Spell Upgrade Guide
What a rank costs, what each kind of spell gains, and which values this site will not guess at. Every spell page shows its own upgraded numbers; the header slider applies a rank across the site.
What a rank costs
Ranks are bought with spell experience, which comes from Motes of Potential. Each rank costs twice the one before, so +10 takes 1023 experience in all. Unlike items, a spell takes any grade of mote at any rank, so a single Infinite mote covers the whole climb.
| Rank | Cost of This Rank | Total Experience |
|---|---|---|
| +1 | 1 | 1 |
| +2 | 2 | 3 |
| +3 | 4 | 7 |
| +4 | 8 | 15 |
| +5 | 16 | 31 |
| +6 | 32 | 63 |
| +7 | 64 | 127 |
| +8 | 128 | 255 |
| +9 | 256 | 511 |
| +10 | 512 | 1023 |
Motes of Potential
The same motes are worth far less on items, which also refuse grades above their tier. See the item merging guide for that side of it.
| Grade | Spell Experience | Pays For Rank |
|---|---|---|
| Infinitesimal | 1 | +1 |
| Minor | 2 | +2 |
| Lesser | 4 | +3 |
| Potential | 8 | +4 |
| Major | 16 | +5 |
| Greater | 32 | +6 |
| Superior | 64 | +7 |
| Grand | 128 | +8 |
| Ascendant | 256 | +9 |
| Infinite | 512 | +10 |
What each rank gives
Rates are per rank, applied to the spell's base value. A spell's category follows from what it does, and decides which of these apply.
| Category | Casting Time | Mana | Recovery and Reuse | Duration | Resist Adjust | Pet Level |
|---|---|---|---|---|---|---|
| Utility | -4% | -- | -2% | -- | -- | -- |
| Direct damage | -4% | -- | -2% | -- | -15 | -- |
| Direct heal | -4% | -2% | -2% | -- | -- | -- |
| Damage over time | -4% | -2% | -2% | +10% | -15 | -- |
| Heal over time | -4% | -2% | -2% | -- | -- | -- |
| Buff | -4% | -4% | -2% | +10% | -- | -- |
| Debuff | -4% | -- | -2% | +10% | -15 | -- |
| Pet | -4% | -4% | -2% | -- | -- | +1 |
Healing and damage per tick grow 3% of the spell's base value a rank, measured in game rather than taken from a write-up: Kragg's Salve healed 701, 722, 743, 764 at Tiers 0 through 3 and Envenomed Bolt ticked 352, 363, 384, a flat step each rank. (Those logs run about 2% above the file because the character carries a small passive bonus; the site shows the file's values.) Instant damage does not grow at any rate the site can confirm, so it is left alone. Durations grow in whole ticks, rounded down, so a short spell may not lengthen until its second or third rank.
What this site does not model
- Mana for nukes, utility spells, and debuffs. Mana falls by a share of base that depends on the category: 2% a rank for heals, instant or over time, and for damage-over-time spells, 4% for buffs and pets, each read rank by rank on one character. The other categories have not been read that way, so their mana is left alone.
- Heal-over-time duration. It grows more slowly than a buff's: Slugs Healing went from 4 ticks to 5 at Tier 3 and was still 5 at Tier 6, where the buff rule would give 6. Its healing, cast, and mana are shown; its duration is not.
- Instant damage. It does not grow. Conflagration hit 918 at +10 against a base of 900, which is exactly the measuring character's 2% Banestrike bonus and nothing more; the write-ups' 6% a rank is not there.
- Crowd control level caps and reagent skipping. Described in guides without a rate, and not yet checked in game.
- Disciplines and combat abilities. Treated as not upgradeable at all, so they show no table and ignore the slider.
A blank column means the rule is unknown, not that the value stays put. Anything measured here is recorded as a test, so a correction is a one-line change.
Where these numbers come from
- EQL Tools: Spell upgrade scaling -- read from the in-game upgrade window and combat logs.
- Spell Upgrade +1 to +10: what each mote tier gives -- derived from client files dated 2026-08-17.
Mote costs, the rule that only hit point effects grow, and the pet level gain were checked in game by this project. Fuller credits are on the about page.