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 and Orb Vallis) 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, by completing The Archwing quest available to all players with Mastery Rank 2 and above, have unlocked the Mars Junction, and have completed Suisei on Mercury.
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 (Note: For XB1 and PS4, click in the left stick), and has the following three sections available:
- Archwing - The player's Archwings can be managed and customized in this section.
- Archwing Primary Weapons - The section where Archwing primary weapons can be managed.
- Archwing Melee Weapons - The Archwing's melee weapons can be managed here.
Once a player has built and acquired an Archwing, they can participate in dedicated Archwing missions, of which there are three variants: Free Space, which puts players in open space with lots of room to explore and maneuver, Trench Run, where players speed down through tight corridors towards a given mission objective, and Submersible, where players can engage enemies in submarine warfare. In Free Roam missions, Archwings can be deployed via Archwing Launchers.
- Main article: Archwing Maneuvers
Archwing Maneuvers are a set of actions that a player can perform with the Archwing, a set of mechanical wings used by a Tenno to fly and engage in combat in space and underwater.
Archwing flight controls are similar to normal ground-based controls, with some variations for three-dimensional movement. Movement is controlled with both thekeys and mouse, in conjunction. Unlike ground combat, Archwings retain momentum after releasing movement keys mid-flight. Higher velocity allows a further coast.
Hitting objects at high speed will result in the Archwing taking damage, making collision avoidance important to gameplay. Maneuvers still remain the same in submersible combat, albeit with reduced speed due to the water surrounding the player.
Combat is mostly identical to traditional controls, however melee combat will cause the Warframe to automatically dash forward towards a nearby target; players can chain melee attacks from one target to another without requiring precision aiming at targets. Stances are unavailable, though blocking and channeling 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 and a Melee weapon – and abilities, which replace the player's selected Warframe weapons and abilities. Most Warframe stats and mods do not carry over to Archwing missions. Exceptions are Aura mods, enemy or item radar increases, and some Passive Abilities. This can be seen by running an Archwing mission with Mesa and unequipping her non-Archwing melee weapon, which will start the Archwing with 50 extra health. Octavia's Inspiration passive will not apply.
|Afterburner||Elytron Augment Mod for Core Vent||Rare|
|Argon Plating||Increases Armor||Common|
|Auxiliary Power||Increases Maximum Energy||Uncommon|
|Cold Snap||Itzal Augment Mod for Cosmic Crush||Rare|
|Efficient Transferral||Increases Power Duration||Rare|
|Energy Amplifier||Increases Power Range||Uncommon|
|Energy Field||Odonata Augment Mod for Energy Shell||Rare|
|Energy Inversion||Increases Shield Capacity||Common|
|Enhanced Durability||Increases Health||Uncommon|
|Hyperion Thrusters||Increases Flight Speed||Rare|
|Kinetic Diversion||Damage to health restores Archwing energy||Rare|
|Morphic Transformer||Increases Power Strength||Rare|
|Primed Morphic Transformer||Increases Power Strength||Legendary|
|Superior Defenses||Increases Shield Recharge Rate||Uncommon|
|System Reroute||Increases Power Efficiency||Rare|
|Ammo Chain||Increases Maximum Ammo||Uncommon|
|Archgun Ace||Increases Fire Rate and Reload Speed for a brief time upon a headshot kill||Rare|
|Automatic Trigger||Increases Fire Rate||Rare|
|Charged Bullets||Increases Electric Damage and Status Chance||Rare|
|Combustion Rounds||Adds Heat Damage||Uncommon|
|Comet Blast||Adds Impact Damage||Rare|
|Contamination Casing||Increases Toxin Damage and Status Chance||Rare|
|Critical Focus||Increases Critical Chance and Critical Damage while aiming||Rare|
|Deadly Efficiency||Increases Base Damage for a brief time upon reloading from an empty magazine||Rare|
|Dual Rounds||Adds Multishot Chance||Rare|
|Electrified Barrel||Adds Electric Damage||Uncommon|
|Hollowed Bullets||Increases Critical Damage||Rare|
|Hypothermic Shell||Increases Cold Damage and Status Chance||Rare|
|Magazine Extension||Increases Magazine Capacity||Common|
|Magma Chamber||Increases Heat Damage and Status Chance||Rare|
|Marked Target||Increases Status Chance while aiming||Rare|
|Modified Munitions||Increases Status Chance||Uncommon|
|Parallax Scope||Increases Critical Chance||Common|
|Polar Magazine||Adds Cold Damage||Uncommon|
|Quasar Drill||Adds Puncture Damage||Rare|
|Quick Reload||Increases Reload Speed||Uncommon|
|Resolute Focus||Increases Stagger/Knockdown Resistance and Reduces Spread while aiming||Uncommon|
|Rubedo-Lined Barrel||Adds Base Damage||Uncommon|
|Sabot Rounds||Increases Base Damage|
Increases Punch Through
|Shell Rush||Increases Charge Rate||Uncommon|
|Venomous Clip||Adds Toxin Damage||Uncommon|
|Zodiac Shred||Adds Slash Damage||Rare|
|Astral Autopsy||Melee Kill Scans||Rare|
|Astral Slash||Increases Base Slash Damage||Rare|
|Blazing Steel||Adds Heat Damage||Uncommon|
|Bleeding Edge||Increases Critical Damage||Common|
|Cryo Coating||Increases Cold Damage and Status Chance||Rare|
|Cutting Edge||Increases Melee Damage||Common|
|Furor||Increases Attack Speed||Uncommon|
|Galvanized Blade||Adds Electric Damage||Uncommon|
|Glacial Edge||Adds Cold Damage||Uncommon|
|Infectious Injection||Increases Toxin Damage and Status Chance||Rare|
|Ion Infusion||Increases Electric Damage and Status Chance||Rare|
|Meteor Crash||Increases Base Impact Damage||Rare|
|Nebula Bore||Increases Base Puncture Damage||Rare|
|Poisonous Sting||Adds Toxin Damage||Uncommon|
|Searing Steel||Increases Heat Damage and Status Chance||Rare|
|Sudden Impact||Increases Status Chance||Common|
|Tempered Blade||Increases Critical Chance||Common|
With the exception of Auras, radar mods (only for their radar component), Adaptation, Rolling Guard, and Coaction Drift, Warframe mods do not work while using the Archwing and have no effect on Archwing gameplay.
