FANDOM


Edit Tab

Compose her song and then conduct the mighty Mandachord, turning bass, beat and melody into an anthem of devastation.

This is Octavia, the melodic, the maestro.

If music be the food of death... play on, Tenno.

Release Date: March 24th, 2017

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.

Octavia's beat dropped in Update: Octavia's Anthem

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
Mandochord
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 225 Blueprint Price: N/A
Neuroptics
Credits64
15,000
Oxium64
1,000
Plastids64
2,600
PolymerBundle64
4,800
NeuralSensor64
5
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
PolymerBundle64
6,000
Plastids64
1,500
Salvage64
25,000
Neurode64
3
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
Kuva64
2,000
Morphics64
20
Circuits64
3,000
OrokinCell64
5
Time: 12 hrs
Rush: Platinum64 25

AcquisitionEdit

Where to find the Octavia Chassis 1

The puzzle room with the Chassis in it, which can show up on any Lua mission type except Defense and Mobile Defense.

Octavia's main blueprint is acquired upon completion of the Octavia's Anthem quest.

Her Chassis blueprint can be obtained from the choral musical note memory puzzle (The one where you activate a console and then step on glowing pressure pads in the order shown) found in Lua missions. Note that the part will drop in a box on top of the puzzle, not in the normal loot crate.
Where to find the Octavia Chassis 2

The Chassis itself is found at the top of the pillar in the middle here.

The Systems blueprint has a chance to drop from Lua Crossfire Exterminate (Plato) caches (Rotation A, obtainable even if you only find one cache).

The Neuroptics blueprint can be found from Rotation C of Orokin Derelict Survival.

TriviaEdit

  • [DE]Danielle performed motion capture work for Octavia's animation set.
  • The Lester B. Pearson School for the Arts provided the sound effects for Octavia's abilities.
  • Octavia's name was announced during PAX East 2017.
  • Octavia's name comes from the word octave, the word for a span of notes that usually contains an entire scale. Her name may also have some origin from the latin name "Octavia", meaning "eighth born".
  • Lotus' quote, is a reference to the opening scene of Shakespeare's "Twelfth Night".

Edit Tab

Harmonic SymphonyEdit

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:

The Mandachord is a step sequencer that allows the player 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).

Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 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.

AbilitiesEdit

Mallet ResonatorIcon
ENERGY
25
KEY
1
Mallet
Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.
Strength:1x / 1.5x / 2x / 2.5x (damage multiplier)
Duration:8 / 12 / 16 / 20 s
Range:5 / 6 / 8 / 10 m

  • 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 8 / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while absorbing all enemy damage hitting its energy mass. Damage absorbed is accumulated and stored briefly before diminishing over time. Stored damage is converted into Blast b Blast damage, multiplied by 1x / 1.5x / 2x / 2.5x, and rhythmically dealt to all enemies within a radius of 5 / 6 / 8 / 10 meters from the Mallet.
    • Duration is affected by Power Duration.
    • Damage multiplier is affected by Power Strength.
    • Aura radius is affected by Power Range.
    • Requires line of sight between enemy and Mallet in order to deal damage.
    • 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, the rollerball will seek out Mallet and pick it up, making it mobile.
    • If Resonator expires before Mallet, Mallet will be dropped to the ground.
  • When Mallet is hovering over an Amp field, the percussive aura will double in damage and range.
  • 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.
  • Throwing animation speed is affected by Casting Speed, such as from Natural Talent and Speed Drift.
  • 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 only visible to Octavia herself.

  • Octavia can position behind Mallet to minimize her chance of taking enemy fire.
    • Be careful of explosive effects drawn to Mallet's center of origin.
  • Mallet's localized control effect is particularly potent against groups caught in narrow choke points.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Resonator AmpIcon
ENERGY
50
KEY
2
Resonator
Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.
Strength:25 / 50 / 75 / 125 (damage)
Duration:8 / 12 / 16 / 20 s
Range:3 / 4 / 5 / 6 m (min charm radius)

8 / 10 / 12 / 15 m (max charm radius)

  • 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 8 / 12 / 16 / 20 seconds. The Resonator is an invulnerable Roller Specter that continuously plays bass music as it roams nearby terrain and seeks out enemies. The Resonator emits a charming aura with a minimum radius of 3 / 4 / 5 / 6 meters, causing enemies to cease all aggression and follow the Resonator's travel path until the ability expires; for each enemy charmed, the Resonator's charm radius expands, up to a maximum radius of 8 / 10 / 12 / 15 meters. Charmed enemies rhythmically receive up to 25 / 50 / 75 / 125 Blast b Blast damage per beat while they remain in the charm radius.
    • Duration is affected by Power Duration.
    • Minimum and maximum charm radii are affected by Power Range.
    • Damage per beat is affected by Power Strength.
    • 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.
    • Resonator will detect nearby unaffected enemies and roll toward them, charming enemies as it passes by. As charmed enemies catch up to the Resonator it will attempt to outpace them, laying down an invisible path for them to follow.
    • A blue waypoint marker centered on the Resonator will be visible to Octavia and all allied players, indicating potential enemy presence near it.
    • When duration expires or the ability is recast, all previously charmed enemies will be staggered.
  • When Mallet and Resonator are both active, the rollerball will attempt to seek out Mallet and carry it around, allowing the percussive aura to become mobile. If Resonator expires before Mallet, Mallet will be dropped on the ground.
  • 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. Throwing animation speed is affected by Natural Talent and Speed Drift.
  • 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Metronome MalletIcon
ENERGY
75
KEY
3
Metronome
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.
Strength:10 / 15 / 20 / 35 % (armor bonus)

