Here are the forces that are on Ranma's side. Listed as they become available to Ranma (thus players) rather by Name, HP or Attack.
HP refers to hit points. Unfortunately, the game doesn't show these flat out. Instead, the little flower-like icon above the creatures' head is supposed to be a sign of how much damage they've taken. If it's full, the creature has max HP. If it's missing one petal, it's been injured by a trap or an enemy, but is still ready to fight. Only when a creature's flower only has two or three petals should you really worry. The creatures HP goes up every level. So, a Level 5 Goblin will have 7500 HP rather than 1500 HP that it starts with at Level 1.
Threat is the creature's implied threat level to it's enemies. In other words, the higher this is, the more likely that creature will be a target. However, if it's too high, enemies will begin backing away or trying to retreat. This works for your creatures too.
Attack DMG is how much damage the creature deals when not casting spells (like say, the Warlock's favored fireball or the Mistress' Lightning). This is the basic damage the creature deal in hand to hand. Like HP, it goes up at the same rate every level gained.
Fight Style is how the creature operates in combat. Flankers try and surround the enemy, Blitzers break up groups to weaken any team ups, Blockers stand in the enemy's path to prevent their advance, Support fires at the enemy from behind others.
Spells is what the creature can cast or what attacks they can use once they attain a certain level. All creatures start out will one, but gain more as they advance.
Enemies are what creatures will cause this creature to become unhappy when in their presense (usually when they're doing the same thing in the same room) Beware, because this can sometimes lead to outright rebellion.
Job is what the creature does for you while in your employment. If a creature only has 'Fighter' listed, it doesn't do anything but fight and wander around your territory.
Attract is basically what entices a type of creature to work for you. Have a big library with lots of books and you'll entice lots of Warlocks. Simply have large lairs and you'll get plenty of Goblins. Most creatures require a combination of rooms to entice them. A sort of assurance that they would get stiffed when they get hungry, sleepy or need some cash.
Elite is the section where I show how to attract an Elite version of the creature. Ignore any spacing you may notice. Save for bridges, dungeon hearts or portals (which don't count), no room may touch these. The Elites only come once and only for specially made room. You know when you've gotten an Elite, because a warning sound goes off, followed by an announcement of a new creature entering your dungeon. The elites are lumped in with their brethren, but you can almost always tell them apart from their kin. They're faster, stronger and have more HP than their normal counterparts, meaning if they reach high level, they're even more dangerous.
Horny or "Horniculus" or sometimes simply "The Reaper". The mightiest creature under Ranma's command. Horny is headstrong and undefeatable, but using him in combat draws a lot of mana. He seems to hate chickens and will go out his way to crush them.
HP: 6000
Threat: 560
Attack DMG: 700
Fight Style: Blitzer
Spells: He seems to know a fireball spell that halves the enemy's health and stuns them.
Enemies: All enemy creatures, Chickens
Job: Fighter
Attract: Spell - Summon Horny
Imp - The lowly worker. Sustained purely by magic, they are the worst at fighting, despite each individual having the strength to haul giants to a prison. They also dig tunnels, place traps, drag the dead to graveyards, reinforce walls, collect gold and gemstones, and claim land for Ranma.
HP: 500
Threat: 2
Attack DMG: 30
Fight Style: Nonfighter
Spells: (Lvl 2) Speed, (Lvl 3) Teleport
Enemies: Enemy imps and Dwarves
Job: Scout/General Worker
Attract: Spells - Create Imp, Receive Imps
Goblin - Only marginally better than trolls, Goblins are the second worst class of fighter. They recover quick from stunning, though, and are excellent at swarm tactics.
HP: 1500
Threat: 37
Attack DMG: 170
Fight Style: Flanker
Spells: None
Enemies: Dwarves
Job: Fighter
Attract: Lair
Elite: Grubb. Make as seen below:
Sorcerers (or Warlocks) - The magical backbone of Ranma's forces. They research, then upgrade the spells Ranma can use by making them either more effective or more efficient. They also provide fireball spells to help turn Ranma's enemies into bloody goo.
HP: 1000
Threat: 20
Attack DMG: 130
Fight Style: Support
Spells: (Lvl 2) Fireball, (Lvl 3) Heal, (Lvl 4) Firebomb
Enemies: Wizards, Vampires
Job: Researcher/Fighter
Attract: Library
Elite: Almeric. Make as seen below:
Fireflies - Although weaker than even the Goblin, a Firefly really shines in scouting. They are also resistant to heat, so they can fly over lava.
HP: 1000
Threat: 8
Attack DMG: 130
Fight Style: Flanker
Spells: (Lvl ?) Tornado
Enemies: ?
Job: Scout/Fighter
Attract: Lair
Elite: Bzzzt. Make as seen below:
Troll - As powerful as the firefly, Trolls make for poor combatants. Trolls are more useful in the workshop, making traps.
HP: 1000
Threat: 20
Attack DMG: 130
Fight Style: Blocker
Spells: None
Enemies: ?
Job: Blacksmith/Fighter
Attract: Workshop
Elite: Knud. Special note, you can get Knud without a special room on the Lord Volstag's level by tunneling into the east side and crossing some water. If you've found the right area (it should have an already constructed Workshop), you'll have a special announcement about Knud. Make as seen below:
Salamander - Hot-blooded doesn't do these fiery lizards justice. They can also spit fire, walk over lava and are actually more happy when their lair is made near a lava stream.
HP: 1500
Threat: 45
Attack DMG: 200
Fight Style: Flanker
Spells: (Lvl 2) Fireball, (Lvl 3) Spit
Enemies: ?
