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Dragon Age: Origins and Dragon Age: Origins - Awakening use a unique system for distributing loot and balancing gameplay. Creatures maintain two potential inventory systems, an equipped inventory, and a dropped inventory. The former controls the appearance of the NPC's model (for example armor, weapons, etc.) whereas the latter controls the loot yielded and available to the player upon looting the NPC's corpse.

Rare Loot Explained[]

In both games there appears to be a small, unparsed % chance of a creature/npc to drop one of more items in his equipped inventory when killed, causing the generic dropped loot table to be dropped, along with x-item from their person. In many cases this results in a piece of generic armor, or a generic weapon. However, occasionally this can result in rare magic items, or even unique magic items not found anywhere else.

Item Number Chance
One-Hit Kill Critter Weak Normal Normal Lieutenant Boss Elite Boss
0.0% 0.25% 0.4% 0.5% 1.5% 2.5% 3.5%
Equipment Chance
One-Hit Kill Critter Weak Normal Normal Lieutenant Boss Elite Boss
0.0% 0.0% 0.02% 0.05% 0.2% 1% 1%
These numbers are taken directly from the resource game files.[1]

Notable Drops in Origins[]

Notable Unique Items[]

Notable Rare Magic Items[]

Notable Drops in Awakening[]

Notable Unique Items[]

Notable Rare Magic Items[]

Notes[]

  • The % chance of possible equipped item drops is extremely rare (≥1%).
  • The chance the equipment from the equipment slots you can get is in fact the "unique item" is also low: 1/6 (up to 6 possible equipment slots, NPCs do not tend to have belts, amulets or rings equipped—this is not including guaranteed drops from their inventory).
  • If the above system is in fact correct, then the previously accepted theory of increased drop rate in Nightmare mode (due to reduced drop rate of potions) is incorrect.

References[]

  1. [Program Files]\Dragon Age\tools\Source\2DA\creatureranks.xml autoscale tab (aka autoscale.gda file)
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