Players: Other attributes
Age
You can see players' exact age on the player page. One Hattrick year is 112 days, which means all players are a certain age and 0-111 days.
Personality
All players have a personality. They can be nice or nasty, leaders or loners, temperamental or calm. Right now the personality does not affect much in the game, but it's for example wise to appoint a team captain with good leader abilities. More info about how personality affects the game is found in the psychology chapter.
Experience
Players who have played many and important matches become more experienced, and this experience will help them in future games in various ways. Being experienced can influence special events to score or concede goals, and help teams avoid disorganisation, among other things. We track experience as a separate value, one which is not related to the skills of a player. Every match played, and every type of match played, has a different effect on how quickly a player accumulated experience. In total, a player needs about 100 experience points to reach a new level of experience. The points earned for each match type are presented in the following table.
Match Type |
Experience Points |
League match |
3.5 |
Qualification match |
7 |
Main Cup match |
7 |
Secondary Cup match |
1.75 |
Friendly match |
0.35 |
International friendly |
0.7 |
HT Masters match |
17.5 |
Youth League match |
3.5 |
Youth Friendly match |
0.35 |
(Old) World Cup match |
35 |
(Old) World Cup finals match |
70 |
(Old) National Team friendly |
7 |
World Cup match |
28 |
World Cup (Semi and Final)
| 56 |
World Cup (Wildcards)
| 14 |
Continental Cups |
14 |
Continental Cups (Quarter, Semi and Final) |
21 |
Nations Cup |
7 |
Nations Cup (Knockout) |
14 |
National Team friendly |
3.5 |
Contender League |
7 |
Loyalty
Players with high loyalty to the club perform better on the pitch. Loyalty increases with time spent at the club.
There are two types of loyalty:
Player loyalty bonus
For each consecutive day you have a player in your team, he will get a little bit more attached and loyal to your team. And the more attached and loyal he gets, the better he will play.
Loyalty is gained faster in the beginning, then slower and slower over time. Maximum loyalty is reached after three seasons, but the halfway point is reached after 12 weeks.
Maximum bonus: +1 skill level on all skills (stamina excluded)
Example: Tommy Wright is a solid playmaker with passable defending, and he has max (divine) loyalty. He will then perform as if he was an excellent playmaker with solid defending (and this will also be reflected in his star rating).
When a player reaches divine loyalty he gets the full bonus. Your youth players start with divine loyalty.
Please note that a player loses his loyalty to your club if you sell him to another club. So if you later buy him back, you have to build up his loyalty from scratch again.
Mother club bonus
Players that play for their mother club, such as your youth players, and have done so through their whole career always give a little bit extra on the pitch, as they hold a special place for the club in their hearts.
Bonus: +0.5 skill level on all skills (stamina excluded).
Players that have been playing for their mother club their whole career are indicated with a heart icon on their player page. Please note that any youth players sold and then re-bought will not get this bonus.
Gaining both bonuses
It is perfectly possible for a player to get both bonuses. So when you promote a youth player (it naturally doesn't matter which youth system you use) to your senior squad, he will get a 1.5 skill level bonus on all skills (excluding stamina) until you sell him.
Total Skill Index (TSI)
Total Skill Index is a measurement of how skilled a player is. TSI increases with training and can also increase (and decrease) with form.
Form
The better form a player is in, the better he will perform. It's not about the physical context though, it has nothing to do with how well trained a player is. Form in Hattrick reflects a combination of aspects making it possible for, or preventing a player, from reaching his full potential – like for example how his private situation in life is at the moment.
On the player page you can see a player's "current form". It's the figure applied for matches. An "excellent" player in "wretched" form is usually worse off than a "passable" player in "solid" form for example.
Current form is negatively affected by the amount of stamina training in the team; the more stamina you train (percentage-wise) the more negative effect.
Additionally, there's a hidden "background form", which is used to compute where the player's form is heading. Each week, during training, the current form of every player will change, moving towards the hidden background form.
Current form is not changed immediately to the figure of background form. Instead it moves in steps over several weeks, though the further away from background form they are the larger the steps will be.
After current form has been changed during training, there is a chance that background form is changed for each player. Every player has the same individual chance of having his background form change, and there is nothing you can do to influence this chance.
However, when chance decrees that a player's background form will change, there are several factors that influence what the new background form will be:
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If a player has participated in a match during the week. This is very important!
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Training intensity – the harder you train, the better form in general
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Your coach – the better skilled he is, the better form in general
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Form Coach - a Form Coach is specialised in improving form.
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Assistant coaches – Assistants also help improve form
Speciality
About half of all players have a characteristic called a "Speciality", which has an impact on matches. Any player with a Speciality receives a salary bonus of 10%.
There are 5 different main specialities available for players: "Technical", "Quick", "Head", "Powerful" and "Unpredictable".
Every main speciality has a good and a bad side, explained in the Special Events chapter. Specialities can also be useful for certain tactic types as explained in the Tactics chapter.
Two rare specialties also exist: Resilient and Support. Players with the resilient speciality will find their injuries heal slightly faster than for other players, and might overcome a light injury during a match. Support players will try to help team-mates that are close by on the field. If successful, this makes the team-mates perform better, but it can also, if not successful, cause a drop in organisation for the whole team.
Injuries
Players can get injured, and part of your job as a manager is to prepare for this eventuality. As a manager, you can do several things to reduce the risk of injury and make sure to have available backup players in case something happens.
The injury risk will increase if you maintain a high training intensity. You can also control injury risk through the staff you hire. Every level of assistant coach you hire will increase the risk while hiring skilled medics will reduce it.
Most injuries will happen during matches. Their severity can range from a slight bruise to more severe injuries that may take several weeks to recover from. Again, having a medic on staff will reduce the recovery time. Your player's age is essential here, as well. Older players will always need more time to recover.
Recovery time is measured in weeks, but this number takes into account the effect your hired staff has. This means that if you get rid of your medic, estimated injury times may go up. For players that approach their forties, even light injuries may prove impossible to recover from.
Players may also pick up lighter injuries during training. Such bruises will not prevent a player from playing a match, but the player will perform slightly worse during the game if he plays. Moreover, while a bruised player does not run a higher risk of getting injured, if he does get another injury, it will be more severe than it would otherwise have been.
Yellow and red cards
Players may get booked or sent off during games, highly aggressive players (especially those with low honesty and lacking experience) more often than others. 2 bookings during a match will automatically lead to the player getting sent off. Getting sent off means that the player is suspended from the next competitive game.
A player will also be suspended for one match after accumulating 3 bookings from competitive games during a season. Bookings from league, cup, and qualifying games are all counted as the same. If a player has already been booked twice in league matches one season, and receives another booking in a following cup match, he will be suspended from the next competitive match, regardless of if it's a league match, cup match or qualifier.
You can check your players list for how many bookings your players have received before a match. A player who has accumulated 3 bookings or has been sent off in his last match will have a red card symbol on the players list, to show his suspension.
The suspended players booking slate is wiped when a competitive match has been played. Also, all player slates are wiped at the end of the season. Transfers do not affect player slates. A player can't get a suspension (or get his slate wiped) from a friendly game.