NPA Repulsion Regulator
NPA Repulsion Regulator
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Attributes
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Season | 21 |
Type | Artifact |
Rarity | Legendary |
Description | "Should be reliable, but if it stops working, you'll know almost immediately." —Deputy Commander Sloane |
Vendor | Sonar Station |
NPA Repulsion Regulator is the Seasonal Artifact from the Season of the Deep.
This item is given to the player at the Sonar Station in the H.E.L.M. after completing the free introductory Story Mission The Descent and the Beneath the Waves Quest.
Contents
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.]
Perks
As of this season, unlocked Artifact Perks can now be refunded individually by clicking on them.[1]
Tier 1
Tier 1 perks are available to unlock by default.
Name | Image | Description |
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Anti-Barrier Auto Rifle | Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the 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 the 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 their damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when the modifier is active. | |
Overload Trace Rifles | 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 the 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 the modifier is active. |
Tier 2
Tier 2 perks become available to unlock after unlocking 3 perks from the previous tier.
Name | Image | Description |
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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 | Multi-Siphon Mods: Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods. |
Tier 3
Tier 3 perks become available to unlock after unlocking 5 perks from the previous tiers.
Name | Image | Description |
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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 target creates a Void Breach while your Void subclass is equipped. | |
Amped Up | 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. |
Tier 4
Tier 4 perks become available to unlock after unlocking 7 perks from the previous tiers.
Name | Image | Description |
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Strand Soldier | Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand subclass is equipped. | |
Overcharged Armory | Origin Hones: Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds 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. | |
Electric Armor | Amplified Shielding: Gain damage resistance while amplified. |
Tier 5
Tier 5 perks become available to unlock after unlocking 10 perks from the previous tiers.
Name | Image | Description |
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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 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. |
Images
Patch History
- 7.1.0.2[2]
- The artifact perks Amped Up and Electric Armor no longer have their perk names switched.
References
- ↑ "Destiny 2 Update 7.1.0 - Season of the Deep" Bungie, posted by Destiny Dev Team, 23 May 2023, https://www.bungie.net/7/en/News/article/season-deep-update-7-1-0. wikipage
- ↑ "Destiny 2 Update 7.1.0.2" Bungie, posted by Destiny 2 Dev Team, 13 Jun. 2023, https://www.bungie.net/7/en/News/article/update_7_1_0_2. wikipage