What the title says. At any rate, some terms to make clear before explaining everything. If an effect rounds “down”, everything after the decimal point is cut off; if “up”, it’s the same as down, but adding 1 if the decimal was non-0; if “5/4”, standard nearest rounding is used (0.5 or more rounds up, less rounds down). If equipment stacks “additively”, then their modifiers are added together if worn together; e.g. +20% and +30% additively stacked = 50% increase. If it stacks “multiplicatively”, though, the modifiers are multiplied by each other; e.g. +20% and +30% multiplicatively stacked = (1.20)*(1.30)=1.56 = 56% increase.

Note in particular that all purely stat-boosting gear stacks multiplicatively with other such gear, as well as equipment that increases base stats by set amounts. For example, 120 base POW + D-Star Wear (80 POW) + DX POW Gloves (x1.2) + DX POW Boots (x1.2) = (120 + 80)*1.2*1.2 = 288 POW.

Sell prices included for completeness; if the equipment can be bought, its base price is always four times as much, rounded to the nearest multiple of 5.

Equipment Name |
Equipment Effect |
Sell Price |

Thin Wear | +5 DEF | 1 |

Picnic Wear | +15 DEF | 7 |

Leisure Wear | +30 DEF | 50 |

Fighter Wear | +5 POW, 25 DEF | 37 |

Heart Wear | +10 Max HP, 80 DEF | 450 |

Brawny Wear | +10 POW, 45 DEF | 300 |

Grown-Up Wear | +50 DEF, 10 SPEED, 10 STACHE | 275 |

Koopa Wear | +40 DEF | 125 |

Hero Wear | +60 DEF | 375 |

Balm Wear | +90 DEF | 500 |

Muscle Wear | +20 POW, 65 DEF | 450 |

Master Wear | +20 Max SP, 140 DEF, special attack power x1.25 (Does not stack with other special attack boosts) | 1 |

King Wear | +100 DEF | 625 |

Star Wear | +20 Max HP, 10 Max SP, 120 DEF | 750 |

D-Star Wear | +80 POW | 1 |

A-OK Wear | +30 Max HP, 10 Max SP, 20 POW, 150 DEF, 20 SPEED & 20 STACHE, Cures status ailments | 5000 |

Rental Wear | No effect (not used in-game) | 1 |

HP Socks | x1.2 Max HP | 75 |

Deluxe HP Socks | x1.3 Max HP | 500 |

SP Socks | x1.2 Max SP | 125 |

DX SP Socks | x1.3 Max SP | 750 |

Hustle Socks | Lets you flee battles without losing coins. | 75 |

Coin Socks | 1.5x coins from enemies if the wearer takes no damage. | 250 |

Starched Socks | x1.1 DEF | 62 |

Gumption Socks | Revives you at 1/2 of max HP after 1 turn if KO’ed, can take effect multiple times in a battle. | 2500 |

Bro Socks | Doubles the wearer’s DEF if holding a fallen bro. | 1 |

Gall Socks | Makes enemies 50% more likely to attack the wearer. | 12 |

Rugged Socks | x1.2 DEF | 300 |

EXP Socks | 1.3x EXP from enemies for the wearer if he takes no damage. | 375 |

No-touch Socks | Nullifies all status ailments. | 100 |

Nurse Socks | Restores 4 HP per turn. | 100 |

Doctor Socks | Restores 10 HP per turn. | 1000 |

Special Socks | Restores 1 SP per turn. | 150 |

Surprising Socks | Restores 3 SP per turn. | 1500 |

Guardian Socks | Restores 8 HP and 2 SP per turn. | 2500 |

POW Gloves | x1.1 POW | 100 |

DX POW Gloves | x1.2 POW | 3750 |

Mushroom Gloves | Randomly uses Mushrooms before you move on occasion. | 1000 |

Special Gloves | x1.15 Special attack power (does not stack with Master Wear) | 1250 |

Heavy Gloves | x1.2 Hammer attack power | 125 |

Delicious Gloves | Doubles item restoration amounts, including 1-up Mushrooms. | 500 |

Flower Gloves | x1.2 Fire Flower attack power (Does stack additively with Master Wear, etc.) | 200 |

Bye-Bye Gloves | Gives the wearer’s hammer a chance of OHKO’ing an enemy. | 625 |

