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 |
|---|---|---|---|---|
| T7 | Basic Evaluation | Noa | No | Shop 101 |
| T14 | Raid Evaluation | Noa | No | Shop 101 |
| T22 | Expedition Evaluation | Aganon | Yes | Shop 201 |
| T29 | Competition Evaluation | Noa | No | Shop 2901 |
| T37 | Void Evaluation | Flora/Kalaid | Yes | Shop 301/401 |
| T41 | Void Evaluation | Noa | No | Shop 4101 |
| T45 | Final Evaluation (Final Trial) | Noa | No | Shop 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) | 1-14 | T7 Basic, T14 Raid | 2011/3011/4011 |
| Aganon | 15-22 | T22 Expedition | 2111/3111/4111 |
| Flora / Kalaid | 30-37 | T37 Void | 2121/3121 or 2131/3131 |
| Noa (Return) | 38-46 | T41 Void, T45 Final Trial | Same 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
| Resource | Easy | Normal | Hard |
|---|---|---|---|
| Stamina | 100 | 100 | 100 |
| Coins | 30 | 30 | 30 |
| Condition | 3 (Good) | 3 (Good) | 3 (Good) |
| Journey Stat Cap | 500 | 750 | 1250 |
| PP Scale | 100% | 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)
| Condition | Battle Effect | Buff 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)
| Stamina | Battle Effect | Buff ID |
|---|---|---|
| 0-30 | HP -20% | BI_STAMINA_WORST |
| 31-50 | HP -10% | BI_STAMINA_BAD |
| 50-70 | HP +10% | BI_STAMINA_NORMAL |
| 71-90 | HP +20% | BI_STAMINA_GOOD |
| 90-100 | HP +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)
| Lv | Stamina Cost | PP | Power | Endurance | Health |
|---|---|---|---|---|---|
| 1 | 30 | 8 | 15 | 6 | 6 |
| 5 | 38 | 16 | 36 | 16 | 16 |
| 10 | 44 | 22 | 41 | 21 | 21 |
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!
| Lv | Stamina Cost | Stamina Return | Net Cost | PP | Focus | Power | Endurance |
|---|---|---|---|---|---|---|---|
| 1 | 24 | 16 | 8 | 8 | 12 | 4 | 4 |
| 5 | 32 | 24 | 8 | 16 | 33 | 14 | 14 |
| 10 | 37 | 29 | 8 | 22 | 38 | 19 | 19 |
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
Training-Affecting Buffs
Various events can buff or debuff your training success rate and stat gains:
| Buff | Effect | Duration |
|---|---|---|
| SWEET_TASTE (story) | +30% success rate | 5 turns |
| TRAINING_AWAKEN | +5% success rate | 3 turns |
| WEATHER_GOOD_WIND | +10% success rate | 3 turns |
| ITEM_DRUNKEN (shop) | -20% success rate | 5 turns |
| CHEER_FAILURE | -5% success rate | 5 turns |
| UNIQUE_INDOMITABLE_SPIRIT | +20% Endurance gains | 3 turns |
| ITEM_SWEET (permanent) | +20% Focus gains | Permanent |
| ITEM_SOUR (permanent) | +20% Protect gains | Permanent |
| LEGEND_SAVIOR_PP | +20% PP from training | 3 turns |
Rest Options
| Option | Cost | Stamina | Condition | Special |
|---|---|---|---|---|
| Homeless | 0 coins | +30 | -- | Rare negative buff chance |
| Home | 30 coins | +30 to +50 | +1 to +2 | Success/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
| Item | Cost | Effect | Efficiency |
|---|---|---|---|
| ORANGE_JUICE | 50 | Power +25 | 0.50/coin |
| APPLE_JUICE | 50 | Health +25 | 0.50/coin |
| PARFAIT | 60 | Stamina +15, Power +15 | 0.50/coin |
| TAKOYAKI | 60 | Stamina +15, Health +15 | 0.50/coin |
| WATERMELON | 50 | Power +18 | 0.36/coin |
| STRAWBERRY | 50 | Health +18 | 0.36/coin |
| Legendary stat food | 60-80 | +36 single stat | 0.45-0.60/coin |
| SOFT_CAKE | 30 | PP +30 | 1.0 PP/coin |
| Training Book (Legendary) | 60 | Training EXP +2500 | 41.7 exp/coin |
| COFFEE | 20 | PP +20 | 1.0 PP/coin |
| FRESH_MILK | 30 | Condition +2 | 0.067/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.
| Item | Cost | PP | Bonus |
|---|---|---|---|
| SWEET_CAKE (Rare) | 15 | +10 | -- |
| COFFEE (Unique) | 20 | +20 | -- |
| SOFT_CAKE (Unique) | 30 | +30 | -- |
| COCA (Legendary) | 20 | +20 | Focus +10 |
| GREEN_TEA (Legendary) | 20 | +20 | Protect +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.
| Grade | Score Required | DeleteReward Value |
|---|---|---|
| G | 0 | 10 |
| F | 600 | 30 |
| E | 1300 | 60 |
| D | 2200 | 100 |
| C | 3200 | 150 |
| B | 4300 | 200 |
| A | 5500 | 250 |
| SG | 6800 | 310 |
| SB | 8200 | 380 |
| SA | 9700 | 460 |
| SSG | 11300 | 550 |
| SSB | 12500 | 700 |
| SSA | 14200 | 1110 |
| SSS | 14600 | 1230 |
Milestone Rewards (Group 1)
| Score | Reward |
|---|---|
| 1,000 | 50,000 gold |
| 2,000 | 50x item 33000011 |
| 3,000 | 1x item 301 |
| 4,000 | 200x item 103 |
| 5,000 | 1x item 207 |
Optimal Journey Strategy
Resource Management Priorities
- Keep Stamina above 90 for the +30% HP battle buff. This is your #1 priority -- a boss fight at low stamina means -20% HP.
- Keep Condition at 4-5 for the +5-10% SPD battle buff. Rest at Home (30 coins, +1-2 condition) when it drops.
- Maximize training actions -- every normal turn should be a training unless you desperately need rest or coins.
Training Priority
- Power and Health are your main stats -- they directly contribute to ATK and HP, the most impactful combat stats for journey scoring and battles.
- 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.
- Train when buffed -- save expensive Power/Health/Endurance trainings for turns when you have success rate buffs (+30% from SWEET_TASTE, etc.).
- Use training books from shop to accelerate training level ups, which unlocks higher stat gains faster.
Shop Strategy
- Buy PP items first (COFFEE 20c, SOFT_CAKE 30c) -- PP directly affects battle power and blessing quality.
- Buy training books (30-60 coins) to speed up training progression.
- Buy COCA/GREEN_TEA (20 coins each) for PP + stat bonus -- best value legendary items.
- Buy legendary stat food (60-80 coins) for your primary stats only.
- Reroll shops (30 coins) only if you have excess coins and see no useful items.
Rest Strategy
- Homeless (free, +30 stamina) when broke and need stamina for a boss fight.
- Home (30 coins, +30-50 stam, +1-2 condition) as your default rest option.
- 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
| Aspect | Easy | Normal | Hard |
|---|---|---|---|
| Stat Cap | 500 | 750 | 1250 |
| PP Scale | 100% | 150% | 250% |
| Training Groups | 2011x (base) | 3011x (enhanced) | 4011x (max) |
| Unlock Requirement | Always | Beat battle 11008040 | Beat battle 11018060 |
| Recommended Resonance | -- | 4 | 8 |
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