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The Spell Upgrade System is a core new feature introduced in EverQuest Legends. This was introduced in Beta but adjustments and improvements are still being added (as of 7/31/2026).
The Spell Upgrade System is a core new feature introduced in EverQuest Legends. This was introduced in Beta but adjustments and improvements are still being added (as of 7/31/2026). Additionally the exact impact on spells is still being tested. Details on this page may not be entirely accurate and prone to change in the near future.


All spells can be upgraded from a starting tier of 0, to a max tier of 10. You do this with [[Mote Guide|motes]] though [[Spell Upgrading]]. The system is similar to [[Item Upgrade System|item upgrades]], but there is no option other than motes for upgrading spells.
All spells can be upgraded from a starting tier of 0, to a max tier of 10. You do this with [[Mote Guide|motes]] though [[Spell Upgrading]]. The system is similar to [[Item Upgrade System|item upgrades]], but there is no option other than motes for upgrading spells.


== How Spell Tiers impact spells ==
== Upgrading Spell Tiers ==
 
Spells are upgraded using motes, each mote gives a fixed amount of experience towards upgrading the spell. More details about finding and using motes can be found in the [[Mote Guide]].
=== Buffs/Debuffs ===
 
=== Direct Damage/Healing ===
 
=== Damage/Healing Over Time ===
 
=== Charm ===
 
=== Pets ===
 
== Motes of Potential Experience Rules ==
 
'''UPDATE:''' This is based on how items work, needs updated for spells or confirmed that it's the same.
 
* Motes add a fixed amount of exp to a spell
* Motes cannot add exp to an item above a certain tier


{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+Experience Required to Upgrade
!Mote Name
!Spell Tier
!Mote Max Tier
!Experience
!Exp per Mote
|-
|-
| [[Mote of Infinitesimal Potential]]
|0
|0
|1
|1
|-
|-
| [[Mote of Minor Potential]]
|1
|1
|1
|2
|-
|-
| [[Mote of Lesser Potential]]
|2
|2
|2
|4
|-
|-
| [[Mote of Potential]]
|3
|3
|8
|-
|4
|4
|16
|-
|-
| [[Mote of Major Potential]]
|4
|5
|5
|32
|-
|-
| [[Mote of Greater Potential]]
|5
|6
|6
|64
|-
|-
| [[Mote of Superior Potential]]
|6
|7
|7
|128
|-
|-
| [[Mote of Grand Potential]]
|7
|8
|8
|256
|-
|-
| [[Mote of Ascendant Potential]]
|8
|9
|9
|512
|-
|-
| [[Mote of Infinite Potential]]
|9
|10
|}
|}


== Tiers ==
This chart should be correct but needs double checked in game.


'''UPDATE:''' This is based on how items work, needs updated for spells or confirmed that it's the same.
== Spell Tier Upgrades ==


Each Tier requires an increasing amount of exp to reach.  This table lays out each tier's requirement.
'''Reagents:''' Any spell that uses reagents has a 10% chance to not consume the reagent per spell tier.


{| class="wikitable sortable"
'''Resists:''' Original patch notes for Spell Upgrades noted "increased potential for the spells not to be resisted", but its unclear how this plays out in game.
|+
 
!Tier
=== Buffs ===
!Total XP Required
* -4% Cast Time
!Exp to Next Level
* -2% Mana Cost
!Cumulative Bonus
* +10% Duration
!Bonus Per Exp
 
|-
=== Debuffs ===
| 0
* -4% Cast Time
| 0
* -4% Mana Cost
| 1
* +10% Duration
| +0%
 
| +10%
=== Direct Damage ===
|-
* -2% Cast Time
| 1
* -2% Mana Cost
| 1
* +6% Damage
| 2
 
| +10%
=== Heals ===
| +5%
* -4% Cast Time
|-
* -2% Mana Cost
| 2
* +3% Healing
| 3
 
| 4
=== Damage/Healing Over Time ===
| +20%
* -4% Cast Time
| +2.5%
* -2% Mana Cost
|-
* +5% Duration
| 3
* +3% Damage/Healing
| 7
 
| 8
=== Procs ===
| +30%
* -? Cast Time
| +1.25%
* -? Mana Cost
|-
* +? Duration
| 4
* +6% Damage
| 15
 
