Spell Upgrade System: Difference between revisions
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'''Reagents:''' Any spell that uses reagents has a 10% chance to not consume the reagent per spell tier. | '''Reagents:''' Any spell that uses reagents has a 10% chance to not consume the reagent per spell tier. | ||
=== Buffs === | === Buffs === | ||
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* -4% Mana Cost | * -4% Mana Cost | ||
* +10% Duration | * +10% Duration | ||
* -15 Resist | |||
=== Direct Damage === | === Direct Damage === | ||
* -2% Cast Time | * -2% Cast Time | ||
* -2% Mana Cost | * -2% Mana Cost | ||
* -X% Reuse | |||
* +6% Damage | * +6% Damage | ||
* -15 Resist | |||
=== Heals === | === Heals === | ||
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* -X% Reuse | * -X% Reuse | ||
* +? Duration | * +? Duration | ||
* + | * +1/2 Spell Rank to Proc | ||
For example, [[Spirit of the Puma]] at +10 procs a +5 version of its Direct Damage proc, giving it +30% damage and, presumably, -75 Resist. | |||
=== Summon Items === | === Summon Items === | ||
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Applies to Charm, Fear, Lull/Pacify, Mez, Root, and Stun spells | Applies to Charm, Fear, Lull/Pacify, Mez, Root, and Stun spells | ||
* - | * -2% Cast Time | ||
* - | * -2% Mana Cost | ||
* +? Duration | * +5-10%? Duration | ||
* + | * +1? Level Cap | ||
* -15 Resist | |||
=== Pets === | === Pets === | ||
Latest revision as of 08:37, 19 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.
| 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.
Buffs
- -4% Cast Time
- -2% Mana Cost
- +10% Duration
Debuffs
- -4% Cast Time
- -4% Mana Cost
- +10% Duration
- -15 Resist
Direct Damage
- -2% Cast Time
- -2% Mana Cost
- -X% Reuse
- +6% Damage
- -15 Resist
Heals
- -4% Cast Time
- -2% Mana Cost
- +3% Healing
Damage/Healing Over Time
- -4% Cast Time
- -2% Mana Cost
- +5% Duration
- +3% Damage/Healing
- -15 Resist
Combat Innates (Proc buffs)
- -2% Cast Time
- -2% Mana Cost
- -X% Reuse
- +? Duration
- +1/2 Spell Rank to Proc
For example, Spirit of the Puma at +10 procs a +5 version of its Direct Damage proc, giving it +30% damage and, presumably, -75 Resist.
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
- -2% Cast Time
- -2% Mana Cost
- +5-10%? Duration
- +1? Level Cap
- -15 Resist
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