Headman's Hand ( ( )
Item Type Melee weapon
Artifact? Yes
Weight 105s
Danger Level Unknown
Material Iron

The beheading axe "Headman's Hand" is a non-guaranteed two-handed artifact weapon. It has a 15% chance to score critical hits in melee. Its to-hit and damage gradually increase as it is used to damage monsters, but drop back to their base values over time. It appears as a great axe when unidentified, making it indistinguishable from normal great axes.

Constructs, insects, jellies, plants, undead, dwarven chaos knights, chaos knights, molochs, greater molochs, and emperor molochs, apparently do not have blood, and thus will not power up this weapon.


Even when powered up, the axe does unimpressive damage compared to the heaviest-hitting two-handed weapons. It does not have any particularly useful special abilities or intrinsics to make up for this, making it a mediocre weapon.

Guaranteed/Common sources[]

It can be granted as a precrowning gift or a reward for making use of a potion of uselessness, generated in a surge of power or greater vault, or generated as random loot (albeit very rarely).

Greater Identify information[]

--------- blessed beheading axe "Headman's Hand" (+6, 4d7+6) [-2, +0]---------

It is an artifact.

When wielded it modifies DV by -2 and PV by +0.
When used in melee combat it grants a +6 bonus to hit and causes 4d7+6 points of damage.
When used as a missile it grants a -6 bonus to hit and causes 2d6+3 points of damage.

It is very good at scoring critical hits in melee.
It sucks blood from the wounds of your enemies in order to grow in might.
It uses the blood of your enemies to increase its precision in melee.
It uses the blood of your enemies to increase its lethality in melee.
It grants resistance to death attacks.
It grants immunity to cold attacks.