Ter'angreal are devices made during the Age of Legends,
before the breaking of the world, by the Aes Sedai. Created with the One
Power, each ter'angreal has the ability to produce a single type of weave.
A weave is a controlled channeling of the One Power designed to produce a
specific result. Normally a ter'angreal can only be activated by
channeling the One Power into it, although there are a few rare
exceptions.
The Wheel of Time Game groups ter'angreal
into 10 basic categories:
Air Pulse This is your starting ter'angreal. Air burst does a
small amount of damage to a target in front of you. The closer you are to
your target, the more damage you do.
Balefire This fires a powerful ball of energy that can even
pass through walls when you release the fire button. The longer you hold
the fire button down, the more power builds up.
Dart This is a rapid fire weapon. Each projectile only does a
small amount of damage, but they fire and move very fast.
Earth Tremors This weave blasts into a surface and causes a
violent explosion.
Fireball Fires a ball which explodes
when it impacts. Note that water will cancel this effect.
2: Advanced Weapons
Decay Slowly drains both the health of the target and the
power of any ter'angreals.
Chain Lightning This builds up an electrical current inside
the caster. The electricity will arc into any creature touched and
continue to damage that creature until you run out of charges, release the
fire button, take damage yourself or the target gets out of range. Note
that if you cast it in water, all creatures (including yourself) in the
water will take damage.
Seeker A projectile is fired that homes in on the target. The
further a seeker moves, the fast it will move. When it reaches the target,
it will explode.
Soul Barb This ter'angreal effects another caster for a short
time. When under this effect, the caster will take damage any time they
try and cast a weave. The more powerful the weave, the more damage they
will take.
Taint All ter'angreal held by the target become tainted. When
used, they will cause damage to the user. The more powerful they are, the
greater the amount of damage done.
3: Shields
Air Shield Protects the caster from air based attacks and
environmental effects.
Earth Shield Protects the caster from earth based attacks and
environmental effects.
Fire Shield Protects the caster from fire based attacks and
environmental effects.
Personal Shield This creates a shield around the caster which
protects against damage. The shield lasts until it takes enough damage to
be destroyed.
Sprit Shield Protects the caster from air based attacks and
environmental effects.
Water Shield Protects the caster from (you guessed it) water
based attacks and environmental effects.
4: Ter'angreal Counter Measures
Absorb While active, this ter'angreal causes other
ter'angreals used against you to teleport to your inventory.
Fork When in use, the causes a duplicate of any weave cast at
you to be cast at the person who fired it. Note that the original weave
will still affect you.
Reflect This causes a weave to bounced back at the person
that originally cast it. The weave will not effect you.
Shift This causes your character to teleport a few feet
forward. It is useful for passing through doors and grates. Weaves that
have you targeted will loose their locks.
Swap Places This makes you swap places with your target. If a
weave is locked onto you, then it will instead be locked onto your
target.
5: Canceling Weaves
Aura of Unraveling This leaves a weave where it was cast
creating a 'dead zone' where no magic can be cast. Weaves cast through
this area will fail (with the exception of Balefire). Note that this also
cancels hanging weaves such as shields.
Sever This creates a barrier between you and your target. Weaves will not pass
through this wall.
Unravel Unravel cancels any weaves currently effecting your
character. You may not use ter'angreal while this is in effect.
6: Miscellaneous
Explosive Ward This creates an explosive ward on a flat
surface you are looking at. If a creature then passes close to this ward,
it will explode.
Find Target This causes all seeking weaves currently in use
to change targets to your target.
Freeze Freezes the target in water, making them immobile for
a short period of time.
Whirlwind This causes the target to be spun around in the air
as long as you keep the weave active. You have control over how the target
moves.
7: Summoning
Champion This summons a champion to help defend you.
The Champions are
Sitter of the Hall (Aes Sedai)
Battle Trolloc (Forsaken)
Questioner (Whitecloak)
Legion (Hound)
Guardian This summons a guardian to help defend you.
The Guardians are
Sister(Aes Sedai)
Myrdral (Forsaken)
Archer (Whitecloak)
Mashadar (Hound)
Minion This summons a minion to help defend you.
The Minions are
Warder (Aes Sedai)
Trolloc (Forsaken)
Soldier (Whitecloak)
Minion (Hound)
Personal Illusion Creates an image of you which can distract enemies.
8: Passive Weaves
Disguise This allows you to take on the image of the nearest
creature. It helps you slip past enemies without attracting attention.
Healing This raises your health 10 points.
Levitate This allows you to float a few inches above the
ground. You may not use it to fly upward, but it will protect you from
falling.
9: Divination
Distant Eye When this is first cast, it creates an eye at the
point the caster is standing. Later, when cast again, it allows the caster
to see through this eye as long as they do not move. Another activation
causes darts to be shot from the eye.
Light Sphere This creates a light that follows the caster
around.
Tracer This creates a trail that leads to the nearest seal.
It only lasts a short time.
Trap Detect This allows the caster to see the closest trap.
Note that it only detects one trap, regardless of how many are around.
0: Unknown
Unknown You wouldn't want to ruin the surprise, would you?
(ok, that is just my way of saying I haven't found out yet).
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