Want to see Raider King content first? Add us as a preferred source.
I started writing this guide after noticing I only had two feat choices at the end of Class Conflict. Turns out I hadn’t declared my class nearly enough throughout the run. After digging into it, I realized that Class Conflict is actually the only major quest in the game with any unlock conditions at all. Every other quest hands you the full feat selection no matter what choices you made along the way.
So I compiled them all. This is a complete list of every feat you can earn by completing the major quests in Esoteric Ebb, along with a short breakdown of how to complete each quest to reach the feat selection screen. The feats themselves range from quality-of-life boosts, like advantage on initiative or death saving throws, to mechanics that fundamentally change how you play, like nullifying critical fails entirely or turning your own HP into a spell slot resource.
Whether you’re planning a build from the start or just curious what you missed, this guide has everything in one place.
If there’s any other guides or help you’d like for this game, hit me up on Discord so I can get to it!
All Major Quests Feats
I ordered these based on the most likely chronological order you would complete them on a normal playthrough.
Democratization
This quest has no choices to make. Ask people what they’re voting for in the election at least 10 times, and you get the feat automatically.
| Feat | Effect |
|---|---|
| Democratic Herald | You regain 1d4 hit points each time you ask someone what they are voting in the election. |
Class Conflict
This quest tracks how many times you’ve told people what class you are. At the end, you get to pick one feat from whatever options you’ve unlocked. Here’s what’s available and what you need to do to unlock each one:
| Feat | Unlock Condition | Effect |
|---|---|---|
| The Cleric | Declare yourself The Cleric 4+ times | Your healing spells are increased by an extra proficiency. Your heals can also be increased by your Strength modifier instead of your Wisdom modifier, if it is higher. |
| Dick-Ass Rogue | Declare yourself a rogue 4+ times | The DC of trifle checks are lowered by an extra proficiency. |
| God-Emperor Wizard | Declare yourself a wizard 4+ times | The amount of spells you can prepare is increased by an extra proficiency. Saving Throws made by targets are also rolled at disadvantage. |
| Askanii Barbarian | Declare yourself a barbarian 1+ times (Eat a slogdog from Kraaid) | Whenever you are at or below 25% HP, add an extra proficiency on all rolls. |
| Lore-Seeking Bard | Declare yourself a bard 1+ times (Talk to Miss Nearly) | Your Behold Checks are rolled with an extra proficiency. Additionally, DCs on flirt rolls are lowered by your proficiency. |
| Friendly Local Druid | Show primal attunement 1+ times (Impress Nessan in Goblin Garden) | Extra proficiency in rolls when in natural habitats. This includes outside areas, overgrown areas, and caverns. |
Circle Square Conflict
This quest drops you into a standoff at the Circle Square between a group of Azgalist dwarves wanting to hold a rally and Freestrider agent Alfoz sent to shut them down. You can back Alfoz, convince her to leave, or get the dwarves to disperse themselves. The post-quest reflection is a bickering internal debate between your cynical and idealistic sides over whether Freestriderism genuinely delivers freedom, democracy, and riches. Both feats are available unconditionally.
| Feat | Effect |
|---|---|
| Azgalian Spirit & Speech | You restore 1 hit point for every hour that passes. |
| Money Talks | You gain 50% more Crowns on pickup. |
Young & Dumb
This quest sends you to Waterlane on your first evening in Tolstad, where you mediate a clash between Modissa’s Azgal Youth girls distributing their magazine and Rollo’s Norvikian Resistance boys trying to stop them. You can side with either group or broker a resolution. The post-quest reflection is a lengthy, winding internal debate about gender, Azgalism, and where you land on Jor’s masculinity spectrum. It doesn’t matter what you did in the quest, you can select either feat.
| Feat | Effect |
|---|---|
| Lady Fair | Extra proficiency in rolls when speaking with feminine characters. |
| Future Patriarch | Extra proficiency in rolls when speaking with masculine characters. |
The Tea Shop that Blew Up
You search the ruins of an exploded tea shop on Tolstad, gathering clues about a Necklace of Fireballs, discovering an elven corpse, and choosing whether to side with Lady Sageleaf or play dumb for Coinlord Darrow. The post-quest reflection centers on loneliness, your goblin companion Snell, and your old Azgalist past. All three feats are available unconditionally.
