Part 1 ended with me briefly mentioning and describing the easiest and most basic of conjunctions (also called Fellowship Maneuvers), Flushes (2, 3 and 4 length [additional bonuses and names for 5 and 6 length flushes do not exist]). In this installment I’m going to be covering what I consider to be the intermediate level of conjunctions, Pairs and Full Houses as well as a few of the simpler “unique” fellowship maneuvers.
Pairs
“Pairs” type conjunctions consist of two of one color immediately followed by two of another color. Any color combination works and the order of which pair comes first has no bearing on the end result. For example: Green, Green, Red, Red is the same as Red, Red, Green Green.
Deadly Whispers

![StallionsSpirit[5]](/files/2010/10/StallionsSpirit5_thumb.png)

or ![SpidersGuile[5]](/files/2010/10/SpidersGuile5_thumb1.png)
![SpidersGuile[5]](/files/2010/10/SpidersGuile5_thumb2.png)
![StallionsSpirit[11]](/files/2010/10/StallionsSpirit11_thumb.png)
![StallionsSpirit[13]](/files/2010/10/StallionsSpirit13_thumb.png)
“Deadly Whispers” which is made up of a blue pair and a yellow pair both restores some power to the entire fellowship as well as places a considerably potent Damage-over-time (DoT) wound on the target.
Ent’s Heart

![EaglesCry[5]](/files/2010/10/EaglesCry5_thumb.png)

or ![EntsStrength[5]](/files/2010/10/EntsStrength5_thumb1.png)
![EntsStrength[5]](/files/2010/10/EntsStrength5_thumb2.png)
![EaglesCry[9]](/files/2010/10/EaglesCry9_thumb.png)
![EaglesCry[11]](/files/2010/10/EaglesCry11_thumb.png)
“Ent’s Heart” is made up of a green pair and a red pair. This maneuver places a considerable heal-over-time (HoT) on your entire fellowship while dealing a strong amount of direct, immediate damage.
Noble Lineage
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb.png)
![StallionsSpirit[17]](/files/2010/10/StallionsSpirit17_thumb.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb.png)
or ![EaglesCry[19]](/files/2010/10/EaglesCry19_thumb.png)
![EaglesCry[21]](/files/2010/10/EaglesCry21_thumb.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb1.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb2.png)
“Noble Lineage” consists of a blue pair and a green pair. This conjunction will restore power to the entire fellowship as well as placing a considerably heal over time (HoT) on them. This is an excellent fellowship maneuver to rally back from the brink of defeat with and also makes a great standby if you’re not willing to risk a more difficult maneuver.
Planned Charge
![EntsStrength[10]](/files/2010/10/EntsStrength10_thumb.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb3.png)
or ![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb5.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb6.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb1.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb4.png)
“Planned Charge” which consists of red and blue pairs will deal considerable direct damage to the target while restoring power across the entire fellowship.
Pounding Echos
![EntsStrength[10]](/files/2010/10/EntsStrength10_thumb1.png)
![EntsStrength[10]](/files/2010/10/EntsStrength10_thumb2.png)
![SpidersGuile[12]](/files/2010/10/SpidersGuile12_thumb.png)
or ![SpidersGuile[16]](/files/2010/10/SpidersGuile16_thumb.png)
![SpidersGuile[16]](/files/2010/10/SpidersGuile16_thumb1.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb2.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb3.png)
“Pounding Echos” inflicts considerable damage both direct and over time. This maneuver consists of red and yellow pairs and is a great option when you need to do more damage.
Silent Glory
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb1.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb2.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb.png)
or ![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb2.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb3.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb3.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb4.png)
“Silent Glory” is the conjunction comprised of green and yellow pairs. This conjunction offers the entire fellowship a considerable HoT as well as a nasty enough DoT for the enemy.
Full Houses
“Full houses” type conjunctions are made up of a 3 length flush followed by a different 2 length flush. Unlike the “Pairs” type, not every color combination is a valid “full house” type maneuver. Red and Yellows work together (mental note, these are both damage colors) and Blue and Greens work together (healing colors). In “Full Houses” damage and healing DO NOT MIX. Also unlike “Pairs”, the order of the colors here (and therefore the length of them as well) do have some small bearing on the outcome.
Ent’s Rage
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb5.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb6.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb7.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb4.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb5.png)
“Ent’s Rage” is performed when 3 consecutive reds are followed by two consecutive yellows. This fellowship maneuver deals heavy direct damage as well as placing a considerable DoT on the enemy.
Whispering Leaves
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb6.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb7.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb8.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb8.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb9.png)
“Whispering Leaves” is comprised of 3 consecutive yellows followed by a pair of reds. Whispering leaves deals heavy damage over time as well as considerable direct damage.
Noble Blood
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb7.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb8.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb9.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb5.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb6.png)
“Noble Blood” consists of triple blues followed by 2 greens and restores a large amount of power to the entire fellowship as well as placing a considerable HoT on the group.
Pure of Heart
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb7.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb8.png)
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb9.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb10.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb11.png)
“Pure of Heart” is executed when 3 greens are followed by a blue pair. “Pure of Heart” puts a larger HoT on the group than “Noble Blood” does but restores less power. Both Noble Blood and Pure of Heart are great for rallying back from near defeat and also as a simple but effect “standby” option when you’re not comfortable attempting a more complicated or risky maneuver.
Simpler “Uniques”
“Unique” fellowship maneuvers are the ones whose patterns don’t quite follow the pattern qualifications of other conjunctions. The “uniques” that we’ll be looking at today are ones that are relatively simple due to the fact they are basically modified flushes, meaning that they still consist mainly of one color all in a row with just a slight twist.
Break the Door
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb10.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb11.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb12.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb13.png)

