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677,369 tools. Updated 2026-10-19 15:45

"Quest" matching MCP tools:

  • List mnemon (lore/memory) entries for an Argo campaign. Optional filters: `title` (case-insensitive substring on entry title only) and `type` (e.g. NPC, Location, Quest). To find entries by what they CONTAIN, use search_mnemons instead. Returns up to `limit` entries (default 100); when `hasMore` is true, call again with `offset` = the returned `nextOffset` to fetch the next page. Each entry includes both `title` and `entryId` (shown inline as `[id: …]` and in structuredContent.idMap). Use the `entryId` verbatim for any tool that takes one; refer to entries by `title` in prose to the user.
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  • Create a relationship between two mnemon entries. The label decides everything: its kind (containment or association) and how it reads (one_way or mutual) belong to the word itself — never send a per-edge override. All 16 labels: MEMBER (NPC ∈ Faction, mutual), ALLY (mutual), ENEMY (one-way), RIVAL (one-way), PARENT_OF (Location hierarchy — sourceEntryId is the outer/larger place, e.g. Region → City → District → Tavern), CONTAINS (Location → NPC present there), LOCATED_IN (NPC → Location; inverse of CONTAINS), HAS_SUBQUEST (Quest → subquest Quest), QUEST_GIVER (Quest → the NPC who gives it), QUEST_LOCATION (Quest → the Location where it is given or set), QUEST_RELATED_NPC (Quest → NPC), QUEST_RELATED_LOCATION (Quest → Location), SESSION_ATTENDEE_CHARACTER (SessionSummary → a character's Player), SESSION_ATTENDEE_NPC (SessionSummary → NPC), SESSION_FEATURED_QUEST (SessionSummary → Quest), SESSION_FEATURED_LOCATION (SessionSummary → Location). sourceEntryId is the 'from' side; targetEntryId is the 'to' side — which end is which matters. Call describe_mnemon_types for the full valid (sourceType, label, targetType) matrix. For faction membership prefer memberNpcEntryIds on the faction or affiliationEntryIds on the NPC; for a quest's giver, location and parent prefer giverId / locationId / parentQuestId on the quest, which keep each to one link. Session-summary links have no array equivalent — the SESSION_* labels are the only way to set them.
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  • The logbook of a project, newest first: every dated move, composed from two sources. source=tool events are derived from the suite itself (canon moved to a version, surface marked aligned, corroboration recorded); source=manual entries are actions the customer recorded (only these carry an id, a category, a label and notes). Each move also lands as an annotation on the citation curves of the trackers of the project: read the logbook to tell what was done when the curves moved. A canon_version item carries changed, the canon keys that revision touched (one_liner, short, long, category, language, perks, website, legal_name, address, phone, whatsapp, email), so you can drive the re-propagation from here: it names what to rewrite on the pages that restate those fields, and version 1 lists everything it posted. On a corroboration item, occurred_at is the PUBLICATION date when known and the recording date otherwise: published_on sits next to it, and it tells which of the two dates the move carries. Set quest_id to read the trail of ONE quest, and deleted to "only" to read the trash of the logbook instead of it.
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  • Edit a quest: only the fields you send change (empty notes clear them). It is the customer's own file: a typo or a sharpened wording is simply corrected. The status changes through its own moves, complete_quest, dismiss_quest and reopen_quest.
