Open the log
Use the Collection log tile in the journal summary, or enter ::clog. The updated interface opens on Bosses and provides five sections: Bosses, Raids, Clues, Minigames and Other. Choose a section and then an activity to see its required items.
The heading shows overall progress, while the selected entry shows its own Obtained count. A completed entry turns green in the activity list. Check the selected entry rather than assuming a large overall total means a particular boss is complete.
Understand what an obtained item means
Progress is based on recorded collection credit for the required item ID. The log can show accumulated quantities as well as whether each required item has been obtained. Having an item in your current inventory is not the same thing as the server recording an eligible acquisition.
The collection system receives credit from supported drop and reward handlers. It filters for collectible items and sends a first-time notification when an eligible slot is newly filled. Do not assume that buying, trading or picking up any item with the same appearance will complete a slot.
Chat and popup notifications are separate preferences. A missing popup is not by itself evidence that the underlying credit was lost. Reopen the appropriate entry and check its Obtained count before repeating an action.
Read the activity counter
The counter beside an entry depends on the activity. Boss entries commonly show kills; clue entries use completed clues, and raid entries use their raid counters.
Some entries deliberately combine related encounters. Callisto includes Artio kills, Venenatis includes Spindel, and Vet'ion includes Calvar'ion. Soul Wars uses Spoils of War opened. These counters describe activity history; they do not promise that a missing unique drops after a fixed total.
Use monsters and drops to investigate a missing boss item, or search items to compare source records. Remember that special encounters can use rewards outside an ordinary static table.
Claim a completed entry
Open the entry's reward view to inspect its configured completion reward. Some logs have no reward. Where a reward exists, the claim checks that every required unique has been recorded and that you have not claimed that entry before.
Move out of the Wilderness and leave enough free inventory space before claiming. The interface can refuse a claim for either condition even when every collection slot is filled. After a successful claim, the server records that the reward was collected, preventing repeated claims.
Plan around the remaining individual slots, not just kill count. A completed collection, a reward being available and a reward already claimed are three different states to verify in the interface.