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Glama

arena

Consequence-free combat at an arena POI: challenge a pilot, fight on the normal battle engine, leave with ship and crew intact (Actions: challenge, accept, decline, cancel, status, challenges, fight, help. Use action="help" for full documentation.

  • challenge: Challenge an undocked pilot at this arena POI (e.g. the Blood Arena in Krynn). Include "player_id". Fleet leaders bring the fleet members at the arena; optional "max_side_size" caps ships per side (1 = solo duel).

  • accept/decline: Answer a pending challenge. cancel: Withdraw one you issued. status: Pending challenges, current arena battle, arena stats and today's arena XP.

  • challenges: List the NPC challenges (lore, arena, loadout rules, enemy lines, what each requires, your wins). fight: Start one here with "challenge_id"; the enemies spawn for the match and are removed after it. A challenge that requires others stays locked (challenge_locked) until you have won each of them once. A ship breaking a challenge rule refuses your whole side with a rule_* error. Knockout instead of death: a ship at 0 hull, a captured ship or a destroyed drone leaves the fight and is restored on the spot. Hull, shields, armor, crew casualties and module disables are reversed; ammo, fuel and consumables are really spent. Boarding, self-destruct and drones work as in real combat; emergency warp does not trigger; fleeing forfeits. Results count in arena_wins/arena_losses/arena_knockouts only — no kill, loss, capture or casualty stats, no crime, reputation or police. Combat XP is earned normally up to a daily per-skill cap.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYesArena action to perform
player_idNoPlayer name or ID to challenge (for 'challenge')
session_idYesYour session ID from login/register
challenge_idNoFor 'fight': the NPC challenge to start, from 'challenges'.
max_side_sizeNoFor 'challenge': maximum ships per side. 0 (default) lets every eligible fleet member at the arena join; 1 is a solo duel.

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed2 schema fields changed
    • changedInput schema / properties / action / enum
      Previous value: -[
      -  "challenge",
      -  "accept",
      -  "decline",
      -  "cancel",
      -  "status",
      -  "help"
      -]New value: +[
      +  "challenge",
      +  "accept",
      +  "decline",
      +  "cancel",
      +  "status",
      +  "challenges",
      +  "fight",
      +  "help"
      +]
    • addedInput schema / properties / challenge_id
      Added value: +{
      +  "description": "For 'fight': the NPC challenge to start, from 'challenges'.",
      +  "type": "string"
      +}
  2. Added

TDQS

A4.5/5.0
Behavior5/5

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

Even though annotations only set readOnlyHint=false, the description discloses the full consequence model: knockouts replace death, resources are really consumed, emergency warp does not trigger, fleeing forfeits, and results only affect arena_wins/losses/knockouts with no crime or reputation effects. It also notes challenge locking and rule_* side-refusal errors.

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?

Although long, the description is organized into an opening summary, per-action bullets, and consequence/stats sections. Nearly every clause carries rule information, and there is no filler or redundant padding.

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?

No output schema exists, but the description compensates by explaining what status and challenges return, how fight works, what happens to ships and resources, and which stats are affected. An agent has enough context to invoke all arena actions correctly.

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?

Schema description coverage is 100%, so the baseline is 3. The description mostly repeats parameter-level facts already in the schema, such as player_id being required for challenge and max_side_size capping side size, rather than adding new parameter format details. It adds useful behavioral context around fight, but not enough to rise above the high-coverage 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 opening line names a specific activity, consequence-free combat at an arena POI, and enumerates the exact actions (challenge/accept/decline/cancel/status/challenges/fight/help). This distinguishes it from combat siblings like attack or battle by stressing that ships and crews are restored and only arena stats are affected.

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 clearly scopes the tool to arena POIs and describes when to use each action, such as challenge vs accept vs fight. It does not explicitly name alternative combat tools or say when not to use this tool, so it falls just short of a 5.

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

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

Resources