reference to the divine items and monsters with divine armor that will be mentioned. It is recommended to read the article first to understand how divine power works.

      Demi Items: 6500 pointers
      Tempest Plate.jpgJuggernaut Medallion.jpgLionheart Seal.jpgMoonfall Armor.jpgVengeance Armor.jpg
      There are free, but relatively weak, divine items offered in the game. They are awarded by the 5 demi gods for 6500 demi points on their alignment. These demi divine items are worth 10 divine power, weak overall but every little bit helps especially if you are just starting.
      The 5 demi gods' items belong in only 2 categories however: armor and amulet. Due to the non-stack rule of divine items, only 2 of 5 will be useful. If you already have Ambrosia's armor, there won't be any benefit for going out of your way to get Aurora's and/or Azeron's since their items share the same slot. Same goes for Malekus' and Corvintheus' items. If anything, try to get the armors as the amulets will be replaced almost immediately. More on this later.
      Since the guide has no control on your prayer choices, pvp and/or monster hunting habits, getting these items is not really required. It helps to have them though.

      Treasure Chest Epics

      Hero aurelius.jpgHero jahanna.jpgAlyzia.jpgHero agamemnon.jpg Esmeralda.jpgTyrant.jpgJaelle.jpgKothas.jpgAmon.jpgIsidra.jpgAegea.jpgAxxon.jpgEnder.jpg
      Treasure Chest Ascension's, Wrath's, Conquest's epic generals and Phoenix's Ender are also considered as divine items as they have divine power. The Ascension ones have 20 Divine Power except for Alyzia who has only 5. The Wrath ones have 30 Divine Power except for Jaelle who only has 20. The Conquest ones have 45 Divine Power. Ender has 50 Divine Power. As with the Demi Items, having them helps but not required. They are not recommended either as it costs quite a bit of FP just to buy a chance to get them. The chest itself, despite the attractiveness of the generals in more ways than one, has the highest risk of getting useless prizes per roll.
      So far, Kanbe is the only Monthly Special Hero with Divine Power.
      Even though they are generals, they don't need to be equipped for their divine power to work as with other divine items.

      Pre-Warning 

      The following entries involve the monsters that hold the ingredients to unlock the powerful divine items. Most of them are next generation alpha monsters who have 640M health total and requires at least 8-10 million activity done just to score 1 epic drop. If you cannot get to that amount of damage within the time limit given your stats, it is advised that you build up your character first before tackling these things. If other hitters are the problem (i.e too much tagging that the monster fails or slayers killing it quickly before you reach the epic point) then it is advised to look for a group that do organized kills so that you don't need to deal with these trouble. 

      First Hit

      Jahanna and Force of Nature

      Boss jahanna list.jpgForce of Nature2.jpg
      Among all monster divine armors, Jahanna's is the weakest. Her divine armor only blocks 10% of your damage and deteriorates by 0.125% per 1 divine power. 80 divine power is needed to cancel it. Even without any divine items, that amount of damage prevention is hardly a problem. Because of this, we start with her. The divine item she offers is Force of Nature, a 35/50 amulet with 80 divine power and best in slot for defense item. Since it is an amulet, it will replace Juggernaut Medallion or Lionheart Seal demi items. It is worth it though as that 80 divine power will be the key in lowering the effects of tougher divine armors. 

      Second Hits

      Agamemnon and Aegis of Kings

      Boss agamemnon list.jpgAegis of Kings2.jpg
      After Jahanna, Agamemnon is one of the candidates to fight next. He has a lot of pros going for him: Shorter summon cooldown, 192 hours time limit, divine armor of 30% block with 0.25% deterioration rate. 120 divine power is needed to cancel it. With Force of Nature in your possession, his divine armor effect will be Jahanna-like, only blocks less than 10% (actual value depending on the demi items/chest epics that you own). However, he has two HUGE flaws: his divine item, Aegis of Kings requires a summoner drop and it's been "replaced" (as the best) by Warrior Unbound. Aegis of Kings (50 / 40) is a great shield, the second best in the game with a very strong 120 divine power. However to be eligible to summon Agamemnon, you have to reach Boss Rank in the Tower of Transcendence. The Vanguard rank is particularly painful. Consider the stamina, time and favor point investment you have to make to be eligible to summon him. If you are not in a great position in the tower and are not willing to start the process of climbing, you can look for other candidates below. If you are planning to climb Tower II soon, consider abandoning this tower and head straight for Aurora or giants while making your way to the second tower.

