Paper Mario: The Astral Prism/Badges

The following is a list of badges in Paper Mario: The Astral Prism.
== Notes ==
* All badges from Paper Mario: The Thousand-Year Door return save for the Attack FX badges, which have been changed. (Tornado Jump is renamed to Whirlwind Jump in order to avoid confusion with the ability granted by the Ultra Boots.)
* Badges labeled with a "P" suffix are identical to their non-"P" counterparts, but affect Mario's partner.
* Equipping multiple of the same badge or similar badges may have various effects depending on the badge. In general:
** Equipping multiple attack badges (Power Jump, Power Smash, etc.) increases the FP cost of the move for each badge equipped, but also increases the damage and/or the duration of any status effects applied.
** Equipping multiple Charge or Charge P badges gives Mario or his partner one additional attack power while charging.
** Equipping multiple "Plus" badges (HP Plus, FP Plus, Power Plus, and Defend Plus), or badges that apply similar effects under specific conditions (Power Rush, Damage Dodge, etc.), stacks the effects additively.
** Equipping multiple evasion-based badges (Close Call, Pretty Lucky, etc.), or badges that affect item drops (Heart Finder, Flower Finder, etc.), stacks the effects multiplicatively.
== Badges ==
Badge 	BP Cost	Found In 	Effect
All or Nothing	4 	Stormy Temple (defeat Dark Atomic Boo) 	Mario's jump and hammer attack power goes up by 1 if he successfully executes the Action Command. Otherwise, the attack will do nothing.
Attack FX B 	0 	TBD 	Changes the sound effects of Mario's attacks to a bell ringing.
Attack FX G 	0 	TBD 	Changes the sound effects of Mario's attacks to a cat's meow.
Attack FX P 	0 	TBD 	Changes the sound effects of Mario's attacks to a Yoshi noise.
Attack FX R 	0 	TBD 	Changes the sound effects of Mario's attacks to a toy squeak.
Attack FX V 	0 	TBD 	Changes the sound effects of Mario's attack to a soft twinkling.
Attack FX W 	0 	Moonshadow Manor 	Changes the sound effects of Mario's attacks to a Boo's laugh.
Attack FX Y 	0 	TBD 	Changes the sound effects of Mario's attacks to a coin.
Bump Attack 	5 	TBD 	Mario can defeat weak enemies (that no longer give Star Points) by walking into them. Does not work in the Pit of 100 Trials.
Charge 	1 	Webweave Caverns; dropped by Hyper Goombas, Hyper Paragoombas, Hyper Spiky Goombas 	Allows Mario to use Charge, which takes a turn to increase the power of his next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1.
Charge P 	1 	Truffle Riverside; dropped by Hyper Goombas, Hyper Paragoombas, Hyper Spiky Goombas	Allows Mario's partner to use Charge, which takes a turn to increase the power of his next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1.
Chill Out 	1 	Merlow (2 Star Pieces) 	Prevents enemies from making First Strikes.
Close Call 	1 	Joybloom Hills; steal from Goombas, Paragoombas, Spiky Goombas 	When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking.
Close Call P 	1 	TBD 	When Mario's partner is in Danger (5 or less HP), enemies will occasionally miss when attacking.
Crowd Pleaser 	5 	TBD 	Attracts more supportive audience members.
Damage Dodge 	2 	TBD 	Increases the amount of damage blocked by Mario's guard by 1.
Damage Dodge P	2 	TBD 	Increases the amount of damage blocked by the guard of Mario's partner by 1.
Defend Plus 	5 	TBD 	Increases Mario's defense by 1.
Defend Plus P 	5 	TBD 	Increases the defense of Mario's partner by 1.
Double Dip 	3 	TBD 	Allows Mario to use Double Dip for 4 FP to use two items in one turn. Equipping two Double Dip badges allows him to use Triple Dip for 8 FP to use three items in one turn.
Double Dip P 	3 	TBD 	Allows Mario's partner to use Double Dip for 4 FP to use two items in one turn. Equipping two Double Dip P badges allows them to use Triple Dip for 8 FP to use three items in one turn.
Double Pain 	0 	Sold by Hussell (44 coins) 	Doubles the damage Mario takes.
Feeling Fine 	4 	TBD 	Protects Mario from most status ailments.
Feeling Fine P	4 	TBD 	Protects Mario's partner from most status ailments.
Fire Drive 	3 	TBD 	Allows Mario to use Fire Drive, a hammer attack that damages and burns all grounded and low-hovering enemies, for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage. As a fire attack, it will heal fiery enemies.
First Attack 	1 	TBD 	Mario can defeat weak enemies (that no longer give Star Points) by hitting them with a First Strike. Does not work in the Pit of 100 Trials.
