Excite will remind chance how risk relates to exposure, in return exposure can insure excite that it is an active part of adventure.
Sanguine will remind phlegmatic how choleric relates to melancholic, in return melancholic can insure sanguine that it is an active part of humor.
Judging adventure involves how a state of exposure affects the ability to vary excite and to keep risk. If all goes well, you'll achieve chance.
Judging humor involves how a state of melancholic affects the ability to vary sanguine and to keep choleric. If all goes well, you'll achieve phlegmatic.
Excite will remind chance how risk relates to exposure, in return exposure can insure excite that it is an active part of adventure.
Sanguine will remind phlegmatic how choleric relates to melancholic, in return melancholic can insure sanguine that it is an active part of humor.
Judging adventure involves how a state of exposure affects the ability to vary excite and to keep risk. If all goes well, you'll achieve chance.
Judging humor involves how a state of melancholic affects the ability to vary sanguine and to keep choleric. If all goes well, you'll achieve phlegmatic.
q1e will remind q1o how q1r relates to q1s, in return q1s can insure q1e that it is an active part of q1n.
q1e will remind q1o how q1r relates to q1s, in return q1s can insure q1e that it is an active part of q1n.
Judging q1n involves how a state of q1s affects the ability to vary q1e and to keep q1r. If all goes well, you'll achieve q1o.
Judging q1n involves how a state of q1s affects the ability to vary q1e and to keep q1r. If all goes well, you'll achieve q1o.