- For the soundtrack, see Archwing (Soundtrack).
The Archwing is an all-environment flight system of Orokin design used by a Tenno to fly and engage in combat in space, offering a potent mix of firepower and mobility to engage spaceborne enemies. Unlike Warframe's traditional land-bound gameplay, Archwing missions take place on a three-dimensional plane, offering nearly complete freedom of movement in all directions. Though intended for space use, the Archwing also has the ability to engage in both atmospheric (Plains of Eidolon, Orb Vallis, and Cambion Drift) and underwater (Grineer Sealab) combat.
Acquisition[]
An Archwing comprises three components, each of them are acquired through different means depending on the Archwing.
|
|
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| Wings | Harness | Systems |
Players can acquire their first Archwing, the Odonata, during The Archwing quest. Completion of the quest is also required to obtain the rest of the Archwings.
The Amesha, Elytron, and Itzal can be researched from the Tenno Lab in the dojo.
Access[]
The Archwing section of the Arsenal can be accessed via the vehicle button upon bringing up Select Mode at the bottom right of the main Arsenal overview and has the following three sections available:
- Tenno Loadout
- Archwing - The player's Archwings can be managed and customized in this section.
- Archgun - The section where Archwing primary weapons can be managed.
- Archmelee - The Archwing's melee weapons can be managed here.
Mechanics[]
Missions[]
Once a player has built and acquired an Archwing, they can participate in dedicated Archwing missions, with two possible tilesets: Free Space, a Grineer-controlled territory which puts players in open space with lots of room to explore and maneuver and Corpus Ship, where players speed down through tight corridors inside a severely damaged Corpus ship. An Infested variation of this tileset is used in the Jordas Golem Assassination mission. Archwings are also mandatory on Uranus, and are used to move in the underwater sections of the Grineer Sealab.
In Free Roam missions, Archwings can be deployed via Archwing Launchers.
Archwings can also be used in Empyrean mission, representing a faster, albeit much more vulnerable, method of moving around the map, as well as being used to board Crewships, points of interest, and the Murex ships.
Archwing Maneuvers[]
- Main article: Archwing Maneuvers
Combat[]
Combat is mostly identical to traditional controls. Stances are unavailable, though blocking and Heavy Attacks can be performed. Jump Attacks and Wall Attacks are also unavailable, with only Slide Attacks being available in the form of a swirling slash that deals higher damage.
Archwings have their own set of exclusive weapons – a Primary (Archgun) and a Melee (Archmelee) – and abilities, which replace the player's selected Warframe weapons and abilities; Submersible and Free Roam missions, however, still use the Warframe's primary and secondary weapons. Instead of having a magazine and total ammo pool, Archguns have a single pool of ammo that acts as the magazine. This ammo will replenish itself over a short period of time after the weapon hasn't been fired for a second or two.
Most Warframe mods do not carry over to Archwing missions, with the exception of Auras,
Coaction Drift and radar mods (only for their radar component). Arcane effects also apply. Some Passives, such as
Hildryn's increased shield gating duration or
Mesa's increased health without a melee weapon, apply as well. Some Passives affect Archwings differently in atmospheric versus space usage.
Mods[]
Archwing Missions[]
| Planet | Sector | Type | Faction | Level | Tileset |
|---|---|---|---|---|---|
| Earth | Erpo | Mobile Defense | Grineer | 1 - 6 | Free Space |
| Venus | Montes | Exterminate | Corpus | 3 - 8 | Corpus Ship |
| Mars | Syrtis | Exterminate | Grineer | 8 - 13 | Free Space |
| Phobos | Kepler | Rush | Corpus | 12 - 14 | Corpus Ship |
| Jupiter | Galilea | Sabotage | Corpus | 15 - 20 | Corpus Ship |
| Saturn | Pandora | Pursuit | Grineer | 21 - 26 | Free Space |
| Uranus | Caelus | Interception | Grineer | 24 - 29 | Free Space |
| Neptune | Salacia | Mobile Defense | Corpus | 27 - 32 | Corpus Ship |
| Eris | Jordas Golem Assassinate | Assassination | Infestation | 32 - 34 | Corpus Ship (Infested) |
Rewards[]
All Archwing mission types have unique reward tables not shared by non-Archwing missions:
Weapon Part Locations[]
The
Imperator and
Veritux are the starter weapons, first used during the final events of The Archwing quest. Additional blueprints of these weapons can be bought from Cephalon Simaris for 100,000 Standing
100,000 each.
