List of badges in Paper Mario: The Thousand-Year Door
There are a total of 85 different badges in Paper Mario: The Thousand-Year Door and 87 in the Nintendo Switch remake.
Badges that have a "P" at the end of their names are identical to their non-"P" counterparts, but affect Mario's partner. Equipping more than one of the same badge doubles the FP cost of the move for each extra badge equipped. Equipping more than one of the same attack badge increases the attack's power by 1 or 2 or increases the duration of the applied status effect by 2. Equipping multiple Charge badges gives Mario or his partner 1 extra power when charging. When both the W Emblem and L Emblem are equipped, Mario's clothes will change into Waluigi's clothes.
Mario can only carry up to 200 badges. Should he go over the limit from obtaining another badge, he will have to discard one of the badges he currently has.
Badge | BP needed | Location(s) | Effect | Type # |
---|---|---|---|---|
All or Nothing |
4 |
|
Mario's jump and hammer attack power will go up by 1 if he successfully executes the Action Command. If not, the attack will do nothing. | 24 |
Attack FX B |
0 |
|
Changes the sound effects of Mario's attacks to a mouse squeak. | 80 |
Attack FX G |
0 |
|
Changes the sound effects of Mario's attacks to a feminine giggle or a frog croak . In the remake, when used against Hooktail, it lowers her attack and defense by 1 each per sound made (maximum of 4 times). | 81 78 |
Attack FX P |
0 |
|
Changes the sound effects of Mario's attacks to Bowser roaring or a feminine giggle . | 82 81 |
Attack FX R |
0 | Changes the sound effects of Mario's attacks to a cricket chirp or Bowser roaring . In the original version, when used against Hooktail, it lowers her attack and defense by 1 each per sound made (maximum of 4 times). | 78 82 | |
Attack FX Y |
0 |
|
Changes the sound effects of Mario's attacks to a dull bell. | 79 |
Bump Attack |
5 |
|
Mario can defeat weak enemies (who no longer give Star Points) by walking into them. Does not work in the Glitz Pit and the Pit of 100 Trials. | 77 |
Charge |
1 |
|
Allows Mario to use Charge, which takes a turn to increase the damage of Mario's next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. | 15 |
Charge P |
1 |
|
Allows Mario's partner to use Charge, which takes a turn to increase the damage of their next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. | 16 |
Chill Out |
1 |
|
Prevents enemies from making First Strikes. | 75 |
Close Call |
1 |
|
When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking. | 42 |
Close Call P |
1 |
|
When Mario's partner is in Danger (5 or less HP), enemies will occasionally miss when attacking. | 43 |
Damage Dodge |
2 |
|
Increases the amount of damage blocked by Mario's Guard by 1. | 31 |
Damage Dodge P |
2 |
|
Increases the amount of damage blocked by the Guard of Mario's partner by 1. | 32 |
Defend Plus |
5 |
|
Increases Mario's defense by 1. | 33 |
Defend Plus P |
5 |
|
Increases the defense of Mario's partner by 1. | 34 |
Double Dip |
3 |
|
Allows Mario to use Double Dip for 4 FP to use two items in one turn. Wearing both Double Dip badges also allows Mario to use Triple Dip for 8 FP to use three items in one turn. | 17 |
Double Dip P |
3 |
|
Allows Mario's partner to use Double Dip P for 4 FP to use two items in one turn. Wearing both Double Dip P badges also allows Mario's partner to use Triple Dip P for 8 FP to use three items in one turn. | 18 |
Double Pain |
0 | Doubles the damage Mario takes. | 35 | |
Feeling Fine |
4 |
|
Protects Mario from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 | 64 |
Feeling Fine P |
4 |
|
Protects Mario's partner from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 | 65 |
Fire Drive |
3 |
|
Allows Mario to use Fire Drive, a hammer attack that damages and burns all ground and low-hovering enemies for 3 turns, for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage. Due to being a fire attack, it will heal fiery enemies. Additional badges double FP cost and add 2 attack power; the Burn status’s duration is unaffected. | 14 |
First Attack |
1 0 |
|
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. Does not work in the Glitz Pit and the Pit of 100 Trials. | 76 |
Flower Finder |
3 |
|
The player will win more flowers than usual after winning battles. | 58 |
Flower Saver |
4 |
|
All abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. | 51 |
Flower Saver P |
4 |
|
All of Mario's partners' abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. | 52 |
FP Drain |
1 |
|
Reduces Mario's attack power by 1, but he regains 1 FP every time he hits an enemy. | 56 |
FP Plus |
3 |
|
Increases Mario's maximum FP by 5 while equipped. | 21 |
