About this mod
Compilation of Mihail's Wraiths and Giant Spectres mods in one esp. Make the world of Skyrim a scarier place by adding 13 terrifying new types of ghostly revenants to your game.
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- This mod is a compilation of my Wraiths (LE/SE-AE) and Guardian Spectres (LE/SE-AE) mods. If you use these 2 mods, by downloading this new file you will be able to delete these 2 esps, thus saving space in your load order;
- Obviously you should not use this mod together with the 2 mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of these creatures in your game, in addition to other possible problems;
- If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
- I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
- In addition to the Nexus, you can also find me on:
- Do you have any doubt? Read my Frequently Asked Questions (FAQ).


Compilation of Mihail's Wraiths and Giant Spectres mods in one esp. Make the world of Skyrim a scarier place by adding 13 terrifying new types of ghostly revenants to your game.
From Wraiths page:

"Wraiths are the last corruption phase of a soul bound to the mortal plane by unfinished business, when it no more has memories or sense of self, but only pain, anger and guilt. In this stage, they are no more souls or ghosts, just hollow wraiths, remains of what one day was a person. Most of their features are hidden by a large, tattered black cloak, showing only their rotting face and hands. The skin of a Wraith is a pale, dirty brown, with long beard and scary eyes, and their face is usually contorted in a terrifying scream. Since no feet emerge from the bottom of the cloak and they move by hovering, it can be safe to assume that their body structure is formed only by a head, a torso, and two arms. They use basic frost spells and yeld iron swords. Also some Wraiths are able to cast the Silence curse.
Sanctified Wraiths are slightly stronger than normal Wraiths, and usually appear wearing ragged blue coats and with gold religious pendants around their necks. They are former priests and clerics, wielding spectral swords and using ice magic as well. Also you can find the dangerous Gloom Wraiths, with more powerful weapons and magic power, and usually with golden crowns with gemstones on their foreheads, which certainly indicates their noble origins.
Unlike Ghosts, Wraiths appear to be at least slightly solid, as they are able to wield weapons. Also Wraiths have a distinct, ear-piercing screech, and have considerable resistance to melee attacks due to their ethereal form, but are no more than middle tier foes among the dead, far bellow dragonpriests and other liches. They commonly haunt Halls of the Dead, abandoned houses, the interior of wrecked ships, ruins, necromantic lairs and Soul Cairn, commonly alongside ghosts and other lesser undead."
by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)
From Guardian Spectres page:
"Using powerful magic in ways that are morally questionable to most of those dedicated to the arcane arts, it is possible to create a Guardian Spectre: a ghostly entity with magically heightened powers, designed to perform a specific function, whether willingly, or against its will and forced by a higher power. In short, Guardian Spectres are then by definition powerful bound ghosts that guard certain places, artifacts or people, because they committed to the mission in life, or because they were magically chained to that function, by punishment or simply for having fallen victims of evil magicians.
In the general definition, a Spectre and a Wraith are synonyms that define the same type of haunting: the last phase corruption of a soul bound to the mortal plane by unfinished business, when it no more has memories or sense of self, but only pain, anger and guilt. In this stage, they are no more souls or ghosts, just hollow revenants, remains of what one day was a person.
Naturally, because the process involves contact with the dead, and even their subjugation in some cases, the use of Guardian Spectres is often viewed with suspicion and is often mixed with necromancy, although it often involves strong elemental magic as well. It's even believed that among mages more connected to the control of the elements, and averse to pure necromancy, the creation of Guardian Spectres is done only by using former members of their covenants who volunteered to have this function in death, but this theory is questioned by many due to the tumultuous and fragmented nature of the mind in the spectres themselves.
Many types of Guardian Spectres exist, and the list includes anything from Penitents to Dwemer Spectres, also Bonelords and Ancestor Ghosts, or even some Rotten Maidens, but the most frequently documented are those enhanced by elemental magic of ice, fire and shock, and also those spirits of ancestors who volunteered to guard the tombs of their families.
These most common types can then be cataloged as:

