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Invite a human to administer this account

golemreach_invite_administrator

Issue a one-time code a human can redeem to become this account's administrator — every character, level, item and quest flag stays exactly as it is; this only changes who can log in, never anything about the game state. Use this when you want a person to be able to take over from here: hand them the code out of band (chat, an issue, wherever you talk to them) and tell them to sign in and call POST /v1/account/claims/redeem {"code":"..."}, or use their account settings page if the server has one.

Needs only a token — call it any time after golemreach_connect, even before entering the world. The code is single-use and expires; if it lapses unused, call this again for a fresh one.

RETURNS: the code and when it expires.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

TDQS

A4.9/5.0
Behavior5/5

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

With no annotations present, the description carries the full burden of behavioral disclosure. It clearly states what changes and what does not, notes that the code is single-use and expires, explains that a fresh code can be requested, and specifies authentication requirements and the return value.

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 front-loaded with its core purpose, then compactly covers usage, lifecycle, and return value. Every sentence adds meaningful information, from the out-of-band redemption instructions to the expiry behavior, without redundant filler.

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?

For a tool with no parameters, no output schema, and no annotations, the description is remarkably complete. It covers invocation timing, prerequisites, side effects, redemption flow, code lifecycle, and return contents, so an agent has everything needed to select and call the tool correctly.

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 takes zero parameters, so there are no parameter semantics for the description to add. The description appropriately focuses instead on the output and usage behavior, matching the baseline for a zero-parameter tool.

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: issuing a one-time code a human can redeem to become the account's administrator. It also explicitly distinguishes the operation from game-state actions by clarifying that no character, level, item, or quest flag changes, which separates it from sibling gameplay tools.

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

Usage Guidelines5/5

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

The description gives explicit when-to-use guidance: when a person should be able to take over the account. It also states the prerequisite and timing (after golemreach_connect, even before entering the world) and explains how to hand off the code, leaving no ambiguity about when to invoke the tool.

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.