Blessing of Onatar

Blessing of Onatar and Blessing of Moradin are random temporary beneficial enchantments that augment equipped armor, primary and off-hand items repaired via Astral Shards. Besides the name, they are exactly the same. When you are in Eberron, the buff is called Blessing of Onatar, and when you are in the Forgotten Realms, it is called Blessing of Moradin.

These effects end upon death or unequipping the item. Note that using an Astral Shard repair on an item subsequent times will apply a new random effect, overriding any existing one. Runearms are not eligible for this effect since they do not take item damage. If wielding two weapons, both weapons will receive the same blessing.

Effects include:

Armor

 * 50% - Hardened Vestments: Onatar's blessing has increased the hardness of your armor by 10.
 * 20% - Fortified Vestments: Onatar's blessing causes this item to provide a 10% Insight bonus to Fortification.
 * 1% - Greater Fortified Vestments: Onatar's blessing causes this item to provide a 25% Insight bonus to Fortification.
 * 17% - Rugged Vestments: Onatar's Blessing has provided a Stacking +5 to Physical Resistance Rating.
 * 3% - Greater Rugged Vestments: Onatar's Blessing has provided a Stacking +7 to Physical Resistance Rating.
 * 1% - Superior Rugged Vestments: Onatar's Blessing has provided a Stacking +10 to Physical Resistance Rating.
 * 2% - Acid Absorption: Onatar's Blessing has provided a Stacking 10% Acid Absorption.
 * 2% - Cold Absorption: Onatar's Blessing has provided a Stacking 10% Cold Absorption.
 * 2% - Electric Absorption: Onatar's Blessing has provided a Stacking 10% Electric Absorption.
 * 2% - Fire Absorption: Onatar's Blessing has provided a Stacking 10% Fire Absorption.

Weapons

 * 50% - Hardened Weapon: Onatar's blessing has increased the hardness of your weapons by 10.
 * 10% - Acid Weapon An additional 1d4 of acid damage on hit.
 * 10% - Frost Weapon An additional 1d4 of cold damage on hit.
 * 10% - Shock Weapon An additional 1d4 of electric damage on hit.
 * 10% - Flaming Weapon An additional 1d4 of fire damage on hit.
 * 5% - Mighty Weapon An additional .25W damage on hit.
 * 2% - Greater Mighty Weapon An additional .5W damage on hit.
 * 1% - Superior Mighty Weapon An additional 1W damage on hit.
 * 1% - Force Weapon An additional 1d4 of force damage on hit.
 * 1% - Sonic Weapon An additional 1d4 of sonic damage on hit.