THE TOOLKIT
Adventure Journal
Plan your next session in Vale Sangora. Keep a short list of goals, check the supplies you need, and leave yourself a useful note.
Your next session starts here
Choose a playthrough and save your first goal. The journal keeps your next steps and preparations together.
Opening your journey…
Start with what you want to do next
Adventure Journal is a personal checklist for The Blood of Dawnwalker. Save quests, items, equipment, skills, places and guides while you browse the wiki, or choose them with Add a goal. Each goal links back to its current reference or walkthrough.
Use Make next to keep one goal at the top of your list. Add a note about where you stopped, what you need to bring, or a choice you want to check. Daytime and Night labels are your planning preferences; they do not verify a quest’s requirements.
- Add a few goals to your current journey. In the goal picker, you can keep choosing entries before returning to your list.
- Open a goal’s details to set a crafting quantity or target skill rank, leave a note, or add an optional time estimate.
- Follow the linked guide or map when you are ready. Mark the goal done after playing, and use Undo if you change your mind.
Turn crafting goals into one shopping list
Choose Recipes in the picker and use Craft to add a preparation. Collecting an item and crafting it are separate goals. Supplies combines ingredient demand across your active crafting goals, then subtracts each recorded stock count once.
Leave I have blank when you have not checked your inventory. Enter 0 when you know you have none. Ready means your recorded ingredient count covers the plan; you still need access to each recipe and enough room within its carry limit.
Copy the shopping list to take the remaining quantities with you. Completing a crafting goal removes its demand from the list, but does not spend the stock you recorded. Update those counts after crafting in the game.
See the training still ahead
Add a skill and choose its target rank in the goal’s details. In Training, record the rank you have already learned. A blank current rank stays unknown; choose 0 when you have not learned the skill yet.
The plan uses the existing Skill Planner rules for prerequisites, point gates, training time and unlocks. Record manual or quest unlocks separately from learned ranks. If Corruption is unrecorded, requirement checks use 0 until you enter your current level.
Review in Skill Planner opens these targets and recorded ranks as a preview. Any points still to assign to ordinary perks are shown separately; their training time is not included until you choose those perks. Completing a journey goal does not automatically change your recorded ranks.
For equipment, save the exact version you are looking for and use Try in build from its goal. The Build Planner handles loadout calculations and comparisons. You can also send selected gear or skill targets from the planners to your current journey.
Keep room in your 30-day plan
The rescue clock begins after the prologue. A full daytime-and-night cycle has 16 segments, giving the 30-day campaign a starting budget of 480 segments. Record your current day, phase and next segment in Time plan to calculate the remaining budget.
You can give a goal a scheduled day and segment, an estimated cost, and the time actually spent. Leave an estimate blank if it is unknown. Enter 0 only when you mean no time cost. Estimates for unfinished goals are added together; goals with unknown costs stay visible as checks.
Scheduled goals can overlap, fall before your recorded clock, or run beyond the starting budget. The tool flags those cases for review. It does not infer travel time, quest deadlines, story-driven clock changes or the time cost of an entire quest from one objective.
Actual time spent is a separate record. It is not deducted again from a clock you have already updated, and marking a goal done does not move the clock. Use the current objective’s in-game cost and conditions before committing to a plan.
Keep a journey for each playthrough
Use Playthroughs & backups to create, rename or copy a journey. Each journey keeps its own goals, notes, ingredient counts, recorded skills and campaign time. Switch playthroughs with the selector above your list. You can keep up to 10 journeys with up to 150 goals each.
Your journeys save in this browser without an account. Export all journeys before clearing browser data or moving to another device. On the same site in another browser, import that Adventure Journal backup, review its contents, then add it as new journeys. Existing journeys stay in place.
Adventure Journal does not read your game save or sync progress from the game. The map’s Visited marks, the quest directory’s Completed checklist and the separate planning tools keep their own records. Adding or completing a journey goal does not change them.
If browser storage is unavailable, changes remain usable for the current session and can be exported. If saved data cannot be read or another tab conflicts with this session, the tool keeps the original saved data and offers a backup instead of silently replacing it.
Keep achievement goals with this playthrough
The achievement checklist uses this journey’s goals. Save an achievement for later, make it your next step, or mark it complete after your game confirms the unlock. The same completion state appears in both places.
Hidden achievement names are excluded from the goal picker until you choose to show spoilers. Achievements you deliberately add remain visible in your own goal list and are included in exported backups.