You wear one head, one chest and two foot items, plus up to four passive items. Each point of Armor reduces incoming damage by 1%, and the bonuses add up. Wearables lose durability and give nothing once broken; passive items never break. Since 1.0 most strong bonuses cost something, usually movement speed or defence. The gear list has all 109 items.

Highest Armor per slot (1.0)
| Slot | Item | Armor | Durability | Cost or extra |
|---|---|---|---|---|
| Chest | Turtle Shell | 35 | 1,500 | −20% move speed; +50% melee damage |
| Chest | Breastplate | 30 | 800 | −10% move speed |
| Chest | Plate Carrier | 25 | 900 | −10% move speed; +30 explosion resistance |
| Chest | Pillow Armor | 25 | 70 | Breaks almost at once |
| Chest | Ballistic Vest | 23 | 700 | +15% accuracy while moving |
| Head | Titanium Helmet | 13 | 600 | +30 explosion resistance |
| Head | Knight’s Helmet | 12 | 700 | −5% move speed |
| Head | Steel Helmet | 11 | 500 | −5% move speed; +20% LMG damage |
| Feet | Combat Boot | 8 | 500 | +20% accuracy while moving; −15% weapon weight |
| Feet | Blast Boot | 7 | 600 | −5% move speed; +20 explosion resistance |
A Turtle Shell and a Titanium Helmet already give 48 Armor, so hits deal about half damage before footwear, at −20% move speed. A Breastplate and Titanium Helmet give 43 for half the speed penalty.
Jumping and movement
Extra jumps and jump power open hidden chests, skip the Witch’s lasers and keep you out of melee range.
| Item | Slot | Effect |
|---|---|---|
| Sulf Air | Feet | +1 extra jump, +10% jump power, +10% move speed |
| Springcoil Boot | Feet | +50% jump power |
| SULFUR Cap | Head | +1 extra jump, +10 Charisma |
| Pope Hat | Head | +1 extra jump |
| Dunce Cap | Head | +4 extra jumps, −50% move speed |
| Genie Shoe | Feet | +15% jump power, +0.5 s coyote time, +1.5 Luck |
Ass Wheel™ (+100% speed while crouching) and Knee Pads (sliding) together let you slide under most non-homing attacks.
Passive items worth a slot
| Item | Effect |
|---|---|
| Instant Defibrillator | Once, sets you to 100 health instead of dying |
| Library Card | +30% gun XP; several stack |
| Lock of the Magus | Next kill gives 100× XP; used up |
| Loaded Die | Rolls each loot drop three times and keeps the most valuable |
| Detective Pipe | Time runs 15% slower |
| Iron Feather | +120% damage while airborne |
| Extra Lung / Oxygen Tank | Longer underwater (Sewers, the Not Breathtaking achievement) |
| Dog Whistle / Dark Lamp | A dog, or a random enemy from an unlocked area, fights for you each floor |
Durability and repair
Wearables and guns can be repaired to one point below their listed maximum. Ralphie repairs everything you carry for SULF; repair items fix one item in the field:
| Repair item | Durability restored |
|---|---|
| Repair Kit | 6,000 |
| Air Duster | 750 |
| BeGone | 500 |
| Soapy Wool | 450 |
| Dish Soap | 400 |
| Microfiber Dish Cloth | 375 |
| Toilet Paper | 375 |
| Bleach | 350 |
| Cotton Swabs | 80 |
Items found or bought at full durability are “Mint Condish” and sell for 25% more. Broken wearables are never destroyed, so a broken Turtle Shell is still worth carrying home.
Sources
- SULFUR Wiki: Equipment and GameplayArmor as percentage damage reduction, slots, durability, Mint Condish sell bonus.
- SULFUR Wiki: wearable and passive item pages (most revised 29 October 2026)Armor, durability and bonuses after the 1.0 rebalance.
- SULFUR 1.0 release notes (Steam, 28 October 2026)All wearables rebalanced with tradeoffs; full change list.
- SULFUR patch notes 1.0.1Sulfur Cap, Crown and Winter Scarf corrections.
- SULFUR Wiki: repair item pagesDurability points restored by each repair item.