Softener Gloves | Presumably due to a coding error, the wearer’s hammer has a chance of RAISING enemy DEF by 25%. | 250 |

Item Gloves | Hammering a foe may make it drop an item; you can do this multiple times per enemy. | 150 |

Siphon Gloves | Makes hammer attacks restore a tenth of the wearer’s max SP. | 1 |

Dent Gloves | Hammer First Strikes may KO foes. | 1250 |

POW Boots | x1.1 POW | 200 |

DX POW Boots | x1.2 POW | 5000 |

Tip-Top Boots | Gives you an extra 30% POW while at max HP. | 750 |

Special Boots | x1.1 special attack power (does not stack w/Master Wear) | 750 |

Heavy Boots | x1.2 Solo jump attack power | 150 |

Daredevil Boots | x2 POW, but KO’ed in one hit; Big Shell and such do not work with these equipped. | 500 |

Shell Boots | x1.2 Green Shell attack power (stacks additively w/Master Wear, etc.) | 150 |

Dizzy Boots | Jump attacks may inflict “Dizzy” status. | 375 |

Shroob Boots | Jump attacks might cut enemy POW in half. | 500 |

Coin Boots | Stomping an enemy may produce coins; can be used multiple times per enemy. | 250 |

Siphon Boots | Every jump attack restores 5% of your max HP. | 250 |

Big Stomp Boots | Jump first strikes do 30% more damage. | 750 |

Happy Charm | Makes Lucky attacks 50% more common. | 125 |

Luck Charm | Makes Lucky attacks twice as common. | 500 |

Thrift Charm | 60% SP cost for a random special attack, rounded 5/4. | 250 |

Budget Charm | 70% SP for special attacks, rounded 5/4. | 375 |

Tight Belt | 50% SP for special attacks, rounded 5/4. | 2500 |

Advice Patch | Raises a suggested special attack’s power by 30%, Does stack additively with Master Wear, etc. | 1 |

Luxury Patch | Raises SP attacks’ attack power by 20% and cost by 50%, rounded 5/4. Does not stack with Master Wear, et al.; the most powerful form takes precedence. | 500 |

Heroic Patch | Raises SP attacks’ attack power by 30% and cost by 100%, see above. | 750 |

Small Shell | Nullifies damage once per battle. Does not work with Daredevil Boots. | 500 |

Big Shell | Nullifies damage three times per battle. Does not work with Daredevil Boots. | 1750 |

Giant Shell | Nullifies any damage that would do less than 20% of your max HP’s worth of damage. | 750 |

KO Shell | Nullifies damage while the wearer has “Super Strike” status. | 1000 |

Gold Ring | No effect. | 200 |

Gold Crown | No effect. | 250 |

Lazy Scarf | Triples DEF if HP is below 25% of its max. |
375 |

Mushroom Stone | Makes foes only drop Mushrooms. Unlike Mushwin Pants of Superstar Saga, does not guarantee a Mushroom drop. | 250 |

POW Mush Jam | Gives POW-Up status (+20%) after eating any type of Mushroom. | 1000 |

DEF Mush Jam | Gives DEF-Up status (+30%) after eating any type of Mushroom. | 200 |

Treasure Specs | Doubles enemies’ item drop rate. | 750 |

Vengeance Cape | Every hit taken increases POW by 5%, to a maximum of 30%. | 625 |

Challenge Medal | Gives you 50% more coins from enemies, but in exchange, increases their HP and DEF by 50%, and their POW by 150%. |
1 |

Shabby Shell | +20 DEF | 7 |

Special Shell | +40 DEF | 50 |

Safety Shell | +60 DEF | 100 |

Judge Shell | +75 DEF | 200 |

Rock Shell | +90 DEF | 250 |

Armored Shell | +130 DEF | 400 |

Rampage Shell | +20 POW, 100 DEF | 350 |

Dream Shell | +220 DEF | 600 |

Wicked Shell | +30 POW, 180 DEF | 1125 |

Ironclad Shell | +300 DEF | 1 |

Block Ring | x1.3 DEF | 1 |

King Shell | +20 Max SP, 20 POW, 260 DEF, x1.3 punch attack power, does not stack with like effects. | 1 |

Power Band | x1.1 POW | 250 |

Power Band + | x1.2 POW | 2500 |

Minion Band | Restores 2 SP per turn. | 500 |

Minion Band SP | Restores 4 SP per turn. | 2500 |

Iron Fist Band | x1.2 punch attack power, does not stack with like effects. | 100 |

