# Heavy Weight Module

Adds weight to the sphere: shorter range, higher capture power.

Source: https://palworld-db.com/item/SphereModule_Heavy

## Basics

- Type: CaptureItemModifier
- Gold value: 4010
- Weight: 1
- Max stack: 1

## Recipe

- Paldium Fragment x10
- Ingot x10
- Stone x20

## Notes we already publish

- (use) This is the first sphere module the technology tree hands you: level 19, and only a single technology point to take. Nothing else in the module line comes close on price — the Curve Module ([[item:SphereModule_Curve]]) is level 23 for 2 points, the Sniper Module ([[item:SphereModule_Sniper]]) level 31 for 3, and the Homing Module ([[item:SphereModule_Homing]]) sits at level 69 for 5. A single point at level 19 is close to free, so there is no reason to walk past it even if you do not plan to use modules regularly.
- (strategy) The unlock lands in the one-level gap where it matters most. At 19 your best sphere is still the Mega Sphere ([[item:PalSphere_Mega]]); the Giga Sphere ([[item:PalSphere_Giga]]) does not unlock until 20, and it costs 3 points on top. Bolting the weight onto a Mega Sphere buys you catch power a tier early, for stone, ingot and paldium you already have stockpiled instead of the ore and refining time a sphere upgrade demands.
- (use) The range penalty is the whole cost, so spend it where distance is not part of the plan. Anything you have already worn down and cornered — a boss in its arena, a Pal pinned against terrain, a target you closed on while it was staggered — is thrown at from a handful of metres anyway. Keep unmodified spheres for the shots you take from a ledge or across water, because a heavy sphere that drops short is a wasted sphere and a re-aggroed Pal.

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Source: Palworld Database — https://palworld-db.com/item/SphereModule_Heavy