Updated 15 Sep 2026
Uniques/Main Hand/The Headsman's Hour

The Headsman's Hour is a Nightmare Unique zweihander with no boss attached: any drop at Threat 28 or higher can turn out to be it, and at that Threat 0.5% of what falls comes up Unique. It is built on Sovereign Leviathan Zweihander — step 6 of the Leviathan Zweihander line, item level 80 and up.

It always rolls the same numbers: +105 Power, −13% Attack Speed, +5% Melee Lifesteal, +70% Power, +-12% Attack Speed, +10% Frost Damage, +32% Power, +36% Melee Damage, +30% Frost Damage and +6% Melee Lifesteal.

On top of that it carries The Headsman's Hour — Charged Overhead hits 80% harder, crits 15% more often and applies Chill, but winds up 40% slower and strikes 3 fewer enemies.

It leans into Chill.

It is Nightmare Gate loot.

Wearing it hands you Charged Overhead and Whirlwind.

“It takes as long as it takes.”

Item text

as it reads in game
+105 Powerbase
−13% Attack Speedbase
+5% Melee Lifestealbase
+70% Power
+-12% Attack Speed
+10% Frost Damage
+32% PowerT9 · 30–33
+36% Melee DamageT9 · 33–38
+30% Frost DamageT8 · 29–32
+6% Melee LifestealT8 · 5–6
The Headsman's Hour — Charged Overhead hits 80% harder, crits 15% more often and applies Chill, but winds up 40% slower and strikes 3 fewer enemies.

The numbers it locks in

the same on every copy
AffixTierValueNormal range
Power prefixT9+32%30–33
Melee Damage prefixT9+36%33–38
Frost Damage prefixT8+30%29–32
Melee Lifesteal prefixT8+6%5–6

The part the stats don't show

what makes it worth hunting
The Headsman's Hour
Charged Overhead hits 80% harder, crits 15% more often and applies Chill, but winds up 40% slower and strikes 3 fewer enemies.
5 effects: slot, slot, status, slot, slot

Plays with

what to build around it
StatusesChill

Other Unique zweihanders

8 to compare