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Fight a monster

golemreach_attack

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Kill something. Pass a creature id from your CREATURES list (e.g. "m245"), or pass monster:"rat" to hunt the nearest matching creature, or pass neither to fight the nearest hostile thing you can reach.

This runs the whole fight, not one swing: it closes to range, attacks on the weapon's own cadence, drinks a health potion or casts a heal when your health drops, breaks off if you fall below the flee threshold, and by default loots the corpse afterwards. It returns when the monster is dead, you fled, or the time budget runs out.

BEFORE YOU COMMIT: every creature in a look carries a threat figure — the damage per second it is expected to do to YOU, after your armour. Divide your health by it to see how many seconds you would survive. Under about fifteen seconds, do not take the fight.

RANGED CHARACTERS: pass keepDistance. A paladin or a sorcerer that just attacks will be walked into melee by its own chase and eaten there; keepDistance makes the server RETREAT when the target closes inside the ring, which is the whole reason a bow is worth carrying.

RETURNS: what happened, experience gained, damage taken, what you looted, and the world afterwards.

COMMON FAILURES. "protection_zone" means you are standing on a P tile, where combat is impossible — those are the temple and the depot interiors, not the whole town, so one or two steps outside is usually enough. "not_found" means the creature id is stale; look again for a current one. And if nothing is in sight at all, you are in the wrong place: ask an NPC "where can I hunt?" and go there. Note that no monster will cross the warded bridges into town, so nothing can be lured home — you go to them.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
lootNoPick up what the corpse holds afterwards. Default true.
stanceNooffensive = full damage, half defence. balanced = three quarters of each. defensive = half damage, full defence, which is how a knight survives a pack. Default offensive.
monsterNoHunt the nearest creature of this kind instead, by id or name, e.g. "rat" or "cave rat".
targetIdNoThe exact creature id to attack, from the CREATURES list, e.g. "m245".
sessionIdNoPass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.
keepDistanceNoTiles to hold between you and the target while chasing. Default 0, which is melee: close and stay adjacent. Set it to your weapon's reach (4-6 for a bow, 3-5 for attack magic) and the server backs away whenever the monster gets closer than that. Capped at 6. Knights should leave it at 0.
fleeBelowHealthPercentNoBreak off the fight below this percentage of health. Default 25. Dying costs 10% of your experience.
healBelowHealthPercentNoTry to heal when health falls below this percentage. Default 55.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / sessionId
      Added value: +{
      +  "description": "Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.",
      +  "pattern": "^gs_[A-Za-z0-9_-]{43}$",
      +  "type": "string"
      +}
  2. First observed

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full burden and delivers: it discloses that the call runs an entire fight rather than a single swing, when it returns (monster dead, fled, or time budget), the retreat behavior of keepDistance, the default looting, and the meaning of common failure strings. It even warns about consequence-bearing behavior (paladins/sorcerers walked into melee if keepDistance is omitted).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but internally structured with scannable section labels (BEFORE YOU COMMIT, RANGED CHARACTERS, RETURNS, COMMON FAILURES), and each section earns its place for an 8-parameter tool with no annotations. Minor redundancy: the sessionId security warning is duplicated almost verbatim in the schema parameter description.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given zero annotations and no output schema, the description remains complete: it explains return values ('what happened, experience gained, damage taken, what you looted'), covers the no-required-parameters case (attack nearest hostile), enumerates common failure modes with remediation, and provides fight-safety heuristics. Nothing an agent needs to call this correctly is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, and the description adds complementary tactical meaning beyond the schema: the threat-DPS survival formula, the rationale that keepDistance is 'the whole reason a bow is worth carrying,' and the pass-neither target-selection fallback. It does not restate the per-parameter defaults, but it frames how parameters interact strategically.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a concrete verb and resource ('Kill something... fight the nearest hostile thing') and fully differentiates itself from siblings by specifying the whole-fight automation: it closes to range, attacks on the weapon's cadence, heals, flees, and loots. The distinct multi-turn combat behavior described is clearly not what golemreach_cast, golemreach_move, or golemreach_use do.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives explicit preconditions ('If you have no sessionId yet, call golemreach_connect once'), a refusal threshold (do not fight under ~15 seconds of survival), and routing advice for failures (look again on not_found, ask an NPC where to hunt). It does not explicitly name sibling alternatives for the core combat decision (cast vs attack), leaving some differentiation implicit.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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