GuideThe add-on, rule by rule
How pumps work
Each quest you turn in asks for a pump: a few push-ups, squats, stretches or yoga moves beside your desk. Each exercise in it is a move. Here is how the add-on picks your moves, sets your goals and keeps score.
Fig.At a turn-in
What a turn-in asks
Close the quest window and stand still for a second. The screen dims, and the pump opens.
Every quest asks for a pump. Still moving? A small card asks you to stop first: Stop to pump. Turn in a few quests before the pump opens, and they share one bigger pump.
- The pump shows its first move. The armour figure does one rep, and your goal stands beside it.
- Can't do it here? Swap it before you start, for another move or an easier version.
- Press Start. It counts down from 5, then you do the move.
- Type your count. It is saved at once, and the next move comes.
- Pressed Start too soon? Back takes you to before Start, and nothing is saved.
Fig.How big
A bigger quest asks for more
A small quest asks for one or two moves. A big one asks for a circuit of three.
The quest sets how many moves come. A day plan sets what kind: strength first, then cardio, stretches and yoga. On Balanced, where everyone starts, half of your moves are strength. Of each kind, the moves you did least today come first.
A pump often starts with a record try: a strength move that has waited 2 hours or more since you last tried to beat its record.
- Moves per quest sets the size. Light gives 1 move per quest and no record try. Balanced gives 1 to 3 moves. Extreme gives 2 to 4.
- Focus leans the plan toward Strength, Endurance or Flexibility instead.
- Moves left from earlier come after the quest's own moves. See unfinished moves.
Fig.Your goal
A goal just past your recent best
The first time a move comes, there is no number to reach. Do what you can. That count is your first record.
After that, each goal is one rep past your recent best: the best of your last three fresh sets of that move. While your record is one of those three, the goal is your record plus one. A hold asks for a few seconds more. The goal shows as 15+, and any count from there on reaches it.
A set is fresh after a night's sleep: 16 hours after your last set on that ladder, or 8 hours once a new game day has begun. A game day runs from 4 a.m. to 4 a.m. Do the same ladder again that day, and each set asks for a bit less.
- You type your count, and no one checks it. It's your record.
- A count far from your record asks once: Is that right?
- A set needs 3 reps, or 7 seconds on a timed move, to count. A shorter one waits for a later pump. On a first set, it is saved as Could not do one.
Fig.Wins and XP
Seven kinds of win
A new record is one kind of win. There are six more, so a set below your record can still win.
- A new record.
- Your goal reached, even under your record.
- More than your last fresh set.
- A star, each time your record climbs a third of the way up its step.
- A new move that opens on a ladder.
- A cardio move done to the end.
- A goal of your weekly vault, or a title.
XP comes for each move, by its kind and its step, never for each rep. A bigger number earns no more XP. Wins add XP on top.
Fig.Ladders and colours
22 ladders, from grey to gold
A ladder takes one kind of move from easy to hard: push-ups, squats, pull-ups, splits and more. There are 22 of them.
All 22 share one scale of 14 steps, two steps to a colour. A colour means the same kind of feat on every ladder. Orange is set at a handstand push-up away from the wall. Gold holds the rarest skills, like the one-arm pull-up and the front lever.
- Starter
- Common
- Uncommon
- Rare
- Epic
- Legendary
- Artifact
Fig.A new step
How the next step opens
On most ladders, each step has a main move with a range, from a low count to a top. Reach the top on two game days, and the next step opens with a new move in its colour.
- Some steps also ask for the moves that lead up to the next one, each at its own top on two game days.
- Some orange and gold steps ask for three days at the top, not two.
- Poses and stretches: hold a goal pose for its whole time, and the game asks How close to the goal pose? Answer Good or Perfect on three game days, at least once on the step's main pose and once with Perfect, and the next step opens. A few harder steps take Perfect alone.
- Cardio: steps 1 to 4 open after two full moves of 45 seconds where you keep the pace to the end. From step 5, a step opens after a clean counted set on 3 to 6 game days, then one clean set of the next step's move. A counted set is 30 seconds of clean reps. Answer Yes, to the end, and it counts as clean.
- Yours for good: a step you open stays open, even after a step down. Only starting the ladder over takes it back.
- Mastered: every move of a step at its top once marks the step Mastered. It is a reward, and the climb never waits for it.
Fig.Unfinished moves
Busy? Bank all, and play on.
Bank all saves the pump's moves for later, in one click. They wait as unfinished moves.
A dungeon, a group or a logout can leave moves unfinished too. They never open a pump by themselves. They join your next quest's pump, after its own moves.
- Do them now: click them on the QuestPump line under your quest tracker.
- Bank the rest ends a pump of unfinished moves. What you did counts, and the rest keep waiting.
- Skip drops one unfinished move for good, with one click before you start it. It earns nothing and costs nothing. Each move takes its own click.
- An unfinished move waits until you do it or skip it. Nothing else clears it.
Fig.Pause
Pause for an hour, or longer
Pause sits beside Bank all on every pump, and on the QuestPump line. Pick how long: for an hour, for 4 hours, until 04:00, off on this character, or while grouped.
The pump on screen ends, and its moves ask nothing more. So does each quest you turn in while paused. Your unfinished moves still wait. The same menu holds two lines for your body.
- Something hurts: pick the joint. Moves that use it leave your pumps until you clear it on the Body page.
- I feel unwell: asks if you want to pause, and for how long. Pick until 04:00, and every pump stops until 4 a.m., in the game and in the two apps.
Fig.Groups and dungeons
Friends, fights and dungeons
Grouped with friends who don't run QuestPump? Your first quest with them asks once: Bank all, or Pause while grouped.
- Bank all: the group's quests leave their moves unfinished. They join your first pump after the group. Closing the question does the same.
- Pause while grouped: your quests ask for nothing while you quest with this group.
- Everyone runs QuestPump? Then every quest asks for a pump, as it does when you play alone. Cheer, make pacts and duel. No leaderboards.
- In a fight: the pump waits until the fight is over. Turn in another quest before it opens again, and the moves left wait as unfinished.
- In a dungeon or a raid: the moves wait as unfinished until you leave. Want pumps inside? Type /qp instances on.
Fig.Your character sheet
Your character sheet keeps score
A QuestPump tab on your Character window opens your sheet: your level, five stats, your records and your ladders.
- Strength Push, pull and leg moves
- Agility Cardio and jumps
- Stamina Core moves and holds
- Intellect Balance and new moves
- Spirit Stretches and days of rest
- Your QuestPump level climbs to 60. Then Paragon ranks go on past it.
- Stats show what you did. They never change what a pump asks.
- A body map shows each muscle in the colour of the step it reached.
- Titles, deeds and a weekly vault that turns with the game's own week.
- Rested XP fills while you are away. Your streak counts your days, and rest tokens, earned by playing and never bought, cover a day off.