![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb9.png)
“Break the Door” is the first of what my friends call the “All reds with a cap” set of unique conjunctions. This is performed when 5 reds are followed by a final yellow. Each person using red will deal very heavy direct damage not only to the targeted enemy but also to up to 2 other nearby enemies. The yellow will deal a heavy damage over time as well as a wound that expires into two other wounds that decrease the enemy’s movement speed, attack speed and their ability to block. This is a simple and very potent offensive maneuver.
Roll of Drum
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb14.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb15.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb16.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb17.png)

![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb10.png)
“Roll of Drum” comprises of 5 reds capped with a green. The people who use the 5 reds get the same effect that the reds in “break the door” do. The green at the end causes a large HoT to be placed on the entire group and if that wasn’t cool enough… this maneuver also removes all wounds and fears from the entire fellowship.
Hew the Stone
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb18.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb19.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb20.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb21.png)

![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb12.png)
“Hew the Stone” consists of 5 reds followed by a single blue. Again, just like it’s two sister maneuvers “Break the Door” and “Roll of Drum” the reds do large damage to the target and two other nearby enemies. The blue serves to return power to the entire fellowship as well as summon an oathbreaker pet for 1 minute. The pet is tied to the person who used the blue. If the person who used the blue is standing away from the action, they should move forward until the oathbreaker engages in combat. Oathbreaker pets do great damage and also put some fear effects on any enemy that is within approximately 10 meters of them.
March of the Ents
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb11.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb22.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb23.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb24.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb25.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb13.png)
“March of the Ents” is performed when a single green is followed by 4 reds and then a single blue at the end. The 4 reds within “March of the Ents” behave the same way as the 5 reds in each of the 3 maneuvers directly above this one. The green causes a fellowship wide HoT, the blue causes both a group wide power restore and an oathbreaker pet.
Chill of Bone
![EaglesCry[13]](/files/2010/10/EaglesCry13_thumb12.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb10.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb11.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb12.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb13.png)
![StallionsSpirit[15]](/files/2010/10/StallionsSpirit15_thumb14.png)
“Chill of Bone” is comprised of a green followed by 4 yellows and capped off with a blue. Chill of bone includes a fellowship-wide HoT, power restore and an oathbreaker pet. “Chill of Bone” also does a large amount of damage over time and places the same type of degrading wound as “Break the door”
Tramp of Doom
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb26.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb27.png)
![EntsStrength[12]](/files/2010/10/EntsStrength12_thumb28.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb14.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb15.png)
![SpidersGuile[10]](/files/2010/10/SpidersGuile10_thumb16.png)
“Tramp of Doom” is made up of 3 reds followed by 3 yellows. Each red has the same 3-target direct damage functionality of every other conjunction in this section. The yellows serve to inflict massive wounds on the target including the same degrading wound that “Chill of Bone” and “Break the Door” give.
For Next Time…
In the next conjunction installment we’ll take a look at the most difficult conjunctions: straights and the rest of the “uniques”. I’ll also include a section on how to improve your odds of executing a successful fellowship maneuver as well as how to get the most out of them.
This article is part of the “ Ask Elborigorn” series, where I encourage CSTM readers to send questions to me at: elborigorn@casualstrolltomordor.com . I then will answer the question either with an entire article or as part of a multi-question weekly article.













October 7, 2010 at 8:19 am
Red based unique FMs seem to lack one red on the picture
October 7, 2010 at 10:04 am
This was my fault. I added the pictures and apparently cannot count. I’ve corrected it. Thank you!
October 7, 2010 at 8:45 am
Nice summary! Minor typo: Chill of Bone is “…followed by 4 yellows”. Pic is correct.
October 7, 2010 at 12:06 pm
Excellent guide, thanks!
October 8, 2010 at 12:59 pm
A bit late, but still:
Good article, Elb
I want to add that “Chill of Bone” is the only Fellowship Maneuver which does NOT deal common damage, meaning it is the only useful damage maneuver against a lot of bosses (e.g. Watcher, Blind One).
October 8, 2010 at 1:45 pm
That’s a good tip
October 29, 2010 at 4:38 pm
I actually tested this to check up.. and found that the DoT given by Chill of Bone is still common.. The direct damage, from any yellow, named or not is the damage type of your main-hand wep.. the over-time is always common, tried and true.
October 30, 2010 at 7:56 am
I stand coirrected (and humbled).