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



Revision as of 11:29, 31 July 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 currently 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

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

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

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)
    • Pet Spells available adjusts by pet level