Gold Medal |
0 | Makes Mario look shiny and golden. | 87 | |
Hammer Throw |
1 |
|
Allows Mario to use Hammer Throw, a hammer attack that can hit any enemy without approaching, for 2 FP. In the original, its base damage depends on Mario's current hammer. In the remake, it instead always deals 2 base damage regardless of his hammer but also ignores defense. Each additional Hammer Throw badge worn doubles the FP cost and increases the attack power by 1. | 10 |
Hammerman |
2 |
|
Boosts the power of all Mario's hammer attacks by 1, but disables Mario's ability to jump in battle. | 26 |
Happy Flower |
2 |
|
Slowly and automatically regain FP in battle. | 50 |
Happy Heart |
2 |
|
Slowly and automatically regains Mario's HP in battle. | 48 |
Happy Heart P |
2 |
|
Slowly and automatically regains Mario's partner's HP in battle. | 49 |
Head Rattle |
1 |
|
Allows Mario to use Head Rattle, a hammer attack that confuses the target for 3 turns, for 2 FP. Additional badges double the FP cost and add 2 turns to the effect. | 11 |
Heart Finder |
3 |
|
The player will win more hearts than usual after winning battles. | 57 |
HP Drain |
1 |
|
Reduces Mario's attack power by 1, but he regains 1 HP every time he hits an enemy. | 54 |
HP Drain P |
1 |
|
Reduces Mario's partner's attack power by 1, but they regain 1 HP every time they hit an enemy. | 55 |
HP Plus |
3 |
|
Increases Mario's maximum HP by 5 while equipped. | 19 |
HP Plus P |
6 |
|
Increases the maximum HP of all Mario's partners by 5 while equipped. | 20 |
Ice Power |
1 |
|
Allows Mario to safely jump on fire enemies. Also increases Mario's attack and defense versus fire enemies and fire attacks respectively by 1. | 60 |
Ice Smash |
1 |
|
Allows Mario to use Ice Smash, a hammer attack that freezes the target for 2 turns, for 3 FP. Additional badges double the FP cost and add 2 turns to the effect. | 12 |
Item Hog |
3 |
|
Makes it more likely to make items appear after 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. | 59 |
Jumpman |
2 |
|
Boosts the power of all Mario's jump attacks by 1, but disables Mario's ability to hammer in battle. | 25 |
L Emblem |
0 |
|
Changes Mario's clothes into Luigi's clothes. If combined with W Emblem, it will change Mario's clothes to Waluigi's clothes. | 83 |
Last Stand |
1 |
|
When Mario is in Danger (5 or less HP), he will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. | 38 |
Last Stand P |
1 |
|
When Mario's partner is in Danger (5 or less HP), they will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. | 39 |
Lucky Day |
7 |
|
Causes enemies' attacks against Mario to miss more frequently than Pretty Lucky. | 46 |
Lucky Start |
4 |
|
Every time a battle begins, Mario will be given a random beneficial status effect for 3 turns: dodginess, electrification, HP recovery (+2 per turn), or FP recovery (+2 per turn). | 47 |
Mega Rush |
1 |
|
When Mario is in Peril (has precisely 1 HP), his attack power goes up by 5. | 40 |
Mega Rush P |
1 |
|
When Mario's partner is in Peril (has precisely 1 HP), their attack power goes up by 5. | 41 |
Money Money |
5 |
|
Mario wins twice as many coins from battle than he usually does. Additional copies worn increase the multiplier by 1× each, but there is a maximum limit of 32 / 99 coins as to how many can be in the field at once (based on the presence of other items and pickups). | 67 |
Multibounce |
1 |
|
Allows Mario to use Multibounce, a jump attack that hits each available enemy consecutively, for 2 FP. | 2 |
Nostalgic Tunes |
0 | Changes the background music to the original Nintendo GameCube tracks. | 86 | |
P-Down, D-Up |
2 |
|
Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. The effect is not a boost to Defense, and so overrides piercing attacks. | 29 |
P-Down, D-Up P |
2 |
|
Lowers the damage Mario's partners take by 1, but also lowers the damage they deal by 1. The effect is not a boost to Defense, and so overrides piercing attacks. | 30 |
P-Up, D-Down |
2 |
|
Raises the damage Mario deals by 1, but also raises the damage he takes by 1. | 27 |
P-Up, D-Down P |
2 |
|
Raises the damage Mario's partners deal by 1, but also raises the damage they take by 1. | 28 |
Peekaboo |
2 |
|
Allows Mario to see enemies' HP without using Goombella's Tattle ability. It is also capable of showing the HP of some things which cannot be Tattled (such as the HP of a Shell Shield). | 70 |
Piercing Blow |
1 |
|
Allows Mario to use Piercing Blow, a hammer attack that ignores enemies' defense, for 2 FP.1 | 9 |
Pity Flower |
3 |
|
When Mario takes damage, he occasionally recovers 1 FP. The probability is approximately 33% and is determined for each hit of an attack. | 53 |
Power Bounce |
3 |
|
