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  3. The Outlast Trials>
  4. Rigs

All 6 Rigs and Their Upgrades in The Outlast Trials

Updated on November 1, 2026 (3 days ago)

Rigs are special abilities in The Outlast Trials that you bring into a trial to help you get through it. Each one does a different job, from stunning enemies and healing your team to blinding pursuers, blocking doors and seeing through walls. The game is built around stealth, since direct combat isn't an option, so the right Rig can be the difference between escaping and getting caught.

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Rig

Rigs

6 items

Stun

A throwable shock device that buys time by stunning most Ex-Pop.

Role
Control
Effect
Throw an electric shock device to stun and disorient Ex-Pop. The stun lasts 5 s in a 3 m blast, and the throw makes noise within 15 m. The Jaeger is only stunned briefly. In Invasion, the range against Reagent Imposters is 2 m and their stun reaction lasts 5.5 s.
Cooldown
200 s; Level 7 reduces it to 170 s. Level 5 Restore cuts it by 50% if no enemy is hit.
Upgrade Path
Level 1 — Activate: Unlock the Stun rig.; Level 2 — Expanded Radius: Blast range grows from 3 m to 6 m; this does not affect Reagent Imposters.; Level 3 — Disarm: The blast destroys traps, door traps, and enemy mines.; Level 4 — Extended Duration: Stun lasts 8 s instead of 5 s; the Jaeger is immune and this does not affect Reagent Imposters.; Level 5 — Restore: If no enemy is hit, cooldown is reduced by 50%.; Level 6 — Electric Boost: Players in the blast regain some Night Vision battery and stamina.; Level 7 — Decreased Cooldown: Cooldown drops from 200 s to 170 s (15%).; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn.

Blind

A triggered mine that fills an area with blinding smoke.

Role
Control
Effect
A triggered mine releases smoke that blinds enemies. Deployment takes 4 s; its trigger range is 1.5 m, smoke radius is 2.25 m, and smoke lasts 15 s. Most enemies cannot see or attack inside it. The Berserker and Jaeger ignore its effect; in Invasion, Reagent Imposters are immune to lingering smoke but can take activation damage.
Cooldown
180 s; Level 7 reduces it to 144 s.
Upgrade Path
Level 1 — Activate: Unlock the Blind rig.; Level 2 — Expanded Radius: Smoke range grows from 2.25 m to 4.25 m.; Level 3 — Deploy Technique: Deployment time drops from 4 s to 3 s.; Level 4 — Extended Duration: Smoke lasts 20 s instead of 15 s.; Level 5 — Recharge: The mine re-arms once, 30 s after it is triggered.; Level 6 — Frenzy: Walking through the smoke after detonation grants an adrenaline boost.; Level 7 — Decreased Cooldown: Cooldown drops from 180 s to 144 s.; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn.

Heal

A healing gas that restores health for you and nearby teammates.

Role
Support
Effect
Spray healing gas to restore your health and nearby teammates' health for 2 s within a 2 m radius. It can be used from a hiding spot and makes noise within 15 m.
Cooldown
180 s; Level 7 reduces it to 144 s.
Upgrade Path
Level 1 — Activate: Unlock the Heal rig.; Level 2 — Expanded Radius: Healing radius grows from 2 m to 4 m.; Level 3 — Silent Help: The healing gas no longer makes noise.; Level 4 — Extended Duration: Healing lasts 4 s instead of 2 s.; Level 5 — Detox: The gas also cures Psychosis, nausea, and Arora poison.; Level 6 — Poison: The gas slows affected enemies by 75% for 5 s; the Jaeger is immune to the slow. Reagent Imposters are staggered on activation.; Level 7 — Decreased Cooldown: Cooldown drops from 180 s to 144 s.; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn.

X-Ray

A toggle scanner that reveals Reagents and Ex-Pop through walls.

