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Armor and equipment after the 1.0 rebalance

  • Updated
  • Game version 1.0.6

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.

Plate Carrier, a dark olive tactical vest with armour plates.
Plate Carrier: 25 Armor, −10% move speed, +30 explosion resistance in 1.0. Game sprite from the SULFUR Wiki.

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

  1. SULFUR Wiki: Equipment and GameplayArmor as percentage damage reduction, slots, durability, Mint Condish sell bonus.
  2. SULFUR Wiki: wearable and passive item pages (most revised 29 October 2026)Armor, durability and bonuses after the 1.0 rebalance.
  3. SULFUR 1.0 release notes (Steam, 28 October 2026)All wearables rebalanced with tradeoffs; full change list.
  4. SULFUR patch notes 1.0.1Sulfur Cap, Crown and Winter Scarf corrections.
  5. SULFUR Wiki: repair item pagesDurability points restored by each repair item.

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