| 16
=== Summon Items ===
| +40%
* -? Cast Time
| +0.625%
* -? Mana Cost
|-
* +1 Tier Rank to item summoned
| 5
 
| 31
=== Crowd Control ===
| 32
Applies to Charm, Fear, Lull/Pacify, Mez, Root, and Stun spells
| +50%
| +0.313%
|-
| 6
| 63
| 64
| +60%
| +0.156%
|-
| 7
| 127
| 128
| +70%
| +0.078%
|-
| 8
| 255
| 256
| +80%
| +0.039%
|-
| 9
| 511
| 512
| +90%
| +0.020%
|-
| 10
| 1023
| -
| +100%
| -
|}


== Obtaining Motes ==
* -? Cast Time
Motes have a chance to drop from any monster killed.  The higher the difficulty of the zone will increase the minimum level of the mote that will drop.  Killing mobs of a higher level (yellow or red) will also increase the chance of motes dropping.  Additionally, the player's level will affect the level of the motes that drop - at level 15, the highest that will drop in a Difficulty 4 is a Tier 3 mote.
* -? Mana Cost
* +? Duration
* +X Level Cap


{| class="wikitable sortable"
=== Pets ===
|+
* -? Cast Time
!Player Level
* -? Mana Cost
!Mote level
* Pet level increased +1 (max: Character Level - 1)
|-
* Benefits per pet level:
|1
** +6% Hit Points
|1
** +5 points to skills
|-
** +1 weapon damage (a pet that normally hits for a max of 18 will instead hit for a max of 20)
|10
** Spells available for spell casting pets is adjusted by the pet's level
|2
|-
|15
|3
|-
|20
|4
|-
|25
|5
|-
|30
|6
|-
|35
|7
|-
|40
|8
|-
|45
|9
|-
|50
|10
|-
|}


*Note: Tiers 1-3 need confirmation on level drop.
[[Category:Guides]]

Latest revision as of 08:50, 13 August 2026

The Spell Upgrade System is a core new feature introduced in EverQuest Legends. This was introduced in Beta but adjustments and improvements are still being added (as of 7/31/2026). Additionally the exact impact on spells is still being tested. Details on this page may not be entirely accurate and prone to change in the near future.

All spells can be upgraded from a starting tier of 0, to a max tier of 10. You do this with motes though Spell Upgrading. The system is similar to item upgrades, but there is no option other than motes for upgrading spells.

Upgrading Spell Tiers

Spells are upgraded using motes, each mote gives a fixed amount of experience towards upgrading the spell. More details about finding and using motes can be found in the Mote Guide.

Experience Required to Upgrade
Spell Tier Experience
0 1
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 512

This chart should be correct but needs double checked in game.

Spell Tier Upgrades

Reagents: Any spell that uses reagents has a 10% chance to not consume the reagent per spell tier.

Resists: Original patch notes for Spell Upgrades noted "increased potential for the spells not to be resisted", but its unclear how this plays out in game.

Buffs

  • -4% Cast Time
  • -2% Mana Cost
  • +10% Duration

Debuffs

  • -4% Cast Time
  • -4% Mana Cost
  • +10% Duration

Direct Damage

  • -2% Cast Time
  • -2% Mana Cost
  • +6% Damage

Heals

  • -4% Cast Time
  • -2% Mana Cost
  • +3% Healing

Damage/Healing Over Time

  • -4% Cast Time
  • -2% Mana Cost
  • +5% Duration
  • +3% Damage/Healing

Procs

  • -? Cast Time
  • -? Mana Cost
  • +? Duration
  • +6% Damage

Summon Items

  • -? Cast Time
  • -? Mana Cost
  • +1 Tier Rank to item summoned

Crowd Control

Applies to Charm, Fear, Lull/Pacify, Mez, Root, and Stun spells

  • -? Cast Time
  • -? Mana Cost
  • +? Duration
  • +X Level Cap

Pets

  • -? Cast Time
  • -? Mana Cost
  • Pet level increased +1 (max: Character Level - 1)
  • Benefits per pet level:
    • +6% Hit Points
    • +5 points to skills
    • +1 weapon damage (a pet that normally hits for a max of 18 will instead hit for a max of 20)
    • Spells available for spell casting pets is adjusted by the pet's level