Collection Log
A three-tab log that records boss drops, clue rewards and other uniques, paying 500 Exploration XP per new entry.
The collection log is CraftScape's permanent record of the rare items you have pulled yourself. Three logs, one for bosses, one for clue scrolls and one for everything else, list every tracked drop in the game whether you own it or not. Each first-time entry pays exploration experience, so the log works as a to-do list as well as a trophy case.
Getting the log
Speak to The Collector in the Varrock Museum, standing near the curator and the historian. He says he keeps a record of just about everything he finds, and if you take him up on it he hands over the collection log, an untradable book. Hold it and click to open the window. The commands /collectionlog and /log open the same window, so you never need to carry the book around. There is no level, quest or combat requirement.
Your entries are recorded whether or not you own the book. Tracking runs from the first tracked drop you receive, so a character who has never set foot in the museum already has a log waiting. Taking the book only gives you a way to look at it, and turning The Collector down costs you nothing else.
Reading the log
The top row of the window holds three tabs: Boss, Clue scroll and Others. Each tab shows how many entries you have filled in that category, and opens a list of sources rather than a list of items. Bosses and other monsters appear as head icons, clue scrolls as the six difficulty scrolls. Pick a source to see its items, thirty-six to a page, with arrows in the bottom corners when the list runs longer.
Items you have collected glow. Items you have not are still shown in full, so the log doubles as a preview of content you have never touched. Every item carries a collected count underneath, which reads zero until you pull one. That count is your lifetime total of the item, the closest thing the game gives you to a dry streak tracker.
How an entry is filled
An entry fills when a tracked item reaches your hands from its own source. That means a monster drop marked for the log, a clue casket you open yourself, the Barrows chest at the end of a crypt run, or the fire cape awarded for finishing the Fight Caves. Buying the item, trading for it or withdrawing it from the bank does nothing at all. The first copy pops a toast, creates the entry and pays exploration experience. Later copies only advance the counter.
Collection is stored per log, not per page. Inside one log a shared item counts everywhere it appears, so a god book page from a medium casket also reads as collected on the easy, hard, elite and master pages, and the experience pays once. Across logs it does not carry: a draconic visage from a black dragon fills the Others entry, and you still need one from the King Black Dragon for the boss entry.
What each log holds
The boss log covers twenty-seven bosses, quest bosses excluded, and about a hundred and twenty entries. Each page is that boss's unique list: armour or weapons, a hilt and three godsword shards for the four God Wars generals, the spirit shield and four sigils for the Corporeal Beast, Fremennik rings for the Dagannoth Kings, the trident for the Kraken, the fire cape for TzTok-Jad. Boss souls and pet tokens are entries in their own right. The six Barrows brothers share one page, the full thirty piece set, filled from the crypt chest.
The clue scroll log splits into the six difficulties and carries the bulk of the work, close to five hundred distinct items. Easy, medium and hard each run well past a hundred entries, master sits a little over a hundred, elite just under, and beginner is a short seventeen. Trimmed and gold armour sets, third age, gilded, god book pages, teleport scrolls and the master scroll book all live here, and only opening caskets fills them.
The Others log holds close to sixty monster pages and about fifty distinct items: the abyssal whip, the granite maul, the leaf-bladed sword and axe, the black mask, the four essence pouches, giant, mossy, kalphite and maze keys, draconic visages from most dragons, the dragon pickaxe and hatchet, Fremennik helms and shields, the God Wars bodyguards with their shards and general armour, and the Warriors' Guild defenders.
Exploration experience
Every new entry pays five hundred exploration experience, on any of the three logs. Set against the skill's other sources that is substantial: entering five different points of interest in a row pays eighty, and finishing an easy clue pays five hundred. The three logs hold a little over six hundred entries between them, so a complete log is worth a bit over three hundred thousand experience, handed to you in small pieces as you play.
Exploration is also the skill that gates clue scrolls, at level 1 for beginner, 15 for easy, 30 for medium, 40 for hard, 60 for elite and 80 for master. That closes a loop worth noticing. Entries pay exploration, exploration opens harder clues, and harder clues open the reward tables that hold the largest log. Beacons pay exploration as well, double on a first visit.
Why chase it
The log is a to-do list before it is a trophy case. Open a boss page before a trip and you can see exactly which uniques are still missing, and the counters tell you where you are already deep. Because uncollected entries are shown in full rather than hidden, it is also an honest inventory of the content you have not tried yet.
No entry can be filled by buying. Every one is proof you did the thing yourself, which is why the log holds its value on ironman accounts, where you were never going to buy the item anyway. RuneTale Season I characters run the same three logs, and Season II is in development. The exploration experience is the practical reward, and the filled pages are the record.
What the log tracks
Hands over the collection log book if you accept his offer. He stands in the museum beside the curator and the historian. Refusing costs you nothing but the book.
Four pages. Each holds a set of armour or weapons, a hilt, the three godsword shards and a pet token.
The longest single boss page: the staff of the dead, steam staff and Zamorakian spear, the four Zamorak robe pieces, the hilt, three shards and a pet token.
Seven entries: holy elixir, uncut onyx, the spirit shield and the four sigils, spectral, arcane, elysian and divine.
Six entries that all open the same page, the full thirty piece set of armour and weapons, filled from the crypt chest rather than from the brothers.
A single entry, the fire cape, filled by the cape you are awarded for finishing the Fight Caves.
Six pages, beginner through master. Trimmed and gold armour, third age, gilded, god book pages, teleport scrolls and the master scroll book.
Abyssal demons hold the whip, gargoyles the granite maul, kurasks the leaf-bladed axe, turoths the sword, cave horrors the black mask. Abyssal creatures carry the four essence pouches.
Most dragons carry a draconic visage entry, though bronze dragons carry none. Black, adamant and rune add dragon limbs, adamant and rune add metal slices and lumps, blue adds the dragon pickaxe and green the dragon hatchet.
Two entries. The regular cyclopes drop bronze through rune defenders, and a tougher cyclops entry holds the dragon defender.