Player Attributes

From Blaseball Wiki

Every player has a set of hidden attributes that impact their in-game performance. Most of these factor into the "star ratings" seen on player cards.

These attributes are normally not directly shown on the blaseball.com website. Purchasing an Apple shows a visualization for players on your team. Alternatively, there are several unofficial tools. A good one is abslve, which includes a "Forbidden Knowledge" section accessible by the link in the site footer.

Disclaimer: Almost all of this knowledge is based on correlations we observed. None of it is definitive.

Batting attributes

Buoyancy

Appears to turn fielded outs specifically into flyouts. Is countered by the opposing pitcher's suppression.

This is not used in the batting star calculation, but appears in the Vibes formula.

Divinity

Ability to hit home runs. This is boosted by "Power" blessings (eg. Ooze, Mushroom).

Martyrdom

Determines whether a batter ground out with a runner on base that has to advance, turns into a Fielder's Choice or if the runner(s) is/are able to advance on the out.

Moxie

Represents "plate discipline" / drawing walks - determines how likely the player is to not swing at balls outside the strike zone.

Batters with a higher Moxie have a higher chance to land their home runs in Big Buckets and succeed when attempting alley-oops with Hoops.

Musclitude

Appears to determine if a batter's hit turns into a double instead of a single.

Also used to determine if a batted ball turns into a foul.

Patheticism

A "negative stat" (lower is better). Determines ball contact.

Higher patheticism correlates with higher strikeout rate, lower batting average, on-base percentage, and similar derived stats.

Thwackability

General "quality of contact" with the ball, higher thwackability reduces groundouts and flyouts and increases hits.

Tragicness

Tragicness is generated randomly like all other attributes, but during the Discipline Era was reset to exactly 0.1 at various points throughout the season. In the Expansion Era, the Tragicness reset no longer occurred, allowing the value to be adjusted by various stat changing events. Due to the Discipline Era having no variance in Tragicness across players, the in-game effect of Tragicness is currently unknown.

Pitching attributes

Ruthlessness

How likely a pitch is to be inside the strike zone. Higher ruthlessness reduces walks and increases strikeouts. Along with unthwackability, is one of the primary components of pitcher performance.

Examples of pitchers with very high ruthlessness (as of Season 11) are PolkaDot Patterson (1.283) and Burke Gonzales (1.341).

Overpowerment

Seems to reduce the power of batted balls - mainly lowers home runs, but seems to affect all types of hits.

Unthwackability

Lowers hits allowed, increases ground outs and flyouts. The "counter" to batter thwackability.

Shakespearianism

Appears to convert fielder's choices into double plays.

Suppression

Appears to counter batter buoyancy and converts flyouts to ground outs.

Coldness

Unknown at this time, but there is weak signal that this is used in the stolen base rolls for a baserunner.

Baserunning attributes

Base thirst

Determines likelihood of base stealing attempts, although not necessarily success rate. A player with high base thirst but low laserlikeness will get caught stealing often.

Laserlikeness

The most significant factor in the baserunning star formula, appears to be a general measure of "baserunning skill".

Continuation

Governs runner advancement on hits, both how often and how many bases.

Batters with a higher Continuation are more likely to set up an alley-oop with Hoops when they hit a home run.

Ground friction

Appears to determine if a batter's hit turns into a triple instead of a single.

Indulgence

Related to runner advancement on an out, likely also related to sac flys.

Defense attributes

Defense appears to be handled by the team as a whole, possibly taking the average of each of these values for the entire fielding team. On outs that name the fielding player, every player seems to field the ball at an equal rate, not correlating to that player's individual stats.

It's likely that the simulation first decides that an out happens, and then picks a player at random to attribute that out to.

Anticapitalism

Seems to "defend" against base theft.

Chasiness

Defends against extra base hits, holding runners to first base.

Omniscience

Controls fielding hits, turns batter hits into outs.

Tenaciousness

Related to steal attempts in some form.

Watchfulness

Reduces baserunning attempts - unknown impact on success rate.

Other attributes

Peanut allergy

Determines whether or not a player is allergic to peanuts. An allergic player will experience allergic reactions during peanut weather, and a non-allergic player will experience yummy reactions instead.

Peanut allergies are not evenly distributed - As of the end of Season 11, approximately 60% of active players are allergic.

Cinnamon and pressurization

These two stats determine the upper and lower bounds, respectively, of the player's vibes, and have no known effect outside of this.

Pressurization also appears in the soulscream formula.

Soul

Ranges between 2 and 9 (inclusive), and determines the length of the player's soulscream (in multiples of 11 characters).

There is one exception to this: Chorby Soul has a Soul of 1777, which theoretically makes their soulscream 19,547 characters long. However, the formula breaks down after about 3,000 characters, after which it just repeats the word "undefined".

Fate

Ranges between 0 and 99 (inclusive). No known in-game effect, although this does show up on the public player page.

This seems to get rerolled occasionally, correlating with some (but not all) stat, modification, or Feedback changes.