I Spy ~ BP: 1
When worn, the badge beeps and flashes whenever the wearer enters a room containing one or more undiscovered items.
Iron Chef ~ BP: 2
All cooking recipes attempted by the wearer will have a 100% success rate.
Fall Rescue ~ BP: 2
The wearer will take no damage from a Long Fall (whether in the field or in battle).
Doesn't work in battle if Impact Tremor is worn.
Impact Tremor ~ BP: 3
If the wearer takes a Long Fall in battle, an earthquake deals 2 [/] damage to the wearer's opponents.
Wearing more than one copy makes the earthquake deal 2 damage per copy worn, up to a maximum of 10 damage.
Seismologist ~ BP: 11
Earthquakes will miss the wearer even if they aren't flying (but not if they are underground).
If two copies are worn, earthquakes will miss even when the wearer is underground. (The wearer can still be hit by psychic attacks, etc.)
Peekaboo ~ BP: 2
The wearer (but not teammates!) can see the stats of enemies who haven't yet been Tattled.
Throw the Butt Casually ~ BP: 1
When the wearer discards an item, the item disappears instead of remaining grabbable.
This badge cannot destroy key items or other such important things.
Garbage Take ~ BP: 11
The wearer automatically grabs all items discarded in battle, regardless of turn order and without using up any actions.
Items discarded by the wearer are not automatically grabbed, and nothing is grabbed while the wearer's inventory is full.
Refund ~ BP: 2
When the wearer uses an item, half of the item's store price in money will instantly appear in the wearer's pocket.
Money Money ~ BP: 7
When the wearer's team wins a battle, any money received from the opponents will instantly double.
Wearing more than one copy doubles the amount of money received for each copy worn.
Item Hog ~ BP: 10
50% of the time, when the wearer's team wins a battle, a random item fills an empty slot in the wearer's inventory.
Wearing more than one copy runs the calculation again for each copy worn, potentially conjuring more than one item.
Truffle Hog ~ BP: 10
50% of the time, when the wearer's team wins a battle, a (regular) Mushroom fills an empty slot in the wearer's inventory.
Wearing more than one copy runs the calculation again for each copy worn, potentially conjuring more than one Mushroom.
Secure Pouch ~ BP: 1
The chance of successfully stealing an item or weapon from the wearer is only 50% of what it would normally be.
Wearing more than one copy will reduce stealing chances by 50% for each copy worn.
Miracle ~ BP: 5
25% of the time, when the wearer has more than 1 HP and receives enough damage to die, they will hang on with 1 HP.
Parting Grace ~ BP: 2
When a fusion including the wearer is killed, the wearer will unfuse and emerge alive with 1 HP remaining.
Chill Out ~ BP: 2
If the wearer is hit by a First Strike, the attack will have no effect on the wearer (except to begin the battle).
Dizzy Attack ~ BP: 2
In addition to their normal effects, First Strikes performed by the wearer will inflict 1 turn of Dizziness (100% chance).
Wearing more than one copy will inflict turns of Dizziness equal to the number of copies worn.
First Attack ~ BP: 5
First Strikes performed by the wearer on foes worth no XP to the wearer will inflict Instant Death (100% chance).
First Plating ~ BP: 8
The first offensive hit that the wearer takes in a battle will have no effect whatsoever on the wearer.
I-Frames ~ BP: 42
After the wearer takes damage, the next attack on the wearer will have no effect; repeat. Resets for each Phase of battle.
Healing or Benefits granted when invulnerable will work but count as an attack used. Multi-hit attacks count as one attack.
Escape Artist ~ BP: 2
The wearer can Run Away with a 100% success rate. They still can't escape from inescapable battles.
Runaway Pay ~ BP: 2
If the wearer successfully runs from battle, XP will be awarded for any enemies that had been defeated before running.
Damage Dodge ~ BP: 3
The wearer's Defend command decreases damage by 2 instead of 1 and blocks new Status Problems 100% of the time.
Wearing more than one copy increases decretion by the number of copies worn.
Superguard ~ BP: 5
If the wearer is hit by a melee attack while Defending, the attacker takes 1 damage (ignoring Defense Power but not armor).
