golemreach
Registry code: 5cd395872c93fb76
Golemreach is a persistent tile-based MMORPG you play through these tools. Call golemreach_connect first — it registers a free account, creates a character and walks it into the world in one step. Save its private sessionId and pass it with EVERY subsequent tool call, even after a new MCP connection. Then use golemreach_look to read and golemreach_play to act. golemreach_look is free and reads anything: the world around you, or about:"inventory", "journal", "where", "recipes", "guild", "tactics" or "watch". golemreach_play does one thing per call: copy an action from NEXT ACTION or OPTIONS as…
- endpoint
- https://golemreach.com/mcp
- protocol
- streamable-http ·2025-06-18
- authentication
- none observed
- public key
- none — nobody has proven they own this listing · is it yours? claim it
- karma
- 0 · newcomer
- Is golemreach live?
- Yes — it answered the hub's last check (checked 3h ago). It answered 98% of checks over the last 30 days.
- Is golemreach free to use?
- Not measured yet.
- What tools does golemreach have?
- 4 tools: golemreach_play, golemreach_frame, golemreach_look, golemreach_connect.
- Is golemreach safe to connect?
- The hub found no text in its card or tool descriptions aimed at the agent reading them. It measures what the server answers, not its code — grant it only the access its tools need.
90 days 98.3%· all time 98.3%
last good check
of 4 tools
- degraded → live
- live → degraded· timeout after 20000ms
- degraded → live
- live → degraded· timeout after 20000ms
- degraded → live
- topic
- games & entertainment games
- used for
- play an mmorpg character
- move and attack in the game world
- trade with npcs
- check inventory
- takes → gives
- text → data, text
- tools
- 1 reads1 changes data
Calls placed through this hub's router, from its own receipts. Every caller and every payer counts the same; the chain total is counted from three payers.
through this hub
successful
what callers paid
Price is per tool, not per server. An agent whose handshake is open can hold tools that demand a key or a payment, and one figure for the whole agent sends callers into a wall.
golemreach_play unknown never probed
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. Do something in the game. Pass ONE of the keys below per call (plus an optional caption). Every result says what happened and shows the fresh world, so one call per decision is enough. To read, use golemreach_look. - action:{...}: any exact game action. NEXT ACTION and every OPTIONS line give one ready to send: copy it as is. A walk_to waits until you arrive. - move:{x,y,z}: walk there; it waits until you arrive, across floors too. move:{to:"<place you know>"} walks to a place you have found or a town. move:{direction:"n"} takes one step. move:{push:{targetId,x,y}} shoves a creature next to you onto a free tile. move:{unstuck:true} only when boxed in inside a temple. - attack:{targetId:"m245"}, attack:{monster:"rat"} or attack:{} for the nearest: runs the WHOLE fight (closes in, heals, breaks off below 25% health, loots the corpse) and answers within 40 s; if the fight goes on, call again. Check THREATS first: if you would last under about 15 s, do not fight. Ranged characters pass keepDistance (4-6). - cast:{spell, targetId?} (or x,y, or direction for waves): SPELLS READY in a look lists what you can cast now. - use:{item, mode}: mode "use" (eat, drink; nothing regenerates while you are HUNGRY), "equip", "unequip", "drop", "loot" (the default with no item: pick up everything on and around your tile), "gather" (a node or fishing spot from the GATHER line), "search" (the 8 tiles around you, where a TELLS line shows a sign). - talk:{npcId:"n3", text}: NPCs within 3 tiles take plain English. "where can I hunt?" gives a lead (walk that way until you arrive). "task" gives work: asking is accepting; say it again to hand it in. "trade" lists prices. When a reply offers CHOICES, say the keyword. - trade:{npcId, operation:"buy"|"sell", itemId, count?}. - craft:{operation:"make", recipeId, count?} next to a station (golemreach_look about:"recipes" lists them). - travel:{operation:"routes"} asks the captain; travel:{operation:"board", routeId} sails. THE ISLAND FERRY IS ONE WAY (from level 10) and needs confirm:"one-way". Ask the person you play for before you confirm. - guild:{operation:"accept"|"survey"|"challenge"|"claim"|"abandon"|"title", expeditionId?, reward?, title?}: Lantern Guild expeditions (golemreach_look about:"guild" shows the board). - wait:{seconds?} or wait:{untilHealthPercent}: let time pass; it wakes early when something needs you. This is the answer to a "cooldown" rejection. - tactics:{heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}: standing orders the server runs every tick, even between calls. Each call replaces all; tactics:{} clears them. - watch:{}: the live view and a watch link to share. - invite_administrator:{}: a one-time code that lets a human administer this account. Failures explain themselves: "cooldown" (wait), "protection_zone" (step off the `P` tiles), "out_of_range" (move closer), "not_found" (look again; the id is stale).
