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Please note that the First Descendant Team has stopped covering the game as of October 2024. Information on certain pages may not be up-to-date.
Lethal Finish is a Special Rounds module in The First Descendant. Read on to learn how to get Lethal Finish, its effects, and more!
Hagios (Hard) - Old Mystery Mission Monster |
Hagios (Hard) - Tethered Energy Position Complete |
Hagios (Hard) - The Haven Mission Monster |
Hagios (Normal) - Ally Retreat Route Mission Monster |
Hagios (Normal) - Ancient Quantum Facility Mission Monster |
Hagios (Normal) - Antiaircraft Defensive Position Mission Monster |
Hagios (Normal) - Broadband Fleet Beacon Mission Monster |
Hagios (Normal) - Cargo Management Zone Mission Monster |
Hagios (Normal) - Crimson Contaminated Area Mission Monster |
Hagios (Normal) - Deep Digger Mission Monster |
Hagios (Normal) - Dune Base: Vulgus Strategic Outpost Mission Monster |
Hagios (Normal) - Forward Base: Vulgus Strategic Outpost Mission Monster |
Hagios (Normal) - Large Supply Transport Point Mission Monster |
Hagios (Normal) - Old Mystery Mission Monster |
Hagios (Normal) - Ransacked Village Mission Monster |
Hagios (Normal) - Ruins Guard Facility Mission Monster |
Hagios (Normal) - Ruins Modification Base Mission Monster |
Hagios (Normal) - Tethered Energy Position Complete |
Hagios (Normal) - Tethered Energy Position Mission Monster |
Hagios (Normal) - The Corrupted Zone: Vulgus Strategic Outpost Mission Monster |
Hagios (Normal) - The Haven Mission Monster |
Hagios (Normal) - The Passage to the Ruins Mission Monster |
Hagios (Normal) - Vulgus Blockade Mission Monster |
Intercept Battle: (Hard) Molten Fortress |
Vespers (Hard) - Ruins Courtyard Complete |
Vespers (Hard) - Sepulcher Mission Monster |
Vespers (Hard) - The Shelter Mission Monster |
Vespers (Normal) - Abandoned Village Mission Monster |
Vespers (Normal) - Ancient Giant Tree Mission Monster |
Vespers (Normal) - Captured Base Mission Monster |
Vespers (Normal) - Destroyed Temple Mission Monster |
Vespers (Normal) - Floodplain Mission Monster |
Vespers (Normal) - Frontline Base Mission Monster |
Vespers (Normal) - Lakeside Mission Monster |
Vespers (Normal) - Lost Supply Depot: Vulgus Strategic Outpost Mission Monster |
Vespers (Normal) - Lumber Yard: Vulgus Strategic Outpost Mission Monster |
Vespers (Normal) - Moonlight Lake: Vulgus Strategic Outpost Mission Monster |
Vespers (Normal) - Mossy Colossus Mission Monster |
Vespers (Normal) - Old Surveillance Station Mission Monster |
Vespers (Normal) - Organic Recording Terminal Mission Monster |
Vespers (Normal) - Ruins Courtyard Complete |
Vespers (Normal) - Ruins Courtyard Mission Monster |
Vespers (Normal) - Ruins Underground Entrance Mission Monster |
Vespers (Normal) - Sepulcher Mission Monster |
Vespers (Normal) - Supply Depot Mission Monster |
Vespers (Normal) - The Shelter Mission Monster |
Vespers (Normal) - Timberfall Power Facility Mission Monster |
Vespers (Normal) - Void Fusion Reactor - Vespers Lost Supply Depot Mission Monster |
Vespers (Normal) - Void Fusion Reactor - Vespers Moonlight Lake Mission Monster |
Vespers (Normal) - Void Fusion Reactor - Vespers Ruins Mission Monster |
Legend |
---|
・Mission Monster - Any of the enemies encountered in the mission can drop the module. ・Complete - The module can be received after completing the mission. ・Amorphous Material Pattern: XXX Required - Choose the Amorphous Material Pattern after defeating the Colossi in an Intercept Battle. ・Descendant Required - Open the Encrypted Vault using the required descendant. ・Intercept Battle - Defeat the indicated Void Intercept Boss. |
Lethal Finish Basic Info | |||
---|---|---|---|
Lethal Finish | Capacity | 6 | |
Socket | Almandine | ||
Class | Special Rounds |
||
Effects | |||
When firing a firearm, ammo with an additional + X% Critical Hit Rate is fired (Cooldown Xs). When defeating an enemy with the enhanced bullets, module cooldown is -Xs. However, the firearm's base Weak Point DMG is fixed at X%. |
Lvl | Effect | Capacity | Kuiper Shard | Gold |
---|---|---|---|---|
0 | When firing a firearm, ammo with an additional + 30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | 6 | - | - |
1 | When firing a firearm, ammo with an additional + 30.6% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 7 | 900 | 9000 |
2 | When firing a firearm, ammo with an additional + 31.4% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.5s. However, the firearm's base Weak Point DMG is fixed at 100%. | 8 | 2700 | 27000 |
3 | When firing a firearm, ammo with an additional + 32.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.7s. However, the firearm's base Weak Point DMG is fixed at 100%. | 9 | 6000 | 60000 |
4 | When firing a firearm, ammo with an additional + 34.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11s. However, the firearm's base Weak Point DMG is fixed at 100%. | 10 | 12000 | 120000 |
5 | When firing a firearm, ammo with an additional +36.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 11 | 22000 | 220000 |
6 | When firing a firearm, ammo with an additional + 39.3% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.4s. However, the firearm's base Weak Point DMG is fixed at 100%. | 12 | 39300 | 393000 |
7 | When firing a firearm, ammo with an additional + 43% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.7s. However, the firearm's base Weak Point DMG is fixed at 100%. | 13 | 67800 | 678000 |
8 | When firing a firearm, ammo with an additional +47.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.9s. However, the firearm's base Weak Point DMG is fixed at 100%. | 14 | 114300 | 1143000 |
9 | When firing a firearm, ammo with an additional +53.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 15 | 189300 | 1893000 |
10 | When firing a firearm, ammo with an additional +60% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.4s. However, the firearm's base Weak Point DMG is fixed at 100%. | 16 | 309300 | 3093000 |
Descendant Modules | Weapon Modules |
Lethal Finish Module (Special Rounds)
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