The Eristics Test

The Wizard

The Wizard personalized result score card
The Wizard

Your score breakdown

All six emotions are good, arguing for survival

SELF

↑
argues for
family survival
↓

WORLD

↑
argues for
physical survival
↓

SOCIETY

↑
argues for
tribal survival
↓

The Wizard feels guilt and anger

Benefits
Details-oriented, connected

Drawbacks
Gullible, shameful, easily exploited

Benefits
Assertive, savvy, effective

Drawbacks
Vengeful, volatile, cruel

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
GUILT
Second argument
ANGER

The Wizard leads with guilt and lands on anger to form the characteristic beat of remorse.

guilt and anger form the beat remorse

 + 
  =  

The Wizard uses guilt and anger primarily through the remorse beat, making for a conscientious, pro-social, and protective archetype.

Remorse

Remorse is the eristic beat containing guilt and anger, the strongest emotion with guilt:

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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.

There are many combinations

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

The Wizard uses beats with guilt and anger

These are the beats the Wizard is good at.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

These are the beats the Wizard struggles with.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

These are the beats the Wizard more rarely uses.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Emotions use energy

Lower energy  →  Higher energy

Your archetype scores

Personal rankings: Your score percentage for each archetype is calculated when you complete the test.

→ Take the test to see your standings

#1
The Hero
The Hero Love and anger
--%
#2
The Artist
The Artist Love and fear
--%
#3
The Giver
The Giver Love and guilt
--%
#4
The Defender
The Defender Love and pride
--%
#5
The Lancer
The Lancer Fear and disgust
--%
#6
The Observer
The Observer Fear and guilt
--%
#7
The Architect
The Architect Fear and pride
--%
#8
The Fixer
The Fixer Guilt and disgust
--%
#9
The Wizard
The Wizard Guilt and anger
--%

Emotions are needs

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

The base emotions are like underlying survival needs.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

Hatred fulfills disgust and anger, for example.

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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

The archetype space

Explore how the 9 emotional archetypes position across 15 behavioral dimensions. Switch either axis or select a preset.

PRESETS:

▲ HIGH: IMPULSIVITY
The Artist
Artist
The Observer
Observer
The Giver
Giver
The Fixer
Fixer
The Lancer
Lancer
The Wizard YOU
Wizard
The Hero
Hero
The Architect
Architect
The Defender
Defender
◀ LOW: SYSTEMATIZING ▼ LOW: IMPULSIVITY HIGH: SYSTEMATIZING ▶

Culture mainly satisfies emotion in three patterns

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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

Emotional strategies

The Wizard will find a good partner or friend in the Artist, who can supplement remorse with attachment:

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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:

Love Fear Guilt Disgust Anger Pride

 

 

 

 

 

 

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.

Extending the self

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).

Being hands-on

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 have opposing forms

SELF/WORLD

 ↔ 
 ↔ 

SELF/SOCIETY

 ↔ 
 ↔ 

WORLD/SOCIETY

 ↔ 
 ↔ 

Coping using revelation

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.

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 Wizard possesses fairness and courage

The Wizard is naturally good at fairness and courage which work like guilt and anger.

FAIRNESS
virtue of pride
COURAGE
virtue of fear

The Wizard should aim to develop diligence and honor, which work to moderate guilt and anger.

DILIGENCE
virtue of guilt
HONOR
virtue of anger

The hardest-to-develop virtue for The Wizard is compassion, corresponding to their blind spot.

COMPASSION
virtue of disgust

Virtues act like the opposite of their emotion—coping made conscious and disciplined. For The Wizard, developing compassion actively balances their unengaged disgust argument.

The nine archetypes

Self and world

Self and society

World and society

Related archetypes

Inverted archetype

 

Same first argument

 

Same third argument