There are 4 hero types that the player can choose between in Norron. Heroes give you access to skills that you can upgrade with skill points. Skill points can either be found by your hero when exploring, taken as a daily bonus, or earned by leveling your hero. Heroes can also wear equipment that you find throughout the age to provide further bonuses.
Attributes
All heroes have four attributes. The first three: strength, vitality, and knowledge, are common to all four classes. The fourth attribute is class specific.
Strength: Increases your hero's offensive power.
Vitality: Increases your hero's defensive power.
Knowledge: Allows your hero to earn some research points (see formulae). Added in Age 5
Wisdom: (Archmagi only) Increases the effectiveness of self spells that are cast in your city (0.38% per point [up from 0.35% in age 8]).
Economics: (Merchants only) Increases your city's silver production (see formulae).
Wielding: (Paladins only) Slightly increases your entire army's offensive and defensive power (0.13% per point).
Thievery: (Thieves only) Increases the amount of resources that your city's spies and hero steal on successful thievery missions (1% per point).
Classes
Age 12
Archmage
- Archmagi begin with 2 strength, 4 vitality, 8 knowledge and 10 wisdom
- City begins with 2 extra levels of Mage Education
- If your god is a Jotun, you will not be able to research past these first 2 levels, except Mimir
- An archmage can cast info spells or self spells, but will be considered 'away' while doing these actions
- however, an archmage casting will cast at a level equal to three times that of his hero level (eg. a level 27 Archmage will cast as a level 81 mage)
- Mages in training cost 1.5% of your silver income, as opposed to 2%
- Mages gain 7 experience per when hour training, as opposed to 5
- Exclusive Quests: Duplication, Eir's Jewel (Parts I-II)
Merchant
- Merchants begin with 2 strength, 8 vitality, 4 knowledge and 10 economics
- Merchants get a 50% better exchange rate at the market
- Merchants' Refineries are 35% more effective when the hero is at home
- While a merchant hero is at home, he grants a +25% silver production bonus to the city
- Training mages and spies costs 1.5% of your city's silver production (rather than 2%)
- Exclusive Quests: Merchant Captain, The (Parts I-V), Trade Secrets
Paladin
- Paladins begin with 8 strength, 4 vitality, 2 knowledge and 10 wielding
- 100% of a paladin's defense is applied to a city's total defense regardless of whether the hero is home or not
- Paladins reduce offensive casualties by 10% when sent on attack
- Paladins reduce defensive casualties by 25% if you are invaded and your hero is at home
- Paladins start with level 10 Annexation
- Exclusive Quests: Hammer to the Worthy, A, One-on-One (Parts I-V)
Thief
- Thieves begin with 5 strength, 5 vitality, 5 knowledge and 10 thievery
- City begins with level 4 Resource Stealing (8 if you worship Loki)
- Thieves may be sent on spy missions
- Thieves sent on spy missions perform at a level equal to three times their hero level
- Spies in training cost 1.5% of your silver production, as opposed to 2%
- Spies gain 7 experience per hour when training, as opposed to 5
- Spies will never take more than 12 hours to return from spying, even if they fail the mission
- Exclusive Quests: Easy Pickings, Shadow Guild (Parts I-V)
Age 11
Archmage
- Archmagi begin with 2 strength, 4 vitality, 8 knowledge and 10 wisdom
- City begins with 2 extra levels of Mage Education
- If your god is a Jotun, you will not be able to research past these first 2 levels, except Mimir
- An archmage can cast info spells or self spells, but will be considered 'away' while doing these actions
- however, an archmage casting will cast at a level equal to three times that of his hero level (eg. a level 27 Archmage will cast as a level 81 mage)
- Mages in training cost 1.5% of your silver income, as opposed to 2%
- Mages gain 7 experience per when hour training, as opposed to 5
- Exclusive Quests: Duplication, Eir's Jewel (Parts I-II)
Merchant
- Merchants begin with 2 strength, 8 vitality, 4 knowledge and 10 economics
- Merchants get a 50% better exchange rate at the market
- Merchants' Refineries are 20% more effective when the hero is at home
- While a merchant hero is at home, he grants a +25% silver production bonus to the city
- Training mages and spies costs 1.5% of your city's silver production (rather than 2%)
- Exclusive Quests: Merchant Captain, The (Parts I-V), Trade Secrets
Paladin
- Paladins begin with 8 strength, 4 vitality, 2 knowledge and 10 wielding
- 100% of a paladin's defense is applied to a city's total defense regardless of whether the hero is home or not
- Paladins reduce offensive casualties by 10% when sent on attack
- Paladins reduce defensive casualties by 25% if you are invaded and your hero is at home
- Paladins start with level 10 Annexation
- Exclusive Quests: Hammer to the Worthy, A, One-on-One (Parts I-V)
Thief
- Thieves begin with 5 strength, 5 vitality, 5 knowledge and 10 thievery
- City begins with level 4 Resource Stealing (8 if you worship Loki)
- Thieves may be sent on spy missions
- Thieves sent on spy missions perform at a level equal to three times their hero level
- Spies in training cost 1.5% of your silver production, as opposed to 2%
- Spies gain 7 experience per hour when training, as opposed to 5
- Spies will never take more than 12 hours to return from spying, even if they fail the mission NEW Age 11!
