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 levelled, enchanted jewelry (but only if your Mercantile skill is at least 50) |
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| Buys |
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| Spells | Conjuration, Destruction, Restoration | ||||
| Other Information | |||||
| Health | 86 | Magicka | 342 | ||
| Respons. | 50 | Aggress. | 0 | ||
| Essential | Yes | ||||
| Faction(s) | Dementia Faction (Dementia); Crucible Citizen | ||||
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.
At different stages in the Main Quest, Earil will share different rumors with other NPCs:
- I've heard that there are new adventurers coming. I wonder what new discoveries they will bring to us.
- It's a shame, really. The Gatekeeper was a beautiful specimen. Now he'll just rot and fade like everything else.
- The Resonator of Judgment is fixed! How horrid! New adventurers mean new exhibits!
- This Chalice of Reversal sounds like a horrid device. Who would want to spend their time under the effects of some... chemical?
- All this talk of torture has me thinking -- would it be possible to hold someone in time during their most painful moment?
- So, the Torch is lit. Can a flame be captured in time? Would it still burn?
- A new ruler of Dementia. Excellent. If I could only freeze this moment in time.
- Thadon has been replaced. It is a moment worth capturing forever.
- They say that invaders have come to the Shivering Isles. Of course, "they" say a lot of things, don't they?
- That flesh monstrosity that patrols the Fringe has been rebuilt. Better to let it stay dead if you ask me.
- If the newly restored armies need conscripts, I could be persuaded to enlist a few of my exhibits.
- The Madgod has vanished? Perhaps He simply stepped out of our time until the Greymarch passes.
- The Greymarch is over, the war has been won, but at what cost? This timeline will never be the same.
[edit] Related Quests
[edit] Spells
He sells the following spells:
| Spell Name | ID | Level | Cost | Effects |
|---|---|---|---|---|
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| 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 |
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| 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 |
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| 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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