Race & Size
The two combat axes that interact with cards and skills, separate from the element table.
Key idea
Three axes target enemies: element (table multiplier), race (card-driven % bonuses), and size (weapon-class multiplier + size cards). Stacking matching multipliers on all three is how big damage gets bigger — they multiply, not add.
Races (10 — classic baseline) [VERIFY current set]
- Demi-human (most NPCs, players, humanoid mobs)
- Brute (most beasts)
- Insect
- Plant
- Fish
- Formless (slimes, geysers, weird stuff)
- Demon
- Undead (race; separate from Undead element)
- Dragon
- Angel
Sizes (3)
- Small
- Medium
- Large
Weapon × Size multiplier (RO M in-game, verified 2026-05-22)
Source: in-game Traveler’s Notes → Adventure Guide → Weapons Monster Sizes. RO M calls katars “Jur”. This is the authoritative table — overrides the classic-RO numbers found in many web guides.
| Weapon class (in-game name) | Small | Medium | Large |
|---|---|---|---|
| Empty-handed | 100% | 100% | 100% |
| Jur (Katar) ⚔️ | 75% | 100% | 75% |
| Dagger | 100% | 75% | 50% |
| Long sword | 75% | 100% | 75% |
| Spear | 75% | 75% | 100% |
| Axe | 50% | 75% | 100% |
| Mace | 75% | 100% | 100% |
| Bow | 100% | 100% | 75% |
| Knuckle | 100% | 75% | 50% |
| Musical Instrument | 75% | 100% | 75% |
| Whip | 75% | 100% | 75% |
| Fuuma Shuriken (Ninja) | 100% | 100% | 100% |
| Pistol | 100% | 100% | 100% |
| Rifle Gun | 100% | 100% | 100% |
| Wand / Book | — (no size mod — MATK weapons) |
This is why size-piercing enchants / runes are huge — they nullify this penalty.
⚠️ Don’t import classic-RO katar values: classic RO sources commonly list katar as 100/75/50 (same as dagger). RO M’s “Jur” is different — 75/100/75, meaning katars are actually strongest vs Medium enemies, not Small. Several web guides (including some RO M-tagged ones) get this wrong.
Cards by axis
- Race cards (e.g. weapon card “+X% damage vs Demi-human”): multiplicative on race
- Size cards (e.g. “+X% damage vs Large”): multiplicative on size
- Race-resist armor cards: less damage taken from a given race
- Size-resist is rarer; usually grouped with race resist
Race Pierce / Race Resist (Feb 2026 patch)
The February 2026 patch added Race Pierce / Race Resist as part of a broader Penetration / Resistance system overhaul. The stat panel got a whole new attributes section covering:
- Physical Defense Penetration / Resistance
- Magic Defense Penetration / Resistance
- Element Penetration / Resistance (per element)
- Race Pierce / Race Resist (per race)
Confirmed
- These appear as new attributes on the player stat panel
- Goddess Prayer now grants attributes for Phys Def Pen/Res, Magic Def Pen/Res, and per-attribute (element) and per-race Pen/Res
- Sacred Blessings also offer physical/magical penetration and resistance
- In the general damage formula, Penetration sits as a multiplier between RaceMod
and DefRed:
... × RaceMod × Penetration × HiddenRefineBonus × DefRed ... - Race-based damage reduction was always separate from DEF reduction — even ignore-DEF attacks were reduced by race-resist cards. The new stats formalize and extend that as first-class attributes.
Inferred (not yet confirmed in writing)
- Race Pierce is the offensive counterpart: it reduces the effect of enemy Race Resist (analogous to how DEF Pen reduces the effect of enemy DEF)
- Race Resist is the defensive counterpart: reduces incoming damage from a given race, on top of existing race-resist cards
- Exact formula (1:1 subtraction? capped? multiplicative?) is not documented in
the sources I could reach
[VERIFY in-game by hovering the stat tooltip]
Practical implications
- PvP / WoE: defenders stacking Race Resist (e.g. “Demi-human Resist”) will blunt traditional race% damage; attackers counter with Race Pierce. New layer of gear optimization on the race axis.
- PvE: most monsters don’t have substantial Race Resist, so impact is smaller unless content explicitly uses the stat
- For Soul Blade Cross: race% cards still work as before; Race Pierce becomes a “next layer” stat to look for once base race% damage is saturated
→ See patch-2026-02.md for patch context.
[VERIFY: which gear / runes / cards specifically grant Race Pierce — fetch from in-game item tooltips]
How to apply
- Identify your target’s race and size (handbook entry / monster info)
- Slot the matching race card + size card in your weapon
- Pair with the right element (separate axis)
- For wide content (e.g. Endless Tower), pick the most common race on the floor
Common gotchas
- Demi-human cards (Hydra-style for race) are usually the most expensive because PvP / WoE = mostly demi-humans
- MVPs / minis are often Boss-type: race + size still apply, plus the separate Boss flag
- Race ≠ Type: “Boss” is a type flag (boss / non-boss); “Demi-human” is a race
See also
- 🧮 damage-calculator.md — interactive calculator (Weapon×Size table + race% buckets used here)
- elements.md — element axis
- damage-formula.md — order of operations
- Mechanics MOC
Backlinks
Sources / verification log
- 2026-05-02 — scaffold; race list still classic-RO baseline
[VERIFY] - 2026-05-22 — Weapon×Size table replaced with in-game values (Traveler’s Notes → Adventure Guide → Weapons Monster Sizes). Notable corrections from the classic-RO baseline:
- Jur (Katar): 75/100/75 (not 100/75/50 — was using the dagger table)
- Mace: 75/100/100 (was 75/100/75)
- Long sword replaces “1H” / “2H sword” split (RO M shows one row)
- Axe replaces “1H” / “2H axe” split
- Fuuma Shuriken / Pistol / Rifle Gun added (no size penalty)