Job: Fighter/Scout
Attract: Treasury, Hatchery, Lair, Training Room
Elite: Furnace. Make as seen below:
Dark Elf - These ladies are crackshots with their trusty crossbows and make excellent guards. Weak individually, a swarm can cut any foe down to size. They have such fine white hair that sometimes, it can seem as though it's not even there.
HP: 1000
Threat: 20
Attack DMG: 140
Fight Style: Support
Spells: (Lvl 2) Arrow, (Lvl 3) Knives, (Lvl 4) Guided Bolt
Enemies: Elven Archers, Dwarves
Job: Guard/Fighter
Attract: Treasury, Hatchery, Lair, Guard Room
Elite: Zenobia. Make as seen below:
Bile Demon - These odorous monsters make for excellent endurance fighters, deal heavy damage to enemies and have gaseous spells at their command. They are also useful in the workshop. The only problems are that they require a lot more food than other creatures and are the slowest creatures Ranma has under his control.
HP: 6000
Threat: 120
Attack DMG: 525
Fight Style: Blocker
Spells: (Lvl 2) Gas Cloud, (Lvl 3) Gas Missile, (Lvl 4) Dwarf Throwing
Enemies: Skeletons, Giants
Job: Blacksmith/Fighter
Attract: Hatchery (5x5 min), Lair, Workshop
Elite: Bloz. Make as seen below:
Mistress - These lovely lasses help convert enemies into allies and can extract information from enemies. They can be used in combat (their attack power only slightly less than the Bile Demon), they can cast spells and they can recover from stunning as fast as Goblins, but their health is low.
HP: 2000
Threat: 107
Attack DMG: 480
Fight Style: Blitzer
Spells: (Lvl 2) Lightning, (Lvl 3) Freeze, (Lvl 4) Hailstorm
Enemies: Fairies
Job: Torturer/Fighter
Attract: Treasury, Hatchery, Lair, Torture Room
Elite: Dominique. Make as seen below:
Skeleton - Though these creatures are relatively feeble, they are cheap to make, fear nothing and attack relentlessly. They deal close to double the damage of Dark Elves, but have the same amount of hit points as Goblins. Skeletons don't need pay, food or lodgings. They don't come from the portals, but are rather made by the deaths of prisoners at a ratio of 1-to-1. However, each prison can only make so many skeletons. To increase the number of skeletons, one must expand the existing prison or make a new one. Oddly, they and Bile Demons hate each other. One would think that being comprised of bone, skeletons wouldn't be against anything in particular, but I guess the farts of Bile Demons gets to them.
HP: 1500
Threat: 60
Attack DMG: 280
Fight Style: Flanker
Spells: None
Enemies: Bile Demons (?!)
Job: Fighter
Attract: Prison
Elite: Bane. Make as seen below:
Rogue - A stealthy character who's primary function is to sneak into the enemy fortress and alleviate them from some of their treasury. They cannot be detected by most living creatures when they don't want to be, but can be detected by traps and Ranma.
HP: 1650
Threat: 80
Attack DMG: 400
Fight Style: Flanker
Spells: (Lvl 1) Invisible, (Lvl 5) Espionage
Enemies: ?
Job: Scout/Thief/Fighter
Attract: Casino
Elite: Gervaise. Make as seen below:
Vampire - These undead lords cannot be killed permanently, save by Monks, if they revive too often (they lose a level for every revival) or if their graveyard is sold. They are fairly good wizards too, but cannot crossover water. Vampires don't come through the portals, but rather come out the graveyard when sufficient corpses are placed in them, which is odd, because they'll still claim a lair. (I like the fact that they got that old bit of lore into a game like this.) Ranma must build bridges over water if he wishes to make use of them. Vampires sometimes get struck when they've just appeared out of their coffin, so be certain to pull them out of their graveyards.
HP: 2500
Threat: 107
Attack DMG: 666 (they had to use it some time in a game like this)
Fight Style: Blitzer
Spells: (Lvl 2) Slow, (Lvl 3) Drain, (Lvl 4) Raise Dead, (Lvl 5) Turn Into Bat, (Lvl 6) Hypnotize
Enemies: Monks
Job: Researcher/Fighter
Attract: Treasury, Hatchery, Lair, Graveyard
Elite: Kessler Von Doom. Make as seen below: (though, I _think_ reversing it is okay)
Black Knight - Black Knights are known for their ability to intimidate. Though less powerful than the Dark Angel, Bile Demon and Vampire, they are still some of the best frontline fighters one can get.
HP: 4000
Threat: 213
Attack DMG: 400
Fight Style: Blocker
Spells: None
Enemies: Knights
Job: Fighter
Attract: Treasury, Hatchery, Lair, Torture Chamber, Combat Pit
Elite: Kaleb. Make as seen below:
Maiden of the Nest - The Maiden of the Nest (or Maiden) is fairly useful. It can help research spells and is fairly competent in battle. Of course, you can only get them in version 1.7 and it will be so late that you'll probably ignore them for the most part.
HP: ???
Threat: ???
Attack DMG: ???
Fight Style: Blitzer
Spells: (Lvl 2) Web, (Lvl 3) Spit
Enemies: ?
Job: Fighter/Researcher
Attract: Library, Dark Temple
Dark Angel - Dark Angels deal the most damage, but have less hit points than the Black Knight. Their spells are devastating, though, and they can take on and beat four opponents at the same time. They're excellent researchers, but you get them so late in the game that it usually doesn't matter.
HP: 3000
Threat: 280
Attack DMG: 840
Fight Style: Blitzer
Spells: (Lvl 2) Disruption, (Lvl 3) Hailstorm, (Lvl 4) Skeleton Army
Enemies: Fairies, Monks
Job: Fighter/Researcher
Attract: Treasury, Hatchery, Lair, Dark Temple
Elite: Zachariah. Make as seen below: