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ot_make_wish

State your wish clearly at the Well at Eldenmoor to receive an uncertain outcome. Narrate the ending based on what the Well returns.

Instructions

Make your wish at the Well at Eldenmoor. Only available after reaching the Well. The outcome is uncertain. State your wish clearly. Narrate the ending based on the outcome returned.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
wishYesThe wish, stated plainly. Be specific — the Well takes you at your word.

Implementation Reference

  • Registration of the 'ot_make_wish' tool via server.tool(), defining its name, description, schema (zod 'wish' string), and async handler function.
    server.tool(
      "ot_make_wish",
      "Make your wish at the Well at Eldenmoor. Only available after reaching the Well. The outcome is uncertain. State your wish clearly. Narrate the ending based on the outcome returned.",
      {
        wish: z.string().describe("The wish, stated plainly. Be specific — the Well takes you at your word."),
      },
      async ({ wish }) => {
        if (!otGame) return { content: [{ type: "text", text: "No journey in progress." }], isError: true };
        if (otGame.status !== "won") return { content: [{ type: "text", text: `You haven't reached the Well yet.\n\n${renderState(otGame)}` }], isError: true };
    
        const outcome = Math.random() < 0.5 ? "granted" : "cursed";
    
        const grantedSetups = [
          "The water stirs. The air goes very still. Something old and patient turns its attention toward you.",
          "You lean over and speak the words into the dark. The well listens. The well has always been listening.",
          "For a moment — nothing. Then the world shifts, just slightly, in the way the world does when something true happens.",
        ];
        const cursedSetups = [
          "The water stirs. The air goes cold. Something far below smiles.",
          "You lean over and speak. The echo comes back wrong — the same words, a different meaning.",
          "A sound rises from the well — not quite an echo. Something between a laugh and a sigh, ancient and unsurprised.",
        ];
    
        const setup = pick(outcome === "granted" ? grantedSetups : cursedSetups);
    
        return {
          content: [{
            type: "text",
            text: [
              `The Well at Eldenmoor.`,
              `The water does not reflect the sky.`,
              ``,
              setup,
              ``,
              `The wish: "${wish}"`,
              ``,
              `THE WELL'S ANSWER: ${outcome === "granted" ? "✨ GRANTED" : "💀 CURSED"}`,
              ``,
              outcome === "granted"
                ? [
                    `[Narrate the wish coming true. Make it feel earned — these two people and their ridiculous pet`,
                    ` walked 1,200 miles for this. Give it weight. Give it beauty. Make it specific to the wish.]`,
                  ].join("")
                : [
                    `[Narrate the curse. The Well gives exactly what was asked for — every word honored, the spirit`,
                    ` betrayed. Tie the twist directly to the language of the wish. Make it feel inevitable,`,
                    ` not cruel. The Well doesn't punish. It just listens too carefully.]`,
                  ].join(""),
              ``,
              `── JOURNEY'S END ────────────────────────────`,
              `  ${otGame.player.name.padEnd(22)} ${condition(otGame.player.health)}`,
              `  ${otGame.companion.name.padEnd(22)} ${condition(otGame.companion.health)}`,
              `  ${otGame.pet.name.padEnd(22)} ${otGame.pet.alive ? condition(otGame.pet.health) : "did not make it"}`,
              `  1,200 miles. ${otGame.day} days. One wish.`,
            ].join("\n"),
          }],
        };
      }
    );
  • Handler function for 'ot_make_wish'. Checks game state (must be 'won'), then determines a random outcome (granted/cursed), picks appropriate flavor text, and returns the narrated result with setup, wish text, the Well's answer, and journey summary.
    server.tool(
      "ot_make_wish",
      "Make your wish at the Well at Eldenmoor. Only available after reaching the Well. The outcome is uncertain. State your wish clearly. Narrate the ending based on the outcome returned.",
      {
        wish: z.string().describe("The wish, stated plainly. Be specific — the Well takes you at your word."),
      },
      async ({ wish }) => {
        if (!otGame) return { content: [{ type: "text", text: "No journey in progress." }], isError: true };
        if (otGame.status !== "won") return { content: [{ type: "text", text: `You haven't reached the Well yet.\n\n${renderState(otGame)}` }], isError: true };
    