Role
Recon
Effect
Toggle X-Ray to see through solid surfaces and reveal Reagents and Ex-Pop within 15 m. It can be used in a hiding spot. Recon adds nearby objectives, consumables, and high-priority items.
Cooldown
Charge-based, like Night Vision: charge drains while active and recharges slowly while off. Base capacity is 10 s; Level 5 raises it to 20 s, and Level 7 increases recovery speed by 67%. There is no fixed cooldown.
Upgrade Path
Level 1 — Activate: Unlock X-Ray; toggle it on or off on demand.; Level 2 — Ping Through: Ping enemies and objects through walls while X-Ray is active; up to five pings can remain active. Invasion Imposters appear as normal pings.; Level 3 — Recon: Highlight nearby objectives, consumables, and high-priority items.; Level 4 — Electromagnetic Field: Prevent nearby traps from activating while X-Ray is active; fake objective items and technical rolling gates are unaffected.; Level 5 — Increased Capacity: Total charge grows from 10 s to 20 s.; Level 6 — Battery Transfer: Night Vision battery recharges while X-Ray is active.; Level 7 — Faster Recharge: X-Ray recovery speed increases by 67%.; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn.

Barricade

A deployable barrier that blocks openings and delays pursuers.

Role
Defense
Effect
Place a barrier on valid doors, doorways, rolling gates, windows, and pathways to block openings and delay pursuers. It takes 3.5 s to install, carries two charges, and lasts until removed or broken. Removing it refunds the charge; enemies need more hits to break it after the 2026 rework.
Cooldown
90 s after all carried barricades are placed; Level 2 reduces this to 72 s. An interrupted installation has a 3 s cooldown. Removing a barricade during cooldown refunds it and stops the timer.
Upgrade Path
Level 1 — Activate: Unlock Barricade and carry two charges; removing a barricade refunds it.; Level 2 — Decreased Cooldown: Cooldown drops from 90 s to 72 s.; Level 3 — Increased Resistance: Enemies need one extra bash to break the barricade; this does not affect Reagent Imposters.; Level 4 — Quick Installation: Installation time drops from 3.5 s to 2.5 s.; Level 5 — Incoming Warning: Automatically ping and damage an enemy that breaks a barricaded door; Invaders are exhausted.; Level 6 — Breach & Rush: Breaking a barricade grants an adrenaline boost once every 60 s; it does not grant stamina immunity.; Level 7 — Extra Barricade: Carry and place up to three barricades; removing one refunds it.; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn.

Jammer

A remote hacker that disables devices, opens locks, and disrupts enemies.

Role
Utility
Effect
Hack electronic devices and open padlocked containers or doors from 2 m away. Rewire can turn traps friendly, and Corrupt Enemies can interrupt Ex-Pop. In Invasion, Corrupt Enemies applies Electric Disruption to Imposters.
Cooldown
Initial-use cooldown is 90 s. By target: TVs and radios 60 s; padlocks, traps, and rolling gates 90 s; secret-room doors 120 s. Pacemaker revival has a 120 s cooldown.
Upgrade Path
Level 1 — Activate: Unlock the Jammer; base hack range is 2 m.; Level 2 — Pacemaker: Automatically self-revive once per Trial and remotely revive a dead teammate once per Trial; revival hack takes 10 s and has a 120 s cooldown.; Level 3 — Decreased Cooldown: Initial cooldown drops from 90 s to 45 s; TV/radio cooldowns drop from 60 s to 45 s; padlocks 90 s to 45 s; traps and gates 90 s to 60 s; secret-room doors 120 s to 90 s; revive and enemy-corruption cooldowns 120 s to 90 s (Reagent Imposter corruption 90 s to 60 s).; Level 4 — Improved Jammer: TV, radio, padlock, trap, and gate hacks take 2.5 s instead of 4 s; secret-room door hacks take 5 s instead of 6 s; revival takes 5 s instead of 10 s; Corrupt Enemies takes 5 s instead of 6 s (Ex-Pop Specialists 4 s instead of 5 s; Reagent Imposters 2.5 s instead of 3 s).; Level 5 — Long Distance: Hack range grows from 2 m to 8 m; Corrupt Enemies range grows from 8 m to 10 m.; Level 6 — Rewire: Traps become friendly permanently, though some devices are still disarmed. Reagents can disarm friendly traps and can be indirectly harmed if an enemy triggers one.; Level 7 — Corrupt Enemies: Interrupt an enemy's normal behavior with a 6 s hack (5 s for Ex-Pop Specialists, 3 s for Reagent Imposters); cooldown is 120 s and range is 8 m. The Jaeger cannot be corrupted. In Invasion, the effect is applied instantly as Electric Disruption.; Level 8 — Prepared: The rig is ready at the start of a Trial and after a revive or respawn, except when Pacemaker is used.

