EverQuest Legends: Spell Upgrades, Pet Upgrades & Focus Items
| Game Jawn Official Dev Stream — July 10, 2026 |
Another week, another EverQuest Legends Dev Stream Breakdown. Where last week a lot of the talk was spend on nostalgia and everyone's past experiences, this week the focus was geared more on mechanics and the work being done on spell upgrades, pet power scaling, etc., and even featured some new insights into
Preorder beta is live until July 21st. Launch is confirmed as
imminent. All systems discussed here are still in flux and subject to change
before launch.
• Damien
"Moth": Lead QA, EverQuest Legends, Host
• Jeff
"Seitoko": Art Tools Engineer, Game Jawn, panelist
• Robyn: Project Manager, Game Jawn, panelist
• Brasse: Community, question wrangler
How the Spell Upgrade System Works
The biggest focus of this stream was the spell upgrade system and how it currently works in practice. At its core, upgrading spells functions similarly to upgrading gear using motes, but with one twist. There is no limit on what rank mote you can use to upgrade a spell. For items you can not use base lower tier motes on items already upgraded past a certain level, forcing you to look for bigger level motes. With spells you can throw 150 Rank 1 Motes into it and every one contributes toward the next rank. Moth demonstrated this live on stream, burning through a stack of Infinitesimals on a Drain Spirit spell and hitting Rank 5 in real time.
The spell upgrade system functions identically to item upgrades at the mechanical level. You open the spell inspect window, place a Mote ( or stack of motes) into the upgrade slot, and confirm. The core currency is infinitesimal potential motes (the lowest-tier Mote), but any rank of Mote can be used directly.
The damage values shown in upgraded spell tooltips currently are static and incorrect. The actual damage is calculated correctly on the back
end. The team confirmed they want to fix this but it requires a significant
code overhaul.
For healing and support spells, upgrades reduce mana cost
and improve usability with faster casting and recovery times, making them more
efficient tools rather than raw power spikes.
For damage-over-time spells and buffs, duration increases as you rank them up, which is a major quality of life improvement for sustained play.
"We saw a streamer charming Level
55 bees. Normally the Enchanter's highest charm tops out at level 51. Those
bees make disloyal but powerful pets."
— Seitoko
Spell upgrades are for casters
The spell upgrade system is explicitly designed as a caster progression tool. In classic EverQuest, casters were strong early (new spell = large power jump) while melee scaled harder over time. Spell upgrades give casters a late-game scaling path. Decisions that appear restrictive and not increasing buff potency, not allowing weapon proc upgrades, etc. exist specifically to prevent the mechanic from benefiting melee builds.
Combat Innate Procs (Vampiric Embrace, Instrument of Knife)
Pet spells are upgraded exactly like other spells. Each rank adds one level to the summoned pet. Each rank of a pet spell increases the summoned pet’s level by one. So upgrading a pet spell to Rank 8 effectively creates a pet that is eight levels higher than its base version. This means that a Cackling Bones spell at Rank 8 that normally summons a level 37 skeleton will summon a level 45 skeleton.
However, for these summoned pets there is a hard cap: your character level minus
one. A level 50 character can never summon a pet above level 49 regardless of
Mote investment. This applies to all pet spells including high-tier ones like
Invoke Death.
At this moment, each rank provides: +6% max health, +1 base damage, and scaled improvements to skills and stats. The team also confirmed separate adjustments to pet skills (offense, defense, dodge, blunt) as independent dials from pet level.
The team acknowledged that even despite these new improvements, Beastlord warder pets are still flagged as currently underperforming
and confirmed this is actively being addressed.
New Feature: The
pet stat window is now live in-game. Players can inspect their pet's actual
stats directly.
Pet focus items. Not just a level boost
The area of pet focus items gets a little confusing and the team worked to try and shine a light on how stats are affected when applying them. When a focus item (like the Encyclopedia Necrology for Necromancers, or the Elemental Mastery staves for Mages) says it adds one level to your pet, players assume it's a simple +1 to the level number. That is not what is happening. A focus item summons a completely different version of the NPC, with its own unique stat line. That alternate pet can have significantly higher hit points, better attributes, different proc rates, and potentially a different spell book etc. all before any Mote upgrades are applied.
This "focus effect applies first." approach had many players seeing this as as a negative. The reasoning is that if focus applies first and the level cap prevents the pet from leveling higher (player level -1), then what is the point?
Seitoko elaborated more on this and pointed out that this order is actually beneficial. Because the pet focus applies first,
summoning the upgraded NPC version comes with already improved stats. The spell upgrade
ranks then add their per-rank bonuses on top of that this already better foundation. Six
percent health applied to a larger base number yields more health. At the level
49 cap, the focus item may not grant an extra level, but it provides a
measurably stronger pet because the NPC has a better underlying stat block.
Mote economy and drop rates
Players have been so far not able to get their finger on how mote drops work and what triggers them, sometime a 4 hour dungeon delve can come up with some confusing and disappointing low results. In order to help players understand more of how to go get motes in the most efficient way, the team confirmed a the
Mote drop multiplier system for the first time on this stream.
Additional undisclosed factors around mob level relative to
character level also exist but the team gleefully left these for the community to
discover.
Clarification Motes are not intended to be tradable. The
current tradability of low-tier Motes is a bug. All Motes will be no-trade.
A quick note on bards and rogues
Current bard song upgrade behavior is not intentional design, its caster upgrade logic is bleeding through by accident. And as a result, spells such as Denny's Disruptive Discord, currently does receive damage increases .
Currently their Single-target damage and DoT songs receive upgrade damage benefits where AoE radius-based damage songs do NOT currently upgrade.
The goal is to full review the class and bards will receive their own dedicated and thoughtful design adjustments. So keep in mind that what's in beta now may not survive to launch.
As for our sneaky friends, rogue poison upgrades through the Mote system are not currently planned. However, the team will evaluate this decision and the need to change course, based on balance data as the game develops further. They note that a second tier of poisons with additional procs was recently added to the game to help out these sneaksters.
- Upgrade preview UI : Actively planned, not yet in game. High community demand.
- Live damage value tooltips : Requires code overhaul, eventually planned.
- Tier 3 Focus Effects (Spell Haste 3, Mana Preservation 3) : In consideration, not yet added.
- Bard-specific upgrade design : Planned. Current state is a placeholder.
- Buff/debuff potency increases : Not currently happening. Under future consideration.
- Damage shield upgrades: Currently no. Seitoko will check with design.
- Rogue poison upgrades: Not planned now. Data-dependent.
- Beastlord pet focus item: Doesn't exist yet. Team wants to add one.
- Spell research tradeskill: Intentionally removed. Will not return in classic form.
- Pet class selection: Not planned for launch. "Not a yes, not a no."
- Spell line-wide upgrades: Explicitly not planned. Team wants upgrade choices to feel meaningful.
- Cosmetic spell rank effects (visual tiers): Not planned, but the restored classic three-tier spell particle system provides existing visual progression.
- Spells becoming rituals at max rank : "A cool idea we've talked about." Not confirmed.
DadGeek (Rob) is the co-founder of GeeksVsGeeks. He is a product of the eighties and never let go of his geek interest and hobbies no matter how often someone told him to stop. His love for gaming and all things geek has been part of his parenting style and permeates throughout the whole family. A family of Geeks vs Geeks