A gun can hold one oil per rank, so five at rank 5, and never two copies of the same oil. Every oil costs 1 extra durability per shot unless its card says “Does not increase durability loss”. Flat damage oils are added to the base before any percentage oil multiplies it, whatever order you applied them in. Kevin the Scholar sells all of them; the oil list has every card.

Slots come from weapon rank
Drag an oil onto a gun with an empty enchantment slot. Slots open as the gun ranks up from damage you deal with it:
| Rank | XP from the previous rank | Enchantment slots |
|---|---|---|
| 1 | 50 | 1 |
| 2 | 125 | 2 |
| 3 | 313 | 3 |
| 4 | 782 | 4 |
| 5 | 1,954 | 5 |
Rank 5 takes 3,224 XP in total.
A scroll uses a slot too, and a gun can hold only one scroll. The rank and XP guide explains how 1.0 splits XP between guns.
Damage: flat first, then percentage
The game adds every flat damage bonus to the base, then applies the percentage bonuses. With a 100-damage gun, a +25% oil and a +20 oil give (100 + 20) × 1.25 = 150, not 125 + 20 = 145.
Worked example on a Socom 9 (9mm pistol, 60 base damage, 2,200 durability):
| Oils applied | Damage per shot | Durability per shot | Shots before it breaks |
|---|---|---|---|
| None | 60 | 1 | 2,200 |
| Damage Oil (+20%) | 72 | 2 | 1,100 |
| Damage Oil + Add Damage Oil (+15) | (60 + 15) × 1.2 = 90 | 3 | 733 |
| Both, plus High Grade Oil (+20% max durability, no durability cost) | 90 | 3 | 880 |
The last row shows why durability-free oils are worth a slot on a gun you rely on: High Grade Oil raises the shot count without making each shot more expensive.
Shotguns in 1.0
Since 1.0, flat damage modifiers on 12Ga guns are divided by 8, the pellet count, including negative ones. An Add Damage Oil adds about 1.9 per pellet instead of 15. Oils that add projectiles do not divide it further. Percentage oils are unaffected, so shotguns favour percentage damage. Shotguns and flat damage oils compares both on every 12Ga gun, and the build calculator applies these rules to any gun.
Durability cost
A gun loses 1 durability per shot with nothing applied. Each oil or scroll adds 1, up to 6 per shot. 54 oils carry “Does not increase durability loss” and do not count. Some scrolls also multiply the cost: a scroll with +200% durability loss on a gun with four counting oils costs (1 + 5) × 3 = 18 durability per shot.
Broken guns stop firing until Ralphie repairs them or you use a repair item, so a five-oil gun needs repair kits on long runs.
Penalties you can ignore
Most oils pair a bonus with a penalty. Some penalties stop mattering once you already have them:
- Disables aiming. One aim-disabling oil already removes aiming; a second costs nothing more. Fine on hip-fire shotguns and SMGs.
- No organ drops and No money drops. Irrelevant if you farm organs and SULF with another gun.
- Bullet weight (called Bullet drop before 1.0). Hurts long-range guns. On a close-range gun it can help: with penetration and bounces, heavy shots skip along the floor into groups.
- Ammo consume chance above 100% saved and crit chance above 100% give no further benefit.
When a shot can both penetrate and bounce, it penetrates enemies and breakables first and bounces off walls only after its penetrations are used up.
Oils with no penalty line
Fifteen oils have no downside on their card: Add Damage, Attack Speed, Critical, Damage, High Grade, Knockback, Less Recoil, Muzzle, Penetration, Perfect Bounce, Recycle, Reload, Size Up, Spread and Timing Oil. Filter the oil list by “No penalty” to compare them.
Muzzle Velocity oils (new in 1.0)
1.0 added a Muzzle Velocity stat: the distance a bullet travels before gravity, Bullet weight and drag affect it. Nine oils carry it: Anabolic, Flake, Freak, Gust, Muzzle, Optimum, Psycho, Spider and Soldier Oil. Use them to keep heavy-oil builds accurate at range, or to stretch a Scroll of Flame Thrower.
Renamed oils
1.0 renamed ten oils. Old guides and spreadsheets use the left-hand names.
| Before 1.0 | 1.0 name |
|---|---|
| Assassin Dart Oil | Chrono Oil |
| Extra Powder Oil | Temporal Oil |
| Kinetic Oil | Grander Scheme Oil |
| Dart Oil | Phase Dart Oil |
| Tight Barrel Oil | Space Rip Oil |
| Arrow Oil | Time Arrow Oil |
| Bolt Oil | Time Bolt Oil |
| Velocity Oil | Timing Oil |
| Diesel Oil | Warp Oil |
| Whim Oil | Fleeting Oil |
Removing or rerolling an oil
Applied oils stay until you pay to remove them. Two Church upgrades from Arthur handle this:
| Station | Stamp price | What it does | Fee |
|---|---|---|---|
| Baptismal Font | 10 | Removes all enchantments from a gun; since 1.0 a removed scroll also takes its stats with it | Starts at 50 SULF, rises each use |
| Chrismatory | 30 | Rerolls one oil into another | Starts at 100 SULF, rises each use |
Arthur resets both rising fees, and Telia’s Replicator fee, for 5 Stamps. See Stamps and Church upgrades.
Well Oiled
The Well Oiled achievement needs 5 oils on one gun, which means a rank 5 gun with no scroll. About a quarter of Steam players have it.
Sources
- SULFUR Wiki: Enchantments (revised 2 November 2026)Slots per rank, one copy of each oil, +1 durability per enchantment up to 6 per shot, 12Ga flat-damage division.
- SULFUR Wiki: Oils (revised 30 October 2026)Flat-then-percentage order with the 100 + 20 + 25% example, trait caps, penetration before bounces.
- SULFUR Wiki: Weapons and ExperienceXP per rank: 50, 125, 313, 782 and 1,954.
- SULFUR 1.0 release notes (Steam, 28 October 2026)Muzzle Velocity oils, Bullet drop renamed Bullet weight, ten oil renames, scroll stats removed with the Baptismal Font.
- SULFUR Wiki: Baptismal Font and ChrismatoryStamp prices, starting fees and Arthur's 5-Stamp reset.

