The First Descendant

Lethal Finish Module (Special Rounds)

★ Help improve our site by answering this 2-Minute Survey
Beginner's Guide
★ New Update!
Module Enhancements Guide
Hard Mode Guide
☆ Find players: Recruitment Board

Lethal Finish is a Special Rounds module in The First Descendant. Read on to learn how to get Lethal Finish, its effects, and more!

How to Get Lethal Finish

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 & Effects

Lethal Finish Basic Info
The First Descendant - Lethal Finish.png Lethal Finish Capacity 6
Socket Almandine
Class
The First Descendant - Special Rounds Icon.png 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%.

Details Per Level

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

The First Descendant Related Guides

The First Descendant - Modules Front Page Partial Banner.png

List of All Modules

Modules by Type

Descendant Modules Weapon Modules

Author

    Walkthrough Menu

    Please participate in our
    site improvement survey 07/2024
    Would you assist in
    improving Game8's site?
    ×
    This survey will take about 1 minute.
    Your answers will help us to improve our website.
    We are listening to our users' valuable opinions and discussing how to act on them.
    The information collected through this survey will be used for the purpose of improving our services. In addition, the information will only be disclosed a part of a statistic in a format that will not allow identification of personal information.
    Begin Survey

    All rights reserved