Wearing more than one copy deals counter damage equal to the number of copies worn.
Guard Rebound ~ BP: 10
If the wearer is hit by a projectile attack while Defending, the attack rebounds on the attacker as with Reflectivity.
Stand Tall ~ BP: 5
The wearer can't be flipped over, even when wearing shell armor.
Overrules an opposing Flip Off unless more copies of Flip Off are worn by the attacker than copies of Stand Tall by the target.
Flip Off ~ BP: 10
Any attack performed by the wearer will flip over a flippable target if it hits them.
Only overrules an opposing Stand Tall if more copies of Flip Off are worn by the attacker than copies of Stand Tall by the target.
Bass-Ackwards ~ BP: 4
The wearer is counted among the opposing team in battle, acting on its Phase and being hit by multitarget attacks at it.
If two copies are worn, the wearer acts on the opposing team's Phase but is grouped with their own team for multitargeting.
Mulligan ~ BP: 9
After taking an action in battle, the wearer can spend 2 VP to undo all of the action's effects and take another action.
Mulligans must be used by the end of the wearer's Phase in a turn, and can't go back to previous turns.
If two copies are worn, mulligans only cost 1 VP.
Bravely Default ~ BP: 10
The turn after Defending, the wearer can take multiple actions, one plus the number of consecutive turns spent Defending.
Without Defending, the wearer can take multiple actions per turn, but must then spend that number of turns Doing Nothing.
No more than four actions can be taken per turn, but Fastness adds one and can make it five, while Slowness subtracts one.
1 More! ~ BP: 11
If the wearer exploits a foe's Elemental weakness, the wearer can take another action that turn (one per foe per turn).
Once Again ~ BP: 11
If the wearer deals a killing blow, the wearer immediately performs the same attack again on a target of their choice.
VP, MP, and/or other requirements apply to the repeat attack, so it won't be executed if these can't be met again.
Greatest Hits ~ BP: 5
Multiple-hit attacks performed by the wearer will hit one additional time.
Wearing more than one copy grants a number of extra hits equal to the number of copies worn.
If different hits deal different amounts of damage, all extra hits deal as much as what would otherwise be the last hit.
One Hit Wonder ~ BP: 10
Multiple-hit attacks performed by the wearer instead deal one hit with the combined power of all the would-be hits.
Boosts such as Increases and Charges are only applied once to the combined hit, not multiple times for the would-be hits.
If worn simultaneously with Greatest Hits, damage from extra hits is combined into the single hit.
Road Rage ~ BP: 6
When the wearer drives a vehicle, the vehicle's basic collision attack can hit all opponents in the same turn for no cost.
Normal rules still apply about whether the vehicle can hit flying characters.
No Slugbacks ~ BP: 7
Anyone attacked by a vehicle driven by the wearer can't attack that vehicle for their next action.
This effect won't activate twice in a row (for the same target) or if the wearer's vehicle is the only viable target.
Quick Change ~ BP: 7
Actions such as changing forms or switching out partners can be performed by the wearer without using up a turn in battle.
Fancy Fingers ~ BP: 13
The wearer can (un)load ammo, put on/off armor, get in/out of vehicles, or grab dropped items without using up a turn in battle.
Atomic Fusion ~ BP: 19
Fusing or unfusing with other characters does not use up the wearer's turn in battle.
Long Stride ~ BP: 21
When the wearer fuses with someone, the fusion gets a number of actions per turn equal to the number of fusers.
Fastness adds one action rather than doubling, and Slowness subtracts one rather than rendering alternating turns immobile.
P-Up, D-Down ~ BP: 2
Regardless of stats, all attacks used by OR on the wearer deal 1 more damage than usual.
Wearing more than one copy increases damage dealt and received by the number of copies worn.
P-Down, D-Up ~ BP: 2
Regardless of stats, all attacks used by OR on the wearer deal 1 less damage than usual.
Wearing more than one copy reduces damage dealt and received by the number of copies worn.
Janky ~ BP: 1
Regardless of stats, all attacks used by the wearer will deal either 1 more OR 1 less damage than usual (50-50 chance).
If two copies are worn, the wearer chooses whether or not to jankify each attack performed.
Iota ~ BP: 1
Regardless of offensive or defensive stats or conditions, all damaging attacks performed by the wearer will deal exactly 1 damage.
Normalize ~ BP: 4
Elemental attacks used by the wearer count as non-Elemental and will deal +2 damage.
No Guard ~ BP: 4
All attacks used by OR on the wearer will never miss (multitarget attacks on the wearer can still miss teammates).
Antlion Jaws ~ BP: 21
All attacks performed by the wearer count as [/] attacks (except those that are already [X] attacks).
If two copies are worn, all attacks performed by the wearer count as [X] attacks.
Thermal Inverter ~ BP: 1
Against the wearer, Fire attacks count as Ice-type and Ice attacks as Fire-type. Burns and Freezing are unchanged.
If two copies are worn, Fire- and Ice-type attacks used by the wearer are also inverted.
If three copies are worn, the wearer can choose whether or not to invert both incoming and outgoing Fire or Ice attacks.
Anticipation ~ BP: 1
The wearer shudders if any opponent knows an attack that can deal extra damage to the wearer (Elemental or otherwise).
This occurs at the start of battle or, if the opponent enters a battle after it starts, as soon as they enter.
Backsies ~ BP: 1
If an item or weapon is stolen from the wearer, the wearer can use the same stealing ability to get it back (costs apply).
If two copies are worn, the wearer can use the stealing ability to steal other things until the original item is retrieved.
If three copies are worn, the wearer can keep stealing even after the original item is retrieved, until the battle ends.
Collectivist ~ BP: 1
If the wearer's team has Tattled all entries in a bestiary-type weapon, that bestiary's armed basic attack will deal +20 damage when used by the wearer.
Guns Akimbo ~ BP: 6
The wearer can equip and fire two Pistol-type weapons simultaneously (at one target or two).
If two copies are worn, the wearer can instead equip two simultaneous Machinegun-type weapons (still one or two targets).
Arrow Ace ~ BP: 10
All arrows fired by the wearer will deal +1 damage.
Wearing more than one copy will increase arrow power by an amount equal to the number of copies worn.
Mind Over Matter ~ BP: 7
The wearer's attacks, still powered by their usual stats, all deal psychic damage against foes' defensive Brain Powers.
Brain Pain ~ BP: 8
All attacks used on the wearer, still powered by their usual stats, deal psychic damage against the wearer's Brain Power.
Teamwork ~ BP: 5
All members of the same team who wear this badge combine their total VP into one shared pool that any of them can use.
Badges still treat the characters as having separate VP pools when VP is used for BP cost extraction.
Teamagic ~ BP: 5
All members of the same team who wear this badge combine their total MP into one shared pool that any of them can use.
Badges still treat the characters as having separate MP pools when MP is used for BP cost extraction.
Dire-Free ~ BP: 25
When in the Danger Zone, if the wearer uses an item, the item does not disappear from the wearer's inventory.
Ulti-Free ~ BP: 50
When the wearer uses an item in battle, the item does not disappear from the wearer's inventory.
If two copies are worn, items do not disappear even when used in the field.
Spec-Free ~ BP: 100
All special attacks used by the wearer cost 0 VP. Psychic attacks and magic spells still have their normal costs.
Psych-Free ~ BP: 100
All psychic attacks used by the wearer cost 0 VP. Physical special attacks and magic spells still have their normal costs.
Magi-Free ~ BP: 100
All magic spells cast by the wearer cost 0 MP. Special attacks and psychic attacks still have their normal costs.
Critical Threshold ~ BP: 100
All attacks performed by the wearer have a 25% chance of scoring a critical hit for x3 damage (applied after defenses).
If two copies are worn, the wearer's attacks all have a 50% chance to crit.
Attacks that already have a critical hit chance are not affected by this badge.
Grate Choice ~ BP: 1
Does nothing except provide a source of psychic power for Grate Oracles. Doesn't count for this when not equipped.