Most Archwing weapons consist of parts which are obtainable as offerings from the six core Syndicates, each requiring Rank 2-3 and costing 20,000 Standing
20,000 Standing. Blueprints that use these parts are obtainable from the Market. All weapon parts except for the blueprint are tradeable.
The Archwing weapons that do not come from the six Syndicates include:
Knux,
Grattler, and
Larkspur, obtainable from Clan Research.
Imperator Vandal, rewarded from Fomorian Sabotage during Balor Fomorian Invasions. Comes in multiple parts, and unlike the Archwing Syndicate weapons, the blueprint is tradeable.
Prisma Veritux, potentially sold by Baro Ki'Teer.
Prisma Dual Decurions, potentially sold by Baro Ki'Teer.
Kuva Ayanga, obtained after killing a Kuva Lich using one.
Kuva Grattler, obtained after killing a Kuva Lich using one.
Mausolon, obtained after building any Necramech, either Voidrig or Bonewidow.
Cortege, blueprint and parts sold by Necraloid syndicate.
Morgha, blueprint and parts sold by Necraloid syndicate
Corvas Prime, blueprint and parts are rewards from opening corresponding Void Relics.
Larkspur Prime, blueprint and parts are rewards from opening corresponding Void Relics.
Mandonel, blueprint is rewarded from Sanctum Anatomica bounties, and parts are rewarded from Albrecht's Laboratories missions.
Notes[]
- Archwings possesses life support, allowing its user to remain in vacuum space without repercussions, as seen in the trailer and
Mag Prime's Codex entry, in which the author quoted: "I could feel my lungs fill as it wrapped me in its wings...." - The Archwing is stored inside the Landing Craft as shown by the ship deploying the Archwing from its underbelly.
- Most consumables like Squad Ammo Restores, Codex Scanners and others can be used while in Archwing missions.
- Specters and Air Support cannot be used in Archwing missions.
- As there are no terminals in Archwing missions, it follows that ciphers also cannot be used in them.
- Emotes can be used while in Archwing missions, although they cause Warframes to appear to be standing on solid ground with their Archwings still attached.
- Abilities that affect the player will dispel the moment the player transitions from standard gameplay to Submersible Archwing combat and vice versa.
- Due to the high shield and health capacity of most Archwings, Arcane Grace, Arcane Barrier, Physique, and similar all have noticeably more powerful effects.
- Intrinsics apply bonuses to Archwings, which can apply even outside of Empyrean missions:
- Tactical Intrinsic Rank 8: Blink cooldown reduced by 25%.
- Piloting Intrinsic Rank 8: Movement speed increased by 20%.
- Gunnery Intrinsic Rank 4: Attraction Range increased by 25m, Melee Range increased by 0.75m, Melee Damage increased by 20%.
- Gunnery Rank 8: Gun damage increased by 25%, Ability Strength, Range, and Efficiency increased by 20%.
- Engineering Intrinsic Rank 8: Health, Shields, and Armor increased by 30%.
Trivia[]
- The Archwing was first unveiled in Devstream 35 on August 8, 2014, at Gamescom 2014, and made its debut in Update 15.0 (2014-10-24).
- The Archwing was alluded to in
Mag Prime's Codex Entry: Warframe Archive - Debrief Excerpt, where she used an Archwing to save the narrator from death. - The preview also shows a black Fomorian ship in the background, confirmed to be the Balor Fomorian mentioned in Operation Cryotic Front.
