BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

System mechanic — not covered elsewhere

The Collection Log

Opened from the COLL tab · every item you've ever personally held, against the game's full 2,204-item registry

The Collection Log is, in the game's own words, the bestiary's sibling for items rather than creatures: undiscovered entries show as a ??? silhouette, found ones show their real name, and a running total sits in the panel's own header. It was added directly on request — "add a collection log tab to the ui" — with the spec written first, per the project's standing rule of writing the design down before building it.

What counts, and how it's caught

Every item that has ever passed through your inventory counts, no matter how it arrived — loot, crafting, buying from a merchant, a quest reward, or fishing. All of those routes funnel through the single function that actually hands an item to you, and the log wraps that one function rather than hooking each source separately, so nothing that grants items can add a new one without automatically being caught too. The one deliberate exception is raw cash: gold is converted to coins before it ever touches your inventory, so it was never an item to log in the first place, and an early build's own denominator briefly disagreed with that rule — see Version History.

Existing items count too

Because the log only started watching the moment it shipped, a wrapper alone would have left every existing character staring at an almost-empty list after however many hours they'd already played. On your very first load after this update, everything currently sitting in your inventory is marked as collected once. That's an honest reading — you demonstrably have it — not a reconstruction of your full history: anything you found, used up, and no longer hold before this update is not backfilled, because nothing in the game remembers that you ever had it.

Filtered by kind

The full registry is 2,204 entries — far too long for a flat list in a 340px panel — so the log groups itself by the same item kinds the game's own item registry already publishes, with a row of filter buttons across the top showing a live "found / total" count for each:

KindRegistered items
Weapons829
Tools629
Materials460
Cosmetics207

An "ALL" filter sits alongside the kind-specific ones, showing your total against the full 2,204. Well over half of that total — 1,205 items — aren't hand-authored at all: they're tiered gear, named gear_mining_1 and so on through however many tiers a skill has, one full ladder generated per five levels across six separate skills. Those items are folded into the ordinary kind filters above rather than getting a filter of their own; there's no separate "tiered gear" tab.

No reward, on purpose

Finishing the log pays out nothing — no cash, no experience, no item. That's a deliberate choice the game's own design notes are explicit about: a "collect everything" reward would turn the log into a completion target, and the very next item the game ever adds would silently un-earn it for every player who'd already finished it. It's also not folded into the Legend score, for the same reason — that's meant to be one completion percentage across five specific categories, and growing the registry would move that number backwards under every existing player without them doing anything wrong. The log stays a personal checklist rather than a race against future updates.

Its own achievement tier

A later update did add three achievements tied to the log — Collector (100 distinct items), Hoarder (500), and Archivist (1,000) — but they're deliberately built as fixed counts rather than percentages of the ever-growing registry. A fixed number can never be un-earned: adding item 2,188 to the game doesn't change what "100 distinct items" means, so nobody who already crossed that line ever loses it, which is exactly the trap the log's own no-reward design was built to avoid in the first place.

Version history

  • Added, from the direct request quoted above, wrapping the single function every item grant passes through and appending a COLL tab to the same panel row the other menus already live in.
  • Did not wait for a character to be loaded. An early draft required an active save just to install its own tracking, which meant items granted in the first moments of a session — before that save had finished settling — would have gone unrecorded. The wrapper now installs as early as it possibly can.
  • A phantom denominator was fixed. Raw cash briefly counted toward the list of "things that could be collected" even though it's converted to coins before it ever reaches your inventory and can therefore never actually be found. That silently capped full completion at one below the true total, forever, for anyone chasing it — filtered out once discovered.
  • UI scale support added as one of the first two panels (alongside the bestiary) to prove out a zoom-based scaling mechanism later extended to the rest of the interface.
  • The Collector / Hoarder / Archivist achievement tier added, as fixed-count milestones rather than percentages, for the reasons described above.

Trivia

  • The log's internal test seam can record an item as found without actually granting it, which is how its own counter was proven to move independently of your real inventory during development.