Elemental Attributes take up a much greater role in XIV than they ever did in XI. A player directly determines their own affinity with the elements as they level up. Some may decide to go entirely into one, while others may want to spread them out more evenly.
* Fire melts ice, but is extinguished by wind.
* Water erodes earth, but is boiled by lightning.
* Lightning boils water, but is grounded by earth.
* Wind extinguishes fire, but is obstructed by ice.
* Earth grounds lightning, but is eroded by water.
* Ice obstructs wind, but is melted by fire.
Disciples of The Land benefit from elemental attributes by extracting more crystals based upon their leading elemental attribute.
Disciples of The Hand benefit from elemental attributes by having a stronger affinity to crystals which match their stronger elements. For example, a Weaver would benefit largely from putting points into Earth and Wind, due to almost all Clothcraft recipes using those two.
A characters elemental resistances go up as they spend more points on the corresponding elements.
A characters proficiency with elemental weaponskills and magic goes up as they raise the respective elemental attribute. For example, a Conjurer that specializes in Fire will cast stronger Fire spells.
* Astral & Umbral are the Light and Dark (respectively) of FFXIV. These attributes, unlike the 6 primary are not able to be adjusted by a player. Astral and Umbral only exist through magical attacks.