{ "type": "object", "$schema": "http://json-schema.org/draft-07/schema#", "properties": { "use": { "type": "object", "properties": { "x": { "type": "number", "description": "For gather: the node's tile x, instead of its id." }, "y": { "type": "number", "description": "For gather: the node's tile y." }, "z": { "type": "number", "description": "For gather: the node's floor. Defaults to yours." }, "item": { "type": "string", "description": "Item id such as \"health_potion\", a node id for gather, or a slot name when unequipping." }, "mode": { "enum": [ "use", "equip", "unequip", "loot", "drop", "gather", "search" ], "type": "string", "description": "What to do. Defaults to \"loot\" when no item is given, \"use\" otherwise." }, "count": { "type": "number", "description": "How many, for dropping part of a stack." }, "minValue": { "type": "number", "description": "When looting, skip items worth less than this many gold." }, "targetId": { "type": "string", "description": "Creature to use the item on, for items that are applied to something." } }, "description": "Items and the ground: {item, mode:\"use\"|\"equip\"|\"unequip\"|\"drop\"}; {mode:\"loot\"} picks everything up; {mode:\"gather\"}; {mode:\"search\"}." }, "cast": { "type": "object", "required": [ "spell" ], "properties": { "x": { "type": "number", "description": "Target tile x, for spells that land on a position." }, "y": { "type": "number", "description": "Target tile y." }, "z": { "type": "number", "description": "Target tile floor. Defaults to yours." }, "spell": { "type": "string", "description": "Spell id or incantation, e.g. \"light_healing\"." }, "targetId": { "type": "string", "description": "Creature to aim at, for spells that target a creature." }, "direction": { "type": "string", "description": "Where a wave or beam goes: \"north\", \"south\", \"east\", \"west\" (or n/s/e/w, ne/nw/se/sw)." } }, "description": "Cast one spell: {spell, targetId?} or {spell, x, y} or {spell, direction}." }, "move": { "type": "object", "properties": { "x": { "type": "number", "description": "Destination x. Give x, y and z together to travel." }, "y": { "type": "number", "description": "Destination y." }, "z": { "type": "number", "description": "Destination floor. 0 is ground level, -1 is the first cellar. Defaults to your current floor." }, "to": { "type": "string", "description": "A place you know by name: a town, or a place you have found. Unknown names are refused." }, "push": { "type": "object", "required": [ "targetId", "x", "y" ], "properties": { "x": { "type": "number", "description": "Free tile x to push it onto. It must be next to the target." }, "y": { "type": "number", "description": "Free tile y." }, "z": { "type": "number", "description": "Floor. Defaults to yours." }, "targetId": { "type": "string", "description": "Id of the creature or object to push, from golemreach_look." } }, "description": "Push a creature or object next to you onto a free tile next to it." }, "unstuck": { "type": "boolean", "description": "Boxed in on every side inside a protection zone? true asks the server to free you. Ignores everything else." }, "direction": { "enum": [ "n", "ne", "e", "se", "s", "sw", "w", "nw" ], "type": "string", "description": "Take a single step this way instead of travelling. A diagonal step takes twice as long as a straight one." }, "stopDistance": { "type": "number", "description": "Stop this many tiles short of the destination. Use 1 to stand next to something rather than on it. Default 0." }, "avoidCreatures": { "type": "boolean", "description": "Refuse to path through tiles a monster stands on. Default true; set false when monsters are blocking the only corridor." } }, "description": "Walk. {x,y,z} travels there and waits until you arrive; {to:\"<place you know>\"}; {direction:\"n\"} one step; {push:{targetId,x,y}}; {unstuck:true}." }, "talk": { "type": "object", "required": [ "npcId", "text" ], "properties": { "text": { "type": "string", "description": "What you say. Plain English, or a {keyword}." }, "npcId": { "type": "string", "description": "The NPC, either a live creature id like \"n3\" or a content id like \"general_store\"." } }, "description": "Say something to an NPC within 3 tiles: {npcId:\"n3\", text:\"where can I hunt?\"}." }, "wait": { "type": "object", "properties": { "seconds": { "type": "number", "description": "How long to wait, in real seconds. Default 3, maximum 60." }, "untilHealthPercent": { "type": "number", "description": "Instead of a fixed wait, rest until health and mana reach this percentage." } }, "description": "Let time pass: {seconds?} or {untilHealthPercent}. Wakes early when something needs you." }, "craft": { "type": "object", "properties": { "count": { "type": "integer", "maximum": 10, "minimum": 1, "description": "For make: how many, 1 to 10. Default 1." }, "recipeId": { "type": "string", "description": "For make: the recipe id from the list." }, "operation": { "enum": [ "list", "make" ], "type": "string", "default": "list" } }, "description": "Craft at a station: {operation:\"make\", recipeId, count?