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. The required timing to continue the move becomes stricter as it progresses. | 7 |
Power Jump |
1 |
|
Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP. Each additional Power Jump badge worn doubles the FP cost and increases the attack power by 2. | 1 |
Power Plus |
6 |
|
Increases Mario's attack power by 1. | 22 |
Power Plus P |
6 |
|
Increases the attack power of Mario's partner by 1. | 23 |
Power Rush |
1 |
|
When Mario is in Danger (has 5 or fewer HP), his attack power will go up by 2. A popular strategy involving this badge involves buying and equipping a very large amount of them (e.g. more than 20) and using Chet Rippo to decrease Mario's maximum HP to 5, therefore giving him a permanent attack boost of huge proportions. Wearing 50 of this badge at once will cap Mario's attack power at 99. | 36 |
Power Rush P |
1 |
|
When Mario's partner is in Danger (5 or fewer HP), their attack power will go up by 2. | 37 |
Power Smash |
1 |
|
Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP. Each additional Power Smash badge worn doubles the FP cost and increases the attack power by 2. | 8 |
Pretty Lucky |
2 | Enemies will occasionally miss Mario when it is equipped. | 44 | |
Pretty Lucky P |
2 | Enemies will occasionally miss Mario's Partner when it is equipped. | 45 | |
Quake Hammer |
2 |
|
Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 3 FP. Additional badges each double the FP cost and add 2 to the attack’s power. | 13 |
Quick Change |
7 |
|
Allows Mario or his partner to switch partners in the midst of battle without using up a turn. | 71 |
Refund |
1 |
|
If the player uses an item in battle, Mario will be given some coins back. 75% of standard sale price with the first badge, and an extra 5% with each subsequent badge equipped. | 66 |
Return Postage |
7 |
|
Permanently gives Mario the counterattack status, forcing contact attackers to take 1/2 the damage they do to Mario (rounded down). | 63 |
Shrink Stomp |
1 |
|
Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy for 3 turns, for 2 FP. Additional badges double the FP cost and add 2 turns to the effect. | 3 |
Simplifier |
1 |
|
Makes Action Commands easier, but reduces the star power gained from them. Also loosens the timing required to Guard or Superguard. Downgrades the rank of each successful command (e.g. a "Great" becomes a "Good") once per each badge equipped; "Nice"s become smaller in size. | 73 |
Sleepy Stomp |
1 |
|
Allows Mario to use Sleepy Stomp, a jump attack that can put the enemy to sleep for 5 turns (3 in the remake), for 2 FP. Additional badges add 2 FP to the cost and 2 turns to the effect. | 4 |
Slow Go |
0 | Prevents Mario from moving quickly. | 85 | |
Soft Stomp |
1 |
|
Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3 for 3 turns, for 2 FP. Additional badges add 2 FP to the cost and 2 turns to the effect. | 5 |
Spike Shield |
3 | Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer Bristles. | 61 | |
Super Appeal |
1 |
|
Gets more star power from the audience when Mario appeals. | 68 |
Super Appeal P |
1 |
|
Gets more star power from the audience when Mario's partner appeals. | 69 |
Timing Tutor |
1 | Teaches the timing for Stylish moves. An exclamation mark will appear over the character's head when the player should press . | 72 | |
Tornado Jump |
2 |
|
Allows Mario to use Tornado Jump, a jump attack that jumps on one enemy and then damages all midair enemies, for 3 FP. Each additional Power Jump badge worn doubles the FP, and adds 1 to the jump’s damage and 2 to the tornado’s. | 6 |
Unsimplifier |
1 |
|
Makes Action Commands harder, but increases the star power gained from them. Also restricts the timing required to Guard or Superguard. Upgrades the rank of each successful command (e.g. a "Great" becomes a "Wonderful") once per each badge equipped. | 74 |
W Emblem |
0 | Changes Mario's clothes into Wario's clothes. If combined with L Emblem, it will change Mario's clothes to Waluigi's clothes. | 84 | |
Zap Tap |
3 |
|
Electrifies Mario, causing most enemies to take 1 damage when they physically touch him. Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt. Bandits cannot swipe Mario's belongings if Mario wears this badge. | 62 |
1 - Like other piercing attacks, Iron Clefts are immune to this.
2 - There is a common misconception that the Feeling Fine badges have an effect on Poison Shrooms. In reality, all they do is stop the user from being poisoned. There is a slight chance that the user will not be poisoned or lose half HP, but instead will be fully healed. This is simply a random occurrence; wearing these badges makes no difference. This has been proven by extensive testing.
