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argues for
family survival
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argues for
physical survival
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argues for
tribal survival
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Benefits
Details-oriented, connected
Drawbacks
Gullible, shameful, easily exploited
Benefits
Assertive, savvy, effective
Drawbacks
Vengeful, volatile, cruel
Emotions work like a jury of the three arguments, which combine in beats. Eristic beats are fast, like a heartbeat.
The Wizard leads with guilt and lands on anger to form the characteristic beat of remorse.
The Wizard uses guilt and anger primarily through the remorse beat, making for a conscientious, pro-social, and protective archetype.
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.
These are the beats the Wizard is good at.
These are the beats the Wizard struggles with.
These are the beats the Wizard more rarely uses.
Personal rankings: Your score percentage for each archetype is calculated when you complete the test.
The base emotions are like underlying survival needs.
Hatred fulfills disgust and anger, for example.
Duress fulfills fear, guilt and disgust, leaving love, anger and pride unfulfilled.
Explore how the 9 emotional archetypes position across 15 behavioral dimensions. Switch either axis or select a preset.
PRESETS:
Attachment/envy/zeal cultures are typically family- or individualism-oriented and hard-working.
Devotion/contempt cultures have strict rules, devoted followers and a disdain for outsiders.
Satisfaction culture, usually for smaller groups, focuses on avoiding fear, guilt, disgust and anger.
The Wizard will find a good partner or friend in the Artist, who can supplement remorse with attachment:
The attachment/remorse/pride 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. When tied to hands-on, practical problem solving, revelation provides a healthy, stabilizing release; when unmoored from reality, it risks turning into abstract rumination.
The Wizard will find a good friend or partner in the Defender and the Artist.
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.
Since the coping emotion shares the same arguments (self/world/society) in inverted polarities, it effectively pauses the characteristic emotion, providing relief from overwhelming intensity.
The coping emotion serves as a shadow archetype, characterizing the feeler in periods of acute emotional stress.
The Wizard copes using revelation, the combination of fear and pride. As an analytical storytelling emotion, revelation provides a healthy release when applied to real-world tasks, but can become a trap if pursued in pure abstraction:
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.
The Wizard is naturally good at fairness and courage which work like guilt and anger.
The Wizard should aim to develop diligence and honor, which work to moderate guilt and anger.
The hardest-to-develop virtue for The Wizard is compassion, corresponding to their blind spot.
Virtues act like the opposite of their emotion—coping made conscious and disciplined. For The Wizard, developing compassion actively balances their unengaged disgust argument.