We have no way of knowing what items will be added to BG:EE, but one would assume all weapons will be at least somewhat represented. So, if you want to powergame, here are the base stats for each weapon.
There's the damage dice, and then In parentheses is the weapon speed, which only matters in determining at what point in the round you attack -- it doesn't grant you any extra attacks or anything like that. But if you kill a guy before he attacks for that round, that's always nice. A round is 6 seconds. A lower number here is faster.
Note that Katanas, Wakizashis and Ninja-Tos are rarer finds than other kinds of weapons (especially true for Katanas), so you might have to wait awhile to find one.
And as you get better and better enchantments on weapons, these stats become a smaller and smaller portion of the damage.
EDIT: Backstabs work with long sword, short sword, katana, scimitar, dagger, club and quarterstaff -- the melee weapons usable by thieves.
The damage type matters because some types of damage have an easier or harder time hitting certain types of armor. Bonuses or penalties range from 1-4, and most are 2.
Slashing gets a penalty to studded, chain, plate and full plate armor. Piercing gets a bonus to leather armor and a penalty to studded, splint and full plate armor. Bludgeoning gets a bonus to chain armor and a penalty to splint.
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One-handers:
Slashing:
Katana: 1d10 (4)
Bastard Sword: 2d4 (8)
Battle Axe: 1d8 (7)
Scimitar: 1d8 (5)
Ninja-To: 1d8 (4)
Piercing:
Wakizashi: 1d8 (3)
Short Sword: 1d6 (3)
Dagger: 1d4 (2)
Bludgeoning:
Morning Star: 2d4 (7)
Flail: 1d6 + 1 (7)
Mace: 1d6 + 1 (7)
Club: 1d6 (4)
Warhammer: 1d4 + 1 (4)
Two-handers:
Two-handed sword: 1d10 (slashing) (10)
Halberd: 1d10 (piercing) (9)
Spear: 1d6 (piercing) (6)
Quarterstaff: 1d6 (bludgeoning) (4)
Missile Weapons (assuming normal ammo; all piercing):
Heavy Crossbow: 1d8 + 2 (10)
Light Crossbow: 1d8 (5)
Throwing Axe: 1d6 + 1 (4)
Long Bow: 1d6, +1 THAC0 (7)
Short Bow: 1d6 (6)
Sling: 1d4 + 1 (6)
Throwing Dagger: 1d4 (2)
Dart: 1d3 (2)
• Scimitar/Wakizashi/Ninja-To is a single proficiency.
• Flail/Morning Star is a single proficiency.
• Light and Heavy Crossbows use the Crossbow proficiency.
• Battle and Throwing Axes use the Axe proficiency.
• Daggers and Throwing Daggers use the Dagger proficiency.
There's the damage dice, and then In parentheses is the weapon speed, which only matters in determining at what point in the round you attack -- it doesn't grant you any extra attacks or anything like that. But if you kill a guy before he attacks for that round, that's always nice. A round is 6 seconds. A lower number here is faster.
Note that Katanas, Wakizashis and Ninja-Tos are rarer finds than other kinds of weapons (especially true for Katanas), so you might have to wait awhile to find one.
And as you get better and better enchantments on weapons, these stats become a smaller and smaller portion of the damage.
EDIT: Backstabs work with long sword, short sword, katana, scimitar, dagger, club and quarterstaff -- the melee weapons usable by thieves.
The damage type matters because some types of damage have an easier or harder time hitting certain types of armor. Bonuses or penalties range from 1-4, and most are 2.
Slashing gets a penalty to studded, chain, plate and full plate armor. Piercing gets a bonus to leather armor and a penalty to studded, splint and full plate armor. Bludgeoning gets a bonus to chain armor and a penalty to splint.

One-handers:
Slashing:
Katana: 1d10 (4)
Bastard Sword: 2d4 (8)
Battle Axe: 1d8 (7)
Scimitar: 1d8 (5)
Ninja-To: 1d8 (4)
Piercing:
Wakizashi: 1d8 (3)
Short Sword: 1d6 (3)
Dagger: 1d4 (2)
Bludgeoning:
Morning Star: 2d4 (7)
Flail: 1d6 + 1 (7)
Mace: 1d6 + 1 (7)
Club: 1d6 (4)
Warhammer: 1d4 + 1 (4)
Two-handers:
Two-handed sword: 1d10 (slashing) (10)
Halberd: 1d10 (piercing) (9)
Spear: 1d6 (piercing) (6)
Quarterstaff: 1d6 (bludgeoning) (4)
Missile Weapons (assuming normal ammo; all piercing):
Heavy Crossbow: 1d8 + 2 (10)
Light Crossbow: 1d8 (5)
Throwing Axe: 1d6 + 1 (4)
Long Bow: 1d6, +1 THAC0 (7)
Short Bow: 1d6 (6)
Sling: 1d4 + 1 (6)
Throwing Dagger: 1d4 (2)
Dart: 1d3 (2)
• Scimitar/Wakizashi/Ninja-To is a single proficiency.
• Flail/Morning Star is a single proficiency.
• Light and Heavy Crossbows use the Crossbow proficiency.
• Battle and Throwing Axes use the Axe proficiency.
• Daggers and Throwing Daggers use the Dagger proficiency.