Chilling Spectres, Flaming Specters, and Sparkling Specters are Guardian Spectres enhanced by elemental magic, respectively, ice, fire, and shock. They tend to guard places where cryomancers, pyromancers, and electromancers carry out their studies and experiments. They have high elemental power, are skilled in the use of Silence, thus being able to quickly leave a mage temporarily depleted of their magic, and can summon lesser Enthralled Wraiths, imbued with the same element as themselves. They wear long robes covering their floating torsos, arms and skeletal heads, adorned with magical symbols. A large rune of the element that permeates them manifests on their backs, serving as the source of their mighty power. The level of sanity and sentience of these wraiths is very low, being close to machines, fulfilling mechanical functions and a sense of purpose artificially imbued in them by their creators. Wraiths are already naturally devoid of much sense of identity or rationality left, so after the transformation into Guardian Spectre it becomes even more reduced.

While also generally cataloged as a Guardian Spectre, a Vigilant Ancestor is often a sentient, stable ghost who has willingly committed to become a ghostly guardian of a place, item, or person, a promise that has been made, in many cases, while it was still alive. The practice is particularly attributed in its creation to ancient clan mages of High Rock, Cyrodiil and Skyrim, as a way to protect their loved ones and arcane treasures, from nefarious forces. Generally, these sentient and free spirits choose to continue guarding the places and people to which they dedicated their mortal lives in the afterlife, often even becoming guardians of the burial places of their clans, ensuring the eternal rest of the mortal remains of their ancestors and descendants. After death, the willing spirit goes through an arcane process in which it is imbued with powerful magic and becomes a formidable guardian, in addition to maintaining its reasoning and decision-making capacity as mentioned, thus being one of the few cases in which even the scholars and mages most opposed to necromancy are forced to consider twice before condemning the practice. Due to the routes used, similar to the Dunmer's Holy Necromancy, the Vigilant Ancestors tend to be somewhat less powerful than their more mindless and darker counterparts, such as a Chilling, Flaming or Sparkling Spectre, who are just a vessel for arcane powers, continually imbued on them to often lesser ends, and without concern for the welfare of the undead guardian, and its ability to withstand this constant stream of power, which can quickly deteriorate the creature further if the process is done recklessly.
Unlike the Guardian Spectre type noted above, a Vigilant Ancestor is unable to summon and control Enthralled Wraiths,
but instead they can summon the reminiscences of those it sacrificed its existence to ensure their eternal rest.
Generally, the Vigilant Ancestors use ice magic, hardly being seen using other types of elements, even due to
the fragility of corpses to the fire or shock element, which could easily incinerate an entire tomb.

A Hemonculous is a curious creation: firstly, it is important to differentiate a Hemonculous from a Homonculus. A Homonculus is a red-winged Imp-like creature created via alchemy, being a relatively simple chimerical creature, and possessing no remarkable power. A Hemonculous is in turn named after the word Hemo, a combining form meaning "blood", used in the formation of compound words, and Homonculus, an alchemical creation, as noted earlier, so, basically, a Hemonculous is a chimera made with blood magic. Vampires use Vigilant Ancestors, who are then victimized by the vampire thralling and through blood magic are corrupted, becoming guardians of these clans. This happens when vampires invade tombs to make their hiding places there and among them there are vampire masters powerful enough to carry out this process of blood enchantment and alchemy. A Hemonculous retains its sanity and intelligence, but finds itself the victim of a powerful vampiric delusional spell, which leads it to believe that the bloodsuckers are its masters and that its new function is to protect them, like any person or creature victimized by the vampire charm. Also commonly the ghostly reminiscences of the deceased that the Ancestral Guardians protect become corrupted as well, acting as guardians of the vampires too. These corrupted Ancestor Guardians and their skeletal minions are reddish in color, shrouded in blood magic, and their attacks drain life.

Enthralled Wraiths are nothing more than newly captured Wraiths who are in the early stages of becoming Guardian Spectres against their will. This is evidenced by the gradual loss of human appearance, such as the skin and flesh on their heads dissolving and falling off, where in the future there will only be bones, as seen in Spectres such as the Flaming, Chilling and Sparkling ones, all of which originated and were corrupted from imprisoned Wraiths. Obviously, these human traits are just the remnant of the entity's residual self-image, being neither real flesh nor bones, but it shows that they are in fact losing the rest of their humanity and basically turning into empty husks. Guardian Spectres summon these enchanted phantoms to their aid, and they are embodied in the same magic as their summoners, but with less power and more modest arcane attributes, as well as being smaller in size and posing much less danger."
by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)
Technical info:
- Unlike Wraiths, which are common enemies that can be found when exploring the world, especially dark places, both Guardian Specters and Vigilant Ancestors only appear as area enemies/ summons, that is, they stay in the place where they were summoned, attacking the area and enemies around them, not moving from the point where they were summoned. The spells to summon them can be looted from the bosses added by this mod, inside the new areas;
- Although rare, a bug can occur in which a creature rigged on the Vampire Lord animations (Vigilant Ancestor and Hemonculous) does not enter magic combat mode. In some cases, it goes into magic combat mode after a few seconds, but in others, it just doesn't react. However, this is very rare, and is due to the fact that the Vampire Lords' AI was not programmed for enemies, but only for a highly scripted battle (Harkon) and for player use.

- 13 new creatures: Wraith, Gloom Wraith, Sanctified Wraith, Chilling Spectre, Flaming Spectre, Sparkling Spectre, Vigilant Ancestor, Hemonculous, Enthralled Wraith (frost variant), Enthralled Wraith (fire variant), Enthralled Wraith (shock variant), Silver Hand Remains, Corrupted Dawnguard Remains;
Refined Elixir of Resist Cold, Refined Elixir of Resist Shock;
- 5 new spells (marked as powers): Summon Ancestor Guardian, Conjure Hemonculous, Conjure Flaming Spectre, Conjure Chilling Spectre, Conjure Sparkling Spectre;
- 5 new areas: Ancient Dawnguard Tomb (close to Broken Helm Hollow/ Rift), Pyromancers Lookout (close to Ragnvald/ Reach), Cryomancers Hideout (close to the Winterhold College/ Winterhold Hold), Electromancers Lodge (close to Mor Khazgur/ Haafingar), Silver Tear Keep (close to Gallows Rock/ Eastmarch).

So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)

- Although rare, a bug can occur in which a creature rigged on the Vampire Lord animations (Vigilant Ancestor and Hemonculous) does not enter magic combat mode. In some cases, it goes into magic combat mode after a few seconds, but in others, it just doesn't react. However, this is very rare, and is due to the fact that the Vampire Lords' AI was not programmed for enemies, but only for a highly scripted battle (Harkon) and for player use.

The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.

- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire

Authors:
Mihail- Chilling Spectre, Flaming Spectre and Sparking Spectre models, textures, animations, effects, spells and sounds;
Enthralled Wraiths models, textures, animations, effects, spells and sounds; classic oblivion-style Wraith models, textures, spells, effects, sound and animations; Vigilant Ancestor and Hemonculous effects, spells and sounds; skeletal minions effects; new areas; scripts; game implementation;
SoN6of6TrediS- Vigilant Ancestor/ Hemonculous models, textures and animations;
Some assets used on this mod belong to:
Powerofthree- for the animated magic runes models and textures attached to the back of the Guardian Spectres;
CD PROJEKT RED- in order to save time I made the classic oblivion- style wraith's head using as base a specific vanilla head from the Witcher 3, re-modeled/modified and re-textured by me to match the Wraith's look. Also the amulet of the sanctified classic wraith model and original texture of the jewel belongs to the mentioned developer as well, but also re-textured to 4k by me; soundtrack inside the new areas.

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New quest mod coming soon: The mod's first open alpha test release was initially planned for late September/2022 but was pushed back to end of January/2023 for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In January/23 I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test
(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)