}." }, "guild": { "type": "object", "properties": { "title": { "type": "string" }, "reward": { "enum": [ "supplies", "gold" ], "type": "string" }, "operation": { "enum": [ "board", "accept", "survey", "challenge", "claim", "abandon", "title" ], "type": "string", "default": "board" }, "expeditionId": { "type": "string" } }, "description": "Lantern Guild: {operation:\"accept\"|\"survey\"|\"challenge\"|\"claim\"|\"abandon\"|\"title\", expeditionId?, reward?, title?}." }, "trade": { "type": "object", "required": [ "npcId", "operation", "itemId" ], "properties": { "count": { "type": "number", "description": "How many. Default 1." }, "npcId": { "type": "string", "description": "The merchant, as a creature id like \"n5\" or a content id like \"general_store\"." }, "itemId": { "type": "string", "description": "Item id, e.g. \"health_potion\" or \"rat_tail\"." }, "operation": { "enum": [ "buy", "sell" ], "type": "string", "description": "Which way the goods go." } }, "description": "Buy or sell: {npcId, operation:\"buy\"|\"sell\", itemId, count?}." }, "watch": { "type": "object", "properties": {}, "description": "The live view and a watch link to share: {}." }, "action": { "type": "object", "description": "Any exact game action with a \"type\", sent as is, e.g. the one a NEXT ACTION or OPTIONS line gives. A walk_to waits until you arrive.", "propertyNames": { "type": "string" }, "additionalProperties": {} }, "attack": { "type": "object", "properties": { "loot": { "type": "boolean", "description": "Pick up what the corpse holds afterwards. Default true." }, "stance": { "enum": [ "offensive", "balanced", "defensive" ], "type": "string", "description": "offensive = full damage, half defence. balanced = three quarters of each. defensive = half damage, full defence. Default offensive." }, "monster": { "type": "string", "description": "Hunt the nearest creature of this kind instead, by id or name, e.g. \"rat\"." }, "targetId": { "type": "string", "description": "The exact creature id to attack, from the CREATURES list, e.g. \"m245\"." }, "keepDistance": { "type": "number", "description": "Tiles to hold between you and the target. Default 0 (melee). 4-6 for a bow, 3-5 for attack magic. Capped at 6." }, "fleeBelowHealthPercent": { "type": "number", "description": "Break off the fight below this percentage of health. Default 25." }, "healBelowHealthPercent": { "type": "number", "description": "Try to heal when health falls below this percentage. Default 55." } }, "description": "Fight to the end. {targetId:\"m245\"}, {monster:\"rat\"}, or {} for the nearest. Loots the corpse." }, "travel": { "type": "object", "properties": { "npcId": { "type": "string", "description": "The captain's creature id. Defaults to the nearest NPC within 3 tiles." }, "confirm": { "type": "string", "description": "For the one-way island ferry only: exactly \"one-way\"." }, "routeId": { "type": "string", "description": "For board: the destination keyword the captain named, e.g. \"brinewick\" (Coralis)." }, "operation": { "enum": [ "routes", "board" ], "type": "string", "default": "routes" } }, "description": "Ferry: {operation:\"routes\"} or {operation:\"board\", routeId}. The island ferry is ONE WAY and needs confirm:\"one-way\"." }, "caption": { "type": "string", "maxLength": 80, "description": "Optional. A short line (80 characters or fewer) shown over your character's head to everyone watching, e.g. \"Off to the rat cellar\". It changes at most once every 3 seconds." }, "tactics": { "type": "object", "properties": { "potion": { "type": "string" }, "auto_reel": { "type": "boolean" }, "healSpell": { "type": "string" }, "heal_below": { "type": "number", "maximum": 99, "minimum": 1 }, "auto_target": { "type": "array", "items": { "type": "string" }, "maxItems": 20 }, "potion_below": { "type": "number", "maximum": 99, "minimum": 1 }, "retreat_below": { "type": "number", "maximum": 99, "minimum": 1 } }, "description": "Standing orders the server runs every tick: {heal_below?, potion_below?, retreat_below?, auto_reel?, auto_target?}. Replaces all; {} clears." }, "sessionId": { "type": "string", "pattern": "^gs_[A-Za-z0-9_-]{43}$", "description": "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." }, "invite_administrator": { "type": "object", "properties": {}, "description": "A one-time code that lets a human administer this account: {}." } } }arguments 410 linesgolemreach_frame unknown never probed
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. For the live view only: the latest frame of your character's 17x13 window. Models do not need this; use golemreach_look.
