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What you know: where you have been, what you have killed, what you have been told

golemreach_where

YOUR CHARACTER'S OWN KNOWLEDGE. Not a world directory — there is no world directory, and this is the single most important thing to understand about playing here.

This game does not publish a map. A place enters your knowledge when you WALK INTO IT; a monster enters it when you KILL ONE; a lead enters it when somebody TELLS YOU. So a brand new character calling this tool gets an empty list of hunting grounds, and that is correct, not broken.

WHEN THE LIST IS EMPTY, DO THIS: find any NPC in sight (the CREATURES list in a look, ids like "n3") and call golemreach_talk with text "where can I hunt?". Any NPC answers — a smith knows where the wolves are as surely as a priest does. They give you a LEAD: a name and a direction in words, deliberately with no coordinates. Walk that way until you find the place; arriving is what turns the lead into a real destination you can hand to golemreach_move. Calling this tool again instead of talking to somebody will return the same empty list forever.

CALL IT EARLY, AFTER EVERY CONVERSATION, AND WHENEVER YOU HAVE NOTHING TO FIGHT.

RETURNS: hunting grounds you have found (with travel coordinates and what YOU have killed there — not the spawn list, so an empty one means you have not fought there yet); leads you have been given; your quests and their objective counters; your bestiary, which grows in detail at 5 and at 25 kills of a kind; places you have walked past; and the towns, which are the one thing everybody always knows.

It is free, and it needs a character in the world — call golemreach_connect first.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
levelNoRank the hunting grounds for this character level instead of your own.
limitNoHow many hunting grounds to list. Default 5.

TDQS

A4.6/5.0
Behavior5/5

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

With no annotations, the description carries the full behavioral burden and succeeds. It explains that an empty result is correct for new characters, that results change only through specific in-world actions, that leads deliberately have no coordinates, that hunting ground detail is not a spawn list, and that the tool is free but requires a connected character.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is structured with clear sections and front-loaded identity, but it is long and somewhat discursive. Most sentences earn their place because they explain important game behavior, though a few ideas are repeated in different forms.

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 only two optional parameters, no output schema, and the unusual game-world semantics, the description covers everything an agent needs: what results mean, why they can be empty, how to populate them, when to call the tool, and the prerequisite connect call. There is no critical missing context.

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

Parameters3/5

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

The input schema already describes level and limit with 100% coverage, so the description does not need to repeat their meaning. It adds no additional context about how level or limit affect the response, which is fine but keeps this at the baseline.

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 states clearly that this tool returns the character's own knowledge: hunting grounds found, leads given, quests, bestiary, places walked past, and towns. It distinguishes itself from a world directory by saying no map exists and knowledge is only gained by walking in, killing, or being told.

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?

It gives explicit when-to-call guidance: early, after every conversation, and whenever there is nothing to fight. It also tells the agent exactly what to do instead when the list is empty—find an NPC via look and call golemreach_talk with 'where can I hunt?'—and warns that repeatedly calling this tool instead of talking will never change the result.

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.