Esoteric Ebb's major quests aren't just about progressing the story—they're key moments where your choices directly impact your character's capabilities through feats. Unlike most quests that offer all feats by default, the Class Conflict quest stands out by gating feats behind how often you assert your character's class, making careful decision-making crucial here.
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!
Experience powerful benefits by unlocking feats tied to each major quest, influencing your gameplay significantly. These feats range from simple buffs like faster healing to radical changes in core mechanics, and knowing their conditions lets you shape your character’s strengths.
Here’s a comprehensive list of all major quest feats organized in a likely order you’ll encounter them during your journey through Esoteric Ebb.
Democratization
The Democratization quest requires no complex choices—simply asking at least ten times about election preferences unlocks the feat. It’s an accessible way to gain a consistent healing boost early on.
| Feat | Effect |
|---|---|
| Democratic Herald | Regain 1d4 hit points each time you ask someone about the election. |
Class Conflict is where your engagement truly shapes your feat options. How often you declare your class dictates which feats unlock, making it vital to plan declarations thoughtfully throughout the quest.
Tracking your class declarations unlocks different feats. You pick one at the quest’s conclusion based on what you’ve revealed about your character’s identity.
| Feat | Unlock Condition | Effect |
|---|---|---|
| The Cleric | Declare yourself The Cleric 4+ times | Healing spells gain an extra proficiency; healing can use your Strength modifier if higher than Wisdom. |
| Dick-Ass Rogue | Declare yourself a rogue 4+ times | Lower the DC of trifle checks by an additional proficiency. |
| God-Emperor Wizard | Declare yourself a wizard 4+ times | Increase spells you can prepare by an extra proficiency; targets’ saving throws roll at disadvantage. |
| Askanii Barbarian | Declare yourself a barbarian 1+ times (Eat a slogdog from Kraaid) | Add an extra proficiency to all rolls when at or below 25% HP. |
| Lore-Seeking Bard | Declare yourself a bard 1+ times (Talk to Miss Nearly) | Behold Checks gain extra proficiency; flirt roll DCs lowered by your proficiency. |
| Friendly Local Druid | Show primal attunement 1+ times (Impress Nessan in Goblin Garden) | Gain extra proficiency on rolls in natural habitats like outdoor or overgrown areas. |
Circle Square Conflict pits you between Azgalist dwarves and a Freestrider agent at a standoff. You can support either side or find a peaceful solution. Both associated feats unlock without extra conditions.
Following the quest, your internal dialogue debates the Freestriders' true influence on freedom and prosperity, emphasizing the moral complexity behind your choice.
| Feat | Effect |
|---|---|
| Azgalian Spirit & Speech | Regain 1 hit point for every hour passed. |
| Money Talks | Receive 50% more Crowns when collecting currency. |
Young & Dumb takes place in Waterlane, involving a conflict between Azgal Youth girls and Norvikian Resistance boys. You can side with either faction or mediate between them. Despite the varied outcomes, both feats remain available regardless of your choice.
This quest concludes with a reflection on gender and political identity, enhancing the narrative context of your character’s social interactions.
| Feat | Effect |
|---|---|
| Lady Fair | Gain extra proficiency in rolls when interacting with feminine characters. |
| Future Patriarch | Gain extra proficiency when interacting with masculine characters. |
The Tea Shop that Blew Up quest involves investigating an explosion, uncovering clues, and deciding which ally to support. All feats here are accessible no matter your decisions, giving you versatile options.
Its post-quest reflection emphasizes themes of loneliness and your relationship with your goblin companion Snell, tying story to gameplay perks.
| Feat | Effect |
|---|---|
| Lone Cleric | Heal additional amount on Short Rests equal to your exhaustion levels. |
| Master Memorizer | Restore two random spell slots during Short Rests instead of one. |
| Friendly Company | Roll Hit Die with advantage during Short Rests; Snell gets extra proficiency in initiative rolls. |
Election Week monitors how often you comment on political parties throughout the game, but all six feats remain open at quest completion, unaffected by your specific choices.
| Feat | Effect |
|---|---|
| Nationalist | Extra proficiency when interacting with humans. |
| Freestrider | Receive a 10% discount on all purchases. |
| Azgalist | Damage taken triggers a complex three-step mitigation process using dice rolls, lowering damage effectively over multiple hits. |
| Arcanist | Roll 1d100 when last spell slot of any level is used; if lower than intelligence, regain that spell slot. |
| Agrarian | Roll 1d20 when picking up food; on 16+, gain an additional food item. |
| Apolitical | Gain +1 proficiency on rolls, increased to +10 on election days. |
| 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. |
The Easy Riddle quest challenges you to solve a riddle posed by the drunken sphinx Olzis, granting access to the Millennium Vault and a Deck of Many Things. All feats here unlock unconditionally, emphasizing puzzle-solving over choice.
Post-quest reflection muses if the Vault acts as a cosmic Gate left by gods, enriching the mystery and atmosphere.
| Feat | Effect |
|---|---|
| Leyline Hook | Enhances positive ability modifiers and reduces negative ones on TRINKETS. |
| Millennia Guardian | Potion effects double; applies to the first ability score increase for each potion type. |
| Positive Tingle | Healing spells roll twice the standard number of dice. |
| Scribble the Margins | Double your cleric level when calculating spells you can prepare. |
Capital Dominion tasks you with distributing economic accords and navigating a diplomatic confrontation with the Golden Horde ambassador. The quest's reflection delves into capitalism's endurance over magical orders, adding narrative weight to your decisions.
All three feats here are granted regardless of your diplomatic choices, focusing on enhancing your combat and social abilities.
| Feat | Effect |
|---|---|
| Unstoppable Force | Increase positive ability modifiers and decrease negative ones on WEAPONS. |
| Invisible Hand | Gain advantage on all trifle checks. |
| Immovable Object | Add Dexterity modifier to haggle discounts alongside Charisma. |
