Will-o-the-Wisps are glowing, ghost-like monsters that live throughout Cyrodiil. After starting a fight with one of them it will become nearly invisible except when it attacks. Alternatively, you can detect Will-o-the-Wisps by using a detect life spell or by equipping an item imbued with the ability to detect life, such as the Gray Cowl of Nocturnal. In addition to this property, Will-o-the-Wisps seem to be able to disappear and reappear at will, making them even harder to fight. Will-o-the-Wisps look similar to a cloud of shimmering dust, and are treated as ghosts in combat; only silver weapons, daedric weapons, enchanted weapons, hand to hand combat (provided that the fighter is at least a journeyman), and/or magic can harm them.
Will-o-the-Wisps use touch-based absorption spells, possibly making them hard to kill if you are a low-level character (especially if you are fighting a group of them). As long as you avoid standing still and allowing them to successfully hit you with a spell, you should be safe; otherwise you will need to be able to deal large amounts of damage quickly before the Wisp heals itself. A good tactic to get around their invisibility is to use a water-walking spell or item to lure them onto the water. Once on top of the water, you will be able to see ripples denoting the locations of the Will-o-the-Wisps.
Will-o-the-Wisps can be used by players who chose The Atronach as their birthsign as a means of recharging magicka, as Will-o-the-Wisps only have a magical attack, which will be absorbed half the time.
- Wrack - Lesser Power that absorbs 30 points of Health and Magicka on touch.
- Mind Numb - Lesser Power that absorbs 8 points of Health and Magicka for 5 seconds and damages 2 points of Intelligence and Willpower on touch.