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)SmallMediumLarge
Empty-handed100%100%100%
Jur (Katar) ⚔️75%100%75%
Dagger100%75%50%
Long sword75%100%75%
Spear75%75%100%
Axe50%75%100%
Mace75%100%100%
Bow100%100%75%
Knuckle100%75%50%
Musical Instrument75%100%75%
Whip75%100%75%
Fuuma Shuriken (Ninja)100%100%100%
Pistol100%100%100%
Rifle Gun100%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

  1. Identify your target’s race and size (handbook entry / monster info)
  2. Slot the matching race card + size card in your weapon
  3. Pair with the right element (separate axis)
  4. 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

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)