| Feat | Effect |
|---|---|
| Lone Cleric | At the start of your Short Rest, heal an additional amount equal to the levels of exhaustion you have. |
| Master Memorizer | During your Short Rest, you restore two random spell slots instead of one. |
| Friendly Company | During Short Rests, always roll Hit Die with advantage. Snell also gains an extra proficiency in his initiative rolls. |
Election Week
This quest tracks how many times you’ve voiced opinions about each political party throughout the game. The counters affect the flavor text shown at the end, but all six feats are available to choose from regardless of your counts. There are no unlock conditions on the choices themselves.
| Feat | Effect |
|---|---|
| Nationalist | Extra proficiency in rolls when speaking with humans. |
| Freestrider | Gain a 10% additional discount in all purchases. |
| Azgalist | Whenever you take damage, move one step forward on a secret three step counter. On step one, a ‘thesis’ d20 die is thrown. On step two, if the damage you took is higher than the ‘thesis’ die, an ‘antithesis’ d4 die is thrown. On step three, the damage you took is lowered either by 1, or by the ‘antithesis’ die if you rolled one during step two. This is ‘synthesis’, somehow. The next time you take damage, return to step one. |
| Arcanist | When you use up your last spell slot of any level, you roll a 1d100. If the result is lower than your natural intelligence, you regain that spell slot. |
| Agrarian | Whenever you pick up food, you roll 1d20. If you get 16 or higher, you get an additional food item. |
| Apolitical | Increases proficiency in rolls by 1. This amount is increased to 10 on any election day. |
An Easy Riddle
This quest has you solving the drunk sphinx Olzis’s riddle (<- Check the full guide on how to do this) to crack open the Millennium Vault, inside which you find a Deck of Many Things. The post-quest reflection speculates on whether the Vault is actually a Gate to the Beyond left by outer gods. All four feats are available unconditionally.
| Feat | Effect |
|---|---|
| Leyline Hook | Alters ability score modifiers on TRINKETS. Positive modifiers are increased by 1 and negative modifiers are lowered by 1. |
| Millennia Guardian | The effects from Potions are doubled. For Ability Score increases, this only affects the first potion of a kind you’ve ingested. |
| Positive Tingle | Healing spells are rolled with twice the normal amount of dice. |
| Scribble the Margins | Your cleric level is doubled when calculating the amount of spells you can prepare. |
Capital Dominion
This quest has you running errands for Viira, distributing Askanii Economic Freestrider Accords to local entrepreneurs across Tolstad, before being thrust into a tense diplomatic encounter with Golden Horde Ambassador Ivcx. How you handle that conversation determines your standing with the Freestriders going forward. The post-quest reflection is a sprawling lecture on the history of liberalism, the Industrial Revolution, and why capitalism inevitably outlasted the Arcanists. All three feats are available unconditionally.
| Feat | Effect |
|---|---|
| Unstoppable Force | Alters ability score modifiers on WEAPONS. Positive modifiers are increased by 1 and negative modifiers are decreased by 1. |
| Invisible Hand | Advantage on all trifle checks. |
| Immovable Object | Your Dexterity modifier also adds to your haggle discount in shops, stacking with Charisma. |
Ruffled Feathers
This quest requires you to track down Drummer, the tea shop owner, and interrogate him. At the end you choose between letting him go or taking his papers. Both paths lead to the same three feats with no unlock conditions.
| Feat | Effect |
|---|---|
| Infectious Paranoia | Advantage on initiative rolls. |
| Survival of the Fittest | Advantage on Death Saving Throws. |
| Reading the Room | Advantage on behold checks. |
Copper Press Fever
This quest tasks you with tracking down an illegal Azgalist newspaper, The Chant, being printed in an apartment at Pillar Crossing by a dwarf named Modissa. You can help her by fetching ink cartridges from the Guild Warehouse on Waterlane, pressure her to tone down her election issue article, get Alfoz to sanction it, or report the whole operation to Viira and the Freestriders. Regardless of which path you take, all three feats are available unconditionally at the end.
| Feat | Effect |
|---|---|
| Mass Media Propaganda | Alters ability score modifiers on Texts. Positive modifiers increased by 1 and negative modifiers decreased by 1. |
| Human-Dwarf Unity | While you are at full health, incoming damage dice are rolled with disadvantage. |
| Azgalian Endurance | For every 3 hours spent being exhausted, you lose 1 level of exhaustion. |
Norvikian Resistance
This quest has you infiltrating the Rollermill to meet Rollo and his secret nationalist society. You can steal a damning Freestrider contract and hand it to Rollo, give it back to Viira, or force the group out of the Rollermill entirely. All paths lead to the same three feats with no unlock conditions.
