Increases Mario's jump attack by 1. Allows Mario to use D-Down Jump, a jump attack that, Bought at Rowf's Badge Shop after Chapter 1 (75 Coins). The required timing to continue the move becomes stricter as it progresses. The player will win more flowers than usual after winning battles.
Increase Attack power by 2 when your ally is in Danger. Allows Mario to use Mega Quake, a hammer attack that deals 6 damage to all grounded and ceiling enemies, for 7 FP. Wear this to use Hammer Throw. Rogueport Sewers, Lovely Howz of Badges (150 coins after Chapter 4); can be stolen from, Increases the amount of damage blocked by Mario's, Increases the amount of damage blocked by the. 2 FP are required to use this attack, which can shrink enemies and drop their Attack power if executed superbly. Drop your ally's Attack by 1 but regain 1 FP per attack.
Bought from Rowf's Badge Shop after Chapter 1 (50 Coins), Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer front-pointing. Allows Mario to use Power Bounce, a jump attack that continues bouncing on a single enemy until the action command is missed, for 3 FP. Pit of 100 Trials (Lvl 100, obtained by defeating. If player spins into an enemy before battle, that enemy (which will be the front-most enemy) will begin the battle. Lovely Howz of Badges (100 coins); drops from. Given by Professor Frankly, Pianta Parlor (34 piantas after getting Silver Card); drops from. When Mario's HP gets low and he's in Danger, he will only receive half as much damage as normal. Changes the sound effects of Mario's attacks to a mouse squeak. Wearing two or more of these badges requires more FP for the move, but increases the Attack power.
Wearing two or more of these badges requires more FP, but increases the charge power. Ice power is a badge that makes Mario damage proof when he jumps on fire enemies.His attack against fire enemies goes up by 2. The action command, which is the normal hammer action command, increases damage by 1. Allows Mario to use Mega Jump, a very powerful one-hit jump attack, for 6 FP. For some reason, when the Deep Focus badge is revealed from the red. Uses 1 FP. Increases Mario's maximum HP by 5 as long as it's equipped. Paper Mario: The Thousand-Year Door Badges, https://papermario.fandom.com/wiki/Paper_Mario:_The_Thousand-Year_Door_Badge_Database?oldid=41354. From the Super Mario Wiki, the Mario encyclopedia, List of Paper Mario: The Thousand-Year Door pre-release and unused content#Badges, https://www.mariowiki.com/index.php?title=List_of_badges_in_Paper_Mario:_The_Thousand-Year_Door&oldid=2991523, Paper Mario: The Thousand-Year Door Items.
Allows Mario to use 2 items in one turn for 3 FP. Wearing two or more of these badges requires more FP for the move, but enemies stay asleep for longer. Allows Mario to see enemies' HP without using Goombella's, Lovely Howz of Badges (75 coins); drops from. Equipping more than one divides the damage by the number equipped plus one, rounded up. Note: Badges that have a "P" at the end of their names are identical to their non-"P" counterparts, but affect Mario's partner. Wear this to use Sleepy Stomp. Increase Attack power by 2 when Mario is in Danger. Petal Meadows, Dazzle (4 Star Pieces); can be stolen from.
Allows the player to see the enemies' HP without using Goombario's Tattle ability. Boosts the power of all Mario's jump attacks by 1, but disables Mario's ability to hammer in battle.
Also increases chances of Ms. Mowz stealing an item from an enemy that has had an item, be it used by them or stolen previously. Wearing two of these badges increases the required FP, but allows Mario to use up to three items. This page was last edited on September 29, 2020, at 10:34. Otherwise identical to. Uses 2 FP.
Bought at Rowf's Badge Shop after Chapter 1 (100 Coins). Do a First Strike to defeat weak foes without battling. appears at the bottom of the screen in place of an action command. However, no more than one item/badge will drop per battle, and it is still the case that only the front enemy can drop a non-held item/badge. Uses six FP to do Mega Smash. All abilities cost 1 FP less than they normally would. Make Action Commands hard, but earn more Star Power. Mario's attack power for both his hammer and his jump go up by 1. Wear this to use Power Bounce. Causes Mario to assume a dark red tinge and angry pose during battles. Uses 6 FP to execute a normal(?) Jumpman is a badge in Paper Mario: The Thousand-Year Door.It can be bought from Charlieton for 180 coins, and can rarely be dropped after winning a battle against Poison Puffs and Wizzerds.If Mario equips the badge, all attacks relating to his ability to jump become stronger by one, including all moves obtained via equipping other badges, but in exchange, he is completely unable to … Decrease damage by 1 with a Guard Action Command. Changes the sound effects from Mario's hammer and jump attacks. 1 - Like other piercing attacks, Iron Clefts are immune to this. Mario's attack increases by 2, but his AI is quite rudimentary (enough so that he will jump on spiked enemies). Bump into weak foes to defeat them without battling. Increases Mario's partner's attack power by 1. Glitz Pit storage room, Fahr Outpost, Pianta Parlor (200 Piantas after getting Silver Card); can be stolen from all. Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt. Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP.
