NPA Repulsion Regulator

Artifact

NPA Repulsion Regulator is an Artifact, first released in Season 21 (Season of the Deep). The game files hold 2 more copies of it.

Works best with: Elements: [Arc] [Void] [Strand] Weapons: [Glaive] [Auto Rifle]

Artifact mods (group 1, 2 slots)

  • Improved Unraveling: Increases the amount of damage dealt by unraveling a target.
  • Volatile Flow: Picking up an Orb of Power grants your Void weapons Volatile rounds.
  • Unto the Breach: Defeating a Void debuffed target creates a Void Breach while your Void or Prismatic subclass is equipped.
  • Amped Up: Stay amplified longer while your Arc or Prismatic subclass is equipped.
  • Thunderous Retort: Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
  • Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
  • Shatter Orbs: The first time you break a combatant's shield, you create an Orb of Power if you break the shield with the matching damage type.

Artifact mods (group 2, 3 slots)

  • Strand Soldier: Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand or Prismatic subclass is equipped.
  • Suppressing Glaive: Damaging combatants with your Glaive suppresses them, preventing them from using abilities for a short time.
  • Protective Breach: Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
  • Counter Charge: Gain a stack of Armor Charge when you stun a Champion.
  • Bricks from Beyond: Defeating a powerful combatant with a Void weapon has a chance to generate Heavy ammo progress for you and your teammates.
  • Overload Grenades: Void grenades disrupt combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against [Disruption] Overload Champions.
  • Targeting Autoloader: While you have an Auto Rifle equipped, defeating combatants reloads your equipped weapon and temporarily increases weapon damage. Awards bonus progress when dealing final blows while surrounded.
  • Improved Unraveling: Increases the amount of damage dealt by unraveling a target.
  • Volatile Flow: Picking up an Orb of Power grants your Void weapons Volatile rounds.
  • Unto the Breach: Defeating a Void debuffed target creates a Void Breach while your Void or Prismatic subclass is equipped.
  • Amped Up: Stay amplified longer while your Arc or Prismatic subclass is equipped.
  • Thunderous Retort: Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
  • Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
  • Shatter Orbs: The first time you break a combatant's shield, you create an Orb of Power if you break the shield with the matching damage type.

Artifact mods (group 3, 2 slots)

  • Conductive Cosmic Needle: Targets affected by Strand debuffs take increased damage from Arc and Void abilities.
  • Shock and Awe: Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
  • Supernova: Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
  • Squad Goals: Performing a finisher while you are amplified grants Amplified to nearby allies. Performing a finisher while you have Woven Mail grants Woven Mail to nearby allies. Performing a finisher while you have Devour grants Devour to nearby allies.
  • Lightning Strikes Twice: After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
  • Passive Aggressive Guard: Receive less damage from combatants that are close to you while you are wielding a Glaive.
  • Void Weapon Channeling: You gain a temporary bonus to Void weapon damage after you defeat a target with a Void weapon while at least one of your Void abilities is fully charged. This damage bonus increases based on the number of fully charged Void abilities you have.
  • Strand Soldier: Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand or Prismatic subclass is equipped.
  • Suppressing Glaive: Damaging combatants with your Glaive suppresses them, preventing them from using abilities for a short time.
  • Protective Breach: Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
  • Counter Charge: Gain a stack of Armor Charge when you stun a Champion.
  • Bricks from Beyond: Defeating a powerful combatant with a Void weapon has a chance to generate Heavy ammo progress for you and your teammates.
  • Overload Grenades: Void grenades disrupt combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against [Disruption] Overload Champions.
  • Targeting Autoloader: While you have an Auto Rifle equipped, defeating combatants reloads your equipped weapon and temporarily increases weapon damage. Awards bonus progress when dealing final blows while surrounded.
  • Improved Unraveling: Increases the amount of damage dealt by unraveling a target.
  • Volatile Flow: Picking up an Orb of Power grants your Void weapons Volatile rounds.
  • Unto the Breach: Defeating a Void debuffed target creates a Void Breach while your Void or Prismatic subclass is equipped.
  • Amped Up: Stay amplified longer while your Arc or Prismatic subclass is equipped.
  • Thunderous Retort: Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
  • Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
  • Shatter Orbs: The first time you break a combatant's shield, you create an Orb of Power if you break the shield with the matching damage type.

A relic from a past journey to reunite with Commander Sloane and Ahsa.

Source: Season of the Deep

"Should be reliable, but if it stops working, you'll know almost immediately." —Deputy Commander Sloane

WELCOME, GUARDIAN

JUMP SHIP>ORBITAL RELAY: ENCRYPTED CONNECTION

RETRIEVAL…

VANGUARD ARCHIVE LOG: T0071

CRYPTARCHY/HISTORIES/COLLAPSE/TITAN, ARTIFACTS/RECOVERED

These Golden Age dive regulators allowed explorers of Kraken Mare to delve into the deepest reaches of the methane seas. By generating a weak atomic lattice and manipulating its van der Waals force distance values, these devices repulse the crushing methane ocean before it makes contact with the diver. Critical to constructing the foundations of Titan's rigs and arcologies, these lost pieces of technology were believed to be scattered across Titan due to moon-wide tidal waves during the Collapse.

As long as the device has ample time to equalize its repulsion drive with external pressure, a diver can safely descend several thousand meters with a relatively unrestrictive suit. Guardians should note, however, that this repulsive effect will in no way stop—or even slow—any lethal projectiles comprised of non-methane material. It also will not block non-methane oceans of other chemical makeup.

[Addendum: Several dive regulators have since been recovered with the return of Titan and detailed telemetry data provided by Deputy Commander Sloane. All fireteams executing dive and salvage operations are required to outfit themselves with NPA regulators. Due to the limited viscosity of Titan's methane ocean, Guardians will sink faster than they can swim. Regulators must be on and functioning prior to operational clearance. Typically fitted into an exoskeleton-style diving suit, these regulators require a series of custom adjustments to interface with modern Guardian armor systems. Ghosts can perform these adjustments by accessing the instructional attachment in this record.]