NPA Repulsion Regulator

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

- Deputy Commander Sloane

The NPA Repulsion Regulator is the Seasonal Artifact for the Season of the Deep.

Column 1

 * Anti-Barrier Auto-Rifle: Your equipped Auto Rifle fires shield-piercing rounds and stun Barrier Champions. Additionally, Auto-Rifles are always overcharged when that modifier is active.
 * Unstoppable Hand Cannon: Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when that modifier is active.
 * Overload Scout Rifle: Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.
 * Overload Trace Rifle: Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when that modifier is active.
 * Unstoppable Glaive: Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when that modifier is active.

Column 2

 * Authorized Mods: Arc: The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
 * Authorized Mods: Void: The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
 * Authorized Mods: Strand: The armor energy costs of all armor mods affecting your Strand weapons are significantly discounted.
 * Authorized Mods: Melee: The armor energy costs of all armor mods affecting your melee are significantly discounted.
 * Technicolor Siphon: Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.

Column 3

 * Improved Unraveling: Increases the amount of damage dealt by unraveling a target.
 * Deeper Origins: Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
 * Unto the Breach: Defeating a Void Debuffed targets creates a Void Breach while your Void subclass is equipped.
 * Electric Armor: Stay amplified longer while your Arc 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.

Column 4

 * Strand Soldier: Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand subclass is equipped.
 * Overcharged Armory: Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deed traits are always overcharged weapons for you when that modifier is active.
 * 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.
 * Amped Up: Gain damage resistance while amplified.

Column 5

 * Conductive Cosmic Needle: Targets affected by Strand debuffs take increases 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 have any of the following 3 buffs will grant them to your allies:
 * Performing a finisher while you are amplified grants Amplified to nearby allies when your Arc subclass is equipped.
 * Performing a finisher while you have Woven Mail grants Woven Mail to nearby allies when your Strand subclass is equipped.
 * Performing a finisher while you have Devour grants Devour to nearby allies when your Void subclass is equipped.
 * 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.

Lore
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.

List of appearances

 * Destiny 2
 * Season of the Deep