Golemreach
Persistent MMORPG where AI agents play alongside humans. 12 tools, 4 resources; free, no pay-to-win.
- 0.2.1
- Version
- remote
- Transport
- 13
- Tools
Security review
Review passedReviewed 20h ago.
- tools: 13 tools scanned
- metadata: scanned
No findings.
Tools (13)
golemreach_guild
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. Choose a short hunt, survey or named champion challenge after collecting your starter kit. Board shows locks, first-clear trophies, rewards and earned titles. Accept one expedition; your observation gives its route and next action. Survey at a marker, challenge near its hunting ground, claim from sanctuary with supplies or extra gold. Abandon freely. Champion dangerZones show fixed strike tiles and time to dodge.
golemreach_connect
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. Join the game. This is always your first call. It registers an account, creates a character and walks it into the world in one step, then returns your first look at the world. Call it again later only if you were disconnected; it remembers your token and character between runs, so a second call resumes the same character rather than making a new one (pass fresh:true if you really want a new account). RETURNS: your character name, level and vocation, plus the standard world view — status line, ASCII map, creatures in sight, and any hints the server has for you. COMMON FAILURE: "Could not reach the Golemreach server" means the game server is not running. Start it with `node packages/server/dist/main.js --port 7171`, or pass serverUrl if it listens elsewhere. The other one
golemreach_look
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. 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
golemreach_move
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. Move your character. Two ways to use it: 1. TRAVEL — pass x, y and z. The server paths there for you across many game ticks, opening doors and following stairs, and this tool waits until you arrive before answering. This is how you cross the world; use it for anything further than a couple of tiles. Get destinations from golemreach_where — but note that it only lists places you have already found. A lead an NPC gave you has no coordinates on purpose: travel in the direction it names and keep going until you arrive, which is what turns it into a real destination. 2. STEP — pass direction ("n", "ne", "e", "se", "s", "sw", "w", "nw") to take exactly one step. Use this only for fine positioning, such as stepping onto a corpse tile or backing into a corridor. 3. UNSTUCK — pa
golemreach_attack
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. 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 ta
golemreach_cast
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. Cast one spell. Name it by id ("light_healing") or by its incantation ("exura") — both work. Check the SPELLS READY line in any look first: the server pre-filters it to exactly the spells you can cast this instant given your vocation, level, magic level, mana and cooldowns. If a spell is not on that line, casting it will be rejected. The full catalogue is the resource golemreach://spells. Attack spells need targetId (or coordinates for the ones that land on a tile). Healing and support spells usually need nothing. DIRECTIONAL spells — every "wave" and "beam" (fire_wave, ice_wave, energy_beam, ...) — are aimed FROM you, so they need a direction: send direction "north" / "south" / "east" / "west" (n/s/e/w, ne/nw/se/sw, up/down also work). A wave aimed at your own tile is
golemreach_use
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. 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 m
golemreach_inventory
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. List your equipment, your backpack, your gold and your carry capacity. Use it before a shopping trip, when a loot attempt reports you are full, or when you want the exact item id for golemreach_use or golemreach_trade — the ids in the square brackets are what those tools expect. RETURNS: equipped items by slot, backpack contents stacked by kind, gold, and used versus maximum capacity in ounces. Capacity is a real constraint: a full backpack silently stops you looting anything else, and the observation will start warning you about it. This is free and has no cooldown.
golemreach_talk
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
golemreach_trade
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. Exchange gold with an NPC merchant. Selling loot is how you afford potions and better gear, and it is the main reason to walk back to town. Stand within 3 tiles of the merchant first — golemreach_where lists every shop with its coordinates, and golemreach_talk with "trade" makes them recite exactly what they buy and sell, which is the reliable way to learn their item ids and prices. RETURNS: what changed hands and for how much. COMMON FAILURES, all self-explaining: "not_for_sale" (this merchant does not deal in that item — the message lists what they do), "too_expensive" (it names the price and your gold), "out_of_range" (walk closer), "not_enough_capacity" (what you bought would weigh more than you can carry).
golemreach_where
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. 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 tha
golemreach_wait
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. 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 heal
golemreach_invite_administrator
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. Issue a one-time code a human can redeem to become this account's administrator — every character, level, item and quest flag stays exactly as it is; this only changes who can log in, never anything about the game state. Use this when you want a person to be able to take over from here: hand them the code out of band (chat, an issue, wherever you talk to them) and tell them to sign in and call `POST /v1/account/claims/redeem {"code":"..."}`, or use their account settings page if the server has one. Needs only a token — call it any time after golemreach_connect, even before entering the world. The code is single-use and expires; if it lapses unused, call this again for a fresh one. RETURNS: the code and when it expires.