The Mote Upgrade System

Motes of Potential

Mobs drop Motes of Potential, the currency you spend to permanently upgrade your spells, songs, and gear through numeric tiers, all the way to +10. Here is exactly how upgrading works, what each tier gives you, what it costs, and where the community is spending motes so far.

10
Tiers of motes
+10
Assumed upgrade cap
2 → 1
Combine up a tier at a Construct
−10
Drops from mobs within 10 levels below you & up
The basics

How upgrading a spell works

  1. Acquire a mote. Motes drop from mobs in strength tiers. A "Mote of Minor Potential" gives a small nudge; higher motes give more progress per use.
  2. Open the spell's info window. Alt+Left Click, or right-click-hold the spell icon in your Spell Bar, Spellbook, or Actions window.
  3. Find the Upgrade section at the bottom. It shows the current tier and a progress bar (for example, "Tier 1, 1/2").
  4. Drag a mote onto Place Mote to add progress. Stronger motes fill more of the bar per use.
  5. Click Upgrade. The spell gains a tier, its name gets a tier suffix (Minor Healing becomes Minor Healing II), and the stat block updates.
Only the stat block changes. Spell descriptions and lore text stay the same, so do not expect flavor text to update. Instant and Permanent duration spells never get a duration bonus, and zero-mana spells (like Cannibalize) have nothing to reduce on the mana line.
Per tier, by spell category

What each tier gives you

What a single tier adds depends on the spell's category. These are per-tier values, so they stack with every rank.

CategoryCast timeManaDurationDamage / Healing
Nuke / Lifetap (instant direct damage, stun-nukes)−2%−2%n/a+6% damage verified
DoT (incl. DD+DoT hybrids like Burning / Searing Arrow)−4%−2%+5%+3% per tick; +6% on the direct-hit portion of hybrids ?
Heal (instant)−4%−2%n/a~+3% healing 1 report
Heal over Time−4%−2%+5% ?~+3% per tick table only
Debuff (Tash, slows, snares)−4%−4%+10% assumedNo scaling observed
Charm / Mez−4%−4%+10%Max target level rises instead (tooltip does not show it)
Buff (incl. self-buffs, damage shields)−4%−4%+10%No stat gains yet; damage-shield damage confirmed not increased

verified multiple confirmations  ·  ? unconfirmed or extrapolated  ·  1 report single data point, not yet a pattern

Songs follow the same category rules as spells. Rule of thumb: a nuke at Tier 5 costs about 10% less mana, casts about 10% faster, and hits about 30% harder. Damage compounds the fastest of any stat, so nukes and DoTs give the most noticeable payoff per mote spent.
Applies to every category

Universal bonuses

StatPer tierNotes
Recovery−2%Rounds down to the nearest 0.1s (1.35 to 1.3)
Reuse−2%Drops fractions (11.96 to 11s); hard floor of 1 second
Resist modifier−15Only applies to resistable offensive spells
Proc potencyTier / 2Combat-innate procs (e.g. Spellblade) fire at half the buff's tier, rounded down, capped at proc rank V
Tier cap is assumed to be 10, though this is unverified past Tier 8 in current beta data. ?
Beyond the numbers

Other scaling effects

Pet summons

+1 pet level per tier (capped at your level minus 1). Pet HP and stats scale with it, a clean power gain with no tradeoff.

Charm / Mez

Max effective target level rises with tier, even though the tooltip text does not update to show it.

Reagents

10% chance per tier to skip the reagent cost entirely, reaching 100% at Tier 10.

Summon-item spells

Summon a matching-tier version of the item.

Proc buffs

Spellblade, Quickbuff, and Symphonic Aura all trigger the upgraded version of the spells they proc.

The compounding math

Mana cost reality check

The per-tier percentages compound fast. One player put 4 motes into Promised Renewal (Tier 3, partway to Tier 4) and cut roughly 200 mana off its ~900 base cost. By Tier 10 the same spell reportedly drops to around 495 mana. That is the shape to expect from any expensive nuke or heal: modest savings early, big cumulative savings by Tier 8 to 10. firsthand report

Strategy

Where should you spend motes?

