Paper Mario/Badges

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Name of Badge Badge Points Needed Found In Effect
All or Nothing 4 Bought at Rowf's Badge Shop after Chapter 4 (100 Coins) Mario's attack power will go up by 1 if he successfully uses the action command. If not, his attack power goes down to 0.
Attack FX A 0 Traded from Merlow for 1 Star Piece Changes the sound effects from Mario's hammer and jump attacks.
Attack FX B 0 Pleasant Path Changes the sound effects from Mario's hammer and jump attacks.
Attack FX C 0 Dry Dry Desert Changes the sound effects from Mario's hammer and jump attacks.
Attack FX D 0 From Pop Diva in Toad Town after giving the Lyricist the Melody Changes the sound effects from Mario's hammer and jump attacks.
Attack FX E 0 Shiver City Changes the sound effects from Mario's hammer and jump attacks.
Attack FX F 0 -Dummied Out- Changes the sound effects from Mario's hammer and jump attacks.
Bump Attack 5 Third purchase from Rip Cheato in Toad Town Tunnels Mario can defeat weak enemies (who no longer give Star Points) by walking into them.
Chill Out 2 Traded from Merlow for 3 Star Pieces Prevents enemies from making First Strikes.
Close Call 1 Goomba Road When Mario has low HP and is in "danger", the enemies will occasionally miss when attacking.
D-Down Jump 2 Tubba Blubba's Castle For 2 FP, you can use the "D-Down Jump" ability, which will cause damage and lower the enemy's defense.
D-Down Pound 2 Bought at Rowf's Badge Shop after Chapter 1 (75 Coins) For 2 FP, you can use the "D-Down Pound" ability, which will cause damage and lower the enemy's defense.
Damage Dodge 3 Mt. Rugged; Bought at Rowf's Badge Shop after Chapter 5 (150 Coins) The amount of damage Mario takes when he performs the action command while being attacked decreases by 1.
Deep Focus 1 Princess Peach's Castle; Shy Guy's Toybox; Bowser's Castle When using the "Focus" command, more Star Power is refilled than normal.
Defend Plus 6 Shy Guy's Toybox Reduces the damage Mario receives per attack by 1.
Dizzy Attack 2 Pleasant Path If you spin into an enemy before battle, that enemy will begin the battle dizzy and unable to move temporarily.
Dizzy Stomp 1 Mt. Lavalava For 2 FP, Mario can use the "Dizzy Stomp" attack, which attacks the enemy and can cause the enemy to get dizzy.
Dodge Master 2 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) With this badge, the action command will work a little more frequently.
Double Dip 1 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) For 3 FP, it lets you use 2 items in 1 round, if you want.
Feeling Fine 3 Traded from Merlow for 5 Star Pieces Protects Mario from the "Poisoning" and "Dizziness" status ailments.
Fire Shield 2 Mt. Lavalava Reduces the damage caused by fire attacks by 1. Also allows Mario to jump on fire enemies without taking any damage.
First Attack 1 Bought at Rowf's Badge Shop after Chapter 1 (100 Coins) If you get a "First Strike" on a weak enemy (who no longer gives you Star Points), you'll defeat it without entering a battle.
Flower Finder 3 Traded from Merlow for 12 Star Pieces You win more flowers than usual after winning battles.
Flower Saver 6 Flower Fields; Traded from Merlow for 25 Star Pieces All abilities cost 1 FP less than they normally would.
FP Plus 3 Pleasant Path; Forever Forest; Bought at Rowf's Badge Shop after Chapter 4 (150 Coins) Causes your maximum FP to go up by 5, as long as it's equipped.
Group Focus 2 Bought at Rowf's Badge Shop after Chapter 3 (100 Coins) Allows Mario's partners to also use the "Focus" command.
Hammer Throw 2 Goomba Road For 2 FP, Mario can use the "Hammer Throw" ability to throw his hammer at any enemy.
Happy Flower 3 Traded from Merlow for 8 Star Pieces; Flower Fields Mario slowly regains FP as he battles enemies.
Happy Heart 3 Traded from Merlow for 8 Star Pieces; Jade Jungle Mario slowly regains HP as he battles enemies.
Heart Finder 3 Traded from Merlow for 12 Star Pieces You win more hearts than usual after winning battles.
HP Drain 3 Traded from Merlow for 15 Star Pieces Reduces Mario's attack power by 1, but he regains 1 HP per attack.
HP Plus 3 Path behind Kooper's house; Forever Forest; Bought from Rowf's Badge Shop after Chapter 4 (150 Coins) Causes your maximum HP to go up by 5, as long as it's equipped.
I Spy 1 Given by Rowf after returning his Calculator A noise and a Star Piece icon will alert you when you're in an area with a hidden Star Piece.
Ice Power 2 Shy Guy's Toybox Mario's attack power against fire enemies goes up by 2, and he is able to safely jump on fiery enemies.
Jump Charge 1 Bought from Rowf's Badge Shop after Chapter 3 (50 Coins) For 1 FP, it lets you use "Jump Charge", which takes a turn, but raises your next jump attack's power by 2.