Flower Finder 	3 	Merlow (6 Star Pieces) 	The player will win more flowers than usual after winning battles.
Flower Saver 	4 	TBD 	All of Mario's abilities cost 1 FP less than they normally would, to a minimum of 1 FP.
Flower Saver P	4 	TBD 	All of the abilities of Mario's partner cost 1 FP less than they normally would, to a minimum of 1 FP.
Flower Shield 	2 	TBD 	Successfully guarding may restore Mario's FP by 1.
Foul Guard 	4 	TBD 	When Mario has a status ailment, his defense power increases by 1.
Foul Guard P 	4 	TBD 	When Mario's partner has a status ailment, their defense power increases by 1.
Foul Rush 	4 	TBD 	When Mario has a status ailment, his attack power increases by 1.
Foul Rush P 	4 	TBD 	When Mario's partner has a status ailment, their attack power increases by 1.
FP Drain 	1 	TBD 	Reduces Mario's attack power by 1, but grants him 1 FP every time he hits an enemy.
FP Plus 	3 	TBD 	Increases Mario's maximum FP by 5.
Hammer Throw 	1 	TBD 	Allows Mario to use Hammer Throw, a hammer attack that can hit any enemy without approaching, for 2 FP.
Hammerman 	2 	TBD 	Boosts the power of all Mario's hammer attacks by 1, but disables his ability to jump in battle.
Happy Flower 	4 	Merlow (4 Star Pieces) 	Slowly restores FP in battle.
Happy Heart 	4 	Merlow (4 Star Pieces) 	Slowly restores Mario's HP in battle.
Happy Heart P 	4 	Merlow (4 Star Pieces) 	Slowly restores the HP of Mario's partner in battle.
Head Rattle 	1 	TBD 	Allows Mario to use Head Rattle, a hammer attack that confuses the target, for 2 FP.
Heart Finder 	3 	Merlow (6 Star Pieces) 	The player will win more hearts than usual after winning battles.
Heart Shield 	2 	TBD 	Successfully guarding may restore Mario's HP by 1.
Heart Shield P	2 	TBD 	Successfully guarding may restore the HP of Mario's partner by 1.
HP Drain 	1 	TBD 	Reduces Mario's attack power by 1, but grants him 1 HP every time he hits an enemy.
HP Drain P 	1 	TBD 	Reduces the attack power of Mario's partner by 1, but grants them 1 HP every time they hit an enemy.
HP Plus 	3 	TBD 	Increases Mario's maximum HP by 5.
HP Plus P 	6 	TBD 	Increases the maximum HP of Mario's partner by 5.
Ice Power 	1 	TBD 	Allows Mario to safely jump on fire enemies, and increases his attack and defense power against fire enemies and attacks by 1.
Ice Smash 	1 	TBD 	Allows Mario to use Ice Smash, a hammer attack that freezes the enemy, for 3 FP.
Item Hog 	3 	TBD 	Makes it more likely for items to appear after a battle and increases the chance of Flidgit successfully stealing an item with her Pickpocket ability.
Jumpman 	2 	TBD 	Boosts the power of all Mario's jump attacks by 1, but disables his ability to hammer in battle.
L Emblem 	0 	Sold by Hussell (64 coins) 	Changes Mario's clothes to resemble Luigi's, or Waluigi's if combined with the W Emblem.
Last Stand 	1 	TBD 	When Mario is in Danger (5 or less HP), he will only receive half as much damage as normal, rounded up. Equipping multiple Last Stand badges divides the damage by the number of badges equipped plus one.
Last Stand P 	1 	TBD 	When Mario's partner is in Danger (5 or less HP), they will only receive half as much damage as normal, rounded up. Equipping multiple Last Stand badges divides the damage by the number of badges equipped plus one.
Lucky Day 	7 	Astral Beacon 	Causes enemies' attacks against Mario to frequently miss.
Lucky Start 	4 	TBD 	Every time a battle begins, Mario will have one of the following positive status effects for three turns: electrified, dodgy, HP recovery, or FP recovery.
Mega Rush 	1 	TBD 	When Mario is in Peril (1 HP), his attack power increases by 5.
Mega Rush P 	1 	TBD 	When Mario's partner is in Peril (1 HP), their attack power increases by 5.
Money Money 	5 	Merlow (15 Star Pieces) 	The player will win more coins than usual after winning battles.
Multibounce 	1 	TBD 	Allows Mario to use Multibounce, a jump attack that hits every enemy consecutively, for 2 FP.
P-Down, D-Up 	2 	TBD 	Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1.
P-Down, D-Up P	2 	TBD 	Lowers the damage Mario's partner takes by 1, but also lowers the damage they deal by 1.
P-Up, D-Down 	2 	TBD 	Raises the damage Mario deals by 1, but also raises the damage he takes by 1.
P-Up, D-Down P	2 	TBD 	Raises the damage Mario's partner deals by 1, but also raises the damage they take by 1.
Peekaboo 	2 	Merlow (7 Star Pieces) 	Allows Mario to see enemies' HP without using Goomblake's Tattle ability. Also shows the HP of some things that cannot be Tattled, such as Beatrice's Hive Barrier or the special move Fortune's Shield.
Piercing Blow 	1 	TBD 	Allows Mario to use Piercing Blow, a hammer attack that ignores enemies' defense, for 2 FP.
Pity Flower 	3 	TBD 	When Mario takes damage, he occasionally recovers 1 FP.
Power Bounce 	3 	TBD 	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.
Power Jump 	1 	Given by King Ruby; dropped by Goombas, Gloombas, Buzzy Beetles 	Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP.
Power Plus 	6 	Merlow (15 Star Pieces) 	Increases Mario's attack power by 1.
Power Plus P 	6 	Merlow (15 Star Pieces) 	Increases the attack power of Mario's partner by 1.
Power Rush 	1 	TBD 	When Mario is in Danger (5 or less HP), his attack power increases by 2.
Power Rush P 	1 	TBD 	When Mario's partner is in Danger (5 or less HP), their attack power increases by 2.
Power Smash 	1 	Given by Queen Sapphire; dropped by Buzzy Beetles, Spike Tops 	Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP.
Pretty Lucky 	2 	TBD 	Causes enemies' attacks against Mario to occasionally miss.
Pretty Lucky P	2 	TBD 	Causes enemies' attacks against Mario's partner to occasionally miss.
Quake Hammer 	2 	TBD 	Allows Mario to use Quake Hammer, a hammer attack that targets all grounded and ceiling enemies, for 3 FP.
Quick Change 	7 	Merlow (8 Star Pieces) 	Allows Mario or his partner to switch partners in the midst of battle without using up a turn.
Refund 	1 	TBD 	If the player uses an item in battle, Mario will be given some coins back.
Return Postage	7 	TBD 	Permanently gives Mario the counterattack status, forcing contact attackers to take half the damage they do to Mario, rounded down.
Second Chance 	7 	Pit of 100 Trials (100th floor, obtained by defeating ???) 	Once per battle, revives Mario with 10 HP if he is knocked out.
Secure Sack 	4 	TBD 	Mario will not drop coins when fleeing battle, and enemies are prevented from stealing coins or items.
Shrink Stomp 	1 	TBD 	Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy, for 2 FP.
Simplifier 	1 	TBD 	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.
Sleepy Stomp 	1 	TBD 	Allows Mario to use Sleepy Stomp, a jump attack that can put the enemy to sleep, for 2 FP.
Slow Go 	0 	Sold by Hussell (12 coins) 	Prevents Mario from moving quickly.
Sniper Stomp 	1 	TBD 	Allows Mario to use Sniper Stomp, a jump attack that never misses even against invisible enemies, for 1 FP.
Soft Stomp 	1 	TBD 	Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3, for 2 FP.
Speedy Search 	1 	TBD 	Allows Goomblake to Tattle enemies without using up a turn.
Spike Shield 	3 	TBD 	Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies.
Star Saver 	7 	Pit of 100 Trials (90th floor) 	All of Mario's special moves cost 1 SP less than they normally would, to a minimum of 1 SP.
Super Appeal 	1 	TBD 	Gets more star power from the audience when Mario appeals.
Super Appeal P	1 	TBD 	Gets more star power from the audience when Mario's partner appeals.
Timing Tutor 	1 	Sold by Hussell (120 coins) 	Teaches the timing for Stylish moves.
Toxic Smash 	2 	TBD 	Allows Mario to use Toxic Smash, a hammer attack that poisons the enemy, for 2 FP.
Unsimplifier 	1 	TBD 	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; "Amazing"s become larger in size.
Vital Force 	4 	TBD 	When out of FP, uses Mario's HP instead, at a rate of 2 HP per 1 FP.
Volt Drive 	3 	TBD 	Allows Mario to use Volt Drive, a hammer attack that damages and may paralyze all grounded and low-hovering enemies, for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage. As an electric attack, it will heal electric enemies.
W Emblem 	0 	TBD 	Changes Mario's clothes to resemble Wario's, or Waluigi's if combined with the L Emblem.
Whirlwind Jump	2 	TBD 	Allows Mario to use Whirlwind Jump, a jump attack that jumps on one enemy and then damages all midair enemies, for 3 FP.
Zap Tap 	3 	TBD 	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 and similar enemies cannot swipe Mario's belongings if Mario wears this badge.