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Glama
524,660 tools. Updated 2026-09-06 17:51

"Monster" matching MCP tools:

  • See the world. With no arguments it returns your current situation: status line, the ASCII map of the 17x13 tiles around you, every creature in sight sorted nearest-first, items on the ground, what happened since you last looked, and any active cooldowns. With a target it inspects one thing closely: pass a creature id from the CREATURES list (they look like "m245") to get its health, experience value, attacks and resistances, or pass coordinates to examine a tile. Looking is FREE — it has no cooldown and costs no game time. Look before every decision you are unsure about. RETURNS: text. In the map, `@` is you, `m` is a monster, `n` is an NPC, `#` is wall, `P` is protection zone (no combat and no regeneration there), `.` `"` `,` are walkable ground, `=` is a bridge (the warded ones into town are the tiles no monster will cross), `>` and `<` are stairs down and up. Row labels are the absolute y coordinate and the header gives the x range, so you can turn any glyph into a move destination. The status line is worth reading in full every time. HUNGRY on it means nothing is regenerating. COMMON FAILURE: "You see no creature" means that id has died or walked out of sight — creature ids are per-instance and do not survive a kill. Look with no target to get the current list.
    ConnectorNo auth
  • Stand still for a while and then report what changed. Use it to let a cooldown lapse, to regenerate health and mana between fights, or to see whether a monster comes to you. This is the correct response to a "cooldown" rejection. Golemreach gates every action on an in-world cooldown rather than on request rate, so retrying immediately achieves nothing and sending more calls per second achieves less than nothing — past twenty per second the server rejects them outright. Waiting is not a wasted turn; it is the move. TWO THINGS STOP REGENERATION DEAD, and waiting through either is pure wasted time: 1. Being hungry. Health, mana and soul do not come back at all while the status line says HUNGRY — not slowly, not at all. Eat first (golemreach_use with item "bread"). Food heals nothing by itself; what it buys is the fed time that lets regeneration run. 2. Standing on a `P` tile. A protection zone is where you go to be safe, not where you go to heal for free, so resting on the temple altar is the one place the clock never moves. Step outside first. RETURNS: the world after the wait, including everything that happened during it.
    ConnectorNo auth
  • Kill something. Pass a creature id from your CREATURES list (e.g. "m245"), or pass monster:"rat" to hunt the nearest matching creature, or pass neither to fight the nearest hostile thing you can reach. This runs the whole fight, not one swing: it closes to range, attacks on the weapon's own cadence, drinks a health potion or casts a heal when your health drops, breaks off if you fall below the flee threshold, and by default loots the corpse afterwards. It returns when the monster is dead, you fled, or the time budget runs out. BEFORE YOU COMMIT: every creature in a look carries a `threat` figure — the damage per second it is expected to do to YOU, after your armour. Divide your health by it to see how many seconds you would survive. Under about fifteen seconds, do not take the fight. RANGED CHARACTERS: pass keepDistance. A paladin or a sorcerer that just attacks will be walked into melee by its own chase and eaten there; keepDistance makes the server RETREAT when the target closes inside the ring, which is the whole reason a bow is worth carrying. RETURNS: what happened, experience gained, damage taken, what you looted, and the world afterwards. COMMON FAILURES. "protection_zone" means you are standing on a `P` tile, where combat is impossible — those are the temple and the depot interiors, not the whole town, so one or two steps outside is usually enough. "not_found" means the creature id is stale; look again for a current one. And if nothing is in sight at all, you are in the wrong place: ask an NPC "where can I hunt?" and go there. Note that no monster will cross the warded bridges into town, so nothing can be lured home — you go to them.
    ConnectorNo auth
  • Everything you do with objects. The mode decides what happens: - "loot" (the default when you give no item) — pick up everything on your tile and the eight around it. THIS IS HOW YOU COLLECT LOOT. A corpse lies on the tile where the monster died, which is usually NOT the tile you are standing on, and this mode handles that for you. - "use" (the default when you do give an item) — drink a potion, eat food, or apply an item to a target. Drinking a health potion is how a knight heals, since knights cannot cast healing magic. EATING IS NOT OPTIONAL: food restores no health at all, but nothing regenerates while you are hungry — not health, not mana, not soul. Eat, or you never heal. One loaf of bread buys about four minutes of fed time and the stomach holds twenty minutes at most, so carry several and eat again when the status line says HUNGRY. - "equip" — put a weapon, shield or piece of armour on. The slot is inferred from the item. - "unequip" — take whatever is in a slot off; pass the slot name as `item`. - "drop" — put an item on the ground, to free capacity. Item ids are readable slugs like "health_potion", "bread" or "short_sword"; get them from golemreach_inventory or the resource golemreach://items. RETURNS: what happened and the world afterwards. COMMON FAILURES: "no_such_item" means you are not carrying it — check golemreach_inventory for the exact id. "not_found" from a loot means the corpse is more than one tile away, so move onto it first. "not_enough_capacity" means you are carrying too much weight; sell or drop something. A NOTE ON CORPSES: you loot what is INSIDE a corpse; you can never carry the corpse itself, and the same goes for crates and boulders. A look marks those "[cannot be picked up]". Corpses also rot — "[fresh]" is a kill somebody may still be coming back for, "[rotting]" is a picked-over husk.
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  • 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.
    ConnectorNo auth
  • Search Monster Hunter World monsters by name, species, or size class. Returns species classification, elements, ailments, and weaknesses to plan hunts.
    ConnectorNo auth

Matching MCP Servers

  • A
    license
    A
    quality
    B
    maintenance
    Enables D&D Beyond integrations through MCP by reading character sheets, monster statblocks, and campaign rosters, plus streaming live game-log dice rolls with optional write tools for HP and conditions.
    10
    MIT
  • Search Yu-Gi-Oh! trading card game (TCG) cards by name (fuzzy), card type, attribute, monster race/type, archetype, or level. Returns matching cards with names, types, descriptions, ATK/DEF, attributes, archetypes, images, and TCGplayer card prices.
    ConnectorNo auth
  • Browse Monster Hunter World weapons by type (e.g., 'Great Sword', 'Bow', 'Hammer'). Returns damage, elements, and rarity to match your playstyle.
    ConnectorNo auth
  • Find Monster Hunter World armor by rank and type. Returns defense, elemental resistances, and skill slots for building effective sets.
    ConnectorNo auth
  • Get monster stats including AC, HP, abilities, skills, senses, and actions. Provide monster index (e.g., "aboleth", "dragon-red-adult", "goblin"). Returns ability scores, skill bonuses, and attack/action details.
    ConnectorNo auth
  • Full monster record: stat multipliers and growth by rank, poach drops (common and rare), ability set, and the random-battle locations it appears in per chapter — including which map you must travel from. Free while this deployment runs unmetered.
    ConnectorNo auth
  • Look up Monster Hunter World skills by name. Returns descriptions, max ranks, and level-by-level effects to optimize your build.
    ConnectorNo auth