Wearing two or more of these badges requires more FP for the move, but increases the Attack power. When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking. Allows Mario to perform a more powerful jump attack that costs 6 FP. When Mario's partner has low HP and is in Danger, enemies will occasionally miss when attacking. Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3, for 2 FP. Drop Mario’s Attack power by 1 but regain 1 HP per attack. Maxes out at a sale value of 150 coins, so any item worth more only gives 113 coins back (practically, this only affects. The player will win more hearts than usual after winning battles. Keelhaul Key, Lovely Howz of Badges (100 coins after Chapter 4); drops from, Allows Mario to use Head Rattle, a hammer attack that. Wearing two or more of these badges requires more FP for the move, but increases the Attack power. Equipping more than one of the same badge doubles the FP cost of the move for each extra badge equipped.
Wear this to use Piercing Blow. Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. Ice Power is a badge that makes Mario damage-proof when he jumps on fire enemies. This page was last edited on July 29, 2020, at 21:35. Equipping multiple Charge badges gives Mario or his partner 1 extra power when charging. When Mario's attacked, cause enemies to miss more often. Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer, Lovely Howz of Badges (50 coins), Pianta Parlor (34 Piantas); drops from all.
All ground enemies are hit for 1 damage each time he lands. It uses 3 BP. No effect if the. 2 FP are required to use this attack, which can make enemies sleep if executed superbly. Does not allow abilities to cost less than 1 FP. Changes the sound effects of Mario's attacks to crickets. Wear this to use Power Jump. The sound effect is the laughter of flowers in Forever Forest. When Mario has low HP and is in Danger, enemies will occasionally miss when attacking. When Mario’s in Danger, causes enemies to sometimes miss. Drop your ally’s Attack by 1 but regain 1 HP per attack. Slowly and automatically restore HP during battle. 2 FP are required to use this attack, which lets you attack multiple enemies in order until you miss an Action Command. If the player uses an item in battle, the player will be given coins equal to 75% of the standard sale value of the item, rounded up. Changes the sound effects from Mario's hammer and jump attacks. Slowly and automatically regain HP in battle. 2 FP are required to use this attack, which can confuse enemies if executed superbly. When both the W Emblem and L Emblem are equipped, Mario's clothes will change into Waluigi's clothes. Causes enemies' attacks against Mario to miss more frequently. If not, the attack will do nothing. Wear this to allow your partner to use two items one turn in battle. Wearing two or more of these badges requires more FP, but increases the charge power. Every time a battle begins, Mario will be given a random beneficial status effect for 3 turns: Charlieton (60 coins); can be stolen from, Petalburg (use Paper Mode to reach Mayor Kroop's sideyard); can be stolen from, When Mario's partner's HP drops to 1 and they're in, Pianta Parlor (234 Piantas after getting Platinum Card); drops from. Allows Mario to use S. Smash Chg., which takes a turn to increase the damage of Mario's next hammer attack by 3, for 4 FP. Increases Mario's maximum FP by 5 as long as it's equipped. There are a total of 85 badges in Paper Mario: The Thousand-Year Door. Equipping more than one divides the damage by the number equipped plus one, rounded up. Uses 4 FP to do 4, 5, or 6 damage to 1 enemy, depending on which set of boots Mario has. Enemies will occasionally miss Mario when it's equipped. When Mario's partner's HP is low, and they're in Danger, their attack power will go up by 2. Makes it more likely to make items appear after battle. Drop damage Mario receives by ½ when he is in Danger.
Also allows Mario to jump on fire enemies without taking any damage. Wearing two or more of these badges requires more FP for the move, but enemies stay soft for longer. Wear this to use Power Smash. Allows Mario to use a move called "Super Charge" for 2 FP. Reduces the damage caused by fire attacks by 1. 75% of standard sale price with the first badge, and an extra 5% with each subsequent badge equipped.
Allows Mario to perform a more powerful hammer attack that costs 6 FP. Make Action Commands easy, but earn less Star Power. Fail, it drops to 0. Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 3 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. When your ally takes damage, occasionally recover 1 FP. There are a total of 85 badges in Paper Mario: The Thousand-Year Door.. If Mario gets a "First Strike" on a weak enemy (who no longer gives the player Star Points), he will defeat it without entering a battle. Make Mario damage-proof when jumping on fire enemies. Make something good happen when you first enter battle. 3 FP are required to use this attack, which lets you lets you jump on one enemy until you miss an action command. Name, appearance, and effect suggest this would be obtained before Jump Charge. Lovely Howz of Badges, (75 coins after Chapter 3), Great Tree; drops from, Allows Mario to use Shrink Stomp, a jump attack that can, Lovely Howz of Badges (50 coins, one available at start, one available after Chapter 6), Makes action commands easier, but reduces the star power gained from them.