- Much of the assets used in Archwing gameplay are actually scaled-down proportionately compared to normal assets in ground-based missions. This results in the models for Mods, Resource pickups and orbs being as large as players.
- Due to the sheer speeds that Archwings can travel, certain helmet attachments may disjoint themselves temporarily as they try to catch up with the players. Examples include the loose fabric of
Mesa's default helmet and the "ponytail" of
Ash's Locust Helmet. - Up until Update 17.0 (2015-07-31), the Codex entries for all Archwing guns showed them all being held using the normal underhanded grip for ground weapons, instead of the correct overhand grip used by Archwing weapons.
- Each Archwing's name starts with a different vowel; Amesha, Elytron, Itzal, and Odonata
Bugs[]
- Bringing Equinox is ill-advised as there is a bug where the Archwing will only gain the converted Health and Energy from orbs.
- Using melee or speeding close to some large debris may result in one getting impaled and stuck in the mesh; take caution using melee attacks around objects to avoid this.
- Similar to the bug above, it is possible to get stuck in debris where the player will either die or be stuck permanently.
- There have been various encounters with stretched and disjointed player models in Archwing missions.
- Instances of glitches including "flying" Archwings on Submerge Missions.
- When dying in the water with the Archwing equipped, reviving will place the player on land that is closest to where the player died, and the player can use their Archwing while on land. You can fly around as if you are underwater or in space while using Archwing abilities and Archwing weapons.
- If mods which increase the magazine capacity are equipped on any of the player's (Warframe) weapons, then upon entering and exiting a submerged area, the magazine capacity will have reverted to the default for the weapon. This can be quickly fixed by reloading the weapon, but it can still present an annoyance.
- Occasionally, the mouse sensitivity changes when going into Archwing missions.
- The sensitivity change stays after completing or leaving the mission; relogging may alleviate the issue.
- Some players are unable to use the archwings and are forced to walk in mid-air as if it were a normal ground mission.
Media[]
Patch History[]
Hotfix 37.0.9 (2024-11-13)
- Fixed Duplex Bond working in Archwing missions, creating a copy of your Companion in “no pets allowed” areas.
Hotfix 35.5.2 (2024-03-28)
- Fixes towards being unable to leave Submersible Archwing areas (throwing you back into the water instead of putting you on land) and often experiencing a loss of function after attempting.
- Note: It may take a couple of attempts before you are able to successfully exit water volumes after this fix.
- Also, if you are playing on a controller, approaching the exit with the analogue stick will allow you to exit the water after a couple attempts. However, using the context action to exit still causes the same issue to occur.
- We will continue to look into ways to fix these issues, but they may be code fixes which require a Cert update to deploy.
Hotfix 35.5.1 (2024-03-27)
- Removed the ability to use Noctua in Archwing/Submersible Archwing.
- This matches the standard for other similar Exalted weapons.
- This change also fixes cases of Dante losing access to his Secondary weapon and Abilities when in Submersible Archwing with Noctua active.
- Fixed clipping halfway into the ground when deploying Archwing as Chroma while Effigy is active.
Hotfix 34.0.4 (2023-10-24)
- Fixed Duplex Bond triggering when launching/deactivating Archwing in Open Landscapes.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it:
- Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
- Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
- Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
- ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.
Archwing Changes
Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats.
Mod Changes:
(values shown at max rank)
Health:
Enhanced Durability: +100% Health (was +150%)
Shields:
Energy Inversion: +100% Shield Capacity (was +120%)
Armor:
Argon Plating: +100% Armor (was +90%)
Energy:
Auxiliary Power: +100% Energy Max (was +90%)
Archwing Stat Changes:
AMESHA Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200) Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600) Armor: Base Rank - 195 (from 200)
Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)










