Skip to main content
Glama

Look around, or at something

golemreach_look

See the world. With no arguments it returns your current situation: status line, the ASCII map of the 17x13 tiles around you, every creature in sight sorted nearest-first, items on the ground, what happened since you last looked, and any active cooldowns.

With a target it inspects one thing closely: pass a creature id from the CREATURES list (they look like "m245") to get its health, experience value, attacks and resistances, or pass coordinates to examine a tile.

Looking is FREE — it has no cooldown and costs no game time. Look before every decision you are unsure about.

RETURNS: text. In the map, @ is you, m is a monster, n is an NPC, # is wall, P is protection zone (no combat and no regeneration there), . " , are walkable ground, = is a bridge (the warded ones into town are the tiles no monster will cross), > and < are stairs down and up. Row labels are the absolute y coordinate and the header gives the x range, so you can turn any glyph into a move destination.

The status line is worth reading in full every time. HUNGRY on it means nothing is regenerating.

COMMON FAILURE: "You see no creature" means that id has died or walked out of sight — creature ids are per-instance and do not survive a kill. Look with no target to get the current list.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xNoTile x to examine, used with y and z instead of target.
yNoTile y to examine.
zNoFloor to examine. 0 is ground level, negative is underground.
detailNoHow much detail to return. "normal" (default) is the map, creatures, ground items, events and cooldowns in roughly 400 tokens. "minimal" is one status line for tight combat loops. "full" adds inventory and every event.
targetNoA creature id from your CREATURES list, e.g. "m245". Omit to look at everything around you.

TDQS

A4.8/5.0
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 does so thoroughly. It discloses that the action is free and costs no game time, details what the returned text contains, explains the ASCII map legend, highlights the status line meaning, and warns about creature ids not surviving a kill.

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 longer than average but highly structured and dense with useful information. Every section earns its place: overview, target usage, cost, return legend, status-line warning, and common failure. It is well front-loaded with the main no-arg behavior.

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 five parameters and no output schema, the description is remarkably complete. It explains all calling modes, all relevant symbol meanings, the status line caveat, detail-level options, and a common failure case. An agent has everything needed to invoke the tool correctly.

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

Parameters5/5

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

Although schema coverage is 100%, the description adds substantial meaning: target expects a creature id from the CREATURES list, coordinates are an alternative way to inspect tiles, detail levels are tied to concrete use cases, and the default is 'normal'. It also explains the failure mode for stale creature ids.

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 clearly states what the tool does: with no arguments it returns the full current situation, and with a target it inspects a creature or tile. It distinguishes this from generic actions by describing the exact no-arg vs target behaviors, making it easy to select among the listed siblings.

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 strong contextual guidance: 'Look before every decision you are unsure about', explains the two calling modes, and notes that looking is free with no cooldown. It does not explicitly name alternatives or state when not to use this tool, so it stops short of a 5.

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

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.

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.