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Check what you are carrying

golemreach_inventory

List your equipment, your backpack, your gold and your carry capacity.

Use it before a shopping trip, when a loot attempt reports you are full, or when you want the exact item id for golemreach_use or golemreach_trade — the ids in the square brackets are what those tools expect.

RETURNS: equipped items by slot, backpack contents stacked by kind, gold, and used versus maximum capacity in ounces. Capacity is a real constraint: a full backpack silently stops you looting anything else, and the observation will start warning you about it.

This is free and has no cooldown.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

TDQS

A4.7/5.0
Behavior5/5

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

With no annotations, the description carries the full burden, and it delivers: it details the return contents, notes that capacity is enforced, warns that a full backpack silently stops looting, and mentions that observations will warn about capacity. It also clarifies there is no cooldown and the call is free.

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

Conciseness5/5

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

The description is well structured: a one-line purpose, concise use-case guidance, a RETURNS section, and a notable caveat about capacity. Every sentence adds information and there is no filler or repetition of the tool name.

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?

There is no output schema, so the description must explain return values, and it does: equipped items by slot, backpack contents stacked by kind, gold, and used versus maximum capacity. It also adds the important gameplay consequence of full capacity, making the definition complete for an agent deciding when and how to use this tool.

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?

The tool has zero parameters, so there is no parameter detail to add; the baseline is 4. The description instead clarifies what the returned IDs mean and how they connect to sibling tools, which is useful contextual semantics beyond an empty schema.

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?

The description opens with a specific verb and resource: 'List your equipment, your backpack, your gold and your carry capacity.' It clearly states what the tool does and distinguishes it from sibling action tools by noting that the returned item IDs are what golemreach_use and golemreach_trade expect.

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?

The description gives explicit when-to-use guidance: before a shopping trip, when a loot attempt reports being full, and when needing exact item IDs for golemreach_use or golemreach_trade. It does not include when-not-to-use or alternative-tool comparisons, but for a zero-parameter inventory read the trigger conditions are clear and actionable.

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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TDQS

A4.8/5.0
Disambiguation5/5

Each tool maps to a clearly distinct interaction: connect, observe, move, fight, cast, use, inventory, talk, trade, knowledge/quests, wait, and admin handoff. The only possible overlap is attack versus cast, but their descriptions separate a full automated fight from casting a single spell, so an agent can reliably choose between them.

Naming Consistency5/5

All 12 tools share the golemreach_ prefix and use lowercase snake_case names in a predictable command-like style. Most are verbs (attack, move, talk, trade, use, wait), and the few non-verbs (inventory, where) still follow the same pattern, so there is no naming convention clash.

Tool Count5/5

With 12 tools, the set is well within the ideal 3-15 range for a game-agent server. Each tool earns its place by covering a distinct part of the gameplay loop—connection, exploration, combat, magic, object use, economy, NPC interaction, and progression knowledge—with no obvious redundancy.

Completeness5/5

The set covers the full lifecycle of the intended game experience: joining the world, looking and inspecting, traveling, hunting, casting spells, using items, looting, trading, talking to NPCs, tracking quests/knowledge, waiting for regeneration/cooldowns, and transferring administrative control. There are no obvious dead ends; every action a player would need flows naturally into the next tool.