Ghost Army

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(Redirected from Ghost)
*Ghost Army
*Ghost Army
*Ghost Army
Mana Required : 180
Shots : 4
Range : 8
Duration : Indefinite
Incantation : Kelate

The ghost army spell creates ghost Followers of your own. These Followers cannot build, go into huts, or sabotage enemy huts, but they can be trained as other followers following the same rules as their non-ghosted counterparts. If they take a direct hit by a blast or get into a fist fight, they will disappear in a puff of smoke. A player can clearly see their own ghost's (by the color), but not the enemy's - those look the same as any other follower, until they die.

Ghosts are affected by all offensive spells in the same way as non-ghosted followers with the exception of Tornado, which will not pick up a ghost. They can also be preached, but will die once converted.

  • Usually only available in multiplayer.
  • Can be available in singleplayer by using some programs, by using world editor effects, or by scripting.

Using ghost army


Ghosts can be created by casting either on an existing follower or on an empty space. Casting on a brave or empty space will create six ghost braves. Casting on a trained follower will create three ghosts of the trained follower. Casting on a shaman will create one ghost shaman. When there is a mix of braves/trained followers/shaman, the ghosts will be created of the better follower. Casting ghost army on another ghost has the same effect as casting on a normal follower.


Ghost army can be used effectively when attacking especially on Pressure Point where its a common tool for the shaman. It's often used by casting ghosts in front of towers so that the firewarriors in the towers hit the ghosts instead of the advancing shaman. The ghosts can then be sent to the towers to displace the firewarrior inside, if need be.

Ghosts can also be used against an enemy shaman. Once cast, the ghosts can be sent to the enemy shaman to push her in the water, off a hill or simply to keep her in one place, so that she can be lightninged.


Ghosts can also be used as a defensive measure against enemy Angel of Deaths. If your enemy casts an Angel Of Death, ghosts can be used to patrol in and amongst your base. This is effective because the ghosts distracts the Angel Of Death, helping to prevent your base from being damaged.

To Trick

Ghosts can be used to trick the enemy. If you cast a ghost near your Shaman , then a duplicate ghost Shaman will appear. This can be used to trick your enemy , causing them to defend against the ghost instead of the real Shaman. Ghosts can also be cast near other units such as Firewarriors to create duplicates. This can the be used to fool the enemy Shaman in believing you have a stronger defense.

Ghost numbers

Blue's ghosts vs Red's ghosts (can't tell if they are actually ghosts)

Each spell of ghost army will create a different number of ghosts, depending on which follower/shaman is was cast on:

When cast on:

Brave - creates 6 ghost braves.

Warrior - creates 3 ghost warriors.

Preacher - creates 3 ghost preachers.

FireWarrior - creates 3 ghost firewarriors.

Spy - creates 3 ghost spies.

Shaman - creates 1 ghost shaman.

When cast on a place without units (or near wildmen), creates 6 braves. When cast on a mix of different units, the ghosts will be created of the better follower. When cast on water, it will create 6 ghost braves who will instantly die after touching the water.

Counter attack Ghost Army

Ghosts are weak against melee, so the best option would be to cast ghosts yourself then send them to the enemies ghosts, they will counter each other out.

Another method is to use Swarm, however this will not work on shaman ghosts.

Neutral Ghost Army Effect

Neutral ghost army effect

When ghost army is used as an effect and not as a spell, it creates 6 multi-colored followers that don't belong to any tribe (or belong to all?) - they don't attack or move, and are untargetable by followers, but can be killed or victims of effects/spells - water, swamps, lava, etc will kill them, making them disappear in a puff of white smoke.

On worldview, this neutral units are marked as black dots.

Neutral ghost army should be avoided, as some kinds of interaction with them might lead to problems, including crashing the game.

Spell Breakdown


Standard Spells: BurnBlastConvertSwarmInvisibilityMagical ShieldLandbridgeLightningHypnotiseTornadoSwampFlattenEarthquakeErodeFirestormAngel of DeathVolcano
Guest Spells: BloodlustTeleportArmageddon
Multiplayer Spells: Ghost Army
Forge World Spells: FlattenLandbridgeErodeHillValleyRaiseLowerWildmenTrees