Before we begin, there's three things to keep in mind at all times:
1. Only fill unadorned emblems with ONE type of rune.
2. Any time you have a lv 4+ stat, or attempt to go to lv 4+ of a stat both emblems will blow up on fail.
3. Any time you have 4+ stat lines or attempt to get 4+ stat lines both emblems will blow up on fail.
This is the most basic item and what is needed the most for the process. You obtain this randomly at the end chest of an Alban training session, and the amount you get will depend on the difficulty/rank.
It comes in several forms, such as:
Rune of Mana - MP, Magic Defense or Magic Attack.
Rune of Ingenuity - Intelligence, Dexterity or Critical.
Rune of Mind - Will, Stamina or Luck.
Rune of Body - Strength, HP or Defense.
Rune of Sharpness - Max Damage, Critical Damage or Balance.
This is where the fun starts. Even though you see many 0/10 lines, as mentioned earlier you ONLY ever fill it with one type of rune. That means if you want to obtain an emblem with a Sharpness rune stat, you fill it with 10 sharpness runes and it will transform into an emblem with a stat randomly chosen from sharpness rune (max, cdmg, bal).
Alban Knights Emblem
This is what you get after you fill an unadorned emblem with 10 runes of one type. It is created with 1 randomly selected stat from the rune that was used in creation.
These emblems can be merged (instructing you how is the purpose of this guide) and as such there are two kinds, a "base emblem" and a "material emblem".
Base Emblem - It's the starting point for an emblem synthesis, and the base that will receive the bonus from a merged material emblem. It has the potential to change number of stats and level of stats following an emblem synthesis. As stated at the start of this guide, it may be destroyed under the following conditions:
Material emblem - It's a disposable emblem that has the stats you want to merge with a base emblem. Regardless of success or failure, it will always disappear after an emblem synthesis.*Any time you have a lv 4+ stat, or attempt to go to lv 4+ of a stat both emblems will blow up on fail.
*Any time you have 4+ stat lines or attempt to get 4+ stat lines both emblems will blow up on fail.
This is where people start to get confused, but it's actually fairly simple. The two things to keep in mind is that you shouldn't expect short term results due to the limited supply of materials to work with and that you will need a lot of inventory space to store emblems and runes as you go along.
Success rate per attempt seems like 30~50% from testing but there is no visible indicator and no way to know for sure.
Always keep all types of runes, even if you do not think you may need them (you might).
Steps to a decent emblem:
1. Choose your most valuable stat (usually max damage from sharpness rune) and create a base emblem that contains it by fusing your desired rune with unadorned emblems. Results from this step should be a (max damage lv 1) base emblem and several (cdmg lv1, bal lv 1) material emblems from failed attempts.
2. Merge any leftover material emblems (cdmg lv 1, bal lv1) into your base emblem (max damage lv 1) until you have a single base emblem that is (max damage lv 3). Feel free to make more material emblems if needed.
3. Choose your second most valuable stat (usually magic attack from mana rune) and create a material emblem (or several) that contains it by fusing your desired rune with unadorned emblems. Results from this step should be one or several (magic attack lv 1) material emblems and several (mp lv1, mdef lv 1) material emblems from failed attempts.
3. Merge your (magic attack lv 1) material emblem with your (max damage lv 3) base emblem until you have a (max damage lv 3, magic attack lv 1) emblem.
4. Merge any leftover material emblems (mp lv 1, mdef lv 1) into your base emblem (max damage lv 3, magic attack lv 1) until you have a single base emblem that is (max damage lv 3, magic attack lv 3). Feel free to make more material emblems if needed.
5. Choose your third most valuable stat (usually strength from body rune) and well... just repeat the steps above until you have a (max damage lv 3, magic attack lv 3, strength lv 3) emblem.
6. For most people, THIS IS IT. Just stop here if you do not want to take any unnecessary risks for minimal gains.
Ok, this is the section for min-maxers willing to try some crazy shit to get their mins maxed and their e-peens str- I mean what...
We'll start with our result from basic synthesis: a 3/3/3 emblem.
Steps to a sick emblem:
1. We make a second 3/3/3 emblem. Why? Because if your main one fails and you end up with nothing you will cry yourself to sleep.
2. Decide on one (or more) stat you want to bring to lv 4+. It will usually be max damage from sharpness rune.
3. It's simple, you use material emblem of sharpness rune + spam to lv 5 and pray to RNGesus right? Well, yes, that works... but that isn't what we'll do. Instead we'll do more complex synthesis.
There are some ways to go about this:
3a)We make 1/1/1 material emblems of the same types (sharp/mana/body) to merge with our 3/3/3 base. There is some overseas testing that indicates that merging emblems with multiple lines makes multiple calculations and even though only one stat will level up, only one of the calculations has to succeed to avoid an explosion. This would be the ideal way to get a stat to lv 5, while (if lucky) getting the others to lv 4 or higher.
Notes: From my own limited testing I would NOT recommend this. I personally don't have enough evidence to be convinced that this method creates multiple calculations and even if it does, you are relying on RNG too much and might only get lucky on the secondary stats and not the one you want the most.
3b)We make several 1/1 material emblems to merge with our 3/3/3 base. The PLOT TWIST, is that this time only one of the lines will actually level up our base emblem. Why? Because the second line will be something entirely new, like Will lv 1 or Dex lv 1 or Int Lv 1. There is confirmed testing that adding lines is a separate calculation from leveling a stat, so even if you fail to level a stat your base emblem will survive if you succeed at adding an extra line.
Notes: From my own limited testing, I would say this is the way to go. The main benefits is that there is no chance to waste a stat level-up on secondary stats so you will get max dmg lv 5 faster, and there is no need for speculation regarding how the calculation is handled because there is 100% confirmation that adding lines is a separate calculation from stat level-ups (or at the very least, adding one line is, unsure on whether adding more than 1 line will give you more separate calcs). You can still be daring and add more than 1 new line, but just in case I would save that for 4-> 5 and not 3->4 to leave more safety options available when it matters most.
3c)You can try combinations of the above methods, or something new entirely. Be creative and find something that works and share it cause there is too little info about these emblems on any forum and I sure as hell don't know as much as I wish I did about them.
4. RNG gonna RNG. Having multiple calculations doesn't mean anything if they all fail and you'll have to start over. But don't despair, that's why we had a backup emblem on step 1! If you do succeed, you get to do weird science on the backup emblem and maybe even get something nicer than you got on the first one.
This is for the person who has no time for all this shit, or the lazy casual player that still wants a lv 5 emblem.
1. Get lv 1 base emblem of the stat you want (usually max attack) and spam until lv 5. You'll succeed through sheer number of synths.
2. Repeat for your secondary most useful stat (usually magic attack) and just activate/deactivate both emblems as needed depending on your skillset.
After all that's been said, there's only one tip I can give you and it is probably the biggest factor in how fast you can make an emblem. Not everyone will feel comfortable with it, but it's the difference between making an emblem in a week or several months.
Here it comes....