Armor and gear
One head, one chest and two foot slots, plus four passive slots. Each point of Armor is 1% damage reduction. Broken wearables give nothing until repaired; passive items have no durability.
Every wearable was rebalanced in 1.0.0 so that a bonus usually costs something: helmets that add weapon damage lose defence, heavy chest pieces slow you. Items whose wiki page predates that patch carry a “pre-1.0 page” label. The armor guide compares the main options.
Showing 109 items
Headwear



- Armor: +11
- Move speed: -5%
- Light machine gun damage: +20%


- Armor: +8
- Pistol damage: +10%
- Shotgun damage: +10%

- Armor: +8
- Automatic weapon damage: +10%
- Pistol damage: +10%




























- Charisma: +20
- Shotgun damage: +10%
- Light resistance: +30
Chestwear




- Armor: +25
- Move speed: -10%
- Explosion resistance: +30





- Armor: +15
- Move speed: -5%
- Frost resistance: +50%
- Fire resistance: +50%













- Armor: 7
- Poison resistance: 50
- Energy weapon damage: +15%













Footwear

- Armor: +8
- Accuracy while moving: +20%
- Weapon weight: -15%

- Armor: +7
- Move speed: -5%
- Explosion resistance: +20


- Armor: +4
- Move speed: -10%
- Explosion resistance: +45
- Jump power: -15%












- Armor: +1
- Jump power: +15%
- Coyote time: +0.5s
- Luck: +1.5

- Armor: +1
- Move speed: +10%
- Luck: +1
- Coyote time: +0.2s


- Move speed: +10%
- Armor: +1
- Extra jumps: +1
- Jump power: +10%


Passive
Sources
- SULFUR Wiki: Equipment and item pages (CC BY-SA 4.0), retrieved 2026-11-12; most were revised on 29 October 2026 after the 1.0 rebalance.
- SULFUR 1.0 release notes: the full wearables rebalance list.
