# Sniper Module

Extends the sphere's throwing range for precise captures, with a boost to capture power.

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

## Basics

- Type: CaptureItemModifier
- Gold value: 31440
- Weight: 1
- Max stack: 1

## Recipe

- Paldium Fragment x50
- Ingot x50
- Cement x30
- Ancient Civilization Parts x8

## Notes we already publish

- (location) No schematic drop is involved — the recipe is a Technology tree entry at level 31 costing 3 Technology points, so character level and materials are the whole barrier. Once researched it can be assembled at the Sphere Workbench and at everything above it in that line — Sphere Assembly Line, Sphere Assembly Line II and Advanced Sphere Assembly Line — as well as at the Ancient Workbench.
- (strategy) Budget the [[item:PalCrystal_Ex]] before you spend the points. The tree entry is the cheap half — the 8 Ancient Civilization Parts are the real cost, and the level 23 Curve Module below it asks only 2, so the step up to Sniper is paid in boss loot rather than research.
- (strategy) This is where sphere modules stop being a quick side-craft. Sniper Module takes roughly three times the work of a Curve Module to assemble and over four hundred times that of a plain Pal Sphere, so queue it on a bench with a proper Handiwork crew rather than hand-cranking it. Sniper Module II at level 48 is fifteen times longer again, which makes level 31 the last comfortable point to stock up in bulk.
- (use) Range and capture power move together here, so the module earns its cost on targets you cannot safely walk up to — Pals circling above you, and anything that turns hostile or bolts the moment you close the gap. Against a boss already locked in melee with your team the extra distance buys nothing, and a trajectory module is the better slot filler.

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