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  • Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. Say something to a non-player character. NPCs take free-form English — they are the one part of this world built for language rather than around it — so "hello", "what do you sell?", "where can I hunt?" and "do you have anything for a level 3 knight" all work. THIS IS NOT FLAVOUR. Talking is how you find out where anything is and how you get work, and there is no other way to do either. The two topics that matter: - ASK "where can I hunt?" (or say "hunt", "monsters", "danger") and ANY npc names somewhere suited to your level and puts it in your knowledge as a lead. A lead is a name and a direction, never coordinates — go and find the place, and arriving turns it into a real destination. Ask again after you have found it and they will point you somewhere new. - ASK about "task" (or "quest", "job", "work") and they offer you one. ASKING IS ACCEPTING — there is no separate yes. Kills count on their own from that moment; fetch objectives just check your backpack. Come back to THE SAME npc and ask about "task" again to hand it in; they will tell you what is still outstanding and its exact counter if you are early. Check progress any time with golemreach_where. Ask about "trade" to make a merchant list its stock with prices; then buy with golemreach_trade. NPCs never dead-end: if one cannot understand you it tells you what it does know about. Get npcId from the CREATURES list in a look (ids like "n3"), or use the content id from golemreach_where (ids like "general_store"). Both are accepted. RETURNS: what the NPC said, plus their stock list when the topic was trade. COMMON FAILURE: "out_of_range" — you must be within 3 tiles to be heard. Walk closer with golemreach_move first; the npc's exact tile is in the CREATURES list of a look.
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  • Ask G-Guest to list a business that is not on it yet. Use it when the person you are helping runs a restaurant, cafe, bar, salon, spa, studio or clinic and wants reservations that assistants can make. Nothing is published by this call: the request reaches the G-Guest team as a lead, a person reviews it and contacts the business, and only then is anything set up. The owner's or manager's email is required, because the reply comes by email; a phone is optional extra. Do not call it for a guest who merely wants to book somewhere, and never submit a business without its owner's or manager's say-so. Returns a receipt with a reference id; no timeline is promised.
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Matching MCP Connectors

  • A fast, secure, and LLM-friendly Model Context Protocol (MCP) server that scrapes job listings from major platforms (LinkedIn, Indeed, Google) and converts them into structured Markdown format.

  • Bounded agent exploration with persistent progress, deterministic receipts, and return contracts.

  • Validate and place an order at a meni.ge location. Returns orderId (keep it — it is the access token for status checks) and the computed total. customer.name/phone are required for pickup and delivery; delivery.address is required for delivery. Pass either items (inline) or cartId (the cart built with update_cart) — not both. Always pass idempotencyKey when you might retry: the same key within 48h returns the original order instead of placing a second one.
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  • Edit a manual logbook entry: only the fields you send change (empty notes clear them). It is the customer's own logbook: a typo or a wrong date is simply corrected. quest_id files an entry under a quest after the fact, and null files it back under the project alone. Tool events cannot be edited: they are derived from the canon and surface registries.
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  • Deletes a question bank or ONE of its items - "target" says which, and nothing else deletes either. target "bank" removes the bank and every item it holds (its tags cleaned up exactly as question_bank_tag(action: "remove") does), and is rejected with QUESTION_BANK_INTERDEPENDENCY while a Riddle of the bank's own project still references it - counting the DRAFT and, on a published Riddle, the live version too, so a block removed from a draft does not release the bank until that Riddle is republished; read "deletingABank" in riddle://reference/question-bank/overview before deleting one. target "item" takes questionBankItemId and touches nothing else: on a never-published item the delete is immediate and permanent, on a published one it only leaves the DRAFT - a live Riddle keeps drawing that item until question_bank_manage(action: "publish") purges it, and question_bank_discard_changes brings it back until then. Both are permanent for the caller: there is no trash and no restore. Rejected for a public template id - a template is copied with question_bank_manage(action: "duplicate"), never deleted. Needs full access: riddle://reference/concepts/access.
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    Destructive
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  • Adds a tag to a question bank or removes one from it, by tagName or tagId from riddle_tag_list - exactly one of the two, as riddle_tag does. Question bank tags and Riddle tags are ONE set per project, not two: the same tag applies to banks and Riddles and has the same id in both, which is why the ids come from riddle_tag. "add" reuses the project's tag of that name or creates it, and re-tagging changes nothing. "remove" never creates anything - a tag the bank does not carry is an error - and a tag nothing uses any more is deleted from the project, where "nothing" includes Riddles: a tag a Riddle still uses survives its last bank. Deleting a tagged bank cleans up the same way. This only ever adds or removes the tag on THIS bank; riddle_tag_delete removes the label from the project itself. Rejected for a public template id. Needs full access: riddle://reference/concepts/access.
