The First Descendant

Lethal Finish Module (High-Power Rounds)

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 High-Power Rounds module in The First Descendant. Read on to learn how to get Lethal Finish, its effects, and more!

How to Get Lethal Finish

Intercept Battle: (Hard) Executioner
Kingston - Abandoned Magister Lab Target Vulgus
Sterile Land (Hard) - Classified Area: Vulgus Strategic Outpost Complete
Sterile Land (Hard) - The Forgottense Mission Monster
Sterile Land (Hard) - Unknown Laboratory Mission Monster
Sterile Land (Normal) - Anticipated Ambush Point Mission Monster
Sterile Land (Normal) - Biological Research Facility Mission Monster
Sterile Land (Normal) - Classified Area: Vulgus Strategic Outpost Complete
Sterile Land (Normal) - Classified Area: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - Deception Transmitter Mission Monster
Sterile Land (Normal) - Defense Garrison Rally Point Mission Monster
Sterile Land (Normal) - External Reactor Mission Monster
Sterile Land (Normal) - High-Powered Jammer Mission Monster
Sterile Land (Normal) - Kuiper Refinery Mission Monster
Sterile Land (Normal) - Kuiper Storage Tank Mission Monster
Sterile Land (Normal) - Large Nuclear Reactor Mission Monster
Sterile Land (Normal) - Logistics Facility Mission Monster
Sterile Land (Normal) - Rockfall: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - The Barracks Mission Monster
Sterile Land (Normal) - The Base’s Power Grid Mission Monster
Sterile Land (Normal) - The Forgottense Mission Monster
Sterile Land (Normal) - The Repository: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - Unknown Laboratory Mission Monster
Sterile Land (Normal) - Void Fusion Reactor - Sterile Land Restricted Zone Mission Monster
Sterile Land (Normal) - Weapon Processing Facility Mission Monster
Sterile Land (Normal) - Weapons Engineering Facility Mission Monster
White-night Gulch (Hard) - Bio-Lab Mission Monster
White-night Gulch (Hard) - Decoy Operation Zone Mission Monster
White-night Gulch (Hard) - Fortress Outskirts Complete
White-night Gulch (Hard) - Mystery's End Mission Monster
White-night Gulch (Normal) - Altar Mission Monster
White-night Gulch (Normal) - Ancient Transmission Detection Facility Mission Monster
White-night Gulch (Normal) - Bio-Lab Mission Monster
White-night Gulch (Normal) - Border Line of Truth Mission Monster
White-night Gulch (Normal) - Cave Rally Point Mission Monster
White-night Gulch (Normal) - Deployment Area of the Order’s Forces Mission Monster
White-night Gulch (Normal) - Eye of Truth Mission Monster
White-night Gulch (Normal) - Forgotten Comms Device Mission Monster
White-night Gulch (Normal) - Fortress Control Facility Mission Monster
White-night Gulch (Normal) - Fortress Courtyard Mission Monster
White-night Gulch (Normal) - Fortress Outskirts Complete
White-night Gulch (Normal) - Fortress Outskirts Mission Monster
White-night Gulch (Normal) - Fortress Outskirts Mission Monster
White-night Gulch (Normal) - Hatchery: Vulgus Strategic Outpost Mission Monster
White-night Gulch (Normal) - Lower Hatchery Mission Monster
White-night Gulch (Normal) - Mystery's End Mission Monster
White-night Gulch (Normal) - Order Supply Warehouse Mission Monster
White-night Gulch (Normal) - Order's Patrol Beat Mission Monster
White-night Gulch (Normal) - Order's Veil Mission Monster
White-night Gulch (Normal) - Order’s Occupied Facility Mission Monster
White-night Gulch (Normal) - Shipment Base: Vulgus Strategic Outpost Mission Monster
White-night Gulch (Normal) - The Mountaintops: Vulgus Strategic Outpost Mission Monster
White-night Gulch (Normal) - Triumphal Arch Mission Monster
White-night Gulch (Normal) - Upper Hatchery Mission Monster
White-night Gulch (Normal) - Void Fusion Reactor - White-night Gulch Hatchery Mission Monster
White-night Gulch (Normal) - Void Fusion Reactor - White-night Gulch Mountaintops Mission Monster
White-night Gulch (Normal) - Void Fusion Reactor - White-night Gulch Observatory Mission Monster
White-night Gulch (Normal) - Water-cooling Recording Device 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 - High-Power Rounds Icon.png High-Power Rounds
Effects
When firing a firearm, ammo with an additiona + 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 + 20% 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 +20.5% 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 +21.2% 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 +22.1% 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 +23.5% 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 +25.4% 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 +27.8% 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 +30.8% 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 +34.6% 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 +39.3% 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 +45% 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

    All rights reserved