Lovely Howz of Badges (100 coins); drops from. Prevents enemies from making First Strikes. When your ally takes damage, occasionally recover 1 FP. Badges. Rowf, the owner of the Badge Shop in Toad Town, here!

Rowf, the owner of the Badge Shop in Toad Town, here! During battle, become able to use three items in one turn. Changes the sound effects of Mario's attacks to crickets. Rogueport Sewers (hidden block against south wall opposite Puni hole), Dazzle (3 Star Pieces); can be stolen from all. Makes action commands harder, but increases the star power gained from them. Allows Mario's partner to use Charge, which takes a turn to increase the damage of their next attack by 2, for 1 FP. Enemies will occasionally miss Mario when it's equipped. When Mario's HP gets low and he's in Danger, he will only receive half as much damage as normal, rounded up. Lowers the damage Mario's partners take by 1, but also lowers the damage they deal by 1.

Does not allow abilities to cost less than 1 FP. There are some badges you can find multiples of, and the locations of all the multiples are included too! When Mario's partner's HP gets low and he/she's in Danger, they will only receive half as much damage as normal, rounded up. Does not work in the Glitz Pit and the Pit of 100 Trials. 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. Reduces Mario's attack power by 1, but he regains 1 FP every time he hits an enemy. •Contact Maintainer. Drop your ally's Attack by 1 but regain 1 FP per attack. There is a slight chance that the user will not be poisoned or lose half HP, but instead will be fully healed. When Mario's partner's HP is low, and they're in Danger, their attack power will go up by 2. If the player uses an item in battle, Mario will be given some coins back. Boosts the power of all Mario's jump attacks by 1, but disables Mario's ability to hammer in battle. Otherwise identical to, Allows Mario's partner to use a move called "Super Charge" for 2 FP. 3 - All badges that can be stolen from an enemy can also be dropped after battle; the reverse is not true. Equipping more then one of the same attack badge increases the attack's power by 1 and/or increases the duration of the applied status effect by 1. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. Electrifies Mario, causing most enemies to take 1 damage when they physically touch him. Gets more star power from the audience when Mario appeals. Creepy Steeple (in box in room with parrot), Dazzle (15 star pieces), prize for matching 4 numbers in Happy Lucky Lottery; can be stolen from, Glitzville (on top of juice bar in chest), Dazzle (15 star pieces); can be stolen from. All of Mario's partners' abilities cost 1 FP less than they normally would. Allows Mario to use Charge, which takes a turn to increase the damage of Mario's next attack by 2, for 1 FP.

Does not work in the Glitz Pit and the Pit of 100 Trials. Given by Professor Frankly, Pianta Parlor (34 piantas after getting Silver Card); drops from. Just remember that all the BEST badges can be bought from me, ok bud? Bandits cannot swipe Mario's belongings if Mario wears this badge. List of badges in Paper Mario. There are sixty-nine different Badges in Paper Mario, but some appear more than once, making a total of 80 badges. Note: Badges that have a "P" at the end of their names are identical to their non-"P" counterparts, but affect Mario's partner. Raises the damage Mario's partners deal by 1, but also raises the damage they take by 1. Allows Mario to use Multibounce, a jump attack that hits each available enemy consecutively, for 2 FP. Allows Mario to use Piercing Blow, a hammer attack that ignores enemies' defense, for 2 FP. When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking. Glitz Pit hallway, Lovely Howz of Badges (50 coins); can be stolen from all. The effect is not a boost to Defense, and so overrides piercing attacks. When Mario's partner has low HP and is in Danger, enemies will occasionally miss when attacking. Pit of 100 Trials (Lvl 100, obtained by defeating. Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. Increases Mario's partner's attack power by 1. Hey, bud! Used against. 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. The required timing to continue the move becomes stricter as it progresses. Boggly Woods, Pianta Parlor (67 piantas after getting Platinum Card; drops from. Pit of 100 Trials (Lvl 20), Lovely Howz of Badges (100 coins after Chapter 5); drops from, Allows Mario to use Fire Drive, a hammer attack that damages and, Lovely Howz of Badges (100 coins after Chapter 2). The player will win more hearts than usual after winning battles. 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.

If not, the attack will do nothing. The player will win more flowers than usual after winning battles. 75% of standard sale price with the first badge, and an extra 5% with each subsequent badge equipped. Hooktail Castle, Lovely Howz of Badges (50 coins); can be stolen from all. Slowly and automatically regain FP in battle. Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3, for 2 FP. Here are all the badges in the game. All materials are copyrighted by their respective authors.

Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt.

Pianta Parlor (34 Piantas); drops from all. Allows Mario to safely jump on fire enemies. Changes the sound effects of Mario's attacks to a dull bell. The effect is not a boost to Defense, and so overrides piercing attacks. Slowly and automatically regains Mario's HP in battle.

Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 3 FP. Allows Mario's partner to use 2 items in one turn for 4 FP. Allows Mario to perform a more powerful hammer attack that costs 6 FP.
Remember that badges don't take effect unless they're equipped! Creepy Steeple (in secret room, use Tube Mode near the opening door), Lovely Howz of Badges (75 coins after Chapter 3); drops from, Allows Mario to use Ice Smash, a hammer attack that. Can be stacked, but there is a limit as to how many coins can be in the field at once (based on the presence of other items and pickups). Allows Mario to perform a more powerful jump attack that costs 6 FP. Mario wins many more coins from battle than he usually does. Increases the defense of Mario's partner by 1.

In reality, all they do is stop the user from being poisoned. Keelhaul Key, Lovely Howz of Badges (100 coins after Chapter 4); drops from, Allows Mario to use Head Rattle, a hammer attack that. Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP.

Gets more star power from the audience when Mario's partner appeals. List of badges in. Petal Meadows, Dazzle (4 Star Pieces); can be stolen from.

There are a total of 85 badges in Paper Mario: The Thousand-Year Door.. … All games mentioned in this site are copyrighted by their respective producers and publishers. There are several …

When both the W Emblem and L Emblem are equipped, Mario's clothes will change into Waluigi's clothes. Also increases Mario's attack and defense versus fire enemies and fire attacks respectively by 1. All rights reserved. Also restricts the timing required to. There are a total of 85 badges in Paper Mario: The Thousand-Year Door. Mario's jump and hammer attack power will go up by 1 if he successfully executes the action command.


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