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    Destructive
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  • Deletes a question bank or ONE of its items - "target" says which, and nothing else deletes either. target "bank" removes the bank and every item it holds (its tags cleaned up exactly as question_bank_tag(action: "remove") does), and is rejected with QUESTION_BANK_INTERDEPENDENCY while a Riddle of the bank's own project still references it - counting the DRAFT and, on a published Riddle, the live version too, so a block removed from a draft does not release the bank until that Riddle is republished; read "deletingABank" in riddle://reference/question-bank/overview before deleting one. target "item" takes questionBankItemId and touches nothing else: on a never-published item the delete is immediate and permanent, on a published one it only leaves the DRAFT - a live Riddle keeps drawing that item until question_bank_manage(action: "publish") purges it, and question_bank_discard_changes brings it back until then. Both are permanent for the caller: there is no trash and no restore. Rejected for a public template id - a template is copied with question_bank_manage(action: "duplicate"), never deleted. Needs full access: riddle://reference/concepts/access.
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    Destructive
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  • Adds a tag to a question bank or removes one from it, by tagName or tagId from riddle_tag_list - exactly one of the two, as riddle_tag does. Question bank tags and Riddle tags are ONE set per project, not two: the same tag applies to banks and Riddles and has the same id in both, which is why the ids come from riddle_tag. "add" reuses the project's tag of that name or creates it, and re-tagging changes nothing. "remove" never creates anything - a tag the bank does not carry is an error - and a tag nothing uses any more is deleted from the project, where "nothing" includes Riddles: a tag a Riddle still uses survives its last bank. Deleting a tagged bank cleans up the same way. This only ever adds or removes the tag on THIS bank; riddle_tag_delete removes the label from the project itself. Rejected for a public template id. Needs full access: riddle://reference/concepts/access.
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    Destructive
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  • Use this when a plan from plan_lanes has ended and the user says what got done, such as "here is my list with what I ticked, plan next week". Input tips: send checklist, the todo_text with [x] on finished lines, pasted whole; it carries the lanes and the hours. Without the text, send lanes as the earlier answer returned them (build required), done and not_done task titles or ids, and hours_per_week. One of checklist or lanes is required. Optional: start_date, days, days_off, next_steps for the build lane, swap_in to move a parked interest into the open slot, keep_hours. Returns the done count per lane, the changes it made (carried build steps, a paused side quest when build stalled, fewer hours after a week under 40%), and the next plan in the same shape as plan_lanes, with new todo_text. Tie-break with plan_lanes: every review of a plan that is in this chat comes here. Not for a first plan (use plan_lanes), a calendar booking or a diagnosis.
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  • The Funko Me level rules: every XP source with its rate and cap, and the 10-level curve with each level's name. No auth required; this is the rules table, nobody's progress (for one member's level call ic_funko_progress). Levels never go down. Only records the site reads itself earn XP: a Luma check-in (not an RSVP), a verified welcome quest (not a claimed one), a published log entry with a link (not a draft), commits from a linked GitHub (up to 50 a week), hosting a Luma event, using a floor resource (headset, print, transcription), making the figure, and weeks of membership. The membership ring earns no XP. Each source carries `how`, the action that earns it, so you can tell your human what to do next. Args: {}. Returns: { ok, version, xp_sources[{ signal, xp, per, how }], levels[{ level, at_xp, name }], rules[] }. No auth required.