| Feat | Effect |
|---|---|
| Defend the City | Alters ability score modifiers on HELMETS. Positive modifiers are increased by 1 and negative modifiers are decreased by 1. |
| True Norvikian | Roll initiative with Strength, if it is higher than your Dexterity. |
| Leviathan Apparatus | Enemies always roll initiative with disadvantage. |
Elven Connection
This quest requires you to fully investigate the dead elf: speaking with the corpse, following up with Visken, Alfoz, and Viira, and then dealing with the Illym Warden who shows up in the night. Once the investigation is complete, you pick one of three feats with no unlock conditions.
| Feat | Effect |
|---|---|
| Fragile Immortality | Removes Death Saving Throws. Whenever you are above 1 HP and take damage that would take you to 0, you go to 1. If you take any damage at 1, you die. |
| Imperial Dream | While speaking with someone with less intelligence than yourself, gain an extra proficiency on all d20 rolls. |
| Beautiful Lie | While you are at full health and 0 exhaustion, gain advantage on all Charisma d20 rolls. |
The Star Witness
This quest has you tracking down a mysterious man in yellow, Frank, son of Frank, across Tolstad and deep into the dungeons beneath Jor’s Pillar, ultimately rescuing him from a troll. The post-quest reflection centers on masculinity, heroism, and risk assessment after surviving that brutal fight. All four feats are available unconditionally.
| Feat | Effect |
|---|---|
| Luck of the Fool | Whenever you roll a natural 1, you get another result and take 1d4 damage. This effect can repeat to infinity. This damage cannot take you below 1 HP. |
| Dungeoneering Reflexes | Whenever you roll 10 or below, add an extra proficiency to the roll. |
| Professional Cleric | You cannot critically fail. |
| Curved, Yet Balanced Bell | Whenever any d20 is rolled, the Strings of Jor causes the outcome to lean towards 10. The chance of critical rolls are diminished. |
Lichhouse Blues
This quest culminates in a confrontation with Visken the lich. The dialogue branches based on whether you accepted his oath (ViskenOath==1) or refused it (ViskenOath==0), but both paths eventually converge to the same three feats with no further unlock conditions.
| Feat | Effect |
|---|---|
| Almost Lichdom | You no longer gain health from healing. You become invulnerable to all damage, but take one level of exhaustion whenever you take damage. Healing over 6 HP from a single source removes one level of exhaustion. |
| Esoteric Neuroticism | When you have no Shards of Jor, you can spend HP to unlock dialogue options instead. Cost starts at 1 HP and doubles each use; resets on a long rest. |
| Blood Magic | When you run out of spell slots, you can cast spells using HP instead. Cost starts at the spell slot level in HP and multiplies by each activation; resets on a long rest. |
Gate of Jor
This quest requires you to enter the Pillar of Jor, which you can do via one of three methods: getting Visken to cast Astral Projection on you, using Olzis’ Key of Jor, or using Ever-Glad’s passphrase. The method you choose only affects the flavor text. All three paths lead to the same three feats with no unlock conditions.
| Feat | Effect |
|---|---|
| Dark Belly of the Soul | Resistance to all damage when below 50% HP. |
| Hjârtat Mitt | Each level of exhaustion grants +1 to each d20 roll instead of -1. |
| A Good Man | Whenever you survive a death saving throw, you get back up with 1d20 HP. |
Esoteric Ebb
This quest requires you to investigate the Pillar of Jor on every level: Pillar Street, Pillar Crossing, the City Below, and the Undersea Path. Once that’s done, you pick one of three feats.
| Feat | Effect |
|---|---|
| Voice of God | Whenever you roll a d20, another hidden d20 is rolled. If that die is the same as your die, you critically succeed. If both are natural twenties, you regain all your hit points, you regain all your spent spell slots, you lose all levels of exhaustion, and you become genuinely happy for 1d4 seconds. |
| Stringmaster | For each level of spell slot you have, you gain one additional maximum spell slot. |
| Communing Patron | If you take damage that would cause you to go to 0, a mysterious force protects you. If this happens, you take no damage, and lose one 1st level spellslot. If you do not have any 1st level spell slots, this does not happen. |



