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.

An Archwing comprises three components, each of them are acquired through different means depending on the Archwing.

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 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:

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.

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.

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, Mod TT 20px Coaction Drift and radar mods (only for their radar component). Arcane effects also apply. Some Passives, such as HildrynIcon272 Hildryn's increased shield gating duration or MesaIcon272 Mesa's increased health without a melee weapon, apply as well. Some Passives affect Archwings differently in atmospheric versus space usage.

All Archwing mission types have unique reward tables not shared by non-Archwing missions:

The Imperator Imperator and Veritux 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 ReputationLarge 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 ReputationLarge 20,000 Standing. Blueprints that use these parts are obtainable from the Market. All weapon parts except for the blueprint are tradeable.

Hotfix 37.0.9 (2024-11-13)

Hotfix 35.5.2 (2024-03-28)

Hotfix 35.5.1 (2024-03-27)

Hotfix 34.0.4 (2023-10-24)

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:

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:

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)

ELYTRON
Health: Base Rank - 765 (from 450) / Max Rank - 1015 (from 1350)
Shields: Base Rank - 745 (from 450) / Max Rank - 945 (from 1350)
Armor: Base Rank - 145 (from 150)
Energy: Base Rank - 120 (from 125) / Max Rank - 170 (from 225)

ITZAL
Health: Base Rank - 200 (from 400) / Max Rank - 450 (from 600)
Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
Armor: Base Rank - 50 (from 50)
Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)

ODONATA
Health: Base Rank - 425 (from 300) / Max Rank - 675 (from 900)
Shields: Base Rank - 430 (from 300) / Max Rank - 630 (from 900)
Armor: Base Rank - 100 (from 100)
Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

ODONATA PRIME
Health: Base Rank - 650 (from 400) / Max Rank - 900 (from 1200)
Shields: Base Rank - 640 (from 400) / Max Rank - 840 (from 1200)
Armor: Base Rank - 100 (from 100)
Energy: Base Rank - 85 (from 100) / Max Rank - 135 (from 180)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Changes:
Optimizations:
General Fixes:

Update 33.5 (2023-06-21)

Update 32.3 (2023-02-15)

Update 32.0 (2022-09-07)

Update 31.6 (2022-06-09)

Hotfix 30.9.1 (2021-11-11)

Update 30.9 (2021-11-11)

Update 30.7 (2021-09-08)

Update 30.5 (2021-07-06)

Update 30.2 (2021-05-12)

Hotfix 30.1.1 (2021-05-05)

Hotfix 30.0.6 (2021-04-20)

Hotfix 29.5.7 (2020-12-10)

Update 29.5 (2020-11-19)

Hotfix 29.3.2 (2020-11-05)

Hotfix 28.2.0.1 (2020-07-14)

Hotfix 28.1.1 (2020-07-09)

Update 28.0 (2020-06-11)

Hotfix 27.5.3 (2020-05-15)

Update 27.4 (2020-05-01)

Archwing Changes / Fixes:
Fixes:

Hotfix 27.2.1 (2020-03-05)

Update 27.1 (2020-02-04)

Update 26.1 (2019-11-22)

Hotfix 25.7.4 (2019-09-05)

Update 25.6 (2019-08-08)

Update: Specters of the Rail 0.0 (2016-07-08)

Archwing Overhaul!

Archwing has been upgraded to a full six degrees of freedom! Now, you’ll be able to pilot your Archwing like a true flight simulator with full 360-degree yaws and pitches. (Note: submersible missions will still use the old controls)

New Archwing Mission Types!
Other Changes

Update 17.9 (2015-10-28)

Update 17.5 (2015-10-01)

Archwing Polish & Additions

New Game Modes:

Changes:

Update 15.0 (2014-10-24)