The Outlast Trials AMPs
27 entries
Community-ranked AMPs from a reviewed GameRant tier list, grouped by the source as Skill, Medicine, or Tool effects.
| Name | Rarity | Summary |
|---|---|---|
| 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. | |
| Boosted | You start the Trial with a random booster, which can be extremely useful depending on your playstyle. | |
| Last Chance | Lethal damage will instead reduce your health to 1 HP, preventing death. | |
| 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. | |
| 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. | |
| Evasive Maneuver | If an enemy grabs you, you can instantly escape, and incoming damage is temporarily reduced. | |
| Self Revive | You can resurrect after death instead of using a syringe, but you can only do this once per trial. | |
| 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). | |
| 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. | |
| 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. | |
| Key Master | You can use a Lockpick twice, and the first try is always a success. | |
| Invisible | You can remain in hiding spots and peek without being seen. | |
| Strong Arm | Bricks and Bottles pack a stronger punch, meaning they can stun enemies for longer. | |
| 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. | |
| Quick Escape | When you take damage, your speed is increased for 10 seconds. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| Short Circuit | You can use batteries to restore your Rig's cooldown, but this is 10% for Small Batteries and 25% for Large Batteries. | |
| 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. | |
| Hide and Heal | You can restore a bracket of health instantly by entering a locker, which also removes the bleeding effect. | |
| Door Trap Breaker | Door traps shatter when doors are opened normally, but if opened slowly, the trap disarms and lets you use the Battery. | |
| 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. | |
| 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. | |
| 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. | |
| Antitoxin | This AMP lets you regain sanity without the use of an Antidote, provided you survive Psychosis for a minute. |