Okay, actual info!
Basic elementals have been done, I'll be leaving the art out despite my previous mentions because really you're not missing anything at all.
Basic elementals will be showing up around the first time a particular "biome" shows up. So a fire elemental will show up in the little fire cave segment on the first floor, and as you see more of those biomes more enemies will show up. As a result elementals are very basic, introducing basic "themes" for that element, and mostly buff themselves with something then attack. Some get a little fancier, but nothing extraordinarily complex.
For instance, the fire elemental is set to use fire curtain at the beginning of the fight, (curtains have extraordinarily high cast speed so they will always get the first turn, but yes, this does mean that the player always gets the first "real" turn, and might get a double first turn depending on the enemy, I don't really have any qualms toward this, but it is something to note), buff his attack power, then use fire attacks for the rest of the fight.
Fire type enemies will tend to buff their attack power, one way or the other, then try to blitz you down. They don't have a lot of defense, they have a lot of attack. Fire attacks from a fire elemental will also rarely inflict a burn, which does damage over time and lowers defense.
So this should ideally teach the player that fire enemies are offensively oriented, have low defense scores, and if a fire enemy doesn't appear to be following that trend, something funny is going on.
This is the theme for elementals, they buff, they inflict x status effect sometimes, they are very simple minded, and generally if an elemental is getting fancy it's because following enemies will be building upon that. That's not to say that a fire enemy will never throw you for a loop and try to fool you, but it'll be fairly uncommon, and generally you want to spend more time trying not to get busted up by it. Elemental armor and weapons will help out with this.
With that said.
Element themes!
Fire: Offensively minded, low defense, tend to blitz you down
Ice: Focused on incapacitating you one way or the other, attacks will often have a stun effect attached, often debuff defense with frostbite, weak to phys, strong to magic
Wind: Similarly focused on boosting speed and stunning (more reliably then ice elementals), then blitzing an enemy. Average magic def, sub par phys def.
Earth: High phys def, hits relatively harder physically then other elements, but doesn't tend to debuff you often, basically a "straight fight".
Dark: high magic def, average phys def, only elemental weakness is holy, uses drain attacks. Very tanky overall, chips you down.
Phys (what could represent this in game oh my): Lots of team buffs, tanky, resistant to phys, excellent defenses overall, rarely attacks.
These all only apply to enemies, although magical attacks from the player may incorporate certain elements, dark attacks will drain, for instance, flame attacks will impart burns on occasion, etc, the point to take away is that a fire attack will not nessacerily hit any harder then an ice attack.
Similarly these are all still sort've rough drafts, I'm kind've looking at wind inparticular as being a little wonky, I may have to cook up a new status effect for them, as I can't do "double turns" or anything for them I don't think, so speed is, as usual, fairly underpowered.
There ya have it! If anyone's got anything they want to say, let me know!