🎯

Tier 4 to 5 is the sweet spot while leveling

For spells you actually use as you level, Tier 4 to 5 is cheap (about 15 to 31 motes total) and the mana and cast-time savings add up across every class you play.

🏔

Save Tier 8 to 10 for long-term mainstays

Your primary class's core nukes and heals, or anything you expect to still be casting into the next expansion. The jump from Tier 8 to 10 alone costs as much as everything before it combined.

📜

Items drop, spells do not

Many players deliberately bank motes for their main class's key spells rather than spending on gear, on the logic that spell upgrades are a permanent, non-replaceable investment.

💧

Generic heals give cross-class value

Several wisdom caster classes share the same healing spells (Light Healing, Superior Healing, Greater Healing, and so on). Upgrade Greater Healing once and it carries across Druid, Shaman, Cleric, and more.

🐾

Pet classes: prioritize the summon

Some players spend first on pet summon spells, since the +1 pet level per tier is a straightforward power gain with no tradeoffs.

Watch for a reliable mote farm

Motes are still rare enough in beta that many players hold onto them until a consistent farming method is confirmed, rather than spending loosely.

🎵

One reported standout

Denon's Dirge scales hard if you build around it. One player has it hitting for roughly 3k per cast and spammable about 7 times before running out of mana.

Earn them fast, waste none

How to farm motes efficiently

Motes are the one currency in the game you can actually waste: a mote poured into a spell you outgrow next week is gone for good. Here is how to earn them quickly and spend them so none are lost.

🎚️

Level at D2, not D0

Drop rate follows the con of the mob and your difficulty tier, and mobs barely get harder between D0 and D2. Running your instances at D2 pays three ways at once: more XP per kill, gear that drops already tiered higher, and better motes. Step back down if a zone gets rough, but most players who try D2 early never go back.

🔀

The grey-zone loadout trick

Farming a named for a drop and the zone greys out on you? Every kill now pays nothing, no XP and no motes. The fix is your loadouts: swap to one running your lower-level second and third classes and the zone cons back up, turning the motes and XP back on while you keep camping the same named. Never grind a greyed zone on your top loadout. See class switching to set the loadouts up.

🧩

Farm a second copy, do not chase rank

The cheapest way to push a piece of gear is to farm a second base copy of the same item, pump low-rank motes into it until it hits +3, then merge the +3 into your +3. Two mid-tier copies merge into something well above either, and low-rank motes are the ones you have hundreds of. Chasing high-rank motes to move a single copy is the slow version of the same result.

🐾

Pets are a real sink

Each rank into a pet spell levels the pet itself, roughly +6% HP, +1 base damage, and +5 skill points per rank, up to a cap of your level minus one. Ranks past that cap sit idle until you level, so feed the pet as you go rather than all at once. Two or three ranks moves a pet from light blue up to your level minus one, and a well-fed pet tanks better than most players do. Prime real estate on a Necromancer, Magician, or Enchanter slot.

🎒

Route motes out of your bags

Motes will bury your inventory if you let them. Type /advl, filter on "mote," and set the filter to storage so new ones route there automatically. For the ones already in your bags, press I, open Storage, go to Currencies, select the mote at the bottom, and hit Deposit.

🔥

The farm at 50: D4 Hate or Fear

The endgame answer has not moved in weeks: D4 Plane of Hate or Plane of Fear, working the yellows and reds. Each difficulty tier doubles the merge value of a drop, so a D4 drop is worth sixteen D0 drops when you push an item toward +10, and the same kills pay your planar gear at the same time. The rule of thumb: D0 or D1 to level, D4 to farm, and a non-respawning instance when you want a clean clear.

The reference table

What each mote rank is worth

There are ten mote ranks, Infinitesimal up to Infinite Potential. The twist is that a mote is worth different amounts depending on what you upgrade: spells value it on a power-of-two curve, so higher ranks are worth dramatically more, while items value it by its plain rank number, so the climb is linear. eqlwiki

RankMoteSpell XP (2^rank-1)Item XP (= rank)
1Mote of Infinitesimal Potential11
2Mote of Minor Potential22
3Mote of Lesser Potential43
4Mote of Potential84
5Mote of Major Potential165
6Mote of Greater Potential326
7Mote of Superior Potential647
8Mote of Grand Potential1288
9Mote of Ascendant Potential2569
10Mote of Infinite Potential51210
The bill for each tier

Upgrade tier costs

Each tier costs twice the XP of the one before it, so the back half of the track is where the real spending happens. Reaching +10 takes 1,023 XP in total, and the jump from +8 to +10 alone costs about as much as +1 through +8 combined. eqlwiki

TierXP for this tier (2^tier-1)Cumulative XP
+111
+223
+347
+4815
+51631
+63263
+764127
+8128255
+9256511
+105121023

Which motes an item can use

Item upgrades are tier-gated: a Tier 5 item generally takes Rank 5 or Rank 6 motes, not lower and not higher. Spell upgrades have no such gate, so any mote works on a spell. exact rule varies by source

Converting up usually costs item XP

Because an item counts a mote by its rank, combining loses item value: two Rank 5 motes are 10 item XP, but the single Rank 6 they become is only 6. For gear, use the lowest eligible mote and bank the higher ranks rather than combining up.

Void-Touched Potential (Void Gems)

These raid rewards, capped at three per week and three held at once, instantly advance a spell or item one full tier. A single one is worth a whole tier, so they pay off most at the top: ride motes through about +7, then spend Void-Touched on +8, +9, and +10. eqlwiki

Trading up

Combining motes

Take two motes of any tier to a Construct of Pure Potential, found where the Priests of Discord used to reside, and exchange them for one mote of the next tier. Two tier-1 motes in, one tier-2 mote out, and so on up the ladder. New Kerran characters have the same construct on their home isle, the Constructed Potential, so you can upgrade without leaving Kerra Isle.

Worth knowing: combining raises a mote's spell value but lowers its item value, since gear counts a mote by its plain rank. Combine up for spell upgrades; for gear, spend the lowest eligible mote instead. The mote-rank table above shows why.
The one rule that trips people up

Spells & songs vs. gear

The mote-tier requirement is different depending on what you are empowering.

Spells & songs

No tier restriction. Invest any amount of motes of any tier; the only limit is the +10 cap. Feed these first, especially early, since gear can be combined up but spells and songs can only be raised with motes.

Gear

You must use a mote of the next tier or higher. A Cloak of Flames +1 will not accept a tier-1 mote; it needs a tier-2 or higher mote to upgrade. The exception worth spending on: quested best-in-slot gear that always arrives at baseline.

Numbers come from a community-maintained tooltip capture table (94 samples as of writing) plus firsthand beta reports. Anything tagged ?, "assumed," or "1 report" is unconfirmed or extrapolated. Mechanics also drawn from the community EQL Wiki, Item Upgrade System. Early and community-sourced, so confirm details in-game.
Keep going

Where to next

Motes FAQ

What are Motes of Potential in EverQuest Legends?

Motes are a currency that drops from mobs and is spent to permanently upgrade your spells, songs, and gear through numeric tiers, up to +10. Each tier adds to the stat block based on the category.

How do you farm motes in EQ Legends?

Motes drop from mobs within about ten levels below you and up, in strength tiers from Minor upward. You can also combine two motes of one tier into one of the next tier at a Construct. Combining raises a mote's spell value but lowers its item value, so combine up for spell upgrades and spend the lowest eligible mote on gear.

What should you upgrade with motes first?

Put your first motes into the spells you cast most, your main nuke, heal, or slow, since per-tier bonuses stack with every rank. The tables above break down what each tier gives by spell category.

What is the mote upgrade cap in EverQuest Legends?

The assumed cap is +10, ten tiers. Instant and permanent-duration spells never gain a duration bonus, and zero-mana spells have nothing to reduce.