Rhythmic and imaginative, Octavia conducts her myriad of siren songs and ambient anthems through the mystical Mandachord. Entice enemies with musical instruments that inflict melodic maladies, as the Tenno chorus synchronize their rhythm to sound the drums of war.
Alternatively, upon completion of The Duviri Paradox, Octavia's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
[DE]Danielle performed motion capture work for Octavia's animation set as seen during Devstream 86.
The Lester B. Pearson School for the Arts provided the sound effects for Octavia's abilities.[1]
Octavia's name was announced during PAX East 2017.
Octavia's name comes from the word octave, the word for a span of eight diatonic tonal notes that repeat over higher and lower frequency ranges, usually containing the basis for most musical scales. Her name may also have some origin from the Latin name "Octavia", meaning "eighth born".
Octavia's Mandachord plays notes in the D MinorPentatonic scale. "Pent" meaning five, corresponding to the five available notes for the Melody and Bass instruments to select from when composing a song.
Lotus' quote, is a reference to the opening scene of Shakespeare's "Twelfth Night".
The names of Octavia's Corpus-themed instruments all have Greek origins.
Horus may be derived from Horos, which is Greek for dance.
Octavia is partly unique because two of her component blueprints can only be acquired from side objectives in missions (e.g. Crossfire caches and the Lua music puzzle).
Octavia creates musical masterpieces from the Mandachord affixed to her arms that empowers her abilities. She possesses various passive mechanics highlighted in the tabs below:
For an in-depth guide to the Mandachord by the developers, please visit Update 20.0 (2017-03-24) patch notes and scroll to the Mandachord section.
The Mandachord is a step sequencer that allows the player to compose unique songs and conduct them in full symphony through Octavia's abilities.
To access the Mandachord menu, open the Arsenal in your ship, equip Octavia, click on the Warframe's Appearance tab, and select Mandachord at the bottom-right of the screen.
Once inside the Mandachord menu, the player's view will switch to first-person and look downward at the expanded Mandachord on Octavia's left arm.
The Mandachord menu comprises of all customization options related to Octavia's abilities.
Each ability is affected by a section of the Mandachord: Percussion (Mallet), Bass (Resonator), and Melody (Metronome).
Instruments enable selection of different soundpacks for each section (see Octavia's media for available purchases). The Adau soundpack is available by default, sporting drums for Percussion, violin for Bass, and choir voices for Melody.
Volume Mixer allows volume adjustments for each section. Volume settings will apply during Mandachord customization and to the appropriate abilities during gameplay.
Track Isolation enables toggling on or off each section for better audio clarity while composing a song.
Loop allows selection of bars 1 through 4 to continuously loop for note changes comparison while composing a song. Additionally, a bar's notes can be copied to another bar, or completely cleared from the selected bar.
Composition enables saving new songs, reloading the current song, and loading custom and instrument songs from your playlist.
The Mandachord may be paused at any time by clicking the Pause button at the bottom-right corner. Click again to resume.
Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 5 seconds. Allies within 10 meters will receive the Inspiration buff.
Octavia recasting any ability will also refresh the active Inspiration buff's duration.
Inspiration buff icon is displayed with a duration timer next to the shield and health indicator at the top-right of the HUD.
Octavia throws a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, absorbing all enemy damage hitting its energy mass and redirects them in pulses according to the Mandachord. Damage absorbed is accumulated and stored briefly before diminishing over time. Stored damage is converted into Blast damage, multiplied by 0.1x, and rhythmically dealt to all enemies within a radius of 4 meters from the Mallet.
Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
When Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
Mallet will be dropped to the ground when Resonator expires.
When Mallet is hovering over an Amp field, Mallet's damage and range are doubled.
Mallet can be recast while active to create a new Mallet. Octavia is limited to only 1 active Mallet at a time.
Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Octavia throws a compact rollerball in an arc toward the direction she aims. Upon impact, the rollerball falls to the ground and deploys into the Resonator that lasts for 20 seconds. The Resonator is an invulnerable, stationary Roller sphere that continuously plays bass music. The Resonator emits a aura with a minimum radius of 10 meters, slowing nearby opponents’ speed and fire rate by 60% up to radius of 10 meters.
