Amps are passive upgrades in The Outlast Trials, the co-op horror game set inside Murkoff Corporation's facility. Once one is equipped for a trial, it gives your character a steady bonus, such as quieter steps or a second chance after a fatal hit. Knowing how they unlock and how to combine them will help you build a loadout that suits the way you play.
Category
Tool
Slippers
Lets you cross broken glass quietly while walking.
- Category
- Tool
- Unlock Level
- Therapy Level 10
- Effect
- Walking over broken glass makes no noise and does not incur a trial score penalty; running cancels the silence. It does not stop bleeding from the Sharp Glass variator. In Invasion, glass does not alert Imposters.
- Cost
- 2 Vouchers
Cacophony
Makes thrown bricks and bottles stronger distractions.
- Category
- Tool
- Unlock Level
- Therapy Level 10
- Effect
- Thrown bricks and bottles make louder sounds that distract enemies. In Invasion, they create decoy disturbances that can pull Imposters away.
- Cost
- 2 Vouchers
Noise Reduction
Cuts noise from running and opening doors.
- Category
- Tool
- Unlock Level
- Therapy Level 10
- Effect
- Reduces the sound of running and opening doors. It does not mask sound detector gates, door bashing, non-crouched jumps or vaults, or drop landings. In Invasion, noise markers stay visible to Imposters only briefly.
- Cost
- 2 Vouchers
Battery Charger
Recharges a Night Vision battery while the goggles are off.
- Category
- Tool
- Unlock Level
- Therapy Level 25
- Effect
- When the Night Vision goggles are off, the battery slowly recharges at 33.3% of one battery bar each second.
- Cost
- 2 Vouchers
Lock Breaker
Uses a brick to open locked containers and doors.
- Category
- Tool
- Unlock Level
- Therapy Level 25
- Effect
- A brick smashes open locked containers and doors. Using it on a padlocked container or door consumes the brick immediately.
- Cost
- 2 Vouchers
Recycle
Turns an empty health bottle into a throwable distraction.
- Category
- Tool
- Unlock Level
- Therapy Level 25
- Effect
- After you use a health bottle, its empty bottle becomes a throwable distraction.
- Cost
- 2 Vouchers
Key Master
Makes every lockpick succeed on the first try and work twice.
- Category
- Tool
- Unlock Level
- Therapy Level 40
- Effect
- Lockpicking automatically succeeds on the first attempt, and each lockpick can be used twice.
- Cost
- 2 Vouchers
Backpack
Provides one extra inventory slot for trial items.
- Category
- Tool
- Unlock Level
- Therapy Level 40
- Effect
- Adds one extra slot to your inventory.
- Cost
- 2 Vouchers
Short Circuit
Lets batteries restore part of your equipped Rig's cooldown.
- Category
- Tool
- Unlock Level
- Therapy Level 40
- Effect
- Batteries also recharge Rig cooldown: small batteries restore 10%, large batteries 25%, and battery boosters 100%. The effect works while the Limited Rigs variator is active.
- Cost
- 2 Vouchers
Category
Skill
Hide and Breathe
Clears stamina exhaustion and grants a short boost when you hide.
- Category
- Skill
- Unlock Level
- Therapy Level 15
- Effect
- Entering a hiding spot instantly clears stamina exhaustion and grants a 10-second adrenaline boost. Cooldown: 90 seconds.
- Cost
- 2 Vouchers
Hide and Heal
Restores health and clears bleeding when you hide.
- Category
- Skill
- Unlock Level
- Therapy Level 15
- Effect
- Entering a hiding spot restores one health bracket instantly, starts health regeneration, and clears bleeding. It does not activate while you are taking damage; regeneration works without the Regeneration prescription. Cooldown: 10 seconds.
- Cost
- 2 Vouchers
Hide and Restore
Speeds up Rig cooldown recovery while you hide.