3 - All badges that can be stolen from an enemy can also be dropped after battle; the reverse is not true.
Unobtainable badges[edit]
Badge | BP Needed | Effect |
---|---|---|
All or Nothing P |
4 | Hit Action Commands, up ally's Attack. Fail, it goes to 0. Partner variant of All or Nothing. Works as described. |
Debug |
1 | Has an identical icon to Zap Tap. When equipped, Mario and his partner will always perform all Action Commands perfectly, perform all Stylish moves, and Superguard against all attacks. Additionally, the Run Away meter will fill on its own. However, this badge fails to work while frozen, asleep or otherwise immobilized. Power Bounce and Multibonk will continue until the move is forcibly stopped at a certain number of bounces depending on the target (about 5-9 bounces for bosses, 9999 bounces for standard enemies). Special Moves are unaffected. |
Defend |
2 | No function, but its item ID is associated with the "Defend" Tactics command for Mario, suggesting it might have once given him that ability. |
Defend P |
2 | No function, but its item ID is associated with the "Defend" Tactics command for partners, suggesting it might have once given them that ability. |
FP Drain P |
2 | Drops Mario's ally's Attack by 1 but regain 1 FP per attack. Partner variant of FP Drain that costs 2 BP instead of 1. Works as described. |
Happy Flower P |
N/A | Would have likely allowed Mario's partner to occasionally restore 1 FP. Only the image is complete. No code is associated with this badge. |
Lucky Day P |
7 | When Mario's ally is attacked, make foes miss more often. Partner variant of Lucky Day. Works as described. |
Lucky Start P |
2 | Has an identical icon to Lucky Start, but affects Mario's partner instead. |
|
3 | Allows Mario to perform a more powerful jump attack that costs 6 FP. This attack does ((Jump Power × 2) + 4) damage to one enemy. The attack animation is identical to Power Jump and has the same Stylish move. Each additional copy of this badge that is equipped doubles the FP cost and increases the attack power by 4. |
|
4 | Allows Mario to perform a more powerful hammer attack that costs 7 FP. This attack does 10 piercing damage to all grounded enemies. The attack animation is similar to Quake Hammer, but the Action Command is faster and there are no Stylish moves. Each additional copy of this badge that is equipped doubles the FP cost and increases the attack power by 4. |
|
1 | Allows Mario to perform a more powerful hammer attack that costs 6 FP. This attack does (Hammer Power + 4) damage to one enemy. The attack animation is identical to Power Smash and has the same Stylish moves. Each additional copy of this badge that is equipped doubles the FP cost and increases the attack power by 4. |
Pity Flower P |
3 | When Mario's ally takes damage, occasionally recover 1 FP. Partner variant of Pity Flower. Works as described. |
Super Charge |
2 | Allows Mario to use a move called "Super Charge" for 2 FP. With one copy of the badge this move is identical to Charge, boosting attack power by 2. However, each additional copy equipped doubles the FP cost and increases the charge power by 2, compared to additional equipped copies of Charge only increasing the charge power by 1. |
Super Charge P |
2 | Allows Mario's partner to use a move called "Super Charge" for 2 FP. With one copy of the badge this move is identical to Charge P, boosting attack power by 2. However, each additional copy equipped doubles the FP cost and increases the charge power by 2, compared to additional equipped copies of Charge P only increasing the charge power by 1. |
|
6 | During battle, become able to use three items in one turn. Similar to equipping two Double Dip badges, but only enables Triple Dip in battle. |
Triple Dip P |
N/A | Would have likely allowed Mario's partner to use up to three items in one turn. "Triple Dip P" and this icon are displayed in battle under the Items menu if both Double Dip P badges are worn. However, unlike with Triple Dip, Triple Dip P is not coded as a separate badge. |
Unknown |
N/A | Possibly an early Ice Power or Ice Smash. Only the image is complete. No code is associated with this badge. |
W Emblem (early) |
N/A | An earlier coloration of the W Emblem, only found in the demo. This version could also have been used for wearing Waluigi's clothes, rather than requiring both the W Emblem and L Emblem badges to be equipped. |
Trivia[edit]
- The original Japanese version is missing the number of obtained/total badges in the pause menu's Badges screen.
- The Official Nintendo Player's Guide states on pages 61 and 108 that Damage Dodge P can be found in Pirate's Grotto, which is only true for the original Japanese version of the game.
- Even though no unused badges were re-added in the Nintendo Switch remake, some were left in the files and were given redrawn textures.
References[edit]
- ^ SwayNC (April 28, 2022). Paper Mario: The Thousand-Year Door - 100% speedrun in 7:26:40 (2:25:31). YouTube (English). Retrieved September 24, 2023.