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Transform into a winged guardian.

The Amesha is a support-type Archwing that sacrifices offensive power in exchange for area-of-effect defensive abilities that can buff and heal allies and weaken enemies.

Acquisition[]

The Amesha's main and component blueprints can be researched from the Tenno Lab in the dojo. The blueprints can only be purchased after completion of The Archwing quest.

Manufacturing Requirements
Credits64
25,000
Harness
1
Systems
1
Wings
1
NitainExtract
4
Time: 12 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 15,000
HarnessHarness
Credits64
15,000
NitainExtract
2
Circuits
900
PolymerBundle
3,600
AlloyPlate
5,500
Time: 6 hrs
Rush: Platinum64 25
SystemsSystems
Credits64
15,000
ControlModule
1
NitainExtract
2
Salvage
6,700
Circuits
2,800
Time: 6 hrs
Rush: Platinum64 25
WingsWings
Credits64
15,000
AlloyPlate
5,600
Neurodes
5
PolymerBundle
4,200
NitainExtract
2
Time: 6 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity643,000
Credits64
10,000
NitainExtract
2
MutagenMass
1
DetoniteInjector
1
Fieldron
1
Time: 72 hrs
Prereq: N/A
HarnessHarnessClanAffinity641,500
Credits64
10,000
DetoniteInjector
1
Salvage
6,200
Cryotic
1,250
Tellurium
1
Time: 72 hrs
Prereq: Amesha
SystemsSystemsClanAffinity641,500
Credits64
10,000
MutagenMass
1
PolymerBundle
5,650
Oxium
2,200
Tellurium
1
Time: 72 hrs
Prereq: Amesha
WingsWingsClanAffinity641,500
Credits64
10,000
Fieldron
1
Ferrite
7,250
Plastids
1,350
Tellurium
1
Time: 72 hrs
Prereq: Amesha
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Trivia[]

  • The Amesha is possibly named after the Amesha Spenta, divine entities in Zoroastrianism comparable to angels. The word "Amesha" (همیشه) is Middle Persian for "always" or alternatively, "immortal".

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WatchfulSwarmMod WatchfulSwarm
1
EnergyOrb25
Watchful Swarm

Tiny drones orbit the Warframe or an ally, and intercept enemy fire.


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

AbilityStrengthBuff Strength:6 / 9 / 12 / 15 Drones
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:? / ? / ? / 250 m (needs precision testing)
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BenevolentDecoyMod BenevolentDecoy
2
EnergyOrb50
Benevolent Decoy

Creates beacons that draw enemy fire, converting the damage into healing pulses.


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

AbilityStrengthBuff Strength:1 / 1.25 / 1.3 / 1.5x healing multiplier
AbilityDurationBuff Duration:10 / 15 / 20 /25 s
AbilityRangeBuff Range:20 / 40 / 60 / 80 m bubble radius
40 / 60 / 80 / 100 m heal radius
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WardingGraceMod WardingGrace
3
EnergyOrb75
+10/s
Warding Grace

Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby enemies.


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

AbilityStrengthBuff Strength:20 / 30 / 40 / 50% slow
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:160 / 240 / 320 / 400 m
Expand/Collapse


VengefulRushMod VengefulRush
4
EnergyOrb100
Vengeful Rush

All damage taken is transformed into Energy, while abilities gain enhanced range, duration and power. Affects the caster and nearby allies.


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

AbilityStrengthBuff Strength:100% Conversion
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s
AbilityRangeBuff Range:160 / 240 / 320 / 400 m

Misc: 10% Ability Range/Strength/Duration bonus

Expand/Collapse



Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

WatchfulSwarm
BenevolentDecoy BenevolentDecoy BenevolentDecoy
WardingGrace WardingGrace WardingGrace
VengefulRush VengefulRush VengefulRush

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Amesha can be equipped with the following items:

Skins[]

Augments[]


See Also[]

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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.

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)

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!

Hotfix 32.2.9 (2023-01-11)

  • Fixed script error caused by Amesha’s Benevolent Decoy.

Hotfix 31.6.2 (2022-06-15)

  • Fixed a script error that could occur if an ally protected by Amesha's Watchful Swarm was killed/destroyed with some but not all drone charges left.

Update 31.6 (2022-06-09)

  • (Undocumented) Watchful Swarm drones have models now.
  • (Undocumented) VFX for Benevolent Decoy and Warding Grace updated.

Update 27.3 (2020-03-24)

  • Fixed a crash when casting Amesha’s Warding Grace ability.

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

  • Introduced.

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

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