        Aurora and Heart of the Woods

      Aurora list.jpgHeart of the Woods2.jpg
      Consider Aurora as an alternative if you cannot take on the tower challenge. Aurora has a tougher divine armor compared to Agamemnon at 40% block and 0.25% deterioration rate. 160 divine power is needed to cancel it. She, however, has the help of the Dark Rage system. Dark Rage when active gives a boost of 40 divine power, which is enough to bring her divine armor down to Agamemnon's level for 60 mins. Dark Rage also increases damage done by 20 % so it's very helpful bonus. Heart of the Woods (30 / 44) has the same 120 divine power as Aegis of Kings. However, unlike Agamemnon's shield, it does not require a summoner drop making it a suitable alternative for those who do not want to take the tower challenge.

      Giants

      Monster kromash list.jpgMonster shardros list.jpgMonster glacius list.jpgMonster magmos list.jpg
      The giants are the third candidate for the next hit. There are 4 of them: Kromash, Shardros, Glacius and Magmos. However, the latter two are the only ones with divine armors. Glacius' has a divine armor rating identical to Agamemnon: 30% block with 0.25% deterioration rate, but has less health. 120 divine power is needed to cancel it. Magmos has a stronger divine armor rating of 40% block and 0.2225% deterioration rate. 180 divine power is needed to cancel it. He is tougher than Aurora. With only Force of Nature (and maybe the demi items/ascension epics) in your possession, fighting him will be costly as you will be dealing with a 15.575% - 22.25% damage reduction. All four of their divine item alchemies offer only 40 divine power compared to the previous two. So why are they candidates for the next hit? Because of their availability. Their summon items can be obtained from gifts, meaning a lot more people will be able to summon them. Even with the difficulty of Magmos, there are two divine item alchemies that will require fighting him less.

      Hammer of Storms

      Hammer of Storms.jpg
      Hammer of Storms (36 / 32) is a divine weapon. It is in conflict with Aurora's Heart of the Woods. If you have Heart of the Woods, Hammer of Storms' divine power will no longer be used. This is a short term goal weapon divine item if you decide to skip over Aurora. It requires five epic drops from Magmos. You have to do around 12 million activity to get at least one epic drop or 33 million for almost guarenteed three epics. If you have Heart of the Woods or planning to get it soon, you may opt to combine the other giant alchemies below.

      Aegis of Stone

      Aegis of Stone.jpg
      Aegis of Stone (30 / 40) is a shield divine item. It is in conflict with Agamemnon's Aegis of Kings and Alexandra's Warrior Unbound. If you have Aegis of Kings and/or Warrior Unbound, Aegis of Stone's divine power will no longer be used. This is a short term goal shield divine item if you decide to skip over Agamemnon. The shield requires 6 Lava flasks, much less than Agamemnon's 15 runes to obtain his divine item. Due to the tower challenge requirement however, this makes a more appealing choice to many compared to Hammer of Storms. Anyway, if you have Aegis of Kings and/or Warrior Unbound or planning to get them soon, you may opt to combine the other giant alchemies.

      Glacial Plate

      Glacial Plate.jpg
      Glacial Plate (33 / 33) is an armor divine item. It is in conflict with Armor of Redemption, Trisoul Plate, Krakenhide Armor and the demi items Tempest Plate and Moonfall Battlegear. It is a good upgrade for the armor slot from the demi items though not so much. Glacial Plate involves fighting Magmos 4-5 times on average (8 Lava flasks needed for the Plate). This of course depends on your playing and FP spending habits. If you are going for the Armor of Redemption or Trisoul Plate any time soon, you may want to save the Flasks and Ices for the last giant alchemy below.

      Lava Inferno 

      Lava Inferno.jpg
      Lava Inferno (35 / 19) is a magic or spell divine item. It is in conflict with the more potent Molten Core, however, this is not an issue as the alchemy for Molten Core requires Lava Inferno itself as an ingredient. It involves fighting Magmos 6-8 times on average (11 lava flasks). This of course depends on your playing and FP spending habits. It is recommended to leave this until you have accumulated enough divine power to bring down Magmos' divine armor to at least less than 10% block (more than 135 divine power).
      It also conflicts with Whirlpool

      Third Hits 

      Ambrosia and Helm of Arcane Energies 

      Boss ambrosia list.jpgHelm of Arcane Energies.jpg
      Ambrosia is the 6th toughest monster with divine armor. Her divine armor blocks 45% of damage and deteriorates at a rate of 0.2045% per 1 divine power. 220 divine power is needed to cancel it. It is recommended to have a divine power of 200 before facing her. A combination of Force of Nature + Aegis of Kings or Force of Nature + Heart of the Woods or Force of Nature + 3 Giant Alchemies will do this. Ambrosia also has Dark Rage support to help out but without +20% extra damage which was the case in Aurora. With it, 180 is actually the bare minimum. You can go lower but for the purposes of this guide, it is advised to face her with a stack of divine items to minimize or fully eliminate the block. Her divine item is the second best equipment with 48/53 stats and 120 divine power. Getting that powerful equipment comes at a price and Ambrosia's divine armor is proof of that.

