Warlocks
Locks are ancient allies of the Deceiver and collaborators of the Fallen Lords.  They launch guided fireballs and can also confuse their enemies using the special "T" key.  Launching a fireball depletes 50% of their mana.  A confusion spell depletes almost all of a lock's mana.  It takes about 30 seconds for a totally depleted lock to charge up enough to shoot a fireball.  The locks in multiplayer have firerings instead of confusion spells.  The lock should only use the confusion spell when there are melee around to take advantage of it.  It doesn't do much good to confuse a bunch of maul if no one can hack them up.  Some people also choose to confuse fetch instead of just fireballing them.  If you have a clear shot at the fetch it's always perferable to just fireball them.

Strengths:  Shooting flames out of their belly buttons makes them the life of the party.  They are death incarate for melee traveling in groups, and not necessarily enemy melee either!  They can shoot fireballs over bodies of water and hit any submerged thrall and/or wights.  It's best to know if there are actually thrall or wights lurking in the water before you shoot.  You can tell if there are thrall or wights in the water because you can see the tops of there heads. 

Weaknesses:  Locks have a nasty habit of ocassionally blowing up their friends.  Maybe this is because they're not firmly in the Light's camp.  Who knows, but the people who get blown up often have a certain amount of culpability.  The melee should be aware of the locks and not make too many radical direction changes when they're near a lock's potential target.  The locks can prevent some unfortunate fireball foul-ups by being conservative around fast moving friendly melee.  The dorfs are usually at fault when they get blown up.  Keep the locks and dorfs seperated!  Locks can't confuse undead units.

Vitality:  2.188
Damage per hit:  6.5 - 7.5 (fireball)
Damage per hit:  .098 (firering)
Range:  1-14
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