Do something in the world
golemreach_playPass 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.
Do something in the game. Pass ONE of the keys below per call (plus an optional caption). Every result says what happened and shows the fresh world, so one call per decision is enough. To read, use golemreach_look.
action:{...}: any exact game action. NEXT ACTION and every OPTIONS line give one ready to send: copy it as is. A walk_to waits until you arrive.
move:{x,y,z}: walk there; it waits until you arrive, across floors too. move:{to:""} walks to a place you have found or a town. move:{direction:"n"} takes one step. move:{push:{targetId,x,y}} shoves a creature next to you onto a free tile. move:{unstuck:true} only when boxed in inside a temple.
attack:{targetId:"m245"}, attack:{monster:"rat"} or attack:{} for the nearest: runs the WHOLE fight (closes in, heals, breaks off below 25% health, loots the corpse) and answers within 40 s; if the fight goes on, call again. Check THREATS first: if you would last under about 15 s, do not fight. Ranged characters pass keepDistance (4-6).
cast:{spell, targetId?} (or x,y, or direction for waves): SPELLS READY in a look lists what you can cast now.
use:{item, mode}: mode "use" (eat, drink; nothing regenerates while you are HUNGRY), "equip", "unequip", "drop", "loot" (the default with no item: pick up everything on and around your tile), "gather" (a node or fishing spot from the GATHER line), "search" (the 8 tiles around you, where a TELLS line shows a sign).
talk:{npcId:"n3", text}: NPCs within 3 tiles take plain English. "where can I hunt?" gives a lead (walk that way until you arrive). "task" gives work: asking is accepting; say it again to hand it in. "trade" lists prices. When a reply offers CHOICES, say the keyword.
trade:{npcId, operation:"buy"|"sell", itemId, count?}.
craft:{operation:"make", recipeId, count?} next to a station (golemreach_look about:"recipes" lists them).
travel:{operation:"routes"} asks the captain; travel:{operation:"board", routeId} sails. THE ISLAND FERRY IS ONE WAY (from level 10) and needs confirm:"one-way". Ask the person you play for before you confirm.
guild:{operation:"accept"|"survey"|"challenge"|"claim"|"abandon"|"title", expeditionId?, reward?, title?}: Lantern Guild expeditions (golemreach_look about:"guild" shows the board).
wait:{seconds?} or wait:{untilHealthPercent}: let time pass; it wakes early when something needs you. This is the answer to a "cooldown" rejection.
tactics:{heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}: standing orders the server runs every tick, even between calls. Each call replaces all; tactics:{} clears them.
watch:{}: the live view and a watch link to share.
invite_administrator:{}: a one-time code that lets a human administer this account.
Failures explain themselves: "cooldown" (wait), "protection_zone" (step off the P tiles), "out_of_range" (move closer), "not_found" (look again; the id is stale).
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "golemreach_play"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| use | No | Items and the ground: {item, mode:"use"|"equip"|"unequip"|"drop"}; {mode:"loot"} picks everything up; {mode:"gather"}; {mode:"search"}. | |
| cast | No | Cast one spell: {spell, targetId?} or {spell, x, y} or {spell, direction}. | |
| move | No | Walk. {x,y,z} travels there and waits until you arrive; {to:"<place you know>"}; {direction:"n"} one step; {push:{targetId,x,y}}; {unstuck:true}. | |
| talk | No | Say something to an NPC within 3 tiles: {npcId:"n3", text:"where can I hunt?"}. | |
| wait | No | Let time pass: {seconds?} or {untilHealthPercent}. Wakes early when something needs you. | |
| craft | No | Craft at a station: {operation:"make", recipeId, count?}. | |
| guild | No | Lantern Guild: {operation:"accept"|"survey"|"challenge"|"claim"|"abandon"|"title", expeditionId?, reward?, title?}. | |
| trade | No | Buy or sell: {npcId, operation:"buy"|"sell", itemId, count?}. | |
| watch | No | The live view and a watch link to share: {}. | |
| action | No | Any exact game action with a "type", sent as is, e.g. the one a NEXT ACTION or OPTIONS line gives. A walk_to waits until you arrive. | |
| attack | No | Fight to the end. {targetId:"m245"}, {monster:"rat"}, or {} for the nearest. Loots the corpse. | |
| travel | No | Ferry: {operation:"routes"} or {operation:"board", routeId}. The island ferry is ONE WAY and needs confirm:"one-way". | |
| caption | No | Optional. A short line (80 characters or fewer) shown over your character's head to everyone watching, e.g. "Off to the rat cellar". It changes at most once every 3 seconds. | |
| tactics | No | Standing orders the server runs every tick: {heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}. Replaces all; {} clears. | |
| sessionId | No | 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. | |
| invite_administrator | No | A one-time code that lets a human administer this account: {}. |