- Category
- Skill
- Unlock Level
- Therapy Level 15
- Effect
- Entering a hiding spot restores Rig cooldown 50% faster and removes the rig-disabled cooldown effect, except when a rig-disabling gate caused it. The Limited Rigs variator nullifies this Amp.
- Cost
- 2 Vouchers
Quick Escape
Restores stamina and boosts your speed after you take damage.
- Category
- Skill
- Unlock Level
- Therapy Level 30
- Effect
- Taking damage restores some stamina and triggers a 10-second speed boost. Cooldown: 30 seconds.
- Cost
- 2 Vouchers
Invisible
Keeps most enemies from finding you in a hiding spot, even if you peek.
- Category
- Skill
- Unlock Level
- Therapy Level 30
- Effect
- Enemies cannot find you in a hiding spot, even when you peek. They can still see you enter, a nearby enemy may see you peeking, and it does not fool NPC Imposters or the Jaeger. In Invasion, Imposters can still see you hiding and detect you with synthetic sense or pings.
- Cost
- 2 Vouchers
Door Trap Breaker
Disarms a trapped door when you open it slowly.
- Category
- Skill
- Unlock Level
- Therapy Level 30
- Effect
- Opening a trapped door normally shatters the trap; opening it slowly disarms it. A Jammer-rewired trap only disarms when the door is opened slowly.
- Cost
- 2 Vouchers
Smash
Breaks doors and planks in a single strike.
- Category
- Skill
- Unlock Level
- Therapy Level 45
- Effect
- Breaks doors and planks in one strike and lets you break open co-op doors alone. Smashing a co-op door without a teammate does not count toward cooperation score.
- Cost
- 2 Vouchers
Strong Arm
Makes thrown bricks and bottles hit enemies harder.
- Category
- Skill
- Unlock Level
- Therapy Level 45
- Effect
- Thrown bricks and bottles hit enemies harder, but a brick shatters immediately after the throw. In Invasion, bricks do not break instantly when they hit an Imposter, but the stronger impact does not apply to Imposters.
- Cost
- 2 Vouchers
Evasive Maneuver
Frees you from an enemy grab and reduces the damage you take.
- Category
- Skill
- Unlock Level
- Therapy Level 45
- Effect
- Escapes an enemy's grasp instantly and reduces incoming damage. Cooldown: 100 seconds. In Invasion, it helps win struggles against Imposters and counters Backstab by forcing a struggle; struggles do not reset its cooldown. It does not stop Psychosis Damage from triggering on Liliya Bogomolova's pounce.
- Cost
- 2 Vouchers
Category
Medicine
Double Doses
Lets syringes work twice and Respawn Pills grant two revives.
- Category
- Medicine
- Unlock Level
- Therapy Level 20
- Effect
- Syringes can be used twice, and each Respawn Pill grants 2 revives.
- Cost
- 2 Vouchers
Antitoxin
Restores sanity over time and shortens Psychosis.
- Category
- Medicine
- Unlock Level
- Therapy Level 20
- Effect
- Restores one sanity bar every 60 seconds until sanity is full, and halves Psychosis duration. It has no effect under the Bad Trip or Hallucinations? variator.
- Cost
- 2 Vouchers
Surplus
Adds a random medicine, antidote, bottle, or brick at the start of each Trial.
- Category
- Medicine
- Unlock Level
- Therapy Level 20
- Effect
- Starts each Trial with one random item in your inventory: medicine, antidote, bottle, or brick.
- Cost
- 2 Vouchers
Last Chance
Survives one otherwise fatal hit and leaves you at 1 HP.
- Category
- Medicine
- Unlock Level
- Therapy Level 35
- Effect
- When a hit would kill you, leaves you at 1 HP once every 5 minutes. It can remove bleeding, stop continuous damage from an enemy grab, reduce hit stagger, and counter pounces from Pouncers and Liliya Bogomolova. It does not save you if a multi-hit attack continues after triggering and does not trigger on Bomb Countdown explosions. In Invasion, it can save you from a fatal Imposter slash once per Trial.
