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I tend to max out my playthroughs, and I use maraduers for dead-body gold seach and ghost pirates for chest dig. Both units can receive"creaton" spell for extra ability "uses". Chest drop rate is about 50% for ghost pirates. Chest include mainly gold and spells, sometimes wanderer scrolls and runes. Reacting to one of below comments: ghost pirates never trigger any traps.
My personal current army is: maradurers, ghost pirates, dark paladins, archdemons and ancient vampires. The first 2 slots are permanent for max gold grinding, the other 3 can be changed as preferred.
You can find my Vampire -Impossible difficulty - No unit loss gameplay on youbute under DaddyCoolGames.
I found some things that could not be found otherwise - wanderer spells, crystals (sometimes 3-4 / chest), a few runes (maybe 3-4) and even an item upgrade. I would say you find runes as often as the alchemy set (1 in 10 fights), but may be more like 1 in 20.
Still - it's worth it for me and the build I use at this moment in the game (inselburg, dragandor and baraz-gund), but probably won't be worth it further on in the game.
I found a great use for pirate ghosts, although quite situational. The jist of it - put 1 stack of units that will do the fighting + 4 pirate ghosts (1 in each free unit slot).
Use the search treasure, and if a treasure is found, the next pirate ghost will run to it - through obstacles and everything (actually found a bug, if a pirate ghost goes on a trap while doing this - it will pick up the treasure and not trigger the trap :-) ).
In general you can hope for an average of 1 treasure per fight (due them being targeted by spells / archers, not surviving the 2nd round or just bad luck). Gold and scrolls are most common, runes and items are very rare.
Works extremely well with vampire thanks to Transmute, guaranteeing an extra 8/16/24 mana per fight.