Vampire Band | Every punch attack restores 8% of max HP. | 500 |

Stamina Band | Gives POW-Up status (+15%) after eating any type of Drumstick. | 1250 |

Hunter Band | Each enemy KO’d raises POW by 10%, to a max of 30%. | 625 |

Lucky Band | Doubles the chance of getting a Lucky attack. | 50 |

Block Band | x1.2 DEF | 1 |

Fury Band | x2.4 POW when furious, rather than the normal x2. | 1 |

Power Fangs | x1.1 POW | 500 |

Power Fangs X | x1.2 POW | 5000 |

Special Fangs | x1.2 Max SP | 250 |

Special Fangs X | x1.4 Max SP | 1250 |

Red-hot Fangs | x1.2 flame attack power | 125 |

Burning Fangs | Doubles the chance of flames causing Burn status | 375 |

Fury Fangs | Raises Fury chance by either 50% or 150%, description is vague. | 500 |

Bone Fangs | Gives DEF-Up status (+30%) after eating any type of Drumstick. | 1 |

Intruder Fangs | Allows you to choose two actions every turn. | 1 |

Block Fangs | x1.2 DEF | 1 |

Flashy Fangs | Nothing | 1000 |

Cheap Ring | Cuts a random special attack’s SP cost by 30% every turn, rounded 5/4. | 150 |

Economy Ring | Cuts all SP costs by 50%, rounded 5/4. | 2500 |

Heroic Ring | Doubles SP cost, and raises SP attack power 30%. | 750 |

Glutton Ring | Lets you eat two drumsticks at once. | 375 |

Excellent Ring | Every Excellent attack will restore 10% of your max SP. | 500 |

Drumstick Ring | Randomly uses a drumstick from your inventory before your turn. | 250 |

Peace Ring | Restores 15 HP per turn. | 500 |

Fill-up Ring | Restores 4 SP per turn. Overrules Minion Bands, for whatever reason. | 750 |

Restore Ring | Restores 10 HP and 3 SP per turn, does stack with Minion Bands. | 1250 |

Fast Cash Ring | Doubles coin drops from foes KO’ed in the field. | 200 |

Treasure Ring | Doubles Item drop rate. | 1 |

Safety Ring | x1.2 Max HP | 250 |

Hard Ring | x1.2 DEF | 100 |

Rental Shell | No effect, not used in-game. | 1 |

Finally, I’ll go over how the Bros. Badges work, and how much it takes to fill those bars.

First of all, every attack restores the same number of units regardless of what rank the Bros. receive on a move, so long as it’s at least as good as the badge Luigi has equipped; however, if a bro misses a command short of an “Excellent” while wearing the Excellent!! Badge, his side of the bar will empty (if all possible enemies are killed before reaching “Excellent”, the bar will not empty, though). Also of note, Excellent!! bars always fill up just as fast as Excellent!, no faster. The amounts each attack fills the bar are as follows:

- Solo Jump, Hammer commands – 20 units
- Green Shell, Fire Flower – 25 units
- Yoo Hoo Cannon, Snack Basket, Magic Window – 35 units
- Koopa Spring, Super Bouncer, Mighty Meteor, Spin Pipe, Falling Star – 45 units

**Mushroom Badge **– Restores the Bros.’ HP.

- Good Badge: Restores 20% of max HP, 240 units
- Great Badge: Restores 30% of max HP, 180 units
- Excellent! Badge: Restores half of max HP and cures status ailments, 160 units
- Excellent!! Badge: Restores all HP and cures status ailments, 160 units

**Powerful Badg e** – Gives the Bros. “Super Strike” status, making their next attack much more potent.

- Good Badge: Makes the next attack ~20% (3/16) stronger, 220 units
- Great Badge: Makes the next attack 50% stronger, 160 units
- Excellent! Badge: Makes the next attack twice as strong, 140 units
- Excellent!! Badge: Makes the next attack four times as strong, 140 units

**Bonus Badge **– Increases the after-battle rewards for defeating enemies.

- Good Badge: x1.2 coins, 220 units
- Great Badge: x1.4 coins, 160 units
- Excellent! Badge: x1.6 coins & x1.2 EXP, 140 units
- Excellent!! Badge: x2.0 coins & x1.5 EXP, 140 units

**Bro Badge** – Restores the Bros.’ SP.

- Good Badge: Restores 20% of max SP, 260 units
- Great Badge: Restores 30% of max SP, 200 units
- Excellent! Badge: Restores 50% of max SP, 180 units
- Excellent!! Badge: Restores all SP, 180 units

This pretty much wraps up the important info for Bowser’s Inside Story; I may do some short posts on it in the future, however.