- Cost
- 2 Vouchers
Incognito
Increases your crouched walking speed.
- Category
- Medicine
- Unlock Level
- Therapy Level 35
- Effect
- Increases crouched walking speed by 30%.
- Cost
- 2 Vouchers
Good Job
Restores one health bar when you finish an assignment.
- Category
- Medicine
- Unlock Level
- Therapy Level 35
- Effect
- Finishing an assignment restores one health bar. Cooldown: 2 minutes.
- Cost
- 2 Vouchers
Boosted
Starts each Trial with a random health, stamina, or battery booster.
- Category
- Medicine
- Unlock Level
- Therapy Level 50
- Effect
- Starts each Trial with one random booster in your inventory: health, stamina, or battery.
- Cost
- 2 Vouchers
Self Revive
Lets you revive yourself after death once per Trial.
- Category
- Medicine
- Unlock Level
- Therapy Level 50
- Effect
- Revives you after death once per Trial. On your first death, you cannot be revived by a respawn or syringe and must activate the Amp; if you do not activate it, it triggers after 25 seconds. In Invasion, it can trigger after an Imposter kills you. In Escalation, it can be used again after you finish a stage. It does not trigger on Bomb Countdown explosions.
- Cost
- 2 Vouchers
Bandage Expert
Makes bandages quicker to use and gives each one a second use.
- Category
- Medicine
- Unlock Level
- Therapy Level 50
- Effect
- Bandages apply 100% faster and each one can be used twice.
- Cost
- 2 Vouchers
How Amps Work in a Trial
Amps are passive, so there's nothing to press once a trial begins. You choose them in your loadout at the central terminal before you head in, and they stay active for the whole run. They fall into three groups (Tool, Skill and Medicine), and a loadout takes one from each group, so you bring three at a time. Since you can't bring two from the same group, the real decision is which Amp to take from each one.
How to Unlock Amps as Your Therapy Level Rises
Amps unlock as your Therapy Level rises, and you raise it by completing trials and challenges. Dorris won't trade with you until you reach Therapy Level 10, which is where the first Amps open up. After that, three new Amps unlock every five levels, and they rotate through the groups: Tool at 10, Skill at 15, Medicine at 20, then Tool again at 25. By Therapy Level 50, every Amp is available.
Where to Buy Amps From Dorris
Dorris Ritter sells Amps from the cafeteria in the Sleep Room, and other staff don't deal in them, so there's no need to ask around. Each Amp costs vouchers, so check you have enough before you go shopping.
Best Amps in The Outlast Trials
Smash, Boosted, Last Chance and Noise Reduction are usually ranked as the strongest Amps, with Backpack, Evasive Maneuver, Self Revive and Incognito just behind them. Last Chance and Self Revive are the safety picks, since they help you survive a fatal hit. Noise Reduction and Incognito suit a game built around stealth and speed, and Smash gets you through doors and planks in a single strike.
How you combine them depends on how you play. A stealth build might take Noise Reduction or Slippers, Invisible and Incognito. A solo run could use Last Chance or Self Revive, Smash and Noise Reduction, while a speed-first player might go with Quick Escape or Evasive Maneuver, Backpack and Boosted. For team play, Double Doses and Hide and Restore make a solid support pair.
FAQ
How often can Last Chance save you?
Last Chance has a five-minute cooldown. When an enemy's hit would kill you, it drops you to 1 HP instead, and then it needs five minutes before it can work again. Over a long trial, that can save you more than once, as long as the dangerous moments are spread out.
Does Self Revive work more than once?
Not in a normal trial. Self Revive brings you back after death only once per trial, so once it's used, you'll need to finish the rest of that trial without it. Escalation is the exception, since it can be used again after you finish a stage.
Does a Rig take up one of my Amp slots?
No. A Rig has its own slot, so you can still bring three Amps alongside it.

