Sniper Module II
CaptureItemModifier3★Attached to a sphere, it extends throwing range considerably for precise captures and pushes capture power higher.
Wearing it also carries the effects Sphere Range +2, Capture Strength +3, which matters more than the raw numbers in the biomes that punish you for the wrong outfit.
Nothing is crafted from it — it is an end product, so anything you make is meant to be used rather than banked as a component.
Details
It does not stack, so every spare copy costs an inventory slot. At 120,840 gold it is worth real money to a merchant.
Sniper Module II Crafting Recipe
Crafting it takes 282 materials across 5 types, and the bottleneck is almost always the 200× requirement — line that up first and the rest follows.
Where to Find Sniper Module II
Sniper Module II is not something you find lying around — you craft it, and the recipe is below.
Using Sniper Module II Well
The blueprint sits at Technology level 48 and costs 4 ordinary technology points — no ancient points are spent, so you can take it as soon as you hit the level without touching your Ancient Technology stock.
Every craft burns 2 Ancient Civilization Core on top of 20 Ancient Civilization Parts, and the item does not stack. Cores are the real ceiling on how many of these you can keep in rotation, so treat the module as boss-loot spending rather than something you mass-produce.
One unit carries roughly fifteen times the crafting work of Sniper Module, so it is not a thing you knock out by hand. Put it on your best sphere line with your highest Handiwork pals assigned before you queue it, or a single module will eat an entire in-game day.
What Sniper Module II Does
Sniper Module II grants Sphere Range +2: Curve Type +2.
Sniper Module II grants Capture Strength +3: Capture Level +3.
Alternatives and Upgrades
Other items at a similar tier, for when you want to weigh this against the rest of its class: