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Journey System Complete Guide: Training, Rest, Shop & Optimal Path

Guide March 31, 2026 By Boring877

The Journey (Stellar Memory) is a 46-turn schedule system where you train units, fight battles, buy items, and rest between adventures. Your choices determine the final journey grade (G to SSS) and the quality of the stellar memory you create. This guide breaks down every option and its exact numerical outcome so you can plan the optimal path. To see which characters work best in journeys, check the Character Builds page.

Journey Structure

A journey has 46 turns across 4 towns, visited in order. Each turn you pick one activity (Train, Battle, or Rest). Boss turns force a battle and open a shop.

The 7 Evaluation Bosses

Turn Boss Name Town Also Raid? Shop
T7Basic EvaluationNoaNoShop 101
T14Raid EvaluationNoaNoShop 101
T22Expedition EvaluationAganonYesShop 201
T29Competition EvaluationNoaNoShop 2901
T37Void EvaluationFlora/KalaidYesShop 301/401
T41Void EvaluationNoaNoShop 4101
T45Final Evaluation (Final Trial)NoaNoShop 4501

Battle IDs: Easy = 110101-110106, Normal = 120101-120106, Hard = 130101-130106. Each difficulty has the same 6 evaluation types with different difficulty scaling.

Town Progression

Town Turns Boss Battles Training Group
Noa (Starting Area)1-14T7 Basic, T14 Raid2011/3011/4011
Aganon15-22T22 Expedition2111/3111/4111
Flora / Kalaid30-37T37 Void2121/3121 or 2131/3131
Noa (Return)38-46T41 Void, T45 Final TrialSame as start

Note: Town transitions happen at T15 (move to Aganon) and T30 (move to Flora/Kalaid). During these turns, no activities are available -- just a cutscene.

Starting Resources

ResourceEasyNormalHard
Stamina100100100
Coins303030
Condition3 (Good)3 (Good)3 (Good)
Journey Stat Cap5007501250
PP Scale100%150%250%

Condition and Stamina -- Hidden Battle Modifiers

Two resources have direct battle effects that persist throughout the journey and cannot be dispelled in combat:

Condition (Turn Speed Modifier)

ConditionBattle EffectBuff ID
1 (Worst)Turn Speed -10%BI_CONDITION_WORST
2 (Bad)Turn Speed -5%BI_CONDITION_BAD
3 (Neutral)No effect--
4 (Good)Turn Speed +5%BI_CONDITION_GOOD
5 (Best)Turn Speed +10%BI_CONDITION_BEST

Stamina (HP Modifier)

StaminaBattle EffectBuff ID
0-30HP -20%BI_STAMINA_WORST
31-50HP -10%BI_STAMINA_BAD
50-70HP +10%BI_STAMINA_NORMAL
71-90HP +20%BI_STAMINA_GOOD
90-100HP +30%BI_STAMINA_BEST

Key insight: Keeping stamina above 90 and condition at 4-5 gives you +30% HP and +10% SPD in every battle. This is massive. Always rest before boss fights.

Training -- Stat Gains and Stamina Efficiency

Training costs stamina and grants Journey Stats + Potential Points (PP). There are 5 training types, each with 10 levels:

Grade 1 Training (Noa Area, TrainingIds 2001-2005)

Power Training (2001)

LvStamina CostPPPowerEnduranceHealth
13081566
53816361616
104422412121

Net stamina for all 10 levels: -400 | Total: 334 Power, 171 End, 171 HP, 160 PP | Failure: +5 Power guaranteed

Health Training (2002)

Identical structure to Power, swaps primary stat. Net stamina: -400 | Total: 334 Health, 171 End, 171 Power, 160 PP

Endurance Training (2003)

Similar but slightly lower primary (38 at Lv10 vs 41). Net stamina: -400 | Total: 294 Endurance, 171 HP, 171 Power, 160 PP

Focus Training (2004) -- Stamina Efficient!

LvStamina CostStamina ReturnNet CostPPFocusPowerEndurance
12416881244
53224816331414
103729822381919

Net stamina for all 10 levels: -55 (87% cheaper!) | Total: 284 Focus, 125 Power, 125 End, 160 PP

Protect Training (2005) -- Stamina Efficient!

Same cost structure as Focus. Net stamina: -55 | Total: 295 Protect, 125 HP, 125 End, 160 PP

Net Stamina Cost for All 10 Training Levels
Power
400
Health
400
Endurance
400
Focus
55
Protect
55

Training-Affecting Buffs

Various events can buff or debuff your training success rate and stat gains:

BuffEffectDuration
SWEET_TASTE (story)+30% success rate5 turns
TRAINING_AWAKEN+5% success rate3 turns
WEATHER_GOOD_WIND+10% success rate3 turns
ITEM_DRUNKEN (shop)-20% success rate5 turns
CHEER_FAILURE-5% success rate5 turns
UNIQUE_INDOMITABLE_SPIRIT+20% Endurance gains3 turns
ITEM_SWEET (permanent)+20% Focus gainsPermanent
ITEM_SOUR (permanent)+20% Protect gainsPermanent
LEGEND_SAVIOR_PP+20% PP from training3 turns

Rest Options

OptionCostStaminaConditionSpecial
Homeless0 coins+30--Rare negative buff chance
Home30 coins+30 to +50+1 to +2Success/Great Success events
Meditation (Noa)60 coins+60 to +80--Always positive buff, rarely removes negative buff
Meditation (Aganon)60 coins+60 to +80--+10 to +20 Endurance, rarely removes negative buff
Meditation (Flora)60 coins+60 to +80--+10 to +20 Power, rarely removes negative buff
Meditation (Kalaid)60 coins+60 to +80--+10 to +20 Health, rarely removes negative buff

Pro tip: Meditation at Flora/Kalaid/Aganon gives free stats on top of stamina recovery. Save your 60-coin meditations for these towns.

Shop (Trade) Items

Shops open on 7 boss turns (T7, T14, T22, T29, T37, T41, T45). You can pay 30 coins to reroll the shop. All items have a limit of 1 purchase each.

Best Value Items

ItemCostEffectEfficiency
ORANGE_JUICE50Power +250.50/coin
APPLE_JUICE50Health +250.50/coin
PARFAIT60Stamina +15, Power +150.50/coin
TAKOYAKI60Stamina +15, Health +150.50/coin
WATERMELON50Power +180.36/coin
STRAWBERRY50Health +180.36/coin
Legendary stat food60-80+36 single stat0.45-0.60/coin
SOFT_CAKE30PP +301.0 PP/coin
Training Book (Legendary)60Training EXP +250041.7 exp/coin
COFFEE20PP +201.0 PP/coin
FRESH_MILK30Condition +20.067/coin

PP Items (for Potential investment)

PP earned during journeys is spent on SE Potentials. For the full breakdown of how Potentials work in battle, see the Blessing, Potential & Stellar Memory Guide.

ItemCostPPBonus
SWEET_CAKE (Rare)15+10--
COFFEE (Unique)20+20--
SOFT_CAKE (Unique)30+30--
COCA (Legendary)20+20Focus +10
GREEN_TEA (Legendary)20+20Protect +10

Battle Rewards

Battles grant coins (50-200 range) but very little PP. The main value of battles is progressing through the journey to unlock more shops and new towns.

  • Normal battles: 50-150 coins, 0 PP
  • Boss battles: 100-200 coins, 0 PP + shop access
  • Raid battles: Higher coin rewards, embedded in normal turns (T6, T13, T22, T28, T37)
  • Mission bonuses: Extra 5 coins per completion tier (turn limit missions)

Journey Scoring and Grades

Your journey grade is determined by Journey Score, calculated from stats, training, and other factors.

GradeScore RequiredDeleteReward Value
G010
F60030
E130060
D2200100
C3200150
B4300200
A5500250
SG6800310
SB8200380
SA9700460
SSG11300550
SSB12500700
SSA142001110
SSS146001230

Milestone Rewards (Group 1)

ScoreReward
1,00050,000 gold
2,00050x item 33000011
3,0001x item 301
4,000200x item 103
5,0001x item 207

Optimal Journey Strategy

Resource Management Priorities

  1. Keep Stamina above 90 for the +30% HP battle buff. This is your #1 priority -- a boss fight at low stamina means -20% HP.
  2. Keep Condition at 4-5 for the +5-10% SPD battle buff. Rest at Home (30 coins, +1-2 condition) when it drops.
  3. Maximize training actions -- every normal turn should be a training unless you desperately need rest or coins.

Training Priority

  1. Power and Health are your main stats -- they directly contribute to ATK and HP, the most impactful combat stats for journey scoring and battles.
  2. Focus and Protect are cheap secondary stats -- they cost only 55 net stamina for all 10 levels (vs 400 for Power/Health/Endurance), so they are worth picking up early as a filler when you have spare stamina. However, their per-level gains are lower and they benefit less from training upgrades, so they should not replace Power/Health as your primary focus.
  3. Train when buffed -- save expensive Power/Health/Endurance trainings for turns when you have success rate buffs (+30% from SWEET_TASTE, etc.).
  4. Use training books from shop to accelerate training level ups, which unlocks higher stat gains faster.

Shop Strategy

  1. Buy PP items first (COFFEE 20c, SOFT_CAKE 30c) -- PP directly affects battle power and blessing quality.
  2. Buy training books (30-60 coins) to speed up training progression.
  3. Buy COCA/GREEN_TEA (20 coins each) for PP + stat bonus -- best value legendary items.
  4. Buy legendary stat food (60-80 coins) for your primary stats only.
  5. Reroll shops (30 coins) only if you have excess coins and see no useful items.

Rest Strategy

  1. Homeless (free, +30 stamina) when broke and need stamina for a boss fight.
  2. Home (30 coins, +30-50 stam, +1-2 condition) as your default rest option.
  3. Meditation at Aganon/Flora/Kalaid (60 coins, +60-80 stam, +10-20 free stat) when you can afford it -- the free stats make it worth the premium.

Turn-by-Turn Template

Normal turns:  Train (Power/Health preferred) unless stamina < 90 or condition < 4
Boss turns:    Battle -> Shop (buy PP items, training books)
Move turns:    Watch cutscene
Before boss:   Rest to 90+ stamina and 4+ condition
Ending turn:   One last training if possible

Difficulty Comparison

AspectEasyNormalHard
Stat Cap5007501250
PP Scale100%150%250%
Training Groups2011x (base)3011x (enhanced)4011x (max)
Unlock RequirementAlwaysBeat battle 11008040Beat battle 11018060
Recommended Resonance--48

Bottom line: Hard mode gives 2.5x PP and 2.5x the stat cap, making it the clear choice for maximizing stellar memory quality -- if your team can handle the harder battles. To get free resources for powering up your team, check out the Redeem Codes page.

For a complete database of all journey event choices with exact reward outcomes, see the Journey Event Choices page.

Source Code References

  • CLIENT_JOURNEY_SCENARIO_TEMPLET.json -- 4 scenarios with stat caps, PP scales, starting resources
  • CLIENT_JOURNEY_TURN_TEMPLET.json -- 316 entries, 46-turn journey structure per scenario
  • CLIENT_JOURNEY_TRAINING_TEMPLET.json -- 690 entries, 69 trainings x 10 levels with exact stat gains
  • CLIENT_JOURNEY_REST_TEMPLET.json -- 15 entries, 3 rest types per town
  • CLIENT_JOURNEY_TRADE_TEMPLET.json -- 214 shop items with costs and effects
  • CLIENT_BATTLE_TEMPLET_JOURNEY.json -- 53 battles with coin/PP rewards
  • CLIENT_JOURNEY_CONDITION_TEMPLET.json -- Condition = Turn Speed modifier (-10% to +10%)
  • CLIENT_JOURNEY_STAMINA_BUFF_TEMPLET.json -- Stamina = HP modifier (-20% to +30%)
  • CLIENT_JOURNEY_GRADE_TEMPLET.json -- 43 grade thresholds (G to SSS)
  • CLIENT_JOURNEY_BUFF_TEMPLET.json -- Training/feel/weather buffs affecting outcomes
  • NKC.decompiled.cs -- Training flow (line 143641), Rest flow (line 145564), Shop flow (line 144120), Battle flow (line 143222)
  • Star.Templets.decompiled.cs -- NKCJourneyTurnTemplet (line 18665), NKCJourneyTrainingLevelTemplet (line 18220), NKCJourneyRestChoiceTemplet (line 17118)

Full decompiled and deobfuscated source: github.com/boring877/star-savior-decompiled

Tags
advancedjourneystellar-memorytrainingoptimizationtheorycraft