      Typhonus and Trisoul Plate 

      Monster chimera list.jpgTrisoul Plate.jpg
      Typhonus is currently the 5th toughest monster with divine armor. His divine armor blocks 45% of damage and deteriorates at a rate of 0.18% per 1 divine power. 250 divine power is needed to cancel it. As a third hit, you have to decide between Typhonus and Ambrosia. Same recommendation of divine power apply to both. His upside is that he is very easy to find as the summon ingredients are easily gifted. The downside is the divine item recipe itself. Trisoul Plate offers a high divine power rating of 160, more than Ambrosia's 120. Trisoul Plate is the 2nd best armor in the game but only has 40 / 35 stats. There is a better alternative in Armor of Redemption (45 / 38, 180 divine power) from a much tougher Azeron. If you are interested in that, might as well go for Ambrosia's or Malekus' divine items instead.

      Malekus and Keeper of Chaos 

      Malekus list.jpgKeeper of Chaos.jpg
      Malekus is currently sharing the title of third toughest monster with divine armor along with Alpha Kraken. His divine armor blocks 45% of damage and deteriorates at a rate of 0.1636% per 1 divine power. 275 divine power is needed to cancel it. It is recommended to have a divine power closer to 250 before fighting him. Force of Nature (80 DP) along with Aurora's Staff or Agamemnon's Shield (both with 120 DP) and one Giant's alchemy (40 DP) brings you to 240. Malekus divine item recipe requires 22 pieces of ingredients including 2 pieces each of 3 powerful equipment that can make most people's War Council gear. Keeper of Chaos is a BIS attack amulet and has 50/35 stats, the reverse of Jahanna's Force of Nature. FoN is not rendered completely obsolete because of the stats (still BIS defensive) but it will be replaced divine power-wise. It's an upgrade of 100 divine power on your amulet slot. Keep this in mind if you are choosing what to hit: Ambrosia (120 DP improvement to head slot, 101 total stats), Typhonus (120 or 150 DP improvement to armor slot, BIS, 75 total stats) or Malekus (100 to amulet, BIS attack, 85 total stats).

      Fourth Hits

      Alexandra and Warrior Unbound 

      Monster alexandra list.jpgWarrior Unbound.jpg
      Alexandra is currently the 2nd toughest monster with divine armor. Her divine armor blocks 45% of damage and deteriorates at a rate of 0.1551% per 1 divine power. 290 divine power is needed to cancel it. She is a tower boss like Agamemnon although the way towards summoning her isn't so much of a pain compared to the Overseer. Tower of Transcendence II's vanguards are the four demi-gods, three of whom have divine armor. If you haven't built Ambrosia's, Aurora's and/or Malekus' divine items, fighting their tower vanguard versions should be a good opportunity to collect ingredients. Not only do you have 24 hour extra time to kill them, you'll also collect vanguard points towards unlocking the boss floor. You will need to fight these demi brutes 35-40 times (depending whom of them you'll fight) to get 20 000 points. Switch to Corvintheus if you are getting tired, at least he has no divine armor that could potentially hold back your fellow attackers. Anyway, the main difficulty about Alexandra is her divine item recipe. Warrior Unbound is the new best shield with impressive 52/48 stats and 180 divine power. But the price of that is 3, yes three summoner drops. So you will have to summon her at least three times to cross out the Soul of the Warrior ingredient. Don't forget to check your tower battles every 24-hour so as to not potentially miss your loot collection time.

      Kraken/Alpha Kraken, Atlantis II and Helm of the Deep 

      Monster kraken list.jpgAtlantis II.gifHelm of the Deep.jpg
      Alpha Kraken has a divine armor which blocks 45% of damage per attack. It deteriorates at a rate of 0.1636% per 1 divine power and will take 275 divine power to nullify it completely, similar to Malekus. Kraken differs from other divine monster that Helm of the Deep (55 / 60, 180 divine power, BIS) is not created by loot drops from monster. Instead you need Relics of the Kraken to finish two last quests in Atlantis II. It is possible to skip Alpha Kraken and only fight regular Kraken (no divine armor) but in order to get one Relic, you must be the summoner of the regular Kraken. And while Alpha Kraken can give possible of two Relics per kill, normal Kraken gives maximum of one. Thus Alpha Kraken is a bit better choise for your energy in order to get the best helm in the game (if you have enough divine power to do decent damage against Alpha Kraken). You will need at least 9 relics to obtain the horns which are necessary for the last quest.
      Once you have obtained 5 Horns of the Sea, you can now quest in the Underwater section of Atlantis II. This quest gives the ingredients needed to create the divine item. However, this is a huge energy sink that unless you have tremendous amounts of energy (or are willing to use favor point refills), it will take a very long time for you to complete your quota. If you are planning to skip Ambrosia's helm, Helm of the Deep maybe worth the time and resources spent on it. However, if you already have Helm of Arcane Energies or are soon getting one, Malekus, Azeron or Alexandra would probably be better choise loot-wise.

