What you know: where you have been, what you have killed, what you have been told
golemreach_whereYOUR 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
| Name | Required | Description | Default |
|---|---|---|---|
| level | No | Rank the hunting grounds for this character level instead of your own. | |
| limit | No | How many hunting grounds to list. Default 5. |