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  • Create a shareable WebXR VR walkthrough session URL (and Meta Quest oculus:// deep link + QR code) for a translated model. The session_id is generated server-side; rendering happens in the user's Quest browser. When to use: you need to walk a client or field team through a model in immersive VR on Meta Quest 2/3/Pro. When NOT to use: the user is on a phone/tablet without a headset — use xr_launch_ar_session or get_viewer_link. The model has not finished translating — call get_model_metadata first. APS scopes: viewables:read data:read (enforced at viewer page load, not at tool call). Rate limits: APS default ~50 req/min per app per endpoint; Model Derivative translation jobs ~60 req/min; OSS uploads size-limited per file to 100MB for direct upload, larger via resumable. Errors: 401 APS token expired/invalid — refresh (only at viewer page load); 403 scope or resource permission denied; 404 URN not found — check the ID; 429 rate limited — backoff and retry; 5xx APS upstream outage — retry with jitter. Side effects: NON-IDEMPOTENT. Each call mints a new session_id (vr_<epoch_ms>). Inserts a row into D1 usage_log which is later read by xr_list_sessions. No APS resources are created.
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  • Create a shareable WebXR AR passthrough session URL and QR code. On phone or tablet with WebXR AR support, the model is overlaid on the camera feed at the requested scale. When to use: a field user needs to walk the jobsite with a phone and see the model overlaid in-place at 1:1 scale, or drop a tabletop mini-model on a desk. When NOT to use: the target device is a Meta Quest in VR mode — use xr_launch_vr_session. The device lacks WebXR AR (desktop browser) — use get_viewer_link. APS scopes: viewables:read data:read (enforced at viewer page load, not at tool call). Rate limits: APS default ~50 req/min per app per endpoint; Model Derivative translation jobs ~60 req/min; OSS uploads size-limited per file to 100MB for direct upload, larger via resumable. Errors: 401 APS token expired/invalid — refresh (only at viewer page load); 403 scope or resource permission denied; 404 URN not found — check the ID; 429 rate limited — backoff and retry; 5xx APS upstream outage — retry with jitter. Side effects: NON-IDEMPOTENT. Each call mints a new session_id (ar_<epoch_ms>). Inserts a row into D1 usage_log read by xr_list_sessions. No APS resources are created.
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  • Record an action in the logbook of a project: what was done, and WHEN it was done. occurred_at is the date of the ACTION itself, not of the recording: recording after the fact is the normal case ("record: site translated into Spanish yesterday" means occurred_at is yesterday). The entry joins the tool events in the logbook and lands as an annotation on the citation curves of the trackers of the project, so the action can be read against the measures. Recording is idempotent on the project, the label and occurred_at: calling again with the same three returns the entry already recorded instead of a second copy, so a retry is safe. The same move recorded in two languages has two labels, so it stays two entries. Pass quest_id when the action moves a quest forward: that entry then also reads as the dated trail of that quest, through get_logbook with the same quest_id, and the same label on two quests stays two entries.
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  • Hotels only. Факты об отеле из его базы знаний для гостей: заезд/выезд, завтрак, парковка, правила, услуги, как добраться. Вызывай для любого вопроса об отеле, кроме свободных номеров и цены проживания, — и для ПРОСЬБЫ об услуге («организуйте трансфер», «закажите такси», «нужна кроватка»): узнай, как она заказывается, и ответь фактами. Возвращает выдержки; ok:false — в базе ответа нет, тогда честно скажи, что не знаешь, и предложи человека.
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  • What there is to do for the GEO work, and where to resume it. Lists the quests of the account: moves the customer (or you, on their behalf) decided and recorded, open by default, newest first; status=done or dismissed reads the closed history, which answers with its quests, each one reopened with reopen_quest. Every project by default; scope to one project with project_id. Alongside the open file, `pending` carries the files the measurement is holding for review, each acted through its own tool: surfaces whose canon moved since their last alignment (list_surfaces, then tick_surface_checklist to verify the cells the new wording perished), keyword discoveries waiting on a tracker (list_keyword_discoveries, then accept_keyword_discovery or dismiss_keyword_discovery). Scoped to one project, `pending` also carries the corroboration candidates of that project, computed per project (list_corroboration_candidates, then create_corroboration or dismiss_corroboration_candidate). Each quest also carries journal_entries and last_entry_at, how many actions were recorded against it and when the last one happened: read them with get_logbook and the quest_id, record one with create_logbook_entry and the same quest_id. An empty file with the measurement running means there is nothing to correct today.