      Krakenhide Armor 

      Krakenhide Armor.jpg
      Two Krakenhide Armors are required to complete Helm of the Deep. It is a decent divine item with 30 / 35 stats and 40 divine power. However, there are a more potent armor divine items in Typhonus' Trisoul Plate (40 / 35, 160 divine power) and Azeron's Armor of Redemption (45 / 38, 180 divine power). There is also a relatively less intensive alternative in the giants' Glacial Plate (33 / 33, 40 divine power) which also has better combined stats for both attack and defense. Thus Krakenhides are only recommended to pursue for the purposes of creating the best equipment in the game, Helm of the Deep. If you are looking to replace your demi-reward armor, go for Typhonus, Azeron or the giants instead.

      Azeron and Armor of Redemption

      Boss azeron list.jpgArmor of Redemption.jpg
      Azeron is currently the toughest monster with divine armor. His divine armor blocks 45% of damage and deteriorates at a rate of 0.1525% per 1 divine power. 295 divine power is needed to cancel it. He is very much like Alexandra but with less time to kill and a bit higher divine armor rating. His divine item is another armor piece (the 7th in the game!) though it is BIS at 45 / 38 with 180 divine power. The good thing about it is that it gives the best alternative path to fighting divine monsters. With AoR, you can choose to skip Typhonus' Trisoul Plate and focus on improving other slots like Ambrosia's Helm of Arcane Energies for helmet or Malekus' Keeper of Chaos for amulet. You can also cross-out Glacial Plate from your giants list and consider the 3 others depending on your chosen path.



      Vermilion, the Tyrant and Dragonform Claw 

      Vermilion is a strange monster in the divine armor scheme. The summon is available freely via gifting making him readily available to fight. He has 300 Divine Power, but only half the total health of most divine monsters (~350M) and only requires about 6M damage for the maximum of 2 epic drops (however, this seems very random similar to Alpha Kraken). It will take a total of 22 epic drops for the first part, the Vermilion's Grasp gloves, and another 50 to convert that into the divine Dragonform Claw with 100 Divine Power. Due to the low damage requirement, low health of monster, high availability, and large number of required drops, if you wish to pursue this you can take these monsters on throughout the entire divine armor growth quest.


      Excavation Quests 

      Demon Realm's Cave of Wonder and Molten Core 

      Cave of Wonder.jpgMolten Core.jpg
      Molten Core can be pursued simultaneously while hunting the divine monsters. Boasting 38/25 stats and 70 divine power, it is the best magic in the game, stat-wise and divine power-wise. It has one HUGE fatal flaw though, more fatal than Agamemnon's Aegis of Kings. Not only does it require Lava Inferno in it's recipe, the other ingredients can only be obtained from the energy vacuum Cave of Wonder quest in the Demon Realm. It needs 6 Temporal Rune of Embers: 3 for it's recipe and 3 for Meteor Storm which is another ingredient for it's recipe. The ember runes are very rare and would require high level excavation for a chance drop (highest level is 8). FP is mandatory to get to that level. It can be obtained slowly by combining lower level Temporal Rune of Mists and Leaves but the time investment will be a long one. Not to mention that the quest does not offer skill points so think twice about your situation in the game whether to pursue this or not.

      Atlantis II 

      See Kraken/Alpha Kraken, Atlantis II and Helm of the Deep above.


      Final Words 

      Currently, the highest divine power needed to cancel a monster's divine armor is 300. 200 divine power is already acceptable as it is enough to bring down the damage reduction to around 10% or below on everyone else except Malekus, Alpha Kraken, Alexandra and Azeron. The first steps of fighting Jahanna and then Aurora, Agamemnon or the giants will be huge in our development as our divine power improves at a better rate than new monsters' divine armors. When choosing which monsters to fight next, consider your build, time, FP, longevity (how long before you will replace your newly obtained DI, this includes your potential next target monsters) so you can plan your path to the best that your playstyle can accomodate.
      I hope this guide has been helpful to you and may you rid of your divine armor troubles in your monster fights.