How to Unlock Rigs in The Outlast Trials

You can start unlocking Rigs once you finish the tutorial and reach therapy level 2. Leveling up is how the game hands out new abilities and upgrades, so that level works as the gate. Once you reach it, follow the red line on the floor to find the engineer, Cornelius Noakes, who sells Rigs and handles their upgrades.

Rig Costs and Upgrades

Rigs are paid for with Vouchers, which you earn as you level up. Buying a Rig costs two Vouchers, and each upgrade costs two more, so it helps to plan which Rigs you want most. Each Rig has eight levels, from its basic form up to a fully upgraded version. The last upgrade has the Rig ready at the start of every trial and after a revive, so it's worth saving up for.

How to Equip a Rig Before a Trial

Choose your Rig before you go in. Open the Loadout menu at the central terminal in the Sleep Room and pick the Rig option. Each player brings only one, so a solo player has to pick carefully, while a team can spread different Rigs across its players and cover more ground.

How Rig Recharging Works

Using a Rig starts a cooldown, and it charges back over time. Rig Rechargers you find around the trial can restore its charge sooner, so it's worth picking them up as you go. Charge is what lets you use a Rig again, so save it for the moments that matter, like a tough chase or a revive. That changes under Breaking Point, the late-game setting that begins at Trial 31 of Escalation Therapy, where Rigs stop recharging altogether.

Best Rigs for Solo and Team Play

Stun, Heal and Jammer come up most often at the top of rankings, because each one helps in a wide range of situations. The Stun Rig is a dependable default for almost any trial, and it's especially useful when you're playing alone. The Heal Rig is the pick for teams, since its healing gas restores your health and that of nearby allies, and it works well on any difficulty. Jammer shines in trials full of traps and padlocks, since it can hack both from a distance.

The other three are more situational. X-Ray suits players who like to avoid fights, since it shows enemies through walls and, once upgraded, highlights nearby objectives and items. Blind has to be placed ahead of time and fits tight spots where you need to stay put, so it's a poor match for a quick escape. Barricade is most useful on maps with lots of doors, where blocking a doorway buys you time.

FAQ

Q.

Which Rigs were added after the original ones?

Barricade and Jammer. Stun, Blind, Heal and X-Ray were the original Rigs, and the Barricade and Jammer Rigs were added in 2024 updates.

Q.

Do Rigs work on every enemy?

No. The Stun Rig only stuns the Jaeger briefly, and the Berserker and the Jaeger ignore the smoke from a Blind Rig. In Invasion, Imposters are immune to Blind's lingering smoke, though the blast when it goes off can still hurt them. Keep that in mind when you choose a Rig for a particular trial.

Q.

Can a Rig revive a teammate?

Yes, the Jammer Rig can. Its Pacemaker upgrade gives you an automatic self-revive and a remote revive for a downed teammate, and each one works once per trial.

Q.

Which Rigs can deal with traps?

Several can, in different ways. After its Disarm upgrade, the Stun Rig's blast destroys traps, door traps and enemy mines in its area. The Jammer can hack traps, and its Rewire upgrade turns them permanently friendly. X-Ray's Electromagnetic Field upgrade stops traps from going off while it's active.

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