Last Stand 1 Princess Peach's Castle When Mario's HP gets low and he's in "danger", he will only receive half as much damage as normal.
Lucky Day 7 Received from Goompapa after the letter trading sequence Causes enemies' attacks against Mario miss more frequently.
Mega Jump 3 Shiver Mountain For 6 FP, it allows Mario to use "Mega Jump", an extremely powerful jump attack.
Mega Quake 3 Bought from Rowf's Badge Shop after Chapter 5 (200 Coins) For 7 FP, Mario can use "Mega Quake", an extremely powerful hammer attack that damages all enemies on the ceiling/floor.
Mega Rush 1 Tubba Blubba's Castle When Mario's HP drops really low and he's in "peril", his attack power goes up by 4.
Mega Smash 3 Flower Fields For 6 FP, it allows Mario to use "Mega Smash", an extremely powerful hammer attack.
Money Money 7 Traded from Merlow for 20 Star Pieces Mario wins twice the amount of coins from battle as he usually does.
Multibounce 1 Bought from Rowf's Badge Shop after Chapter 1 (75 Coins) For 2 FP, you'll be able to use "Multibounce", which lets you jump on all enemies in battle consecutively.
P-Down, D-Up 2 Crystal Palace Your attack power goes down by 1, but your defense power goes up by 1.
P-Up, D-Down 2 Crystal Palace Your attack power goes up by 1, but your defense power goes down by 1.
Pay-Off 2 Traded by Merlow for 1 Star Piece The more damage Mario receives, the more coins he will receive if he wins the battle.
Peekaboo 3 Traded by Merlow for 10 Star Pieces Allows you to see the enemies' HP without using Goombario's "Tattle" ability.
Power Bounce 2 Koopa Bros. Fortress For 3 FP, Mario can use "Power Bounce", which lets him bounce on an enemy continuously until you miss an action command.
Power Jump 1 Goomba Village For 2 FP, Mario can use "Power Jump", a more powerful jump attack.
Power Plus 6 Shy Guy's Toybox; Traded by Merlow for 25 Star Pieces Mario's attack power for both his hammer and his jump go up by 1.
Power Quake 2 Jade Jungle For 4 FP, Mario can use "Power Quake", a powerful hammer attack that damages all enemies on the ceiling/floor.
Power Rush 1 Princess Peach's Castle When Mario's HP is low, and he's in "danger", his attack power will go up by 2.
Power Smash 1 Toad Town Tunnels For 2 FP, Mario can use "Power Smash", a more powerful hammer attack.
Pretty Lucky 3 Traded from Merlow for 5 Star Pieces Enemies will occasionally miss Mario when it's equipped.
Quake Hammer 1 Mt. Rugged For 2 FP, it lets you use "Quake Hammer", an attack that damages all enemies on the ceiling/floor.
Quick Change 4 Toad Town (Merlon's place. Spin Jump twice to get badge) Allows Mario to switch partners in the midst of battle without using up a turn.
Refund 1 Koopa Bros. Fortress If you use an item in battle, you'll be given some coins.
Runaway Pay 2 Dry Dry Desert If you run from a battle, you'll still receive Star Points from the enemies you defeated.
S. Jump Chg. 2 Cloudy Climb For 4 FP, it allows you to use "S. Jump Chg.", which uses up a turn, but raises your next jump attack's power by 3.
S. Smash Chg. 2 Bought from Rowf's Badge Shop after Chapter 5 (100 Coins) For 4 FP, it allows you to use "S. Smash Chg.", which uses up a turn, but raises your next hammer attack's power by 3.
Shrink Stomp 1 Toad Town Tunnels For 2 FP, Mario can use "Shrink Stomp", which, in addition to causing damage, can shrink an enemy, lowering its attack power.
Sleep Stomp 1 Bought from Rowf's Badge Shop after Chapter 2 (75 Coins) For 2 FP, Mario can use "Sleep Stomp", which, in addition to causing damage, can put an enemy to sleep.
Slow Go 0 Dry Dry Ruins Prevents Mario from running.
Smash Charge 1 Koopa Bros. Fortress For 1 FP, Mario can use "Smash Charge", which uses up a turn, but raises his next hammer attack's power by 2.
Speedy Spin 1 Bought from Rowf's Badge Shop after Chapter 1 (50 Coins) When Mario uses his Spin Dash, he will go further (and faster) than normal.
Spike Shield 2 Dry Dry Ruins Allows Mario to safely jump on spiky enemies without getting hurt.
Spin Attack 3 Dry Dry Desert Allows Mario to defeat weak enemies (who no longer give Star Points) using his Spin Dash.
Spin Smash 1 Bought from Rowf's Badge Shop after Chapter 3 (75 Coins) For 2 FP, Mario can use "Spin Smash", which attacks an enemy and knocks it backward, damaging the enemy behind it as well.
Triple Dip 3 Crystal Palace For 6 FP, Mario can use 3 items in 1 round of battle if he wants to.
Zap Tap 4 Traded from Merlow for 10 Star Pieces Electrifies Mario, causing most enemies to take damage when they physically touch him. Makes Mario damage proof when jumping on electrified enemies.