The Eristics Test
The Eristics Test

The Lancer relies on the development of personal skills (or knowledge of the world) and self-perfection to overcome big problems.

Artist ·  Giver ·  Hero ·  Defender ·  Observer ·  Lancer · Architect ·  Fixer ·  Wizard

duress is good, arguing for physical and family survival

Your best arguments:

world cognitive
medium complexity
balanced
co-workers, rivals
25 relationships
fear & anger
self intuitive
low complexity
fast & powerful
friends & family
5 relationships
love & disgust

Your worst:

society narrative
high complexity
slow & persistent
acquaintances
125 relationships
guilt & pride

Emotions argue for survival, in one of two forms

SELF

love


argues for
family survival

disgust

WORLD

fear


argues for
physical survival

anger

SOCIETY

guilt


argues for
tribal survival

pride

The Lancer feels fear and disgust

Your first base emotion

fear

Benefits
Intelligent, creative, observant

Drawbacks
Anxious, fawning, avoidant

Your second base emotion

disgust

Benefits
Discerning, constructively critical

Drawbacks
Perfectionistic, irritable

Emotions express as beats

Emotions work like a jury of the three arguments, which combine in beats. Eristic beats are fast, like a heartbeat.

First
argument
Second
argument

Eristics mostly looks at the form of the two strongest arguments involved in a beat. Any archetype can feel any emotion, but they tend to feel particular emotions.

fear and disgust form the beat duress

Duress is the eristic one-two of fear and disgust. It's a quick, smart, incisive emotion.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Duress

Duress uses the additive creativity of fear with the reductive creativity of disgust.

Duress in its strongest forms feels like being tortured or being trapped. Lancers are resilient, tough-minded people, except when it comes to social situations. There, they may have to depend on their weak third argument, the argument of society.

There are many combinations

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Satisfaction Revelation Frustration Contempt Remorse Duress Zeal Devotion Hatred Envy Anxiety Attachment

The Lancer uses beats with fear and disgust

The Lancer feels beats containing fear and disgust:

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Revelation Duress Anxiety Attachment
Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Contempt Duress Hatred Envy

Emotions are needs

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Love Fear Guilt Disgust Anger Pride

The base emotions are like underlying survival needs.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Love Fear Guilt Hatred Pride

Hatred fulfills disgust and anger, for example.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Love Duress Anger Pride

Duress fulfills fear, guilt and disgust, leaving love, anger and pride unfulfilled.

 

Daydreaming

The Lancer's daydreams are usually focused on satisfying anger and pride.

Their best and worst ability is being able to access anger rewards with their rich imaginations. In other words, a typical feeler will punch another person when angered, but a Lancer can simply imagine doing it and get the same reward. This can translate to a habit of daydreaming.

  • The most independent archetype
  • Mixes slow, cognitive fear with quick, intuitive disgust

The Lancer makes a great worldbuilder and storyteller.

The Lancer learns systems from the inside out, unlike the other fear-first archetypes. The Observer and the Architect both take an outside-in approach, understanding the whole system instead of parts.

Beats have opposing forms

WORLD/SOCIETY

remorse  ↔  revelation
anxiety  ↔  zeal

The Lancer can turn off duress by feeling frustration

The Lancer copes using frustration, the combination of love and anger.

Frustration can be impulsive and uncontrolled, especially in the Lancer, who won't tend to be great at either base emotion of love or anger.

Coping using frustration may look like:

Rumination: You might escape duress by feeling anger towards loved ones.

Too-big challenges: You might take on challenges that are too difficult or too big.

Burnout: The combination of love and anger as tools to cope can lead you to burnout.

Culture mainly satisfies emotion in three patterns

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Attachment Envy Zeal

Attachment/envy/zeal cultures are typically family- or individualism-oriented and hard-working.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Devotion Contempt

Devotion/contempt cultures have strict rules, devoted followers and a disdain for outsiders.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Satisfaction

Satisfaction culture, usually for smaller groups, focuses on avoiding fear, guilt, disgust and anger.

 
duress
dissonant
complexity: ████ 4/10
    energy: ████ 4/10
 
Fawn
 
Freeze
 
Foment
 
Fight
 
Flight

The Lancer favors fawn and fight equally.

The Lancer is the most individualistic archetype. The key for this type of feeler is either embracing that or trying to overcome it.

Embracing individualism

The Lancer is great at tackling big, deep-dive problems that require focused thought.

The most important tool in embracing individualism for the Lancer is self-compassion, or moderating any disgust that's pointed inward.

Overcoming individualism

Humans are inherently social creatures, so the Lancer's individualism comes at a cost.

The Lancer might work towards goals that don't align with the group's needs. The archetype's weak guilt argument can make it difficult to identify what society wants. Unlike the Observer, the Lancer also isn't naturally adept at zeal, mostly because of this weak society argument. So finishing projects can be hard too.

A continuous process of group feedback can help the Lancer stay on-mission.

The Lancer might see contempt and hatred as pointless, because duress fulfills disgust. This makes it hard to fit in with competitive/oppositional groups.

Emotions use energy

Lower energy  →  Higher energy

Emotions can be addictive, like a drug made in your head

Your archetype is most prone to first- and second-argument addictions:

DEPRESSION
fear addiction

NARCISSISM
disgust addiction

Here are all six base emotion addictions:

love
 codependency
fear
 depression/anxiety
guilt
 histrionic
disgust
 narcissism
anger
 borderline
pride
 grandiosity

Anyone can become addicted to any emotion. Emotional addictions are rare, even among the associated archetypes, and usually require outside help.

Emotions have virtues

DISCRETION
virtue of love
COURAGE
virtue of fear
DILIGENCE
virtue of guilt
COMPASSION
virtue of disgust
HONOR
virtue of anger
FAIRNESS
virtue of pride

The Lancer possesses honor and discretion

The Lancer is naturally good at honor and discretion which work like fear and disgust.

HONOR
virtue of anger
DISCRETION
virtue of love

The Lancer should aim to develop courage and compassion, which work to moderate fear and disgust.

COURAGE
virtue of fear
COMPASSION
virtue of disgust

The hardest-to-develop virtue for the Lancer is diligence.

DILIGENCE
virtue of guilt

Virtues act like the opposite of their emotion. It's like coping but conscious and intentional, honed by practice. For the Lancer, the need for diligence goes along with a weak guilt argument.

There are nine archetypes

Other archetypes may be similar to yours

These archetypes have the same first argument, fear:

These archetypes share your second argument, disgust:

Archetypes with the same missing/third argument:

This archetype is the inversion of yours: