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===Heroes=== *'''Ghost Knight:''' A slightly buffer generic beatstick. This however makes them the most prone to customization, a feature all other ghostly heroes lack. It also gives a constant boost if you buy the Cursed Lantern, providing +1 to all melee AP for their unit - You'll absolutely need that. **Melee: The knight's base hand weapon tends to be serviceable, but you can upgrade it for only 5 points. Dual wielding gives you a bunch more attacks, halberd grants Rending, great weapon gives AP 2 and spear grants Phalanx. *'''Ghost Wizard:''' Do not, under ANY circumstances, take this to fight. You will be wasting your time with that. You can't even boost its Wizard level, making them more worth it for blocking. *'''Ghost Executioner:''' See that ghost knight? Replace its weapon for an AP 2 Deadly 3 great axe, ideal for killing heroes. That's all you're getting, so you'd better make sure you actually getting to a hero for killing. *'''Ghost Jailor:''' A ghost knight with a great weapon essentially. However, they get their own set of special upgrades: a chained spirit grants the jailor double the amount of attacks, which is quite impressive, and Capture Souls, which deals instant hits on enemy units (3 on a 2+, 9 on a 6). This gives you a form of mob management that isn't affected by anything, so you can use it to just bomb hordes. *'''Ancient Banshee:''' The banshee can buy a howl for some good shooting. It's short-ranged, but it can give a unit a way to manage light infantry. *'''Ancient Wraith:''' Ghost knight with great weapon. Unlike something like, say, the jailor, this guy can't do anything else.
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