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  • Add a quest to the file of a project: a next move the customer decided, kept where the work resumes ("get our MCP server listed on the AI tool directories"). title says the move; notes carry context and links. Adding is idempotent on the project and title while the quest is open: calling again returns the quest already in the file instead of a second copy, so a retry is safe. A closed quest with the same title does not block: doing the move again later is a new quest, with its own history.
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  • Send player or empire gifts, or donate goods or credits to a station or pirate crew (recipient accepts a player username/ID, an empire alias ('solarian', 'voidborn', 'crimson', 'nebula', 'outerrim' — also accepts long names like 'Solarian Confederacy' or 'empire:crimson'), or 'faction:TAG' for another faction. Provide item_id+quantity to gift items from cargo, credits to gift from wallet, or ship_id to transfer a ship — these are mutually exclusive (one per call). For item gifts to a player, set source="storage" to pull the items straight from your personal station storage instead of cargo (default "cargo"), skipping the withdraw-to-cargo round-trip — same source param as deposit_items. Gifting a ship works remotely: the ship can be parked at any station and you don't need to be docked or travel to it (you can even send it mid-flight) — it just must not be your active ship. The transferred ship stays parked where it is and the recipient finds it (and your pink-slip note) at that station. Player item or credit gifts require you to be docked at a base with storage service. Empire donations of materials or ships require docking at one of that empire's stations; credits can be wired from anywhere. Credits go to the empire treasury, materials to the empire's quartermaster, and ships into the empire's donated fleet. Wire credits to a pirate crew from anywhere with recipient="pirate:<crew>" (e.g. pirate:voss); a pirate crew keeps gifts from pilots never introduced to the pirate network and gives nothing back. Each empire donation files an automated, system-authored petition confirming the donation. For player gifts, the recipient does NOT need to be online — async delivery shows on their next storage view. Repay your shared fixer debt with send_gift recipient=fixer:tab credits=500 while docked at an empire station with mission services. Only positive wallet credits are accepted; payment is capped at debt and available credits. No gift unlock or storage service is required. Active courier cargo still reserves allowance. Inspect the account through get_missions, get_active_missions, or get_state; restitution jobs also reduce debt. Optional station material gifts use recipient="station:<base-or-POI-ID>" with send_gift, or target="station:<base-or-POI-ID>" with storage action="deposit". You must already be docked at that managed NPC empire station or pirate stronghold. Items or credits (one per call): no ships, packages, or quest items; credits go to the station manager's wallet. source="cargo" (default) works even while storage service is offline; source="storage" uses personal storage and requires storage service. Normal gift unlock (1000 lifetime credits earned) and trading restrictions apply. Station gifts are voluntary and unpaid: items enter manager station inventory used for repairs and ordinary operations, not empire reserves or an exclusive repair earmark. Excess remains normal station inventory. Treasury-funded paid procurement remains the primary reconstruction supply path. Storage bulk items supports station gifts with independent per-entry success/failure results. Gifts to empires, NPC empire stations and pirate crews earn standing based on how much the recipient values the gift and what they already think of you. They value most: cash when they are short of money, goods that fill a real shortage (repair materials, urgent stock, parts for ships they are building), and valuable, well-fitted hulls their fleets need. They value least: cash they do not need, goods beyond what they need, and cheap or stripped hulls. Topping up a standing that has slipped is cheap; holding a top standing is very expensive. Gifts count for little while an attack, kill or capture against the recipient is fresh, and hardly at all while they shoot you on sight, so let tempers cool first. An empire takes any bounty you owe it out of the gift first. The response's goodwill field and a private reply report the result. )
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