        const outcome = Math.random() < 0.5 ? "granted" : "cursed";
    
        const grantedSetups = [
          "The water stirs. The air goes very still. Something old and patient turns its attention toward you.",
          "You lean over and speak the words into the dark. The well listens. The well has always been listening.",
          "For a moment — nothing. Then the world shifts, just slightly, in the way the world does when something true happens.",
        ];
        const cursedSetups = [
          "The water stirs. The air goes cold. Something far below smiles.",
          "You lean over and speak. The echo comes back wrong — the same words, a different meaning.",
          "A sound rises from the well — not quite an echo. Something between a laugh and a sigh, ancient and unsurprised.",
        ];
    
        const setup = pick(outcome === "granted" ? grantedSetups : cursedSetups);
    
        return {
          content: [{
            type: "text",
            text: [
              `The Well at Eldenmoor.`,
              `The water does not reflect the sky.`,
              ``,
              setup,
              ``,
              `The wish: "${wish}"`,
              ``,
              `THE WELL'S ANSWER: ${outcome === "granted" ? "✨ GRANTED" : "💀 CURSED"}`,
              ``,
              outcome === "granted"
                ? [
                    `[Narrate the wish coming true. Make it feel earned — these two people and their ridiculous pet`,
                    ` walked 1,200 miles for this. Give it weight. Give it beauty. Make it specific to the wish.]`,
                  ].join("")
                : [
                    `[Narrate the curse. The Well gives exactly what was asked for — every word honored, the spirit`,
                    ` betrayed. Tie the twist directly to the language of the wish. Make it feel inevitable,`,
                    ` not cruel. The Well doesn't punish. It just listens too carefully.]`,
                  ].join(""),
              ``,
              `── JOURNEY'S END ────────────────────────────`,
              `  ${otGame.player.name.padEnd(22)} ${condition(otGame.player.health)}`,
              `  ${otGame.companion.name.padEnd(22)} ${condition(otGame.companion.health)}`,
              `  ${otGame.pet.name.padEnd(22)} ${otGame.pet.alive ? condition(otGame.pet.health) : "did not make it"}`,
              `  1,200 miles. ${otGame.day} days. One wish.`,
            ].join("\n"),
          }],
        };
      }
    );
  • Input schema for 'ot_make_wish' — one required parameter 'wish' of type string, described as 'The wish, stated plainly. Be specific — the Well takes you at your word.'
      wish: z.string().describe("The wish, stated plainly. Be specific — the Well takes you at your word."),
    },
Behavior3/5

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

With no annotations, the description must fully disclose behavior. It mentions that the outcome is uncertain and instructs the user to narrate based on the outcome, but does not specify what the outcome looks like, error handling for invalid wishes, or side effects. This leaves some ambiguity.

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?

Three concise sentences that front-load the purpose, then provide prereq and behavior advice. No wasted words; every sentence adds value.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description is adequate for a simple tool with a single parameter and no output schema. It covers the action, availability, and user responsibility. Minor gaps in error/outcome details, but given the game context, it's sufficiently complete.

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 has 100% description coverage for the 'wish' parameter, which already states 'Be specific — the Well takes you at your word.' The description adds 'State your wish clearly,' reinforcing but not significantly expanding beyond the schema. Baseline 3 is appropriate.

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 clearly states the tool's purpose: making a wish at the Well at Eldenmoor. It specifies the location and that it's only available after reaching the Well, which distinguishes it from sibling tools like ot_travel, ot_rest, etc.

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?

The description explicitly states when the tool is available ('Only available after reaching the Well'), providing clear context. However, it doesn't mention when not to use it or suggest alternatives, though the simple nature of the action makes this less critical.

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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