remorse
guilt » anger
The Wizard is a well-rounded archetype who seeks to balance internalization and externalization for those closest to him or her.
Best off at helping others against problems, the Wizard externalizes similarly to the Hero.
With a unique 3-2-1 eristic order, the Wizard offers a helpful, rational perspective to any group.
Emotions are arguments, each arguing for survival in one of three arenas:
SELF
The self argument argues for the extended self: You, your family, close friends and valued possessions.
WORLD
The world argument argues for survival in the physical environment, making the feeler confront danger.
SOCIETY
The society argument navigates the complexities of human society, arguing for survival in the tribe.
Eristic order describes the usual order of an archetype's emotional arguments. There's always a self, world and society argument, but the order and expression differs between archetypes.
Your eristic order goes like this:
SOCIETY
WORLD
The society-world order, unique to the Wizard, works like a 3-2-1 countdown of emotional complexity, going from the most complex argument to the least.
Benefits: A strong sense of society
Drawbacks: A weak sense of perspective
Emotions are dualities, having one of two forms that can be felt at a time:
SELF
LOVE/DISGUST
Love argues to add to or nurture the extended self, while disgust argues to remove from the self.
WORLD
FEAR/ANGER
Fear argues to model and understand the world, while anger argues to modify or destroy the world.
SOCIETY
GUILT/PRIDE
Guilt argues to do work for society, while pride argues to be a high-quality member of society.
Your first argument is the society argument, expressing as guilt.
Guilt-conscious people are intimately connected to society, inherently behaving as an agent of society's best interests.
Benefits: Details-oriented, connected
Drawbacks: Gullible, shameful, easily exploited
Your second argument is the world argument, expressing as anger.
A second-slot anger argument makes for a feeler who wants to get things done.
The leap-before-look outlook of anger can sometimes lead you to act rashly. When balanced properly, anger makes for effective, decisive action from the four archetypes in this category.
Benefits: Assertive, savvy, disagreeable
Drawbacks: Vengeful, volatile, cruel
Emotions are felt in beats, like heartbeats, all three arguments made each beat.
Beats span from one base emotion to another along the LFGDAP scale.
Generally: Farther up and farther to the right are more energy-intensive.
Each beat has a point-of-view shaped by its base emotions.
Remorse is the eristic beat containing guilt and anger, the strongest emotion with guilt:
Remorse, the strongest guilt-containing complex emotion, spans from guilt to anger.
When people say the word "guilt," the guilt-anger combo of remorse is usually the emotion they're talking about. Guilt urges the feeler to do something (that's anger) for society (that's guilt). The feeling of repairing something after doing something bad is the biggest, clearest example of this.
In Eristics, remorse is more nuanced, covering any action taken to benefit society. The Wizard is a master of this eristic beat, constantly working to benefit society using these two forms of the society and world arguments.
The society argument isn't always necessarily aligned with the feeler and the feeler's needs, so the Wizard ends up being a self-sacrificing archetype, often the first to suffer the world-impacting consequences of anger.
Emotions have energy costs:
In a beat, the lower energy emotion is felt first.
The Wizard has the highest-energy characteristic emotion, remorse, the combination of the high-complexity guilt and the high-cost anger. As a result, strong emotions may feel like a particularly exhausting exercise to the Wizard.
The Wizard's high-energy contributions are felt most strongly in groups, where they can serve as the backbone of any collective effort.
The Wizard is particularly considerate of using anger, their second argument, against others. The combination of the society and world arguments in the Wizard's unique order gives the archetype a great sense of how anger can rattle others.
The Wizard is the most pro-social archetype, and sometimes will even be too eager to jump in and do society's work.
Groups, cultures and societies need to satisfy all six base emotions for their members.
They'll typically do this in one of three patterns:
Attachment/envy/zeal cultures are typically family- or individualism-oriented and hardworking.
Devotion/contempt cultures have strict rules, devoted followers and a disdain for outsiders.
Satisfaction works for smaller groups which focus on avoiding fear, guilt, disgust and anger.