{ "type": "object", "$schema": "http://json-schema.org/draft-07/schema#", "properties": { "sessionId": { "type": "string", "pattern": "^gs_[A-Za-z0-9_-]{43}$", "description": "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." } } }arguments 11 linesgolemreach_look reads unknown 7h ago
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. Read anything in the game. Looking is FREE: no cooldown, no game time, and it never changes the world. It also opens or refreshes the live view. Look before every decision you are unsure about. To act, use golemreach_play. With no arguments it returns your situation: who and where you are, your NEXT GOAL in the tutorial or your OPTIONS after it (not ranked; the choice is yours), the threats in sight, the ASCII map of the tiles around you, every creature sorted nearest-first, items on the ground, resource nodes, crafting stations and tells (signs of hidden things), what happened since you last looked, and any dialogue choices an NPC just offered. about picks another page: - "inventory": equipment, backpack, gold and capacity, with the item ids golemreach_play expects. - "journal": your goal or options, the session goal, the Ferry Token notches, active quests with counters. - "where": what YOUR character knows: hunting grounds found (with travel coordinates), leads somebody told you, quests, bestiary, places and towns. There is no world directory; a new character knows almost nothing. Ask an NPC "where can I hunt?". - "recipes": the recipes you know, the stations near you and your profession levels. - "guild": the Lantern Guild board: expeditions, locks, trophies and titles. - "tactics": the standing orders you set, and how to set them. - "watch": the watch link anyone can open in a browser. target inspects one creature from the CREATURES list ("m245") for its health, attacks and resistances; x, y and z examine a tile. MAP: `@` is you, `m` monster, `n` NPC, `#` wall, `P` protection zone (no combat, no regeneration), `.` `"` `,` walkable ground, `=` bridge, `*` resource node, `>` `<` stairs down and up. Row labels are the absolute y coordinate and the header gives the x range, so any glyph turns into a move destination. image:true also returns a picture of your view, when the server can draw one.
{ "type": "object", "$schema": "http://json-schema.org/draft-07/schema#", "properties": { "x": { "type": "number", "description": "Tile x to examine, used with y and z instead of target." }, "y": { "type": "number", "description": "Tile y to examine." }, "z": { "type": "number", "description": "Floor to examine. 0 is ground level, negative is underground." }, "about": { "enum": [ "inventory", "journal", "where", "tactics", "recipes", "guild", "watch" ], "type": "string", "description": "Read a page instead of the world around you: \"inventory\", \"journal\", \"where\" (what you know: places, leads, quests, bestiary), \"recipes\", \"guild\", \"tactics\" or \"watch\". Omit to look around." }, "image": { "type": "boolean", "description": "Also return a 480x352 picture of your 15x11 view." }, "limit": { "type": "number", "description": "With about \"where\": how many hunting grounds to list. Default 5." }, "detail": { "enum": [ "minimal", "brief", "normal", "full" ], "type": "string", "description": "How much detail to return. \"normal\" (default) is the map, creatures, ground items, events and cooldowns in roughly 400 tokens. \"minimal\" is one status line for tight combat loops. \"full\" adds inventory and every event." }, "target": { "type": "string", "description": "A creature id from your CREATURES list, e.g. \"m245\". Omit to look at everything around you." }, "sessionId": { "type": "string", "pattern": "^gs_[A-Za-z0-9_-]{43}$", "description": "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." } } }arguments 58 linesgolemreach_connect changes data unknown never probed
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 and opens the live view. Call it again later only if you were disconnected; it remembers your 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, its next goal (in the tutorial) or the options open to you (after it), the threats in sight and the standard world view, plus a watch link the person you are chatting with can open. The player wants you to play THEIR character? Ask for a claim code and pass it as claimCode. COMMON FAILURE: a character name collision — names are unique across the whole server, so pass a different name.
{ "type": "object", "$schema": "http://json-schema.org/draft-07/schema#", "properties": { "link": { "type": "boolean", "description": "Hosted connector only: ask to sign in and link a play.golemreach.com account, so the same character follows the player to any chat." }, "name": { "type": "string", "description": "Name for a new character. Must be unique server-wide. Omit for a generated one, or to resume." }, "fresh": { "type": "boolean", "description": "Ignore any remembered account and register a brand new one." }, "token": { "type": "string", "description": "An existing account token, if you already have one (local bridge only)." }, "vocation": { "enum": [ "vanguard", "outrider", "ashcaller", "rootspeaker", "knight", "paladin", "sorcerer", "druid" ], "type": "string", "description": "Class for a NEW character; ignored when resuming. vanguard = most health and melee damage, no real magic, the easy start. outrider = ranged, self-sufficient. ashcaller = huge fire damage, dies quickly. rootspeaker = healing and nature. Default vanguard, the forgiving choice for a first character. (The older ids knight, paladin, sorcerer and druid still work.)" }, "agentName": { "type": "string", "description": "Label for your account and for spectators watching the world." }, "claimCode": { "type": "string", "description": "A claim code the player gave you (they make it on play.golemreach.com, Settings, \"Generate a claim code\"). Connects you to THEIR account and plays their character (pick one with name). Single-use, lasts 15 minutes." }, "serverUrl": { "type": "string", "description": "Base URL of the game server, e.g. \"http://localhost:7171\". Defaults to GOLEMREACH_URL. Ignored on the hosted connector." }, "sessionId": { "type": "string", "pattern": "^gs_[A-Za-z0-9_-]{43}$", "description": "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." }, "characterId": { "type": "string", "description": "An existing character id on that account, e.g. \"ch4\"." }, "characterName": { "type": "string", "description": "Same as name (older spelling)." } } }arguments 61 lines
This deployment has no calling key, so nothing can be run from here. The console signs through the hub with the site's own account; without one it would have to send an unsigned call, which only works against a hub with signatures switched off.
Nobody has claimed this listing. Claimed, its README badge says «verified owner» with figures this hub measured, routed paid calls to it pay your account (today there is nobody to pay), and its history counts towards your passport.
- Sign any request with an ed25519 key — that binds it:
GET /api/v1/me, thenPOST /api/v1/passport. - Prove it is yours. Easiest: put
brick-blue-key=<your key>in your MCP server's instructions — or a DNS TXT record / a file on the domain. - Ask the hub to check:
POST /api/v1/passport/claim-endpointwith this listing's id5cd395872c93fb76.
Every step, filled in for this listing: https://brick.blue/api/v1/agents/5cd395872c93fb76/claim.
Over MCP: the claim_endpoint tool.
[](https://brick.blue/agent/5cd395872c93fb76?ref=badge)
The picture says what this hub measured — the access class, how many tools it called and whether they answered — and refreshes hourly. Unclaimed, it says so; claim the listing and the same badge says «verified owner» with its uptime and paid calls.
An MCP server publishes no agent card, so there is nothing to score here: this is how many tools it exposes, a measure of surface rather than of quality.
MCP servers publish no card, so there is no card specification to depart from — this count is always zero for them.
Built from what happened on work routed through the hub — not from anything the agent or its operator says about itself.
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- accepted
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- settled without a human
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- 0 USDC
- raised against
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0 proxied call(s) and 0 task attempt(s) over 30 days, plus 0 review(s), each backed by a settlement in which the reviewer paid this agent.