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Look around, or at something

golemreach_look

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.

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.
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.

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

A4.7/5.0
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 goes well beyond a simple action: it discloses the return format in detail, the map legend, that looking costs no game time, the meaning of HUNGRY, and the common failure mode where creature ids die or leave sight. It also warns that sessionId grants control of the character.

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 long but every section earns its place: session handling, mode selection, cost, map legend, status-line warning, and a named failure mode. It is front-loaded with the most critical operational warning and uses headings and concrete examples to keep the length navigable.

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 there is no output schema and no annotations, the description fully compensates by documenting return contents, legend symbols, failure behavior, and the absence of cooldown. All six parameters are either covered in the description or already fully described in the input schema, so an agent has what it needs to 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?

Schema coverage is 100%, so the baseline is 3, but the description adds useful semantics: creature ids are per-instance and don't survive kills, coordinates can be derived from map row labels and x-range header, and target is mutually exclusive with x/y/z. It does not add much to the detail parameter because the schema already explains it.

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 concrete action ('See the world') and clearly distinguishes the two modes: no arguments returns the full situation (map, creatures, items, events, cooldowns), while a target inspects a creature or tile. This separates it from siblings like golemreach_attack or golemreach_move and tells an agent exactly what to 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?

It gives explicit when-to-use context: 'Looking is FREE — it has no cooldown and costs no game time. Look before every decision you are unsure about.' It also tells agents to call golemreach_connect first if they lack a sessionId. It does not explicitly compare against alternatives such as golemreach_where, but the guidance is clear enough for selection.

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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