10 / 15 / 20 / 30 % (speed bonus)
12 / 20 / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee damage bonus)

Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

Range:6 / 8 / 10 / 12 m

  • Octavia raises the volume on her surround sound speakers, producing a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
    • Aura radius is affected by Power Range.
    • Duration is affected by Power Duration.
    • Armor bonus is affected by Power Strength.
    • 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:

How to Synchronize with Metronome:

  • 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 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
    • Speed bonus is affected by Power Strength.
    • Buff duration is affected by Power Duration.
    • 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 5 / 8 / 12 / 15 seconds.
    • Cloak duration is affected by Power Duration.
    • 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 12% / 20% / 25% / 30% Multishot to ranged weapons for 5 / 8 / 12 / 15 seconds.
    • Multishot bonus is affected by Power Strength.
    • Buff duration is affected by Power Duration.
    • 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% / 25% / 25% / 30% bonus damage to melee weapon for 5 / 8 / 12 / 15 seconds.
    • Melee damage bonus is affected by Power Strength.
    • Buff duration is affected by Power Duration.
    • 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.
  • Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
  • Casting animation is affected by Casting Speed, such as from Natural Talent and Speed Drift.
  • 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.

  • Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
  • Similar to Octavia's other abilities, without a melody this skill will do nothing.
  • The longer the pause is between notes, the higher is the percentage gained per successful action.
  • The intensity of light rings is determined by the number of notes in a particular column.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases ability duration to 56.4 seconds and buff duration to 42.3 seconds.
    • Reduces range to 4.08 meters.
  • Maximized Ability Efficiency reduces cost to 18.75 energy.
    • Reduces ability duration to 8 seconds and buff duration to 6 seconds.
  • Maximized Ability Range increases range to 30 meters.
    • Reduces armor bonus to 14% and speed, multishot, and melee damage bonuses to 12%.
  • Maximized Ability Strength increases armor bonus to 122.15% and speed, multishot, and melee damage bonuses to 104.7%.
    • Without Energy Conversion, increases armor bonus to 104.65% and speed, multishot, and melee damage bonuses to 89.7%.
    • Increases cost to 116.25 energy.
    • Reduces ability duration to 14.5 seconds and buff duration to 10.88 seconds.


Amp MetronomeIcon
ENERGY
100
KEY
4
Amp
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.
Strength:0.1x / 0.15x / 0.2x / 0.25x (min damage multiplier)

1.25x / 1.5x / 1.75x / 2x (max damage multiplier)

Duration:30 s
Range:8 / 10 / 12 / 14 m

  • 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 8 / 10 / 12 / 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 0.10x / 0.15x / 0.2x / 0.25x to a maximum of 1.25x / 1.5x / 1.75x / 2x, depending on the sound level in the environment.
    • Field radius is affected by Power Range.
    • Duration is affected by Power Duration.
    • Minimum and maximum damage multipliers are affected by Power Strength.
    • 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.
  • Casting animation is affected by Casting Speed, such as from Natural Talent and Speed Drift.
  • 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. Nullifier Crewman's bubble must come in direct contact with the amplifier device to dispel this ability.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 84.6 seconds.
    • Reduces range to 4.76 meters.
  • Maximized Ability Efficiency reduces cost to 25 energy.
    • Reduces duration to 12 seconds.
  • Maximized Ability Range increases range to 35 meters.
    • Reduces minimum damage multiplier to 0.1x and maximum damage multiplier to 0.8x.
  • Maximized Ability Strength increases minimum damage multiplier to 0.87x and maximum damage multiplier to 6.98x.
    • Without Energy Conversion, increases minimum damage multiplier to 0.75x and maximum damage multiplier to 5.98x.
    • Increases cost to 155 energy.
    • Reduces duration to 21.75 seconds.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

ResonatorIcon ResonatorIcon ResonatorIcon
AmpIcon AmpIcon AmpIcon
MalletIcon MalletIcon MalletIcon
MetronomeIcon MetronomeIcon MetronomeIcon


Edit Tab

Octavia can be equipped with:

CosmeticsEdit


See alsoEdit

Edit Tab


Edit Tab

InstrumentsEdit

TennoEdit

Adau
BardTennoPackA

CorpusEdit

Alpha Beta
BardCorpusPackA BardCorpusPackB
Delta Gamma
BardCorpusPackC BardCorpusPackD

GrineerEdit

Druk
BardGrineerPackA

AbilitiesEdit

GuidesEdit


Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.