MattI’m sure you already know this but Fury doesn’t actually double damage taken, it only slightly increases it. Just thought I’d mention it here, as it’s relevant. Block Ring is in the wrong place in the list, but maybe that’s deliberate to stop plagiarism?

jdaster64Post authorI didn’t even know it increased damage taken; I just knew it doubled damage dealt. I haven’t touched BIS in forever, honestly, and I never played it much. Didn’t even notice the Block Ring thing, but I’ll probably leave it alone.

MattI discovered something yesterday. You can actually get certain pieces of equipment and some cash before you’re supposed to, due to the way the game saves. It’s sort of like going back in time. Any powerup that you can get from Broque Madame or the Cholesteroad, including the best equips for getting all A ranks, and all cash prizes from the Gauntlet minus the fee required for playing each round once, can be taken back in time with you. Simply don’t save in between the time you want to take the equipment and money back to, and the time you earn your A rank(s), then reset. I’m going to try this next time, rushing through the whole game without saving and starting again with all these challenges done.

MattJust to add, although it’s nice to have the Master Wear and King Shell at the start of the game, the real point of this is to have the Challenge Medal available at the start I suppose. Personally, I keep the Challenge Medal on at all times after getting it (I even did this on my first playthrough); I even kept it on while beating the Gauntlet bosses for the first time. I wanted a decent challenge, and it was worth it! The 50% extra coins definitely add up, and I’ve been using the Bonus + Excellent! badge and the Coin Socks, and Item Gloves for both brothers and Treasure Specs so I get lots of drops. I was pleased with getting 7 Shroob Boots this time round (that’s very lucky indeed, and it took a lot of tries to get more than 4 or 5), and unlike Partners in Time which can give you unlimited items per battle, as you can see in a Soul Bubble fight (using the Treasure Badge to kill respawned enemies got me 19 Trampolines as well as other stuff; respawned enemies give no experience and no items in the European version, but the Treasure badge guarantees you a Trampoline, just like it does with Support Shroobs – but NOT with Princess Shroob as there’s no victory screen), this game only lets you have ten items per battle, making farming rare equips like D Star Wear and Grown Up Wear annoying sometimes. Since the game gives you the last ten items in the list if there are more than ten, it’s sometimes worth taking the Treasure Specs off for bosses like the Shroobs and Bowser Memory ML, because the natural drops always come first, then the drops from Item Gloves and Treasure Specs. So, if there are no Treasure Specs to worry about, you can just keep track of the items the enemies drop, and when the last ten contain enough of the equip you’re after, kill the enemies without hammers and you’re guaranteed to get them. However, with Treasure Specs on as well, there’s a chance an extra Gear Bonus item will appear in the list, shunting off the first. Sorry it’s a bit complicated, but I hope you know what I mean by this.

MattI really wish there was an edit feature… Last thing, in the upper area of Plack Beach where all the floating coins and air currents are, the coins sometimes aren’t counted correctly when you collect them. Often you’ll collect the same coin twice; this can most easily be seen when you collect a larger coin near the top of one of the rooms and you hear the collection noise twice. It’s especially nice with the 10 and 50 coin pieces. In the room with the Flower Gloves just below, there’s a way to get a lot more coins than you’re supposed to but I’m not sure how to do it consistently. What I did was, while inflated, stand on the platform with the Flower Gloves block above me, south of the block but touching it, then I went west and collected the coins in a particular way which I’m not sure about. Upon collecting the bottom-right coin of the left grouping, there was no collection sound but the coin disappeared; when I checked my coin total, it had jumped by 20-30 more than it should have done. It’s all very confusing. And I wonder if Bowser’s level affecting the bros. is deliberate or an oversight. I think the latter is more likely; it probably should have used the current character’s level to decide his level-up bonuses. Here’s the list: http://www.gamefaqs.com/boards/954368-mario-and-luigi-bowsers-inside-story/52986514?page=1