- Exclusive Quests: Easy Pickings, Shadow Guild (Parts I-V)
Age 8
Archmage
- Archmagi begin with 2 strength, 4 vitality, 8 knowledge and 10 wisdom
- City begins with 2 extra levels of Mage Education
- If your god is a Jotun, you will not be able to research past these first 2 levels, except Mimir
- An archmage can cast info spells or self spells, but will be considered 'away' while doing these actions
- however, an archmage casting will cast at a level equal to three times that of his hero level (eg. a level 27 Archmage will cast as a level 81 mage)
- Mages in training cost 1.5% of your silver income, as opposed to 2%
- Mages gain 6 experience per when hour training, as opposed to 5
- Exclusive Quests: Duplication, Eir's Jewel (Parts I-II)
Merchant
- Merchants begin with 2 strength, 8 vitality, 4 knowledge and 10 economics
- Merchants get a 50% better exchange rate at the market
- Merchants' Refineries are 50% more effective when the hero is at home
- While a merchant hero is at home, he grants a +25% silver production bonus to the city
- Training mages and spies costs 1.5% of your city's silver production (rather than 2%)
- Exclusive Quests: Merchant Captain, The (Parts I-V), Trade Secrets
Paladin
- Paladins begin with 8 strength, 4 vitality, 2 knowledge and 10 wielding
- 100% of a paladin's defense is applied to a city's total defense regardless of whether the hero is home or not
- Paladins reduce offensive casualties by 10% when sent on attack
- Paladins reduce defensive casualties by 25% if you are invaded and your hero is at home
- Paladins start with level 10 Annexation
- Exclusive Quests: Hammer to the Worthy, A, One-on-One (Parts I-V)
Thief
- Thieves begin with 5 strength, 5 vitality, 5 knowledge and 10 thievery
- City begins with level 4 Resource Stealing (8 if you worship Loki)
- Thieves may be sent on spy missions
- Thieves sent on spy missions perform at a level equal to three times their hero level
- Spies in training cost 1.5% of your silver production, as opposed to 2%
- Spies gain 6 experience per hour when training, as opposed to 5
- Exclusive Quests: Easy Pickings, Shadow Guild (Parts I-II)
Age 6
Archmage
- Archmagi begin with 2 strength, 4 vitality, 8 knowledge and 10 wisdom
- City begins with 2 extra levels of Mage Education
- If your god is a Jotun, you will not be able to research past these first 2 levels, except Mimir
- An archmage can cast info spells or self spells, but will be considered 'away' while doing these actions
- however, an archmage casting will cast at a level equal to three times that of his hero level (eg. a level 27 Archmage will cast as a level 81 mage)
- Mages in training cost 1.5% of your silver income, as opposed to 2%
- Mages gain 6 experience per when hour training, as opposed to 5
- Exclusive Quests: Duplication, Eir's Jewel (Parts I-II)
Merchant
- Merchants begin with 2 strength, 8 vitality, 4 knowledge and 10 economics
- Merchants get a 50% better exchange rate at the market
- While a merchant hero is at home, he grants a +25% silver production bonus to the city.
- Exclusive Quests: Merchant Captain, The (Parts I-V), Trade Secrets
Paladin
- Paladins begin with 8 strength, 4 vitality, 2 knowledge and 10 wielding
- 100% of a paladin's defense is applied to a city's total defense regardless of whether the hero is home or not
- Paladins reduce offensive casualties by 10% when sent on attack
- Paladins reduce defensive casualties by 25% if you are invaded and your hero is at home
- * Exclusive Quests: Hammer to the Worthy, A, One-on-One (Parts I-V)
Thief
- Thieves begin with 5 strength, 5 vitality, 5 knowledge and 10 thievery
- City begins with level 4 Resource Stealing (8 if you worship Loki)
- Thieves may be sent on spy missions
- Thieves sent on spy missions perform at a level equal to three times their hero level
- Spies in training cost 1.5% of your silver production, as opposed to 2%
- Spies gain 6 experience per hour when training, as opposed to 5
- Exclusive Quests: Easy Pickings, Shadow Guild (Parts I-II)
Age 5 And Earlier
Archmage
- Archmagi begin with 2 strength, 5 vitality, 3 knowledge and 10 wisdom
- City begins with 2 extra levels of Mage Education
- If your god is a Jotun, you will not be able to research past these first 2 levels, except Mimir
- An archmage can cast info spells or self spells, but will be considered 'away' while doing these actions
- however, an archmage casting will cast at a level equal to twice that of his hero level (eg. a level 27 Archmage will cast as a level 54 mage)
- Mages in training cost 1.5% of your silver income, as opposed to 2%
- Mages gain 6 experience per when hour training, as opposed to 5
- Exclusive Quests: Duplication, Eir's Jewel (Parts I-II)
Merchant
- Merchants begin with 3 strength, 2 vitality, 5 knowledge and 10 economics
- Merchants get a 50% better exchange rate at the market
- While a merchant hero is at home, he grants a +20% silver production bonus to the city.
- Exclusive Quests: Merchant Captain, The (Parts I-V), Trade Secrets
Paladin
- Paladins begin with 12 strength, 10 vitality, 3 knowledge and 5 wielding
- 100% of a paladin's defense is applied to a city's total defense regardless of whether the hero is home or not
- Paladins reduce offensive casualties by 10% when sent on attack
- Paladins reduce defensive casualties by 10% if you are invaded and your hero is at home
- * Exclusive Quests: Hammer to the Worthy, A, One-on-One (Parts I-V)
Thief
- Thieves begin with 6 strength, 7 vitality, 14 knowledge and 5 thievery
- City begins with level 4 Resource Stealing (8 if you worship Loki)
- Thieves may be sent on spy missions
- Thieves sent on spy missions perform at a level equal to twice their hero level
- Spies in training cost 1.5% of your silver production, as opposed to 2%
- Spies gain 6 experience per hour when training, as opposed to 5
- Exclusive Quests: Easy Pickings, Shadow Guild (Parts I-II)