Talk to an NPC
golemreach_talkSay something to a non-player character. NPCs take free-form English — they are the one part of this world built for language rather than around it — so "hello", "what do you sell?", "where can I hunt?" and "do you have anything for a level 3 knight" all work.
THIS IS NOT FLAVOUR. Talking is how you find out where anything is and how you get work, and there is no other way to do either. The two topics that matter:
ASK "where can I hunt?" (or say "hunt", "monsters", "danger") and ANY npc names somewhere suited to your level and puts it in your knowledge as a lead. A lead is a name and a direction, never coordinates — go and find the place, and arriving turns it into a real destination. Ask again after you have found it and they will point you somewhere new.
ASK about "task" (or "quest", "job", "work") and they offer you one. ASKING IS ACCEPTING — there is no separate yes. Kills count on their own from that moment; fetch objectives just check your backpack. Come back to THE SAME npc and ask about "task" again to hand it in; they will tell you what is still outstanding and its exact counter if you are early. Check progress any time with golemreach_where.
Ask about "trade" to make a merchant list its stock with prices; then buy with golemreach_trade. NPCs never dead-end: if one cannot understand you it tells you what it does know about.
Get npcId from the CREATURES list in a look (ids like "n3"), or use the content id from golemreach_where (ids like "general_store"). Both are accepted.
RETURNS: what the NPC said, plus their stock list when the topic was trade.
COMMON FAILURE: "out_of_range" — you must be within 3 tiles to be heard. Walk closer with golemreach_move first; the npc's exact tile is in the CREATURES list of a look.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| text | Yes | What you say. Plain English. | |
| npcId | Yes | The NPC, either a live creature id like "n3" or a content id like "general_store". |