Heroes of Newerth introduces the Mid Wars

The direct result of years of feedback and input from the HoN community, Mid Wars takes the most exciting pieces of the HoN experience and distills them into pure unadulterated fun. Featuring its own standardized rule-set, exclusive Matchmaking system, and an all new map, Mid Wars brings you everything that you know and love about HoN and improves the formula with a casual, arcade style experience second to none.

Game info: Heroes of Newerth puts two teams of players against each other: the Legion and the Hellbourne. Both teams are based at opposite sides of a map. The standard map is split into three continuous 'lanes' (Two in one of the lesser-played maps), running from one base to the other. Defensive towers are positioned evenly through each lane, until the lanes terminate at a team's base. Bases are strongly defended with extra defensive towers, and buildings from which units spawn. These units, termed 'creeps' are spawned every thirty seconds, and run along their lane until they meet opposition – which they then attack. Victory is achieved when one of the teams manages to push into the base of the opposing team, and destroys their primary structure. One team can choose to concede after certain time periods.

Players on each team choose one of 103 heroes, featuring a variety of abilities and advantages to compensate for any shortcomings. Players control a single hero from a top-down perspective, while common features of real time strategy games such as base management and resource collection are removed. Every hero has four abilities that may be acquired and upgraded as the hero gains experience and levels up. Experience is gained for being within the range of enemy units when they are killed. The maximum level a hero may achieve is 25 and the experience required per level gain increases with each new level. The player obtains gold though periodic income and combat experience, which is used for buying items from an extensive list of over 140+ items that increase the power of his or her player. All heroes involved in the death of an enemy hero are rewarded experience and gold, while the hero that has dealt the killing blow receives the greatest portion of gold. Players may terminate their allied creeps and structures when they are almost dead to prevent the enemy from placing the killing blow and gaining additional gold and experience. This technique is referred to as "denying". When a hero dies, he loses a part of his gold and after a certain amount of time, based on their level and number of deaths, respawn at the well located in their team's respective base.

Once started, average game length is around 45 minutes or more. Players on the winning team gain ranking points while the other team loses them. Ranking points are used to place players on the ladder system and it has no influence on game play- players are always on equal footing despite their ranking.