The Outlast Trials Amps and Prescriptions Guide

Your Rig is only one third of a build. Amps add up to three passive boosts and Prescriptions add permanent upgrades, all bought with Vouchers earned from trials. This guide explains how the two systems work, how to pick a build, and what is still unverified about the full catalog.

The Outlast Trials Amps and Prescriptions Guide
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Every Reagent walks into a trial with the same basic loadout shape: one Rig, up to three Amps, and whatever permanent Prescriptions they have bought. The Rig is the active tool you fire in the moment. Amps are the passive boosts that bend how you move, heal, hide, and loot. Prescriptions are the permanent upgrades that change your baseline, bought once and kept. All three are bought with Vouchers, the upgrade currency you earn by completing trials. Get the shape right and the rest of the game gets noticeably easier; get it wrong and you will feel it in every chase.

Quick answer

  • Loadout shape: 1 Rig plus up to 3 Amps. Prescriptions sit outside that limit because they are permanent upgrades, not equipped items.

  • Currency: Vouchers, earned by completing trials, buy Rigs, Amps, and Prescriptions alike.

  • Amps are passive. They do not need a button press; they change movement, healing, escape, or loot behavior in the background.

  • Prescriptions are permanent and tiered. Sleep Room task lines confirm Tier 1, Tier 2, and Tier 3 sets, so expect to buy them in stages, not all at once.

  • Do not shop from a memorized full catalog. The often quoted counts of 24 Amps and 23 Prescriptions are a launch-version snapshot from 2024, and later seasons may have added more. This guide uses them only with that time limit attached.

At a glance

  • What: the passive and permanent half of your build, next to the Rig guide.

  • Loadout: 1 Rig, up to 3 Amps, plus owned Prescriptions.

  • Currency: Vouchers from completed trials.

  • Where: the Sleep Room upgrade shops, between trials.

  • Last verified: November 1, 2026.

A trial exterior at night: everything in this guide is decided before you step into places like this, in the Sleep Room between trials.

1. How the three pieces fit together

Think of the build in layers. The Rig is the only piece with a button and a cooldown: Stun, Blind, Heal, X-Ray, Barricade, or Jammer, one per run, each upgradeable. Amps are the second layer. They are passive bonuses or playstyle tweaks, such as quieter movement, healing or escape improvements, or stronger item play, and you can equip up to three of them per run. Prescriptions are the third layer. They are permanent attribute or ability improvements, bought in tiers, and they apply to every run once owned. A new player therefore has two different kinds of progress: the per-run choice of one Rig plus three Amps, and the account-level growth of Prescriptions that never goes away. That split is why early Vouchers feel tight. Every purchase competes with the others, so the first buys should fix your most common cause of death, not chase a fashionable build.

Doors, stamina, and movement are exactly the kind of everyday actions Amps and Prescriptions quietly improve.
The loadout screen is where Rig, Amps, and Prescriptions come together into one build.

2. Amps: three passive slots

Amps are best understood as answers to the question of what kind of Reagent you want to be. The documented effect families cover silent movement, recovering stamina when hurt, stronger healing and escape play, and better item use. None of them is a second Rig: they do not add a new active tool, they make the tools and body you already have behave better. The practical consequence is that Amp choices should match a playstyle, not a single trial. A player who hides a lot wants different Amps from a player who sprints between objectives, and swapping all three between runs is free in the sense that nothing is consumed by changing them. What does cost is unlocking them in the first place, which is where Vouchers come back in. One unlock condition sometimes quoted for Amps, that they open at Therapy Level 10, comes from a single review, not from an official patch note, so treat it as unconfirmed until you see it in the in-game shop yourself.

Medicines and items found in trial cabinets are the raw material that healing and item Amps make more of.

3. Prescriptions: permanent, tiered, and worth planning

Prescriptions are the long game. Examples documented in secondary sources include sliding, breaching doors without spending stamina, and regenerating health over time. The Sleep Room task list makes the tier structure concrete: it has separate task lines for acquiring one Prescription, and for collecting all Tier 1, all Tier 2, and all Tier 3 Prescriptions. That tells you two things. First, Prescriptions are genuinely permanent, so a Voucher spent here is never wasted on a single run. Second, they are gated in stages, so early purchases should be the ones that help every run, such as movement or survivability, before niche upgrades. Sliding deserves a special note because it is tied to an achievement: spending 120 seconds sliding in trials is the Slip and Slider badge, and sliding itself is the second Prescription from the Nurse in community guides. If sliding feels awkward at first, that is normal; it is a purchased ability, not a default move.

The Sleep Room is home base: your cell, your shops, and your build decisions all live here between trials.
Your cell is also your planning room: builds are chosen here, not inside a trial.

4. How to choose: three starter directions

  • Quiet survivor: prioritize silent movement and hiding support. Your goal is fewer encounters, not faster escapes, because every fight you avoid is damage you never take.

  • Team anchor: prioritize healing and escape support. In co-op, an Amp that helps the whole group is worth more than one that helps only you, and Prescriptions that keep you upright keep the team upright.

  • Loot runner: prioritize item and movement play. If your runs live on batteries, medicines, and throwables, boosts to those systems pay off on every single trial.

Whichever direction you pick, keep one discipline: change Amps freely between runs, but spend Vouchers slowly. Amp swaps cost nothing, so experiment there. Prescription purchases are permanent, which is good, but also means a rushed buy locks up Vouchers that a better pick next week could have used. When in doubt, run a few trials with a borrowed idea first. The build that survives contact with your actual playstyle is the right one, and it is usually simpler than the build a guide told you to copy.

Co-op builds are team builds: an Amp that saves a teammate is often worth more than one that saves only you.

Frequently asked questions

Can I equip more than three Amps?

No. Three is the per-run limit, alongside one Rig. Prescriptions do not count against it because they are permanent upgrades rather than equipped items.

Do Prescriptions reset between seasons?

No, as documented they are permanent upgrades. Seasonal programs add new trials and modifiers, but they do not take away Prescriptions you have already bought.

Where do I buy Amps and Prescriptions?

In the Sleep Room upgrade shops, between trials, using Vouchers earned from completed trials. Rigs are bought and upgraded at the engineer shop in the Sleep Room; Amps and Prescriptions use the same Voucher currency.

Inside a trial, every room can turn dangerous. A build that only works in calm rooms is not a build.

Verification note

  • Loadout shape (1 Rig plus up to 3 Amps) and Voucher purchases: community item pages and Steam community Rig guides, consistent across sources.

  • Prescription tier structure: Sleep Room task lines for Tier 1, Tier 2, and Tier 3 sets.

  • Counts 24 Amps and 23 Prescriptions are a 2024 launch-version snapshot only; later-season additions are unverified, so no full catalog is listed here.

  • Amps opening at Therapy Level 10 is a single-review claim, not an official patch-note fact, and is flagged as unconfirmed above.

  • Name note: the Steam store pages, including the Simplified and Traditional Chinese pages, still show the English title The Outlast Trials, and no official Chinese name has been verified. Chinese-speaking players commonly use the Chinese community name, but that is a community name, not an official one.

  • Price note, checked November 1, 2026: the standard Steam price is $39.99, and the Steam Scream Fest sale prices it at $11.99 (70% off) until November 2, 2026, at 1 PM Eastern. After that date the sale price no longer applies, so check the store before buying. An earlier 90% discount to $3.99 ended on October 8, 2026, and is not current.

  • Last verified: November 1, 2026.

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