If the Quest is a success, all surviving heroes get another Fate Point.
| Fate Point | Action | Limits | Cost |
| Spell Mastery | Reuse a spell card | 1 | |
| Berserk | +1 attack dice until no enemies visible | Mind Points < 4 | 2 |
| Resuscitate | Change your own 0 heath to 1 health | 3 | |
| Skill at arms | Reroll 1 attack or defence dice | Mind Points < 4 | 1 |
| Keyhole | Reveal room contents | Elves only | 2 |
| Blind | Adjacent Monster cannot defend for 1 turn | Not Clergy | 1 |
| First Aid | Restore 1 body point | 1 | |
| Meditation | Restore 1 mind point | 1 | |
| Judo | The enemy attack damages the enemy instead* | Mind Points > 3 | 1 |
| Backstab | Double dice for one attack if directly behind enemy | Not Clergy | 1 |
| Crucifix | All Undead visible miss a turn* | Clergy only | 1 |
| Flame | +2 Attack dice vs Mummy for 1 attack | Mind Points > 3 | 1 |
| Mining | Make one square of wall disappear* | Dwarf only | 2 |
| Holy Hand Grenade | All in adjacent room/corridor attacked by 2 Dice* | Clergy only | 2 |
| Invisibility | Invisible for 3 turns, may not attack | Mind Points > 3 | 2 |
| Strength | Doubles the number of attack dice for 1 turn | 1 | |
| Speed | Adds 7 to the Hero's next movement dice roll. | Not Dwarf | 1 |
| Scroll | Relearn last spell cast | Mind Points > 3 | 2 |
This allows the Character to progress between Quests without an actual levelling up system.
* counts as an action.