|Earth||Erpo||Mobile Defense||Grineer||1 - 6||Free Space|
|Venus||Montes||Exterminate||Corpus||3 - 8||Trench Run|
|Mars||Syrtis||Exterminate||Grineer||8 - 13||Free Space|
|Phobos||Kepler||Rush||Corpus||12 - 14||Trench Run|
|Jupiter||Galilea||Sabotage||Corpus||15 - 20||Trench Run|
|Saturn||Pandora||Pursuit||Grineer||21 - 26||Free Space|
|Uranus||Caelus||Interception||Grineer||24 - 29||Free Space|
|Neptune||Salacia||Mobile Defense||Corpus||27 - 32||Trench Run|
|Eris||Jordas Golem Assassinate||Assassination||Infestation||32 - 34||Free Space|
All Archwing mission types have unique reward tables not shared by non-Archwing missions:
|Rotation A||Rotation B||Rotation C|
|150 Endo||38.72%||50 Endo||10%||400 Endo||22.56%|
|250 Endo||38.72%||250 Endo||10%||250 Endo||9.68%|
|Automatic Trigger||2.51%||Argon Plating||10%||Axi D1 Relic||9.68%|
|Combustion Rounds||2.51%||Bleeding Edge||10%||Axi G2 Relic||9.68%|
|Dual Rounds||2.51%||Electrified Barrel||10%||Axi L5 Relic||9.68%|
|Hollowed Bullets||2.51%||Energy Inversion||10%||Axi M1 Relic||9.68%|
|Magazine Extension||2.51%||Furor||10%||Axi P1 Relic||9.68%|
|Modified Munitions||2.51%||Glacial Edge||10%||Axi R2 Relic||9.68%|
|Parallax Scope||2.51%||Superior Defenses||10%||Axi T2 Relic||9.68%|
|Rubedo-Lined Barrel||2.51%||Superior Defenses||10%|
- Caelus, Uranus
|Meso A2 Relic||4.74%|
|Meso E2 Relic||4.74%|
|Meso K2 Relic||4.74%|
|Meso N7 Relic||4.74%|
|Meso T1 Relic||4.74%|
|Meso T3 Relic||4.74%|
|Meso Z3 Relic||4.74%|
- Pandora, Saturn
|Rotation A||Rotation B||Rotation C|
|150 Endo||14.29%||150 Endo||77.44%||400 Endo||11.06%|
|Furor||14.29%||Blazing Steel||3.76%||Lith A3 Relic||11.06%|
|Galvanized Blade||14.29%||Cutting Edge||3.76%||Lith C4 Relic||11.06%|
|Glacial Edge||14.29%||Efficient Transferral||3.76%||Lith K2 Relic||11.06%|
|Poisonous Sting||14.29%||Extend||3.76%||Lith L1 Relic||11.06%|
|Sudden Impact||14.29%||Superior Defenses||3.76%||Lith M4 Relic||11.06%|
|Tempered Blade||14.29%||System Reroute||3.76%||Lith W1 Relic||11.06%|
- Kepler, Phobos
Weapon Part LocationsEdit
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. Blueprints that use these parts are obtainable from the Market. All weapon parts except for the blueprint are tradeable.
|Steel Meridian||Arbiters of Hexis|
|Cephalon Suda||The Perrin Sequence|
|Red Veil||New Loka|
The Archwing weapons that do not come from 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.
- Imperator and Veritux, which are obtained on completion of The Archwing quest.
- It is confirmed that an Archwing 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 Team Ammo Restores, Codex Scanners and others can be used while in Archwing missions.
- 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.
- Instead of Archwing weapons having a magazine and total ammo pool, they 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.
- Warframe Passives will still apply during Archwing modes.
- Odonata is the starter Archwing and the Imperator and Veritux are the starter Archwing weapons.
- It is shown that Archwing will be employed alongside Railjack.
- Equipped Warframe Arcanes and Auras still function while in Archwing. Due to the high shield and health capacity of most Archwings, Arcane Grace, Arcane Barrier, Physique, and similar all have noticeably more powerful effects.
- The Archwing was first unveiled in Devstream 35 on August 8, 2014, at Gamescom 2014, and made its debut in Update 15.0.
- 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, 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.
- 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.
|Archwing • Compare All|