# Shivering talk:Earil

## Incorrect Information

While outside of his shop, he stays in a dark alleyway and calls the player over. If the player approaches him, he will kill the player in one hit, disregarding armor, reflect spells, and the amount of health the player has.

Doesn't seem right does it? I've never had this happen to me... — Unsigned comment by at 22:55 on 13 May 2007

You're right. Earil doesn't even leave the shop, let alone that he would kill you in that way (it's a bit game breaking). There are no scripts found in the CS that even hint at this event. It's probably a hoax or false rumour based on the knowledge that Earil offers you to make a collector's items out of you. --Timenn 15:47, 15 May 2007 (EDT)

## Spell Costs

I don't know all the ins and outs of the spell equations but if remedy(RF20S, RH10S, C=56), remedy friend(RF20To, RH10To, C=56), and rejuvenate friend(RF20Ta, RH10Ta, C=126) are identical except for being on self, touch, and target, respectively, and if target spells are 1.5* as expensive as self or touch, then 56*1.5=84 says rejuvenate friend is overly expensive(C=126)(plus, I seem to remember these having 2secs somewhere in effects in game(can't verify due to limited ps3 access(goty))).

Also, what are the 3 pieces of jewelery Earil sells and what conditions are there to him selling them(eg: most rings with multiple enchantments seem to start appearing on leveled lists at level 20)? — Unsigned comment by at 17:51 on 8 May 2008

Good point about the spell costs... and good memory, too, about the 2 sec duration. The problem was actually that the spell effects (in particular durations) previously shown on the article were all wrong. The spell effects have now all been corrected, and with the correct effects the spell costs are all exactly the same as if you made it yourself at the spellmaking altar.
The jewelry he has is random, based on the same leveled lists to generate jewelry in any loot chest. So basically, he can have any piece of jewelry listed at Oblivion:Generic Magic Apparel, and the levels quoted there apply. --NepheleTalk 15:35, 8 May 2008 (EDT)

## Spells: what are the * meaning

In the Spells section all spells are marked with either "*" or "**". What is that supposed to mean? -- MartinS 46.162.87.211 23:14, 21 December 2010 (UTC)

I believe that the two asterisks means that they are spells that have effects that rely on Shivering isles content, (e.g. summoning a hunger) while the single asterisks means effects that do not rely on shivering isles content -- Pwnageincarnate 23:23, 21 December 2010 (UTC)Pwnageincarnate
One asterisk means the spell is unique. Two means that the effect is unique. That was on spell pages before...not sure what happened. --DKong27 Talk Cont 23:31, 21 December 2010 (UTC)
I updated it. It's the template {{Unique Spells Notes}}. --DKong27 Talk Cont 23:38, 21 December 2010 (UTC)