Shivering:Earil

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Earil (RefID: 00015869)
Home City New Sheoth Crucible
Store Earil's Mysteries
Race Altmer Gender Male
Level 15 Class Enchanter
RefID 00015869 BaseID 0001559F
Services
Available 8am-6pm every day
Merchant
Gold 1000 Mercantile Novice (6)
Sells Scrolls, soul gems
3 pieces of enchanted jewelry (but only if your Mercantile skill is at least 50)
Buys
Spells Conjuration, Destruction, Restoration
Other Information
Health 86 Magicka 342
Respons. 50 Aggress. 0
Essential Yes
Faction(s) Dementia Faction (Dementia); Crucible Citizen
Earil
Earil

Earil is a male Altmer living in Crucible, New Sheoth. He is the owner and proprietor of Earil's Mysteries, the only spell shop in the Shivering Isles. He claims to be a student of the school of Chronomancy, the magic of time alteration, and upon first meeting him, will offer to turn the player into an inanimate display. At high levels of Mercantile skill (50+), his store, Earil's Mysteries, may be a good source of rare rings and amulets, such as the Mundane Ring or Necklace of Swords. Earil has a strong dislike of the Bosmer thief Brithaur. Earil also has a small collection of skulls of various sizes on one of his display tables.

[edit] Related Quests

  • Brithaur: Stop him from making everyone go crazy! Oh wait…

[edit] Spells

He sells the following spells:

Spell Name ID Level Cost Effects
Conjuration
Summon Hunger** 0007E0AF Apprentice 44 Summon Hunger for 20sec on Self
Summon Gluttonous Hunger** 0004DC20 Journeyman 122 Summon Gluttonous Hunger for 20 sec on Self
Summon Decrepit Shambles** 0004DC19 Journeyman 120 Summon Decrepit Shambles for 30 sec on Self
Summon Ravenous Hunger** 0004DC21 Expert 246 Summon Ravenous Hunger for 20sec on Self
Summon Shambles** 0004DC1E Expert 262 Summon Shambles for 30 sec on Self
Summon Voracious Hunger** 0004DC22 Master 487 Summon Voracious Hunger for 20 sec on Self
Summon Replete Shambles** 0004DC1F Master 450 Summon Replete Shambles for 30 sec on Self
Destruction
Snow Flare* 0004DC23 Novice 21 Fire Damage 7 pts on Target

Frost Damage 5 pts on target

Glimpse of Death* 0004DC28 Apprentice 50 Drain Health 60 pts for 3 secs on Touch
Hail Flare* 0004DC26 Apprentice 57 Fire Damage 15 pts on Target

Frost Damage 10 pts on Target

Icy Blaze* 0004DC27 Journeyman 120 Fire Damage 25 pts on Target

Frost Damage 20 pts on Target

Restoration
Salve* 0004DC38 Novice 22 Restore Health 5 pts for 2 secs on Self

Restore Fatigue 10 pts for 2 secs on Self

Remedy* 0004DC3A Apprentice 56 Restore Health 10 pts for 2 secs on Self

Restore Fatigue 20 pts for 2 secs on Self

Remedy Friend* 0004DC3D Apprentice 56 Restore Health 10 pts for 2 secs on Touch

Restore Fatigue 20 pts for 2 secs on Touch

Rejuvenate* 0004DC3B Journeyman 136 Restore Health 20 pts for 2 secs on Self

Restore Fatigue 40 pts for 2 secs on Self

Rejuvenate Friend* 0004DC3E Journeyman 126 Restore Health 10 pts for 3 secs on Target

Restore Fatigue 20 pts for 3 secs on Target

Revive* 0004DC3C Expert 289 Restore Health 35 pts for 2 secs on Self

Restore Fatigue 75 pts for 2 secs on Self

* Indicates spells which cannot be purchased from anyone else. (However, spells with the same effects at different magnitudes can be purchased elsewhere.)
** Indicates spells with effects which cannot be purchased anywhere else.

[edit] Purchased Spell Notes

  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant). Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
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