Resonator's music is in tune with the Bass section of the Mandachord, drawing from the preset musical notes to determine the charm radius' damage strength and intervals.
A blue waypoint marker centered on the Resonator will be visible to Octavia and all allied players, indicating potential enemy presence near it.
When Mallet and Resonator are both active, Mallet can be picked up by walking into it.
Mallet will be dropped to the ground when Resonator expires.
Can be recast while active to create a new Resonator. Octavia is limited to only 1 active Resonator at a time; old Resonator will dissipate when a new one is deployed.
Casting Resonator is not a One-Handed Action, as it interrupts other actions but allows movement.
Resonator's energy lights will blink to beat-match Bass notes. Blink frequency is also affected by Percussion and Melody music in the environment.
Resonator's appearance and energy colors are affected by Octavia's chosen Warframe appearance and energy colors respectively.
Conductor is a Warframe Augment Mod for Octavia that allows her to command Resonator by reactivating it, ordering it to move to where her reticle is pointing at, with increased speed.
Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Octavia raises the volume on her surround sound speakers, producing a melodic musical aura with a radius of 8 meters for 20 seconds. Octavia and her allies gain an 50% Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
Octavia and her allies can perform jumps (default Space ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Vivace buff which increases movement speed by 20% for 10 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Vivace buff icon will also be displayed with the remaining buff duration beneath and speed bonus percentage at the top-right of the icon.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
Players can repeatedly jump, double jump, wall climb, and wall jump to reapply the Vivace buff while in range of Metronome.
Octavia and her allies can crouch (default Ctrl ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Nocturne buff which grants invisibility for 10 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Nocturne buff icon will also be displayed with the remaining buff duration beneath the icon.
Slide (default W + Ctrl ) can also be used to synchronize.
Players can repeatedly crouch and slide to reapply the Nocturne buff while in range of Metronome.
Octavia and her allies can fire their ranged weapons (default LMB ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Opera buff, which applies 20% Multishot to ranged weapons for 10 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Opera buff icon will also be displayed with the remaining buff duration beneath and multishot bonus percentage at the top-right of the icon.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
Players can repeatedly fire weapons to reapply the Opera buff while in range of Metronome.
Octavia and her allies can use melee weapons (default E ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Forte buff, which applies 20% bonus damage to melee weapon for 10 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Forte buff icon will also be displayed with the remaining buff duration beneath and melee damage bonus percentage at the top-right of the icon.
Charge attack (default hold E ) can also be used to gain Forte.
Players can repeatedly attack with melee weapons to reapply the Forte buff while in range of Metronome.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Metronome affects the visuals and audio of any nearby Mallet and Resonator belonging to Octavia herself.
Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets.
Octavia throws an amplifier device in an arc toward the direction she aims. Upon impact, the amplifier transforms the ground into a dance floor, encompassing the surrounding terrain in a field of sound sensors with a radius of 14 meters for 30 seconds. While standing inside the Amp field, Octavia and her allies gain a scaling weapon damage multiplier with a minimum of 0.2x to a maximum of 0.5x, depending on the sound level in the environment.
Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as Mallet, Resonator, and Metronome, and many more can affect Amp's damage multiplier.
Amp damage multiplier is displayed as an icon with the current damage multiplier in percentage, beside the shield and health indicator on the top-right of the HUD.
When Mallet is hovering over an Amp field from any Octavia player, the percussive aura will double in damage and range.
Can be recast while active to create a new Amp field. Octavia is limited to only 1 active Amp field at a time.
Casting Amp is not a One-Handed Action as it interrupts other actions, but allows movement.
Amp field sound sensors visually produce sound bars that enlarge, shrink, stretch vertically, horizontally and diagonally depending on Percussion, Bass, and Melody music from Octavia's other abilities.
Sound sensors will only visibly react to the owner Octavia's abilities and not from other Octavia players in a squad. This is a visual effect only, as the sound level in the environment does affect any Amp field's damage multiplier.
The thrown amplifier device serves both as a visual anchor point and generator for the Amp field.