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Game Database

Search every indexed entry across games and categories. Values remain in game data files; this page only renders what has been reviewed.

33 entries2 categories1 games

33 results

EntryGameCategoryRarityStats
Antitoxin

This AMP lets you regain sanity without the use of an Antidote, provided you survive Psychosis for a minute.

The Outlast TrialsAMPs—1
Backpack

You can now carry five slots, and in Psychotherapy, when you have your slots reduced by one, this will negate the impact by letting you have four.

The Outlast TrialsAMPs—1
Bandage Expert

Bandages apply 100% faster and can be used twice, which is great for Psychotherapy difficulty where every hit causes the bleeding effect, and this will instantly stop it and give you a second bandage to use.

The Outlast TrialsAMPs—1
Barricade

The Barricade can be used on doors and windows to delay enemies from pursuing you, which can be extremely useful during objective rushes.

The Outlast TrialsRigs—1
Battery Charger

While Battery Charger gradually restores Night Vision when it's not in use, you're going to find an abundance of Batteries to do this for you.

The Outlast TrialsAMPs—1
Blind

Blind is very situational, and requires you to preemptively decide where to place it for your benefit instead of relying on a reactive instinct like the Stun.

The Outlast TrialsRigs—1
Boosted

You start the Trial with a random booster, which can be extremely useful depending on your playstyle.

The Outlast TrialsAMPs—1
Cacophony

Bricks and Bottles are noisier, which means enemies can hear them from further away, but you're going to want to use Bricks and Bottles when you're trying to draw enemies away from you, not to lure them closer.

The Outlast TrialsAMPs—1
Door Trap Breaker

Door traps shatter when doors are opened normally, but if opened slowly, the trap disarms and lets you use the Battery.

The Outlast TrialsAMPs—1
Double Doses

Syringes can be used twice, and Respawn Pills grant 2 revives, but these are dependent on poor teamwork and a lack of skill.

The Outlast TrialsAMPs—1
Evasive Maneuver

If an enemy grabs you, you can instantly escape, and incoming damage is temporarily reduced.

The Outlast TrialsAMPs—1
Good Job

Completing an objective will replenish your health, but this implies you've already taken damage and you're desperate to heal even though there's usually an abundance of medical items available in the Trial.

The Outlast TrialsAMPs—1
Heal

You shouldn't underestimate Heal, especially during Escalation.

The Outlast TrialsRigs—1
Hide and Breathe

You can recover from stamina exhaustion if you enter a hiding spot, but if you've run out of stamina, it's likely because you're getting chased and don't have time to stop and hide in a locker anyway.

The Outlast TrialsAMPs—1
Hide and Heal

You can restore a bracket of health instantly by entering a locker, which also removes the bleeding effect.

The Outlast TrialsAMPs—1
Hide and Restore

Enter a hiding spot to reduce the Rig cooldown by 50%, which is great if you want to sit around patiently waiting for your Rig to come back twice as fast for the added layer of protection from a Stun.

The Outlast TrialsAMPs—1
Incognito

Your crouch walking speed is increased by 30%, which is nice to have, but negated by the skilled act of crouch jumping, which is far quicker (and silent).

The Outlast TrialsAMPs—1
Invisible

You can remain in hiding spots and peek without being seen.

The Outlast TrialsAMPs—1
Jammer

Jammer is extremely useful for many different reasons.

The Outlast TrialsRigs—1
Key Master

You can use a Lockpick twice, and the first try is always a success.

The Outlast TrialsAMPs—1
Last Chance

Lethal damage will instead reduce your health to 1 HP, preventing death.

The Outlast TrialsAMPs—1
Lock Breaker

You can now use Bricks to smash open locked containers and doors, which is great if you have a Brick and no Lockpick, but it's very situational.

The Outlast TrialsAMPs—1
Noise Reduction

Sound is reduced from opening doors and from sprinting, which will greatly reduce the chance that an enemy hears you while you're trying to navigate the Trial or escape it.

The Outlast TrialsAMPs—1
Quick Escape

When you take damage, your speed is increased for 10 seconds.

The Outlast TrialsAMPs—1
Recycle

Using a Health Bottle becomes a Bottle you can now use as a throwable item, but this implies you intend to take damage, and if you're taking damage, a Bottle isn't exactly going to help you.

The Outlast TrialsAMPs—1
Self Revive

You can resurrect after death instead of using a syringe, but you can only do this once per trial.

The Outlast TrialsAMPs—1
Short Circuit

You can use batteries to restore your Rig's cooldown, but this is 10% for Small Batteries and 25% for Large Batteries.

The Outlast TrialsAMPs—1
Slippers

You can walk on broken glass without triggering a sound trap, which is great for new players, but when you learn to watch out for the floor, you won't be needing this.

The Outlast TrialsAMPs—1
Smash

You can now break doors and planks with one single bash, and you can bash co-op doors completely solo, which is perfect for when you're stuck in a locked area and you no longer have to rely on teammates to get through.

The Outlast TrialsAMPs—1
Strong Arm

Bricks and Bottles pack a stronger punch, meaning they can stun enemies for longer.

The Outlast TrialsAMPs—1
Stun

Stun is a personal favorite, as fully upgrading Stun will allow you to throw it at any Prime Asset or Ex-Pop to keep them immobilized for 7 seconds.

The Outlast TrialsRigs—1
Surplus

You start the Trial with a random item, like Medicine, Antidote, Bottles, or Bricks, but these are found in abundance in the Trial, so this is a wasted AMP.

The Outlast TrialsAMPs—1
X-Ray

X-Ray is great if you just want to rush objectives, but it's not exactly a game-changer.

The Outlast TrialsRigs—1