All cultures are characterized by one of these three patterns.
The Wizard will find a good partner or friend in the Artist, who can supplement remorse with attachment:
The attachment/remorse/mania pattern is important for the Wizard.
The Wizard will be able to satisfy love, fear and pride with satisfaction and revelation:
Satisfaction and revelation both help the Wizard.
Revelation in particular turns off remorse, while also abbreviating it. Because it does both, the Wizard may become absorbed in the search for revelation, acting similarly to the Architect. This is one of the healthiest coping patterns.
The Wizard will find a good friend or partner in both the Defender and Architect.
The Observer and the Architect will both find a friend in the Wizard, as the three archetypes best at dealing with complexity. The Architect and Wizard will be a particularly good match, if they can stand each other, because they have opposite characteristic and coping emotions (remorse/revelation).
The Wizard isn't as good with an abstract approach, doing better instead working on real things in the real world.
The Wizard has an aptitude for complexity like the Observer or the Architect, but the world argument expresses in the form of anger, not fear. Without a modification of the world, the anger argument doesn't get satisfied. So the Wizard's approach to learning needs to be real, with a change to the world, not just a model of it.
Beats (combinations of love, fear, guilt, disgust, anger, pride) have opposites:
Since the coping emotion has the same arguments (self/world/society), but in opposite form, it effectively "turns off" the characteristic emotion, giving you a way out of overwhelming feelings.
The coping emotion serves as a sort of shadow archetype, characterizing you in times of extreme emotion.
The Wizard copes using revelation, the combination of fear and pride.
Revelation is the most complex fear-containing emotion. It's an analytical storytelling emotion.
Coping using satisfaction may look like:
False revelation: Any conclusion can satisfy the feeling of revelation, even false conclusions. The Wizard may fall into this trap, building a whole belief system out of incorrect ideas.
Disenfranchisement: Revelations made from coping will often line up with the Wizard's current predicament, and not necessarily line up with society's ideas, leaving the Wizard disenfranchised.
Narrative obsession: Whatever the Wizard is working on may become something of an obsession. Finding the 'ultimate' answer can consume the Wizard.
Emotions can become addictive, like a drug that's made in your head. The addictions usually involve the emotions that make up your archetype's characteristic emotion:
Addiction to guilt results in a dramatic personality.
Addiction to anger-containing emotions looks like rage or psychosis.
The Wizard has a weakness in disgust, which he or she will feel weakly, not do great when confronted with, and just generally avoid. Remorse as an emotion is like a way to feel disgust without feeling disgust. These emotions will be difficult for the Wizard:
This weak sense stems from remorse's tendency to 'abbreviate' disgust. Disgust can be too much too fast for others, so in a lot of ways feeling disgust weakly benefits the Wizard.
This may make the Wizard weak in skills or talents that require disgust, like criticism, curation, and design.
Emotions model and modify their spheres of influence—the extended self, the physical world or the feeler's tribe/society.
Self | World | Society | |
Model | Love | Fear | Guilt |
Modify | Disgust | Anger | Pride |
It can be useful to think of the three dualities as pairs of opposite emotions.
They're also called the internalizing and externalizing forms of an emotion.
Love & Disgust
model/modify
Your extended self
Fear & Anger
model/modify
Your physical world
Guilt & Pride
model/modify
Your tribe/society
Virtues help you avoid the negative effects of an emotion by consciously producing the results of its opposite emotion. It's like coping but conscious and intentional. Here are your archetype's virtues:
Withstanding or overcoming fear. Acting as anger (the 'do something' emotion) would when feeling fear.
courage is your operating virtue or highest virtue. It's the virtue you need to get by.
Doing the work and making sure it's good work. The use of pride when guilt is felt.
Subverting anger with fear, or thinking when struck with the impulse to act.
Read all the other archetype descriptions here:
The people most similar to you will be your own archetype:
These archetypes have the same first argument:
These archetypes share your second argument:
Archetypes with the same missing/third argument:
This archetype is the inversion of yours:
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