List of All Sphere Modules and How to Make Them
Every sphere module in Palworld — Heavy, Curve, Sniper, Slider, Sniper II, and Homing — with exact capture power boosts, crafting recipes, unlock levels, and the Pals whose partner skills stack even more capture power on top.

Sphere modules are attachments that change how your Pal Spheres fly — and quietly add flat capture power on top. There are six of them, from the level 19 Heavy Weight Module to the level 69 Homing Module, and the boost they give is bigger than most people realize. Here's every module, exactly how much capture power each one adds, and what they cost to craft.
All 6 Sphere Modules
| Module | Tech Lv | Points | Capture Boost | What It Does |
|---|---|---|---|---|
| 19 | 1 | +1 | Heavier sphere — shorter throws, stronger captures | |
| 23 | 2 | +2 | Curved trajectory that catches Pals off guard | |
| 31 | 3 | +2 | Longer range for clean throws from a distance | |
| 39 | 3 | +3 | Sharper slider spin — even better off-guard catches | |
| 48 | 4 | +3 | Significantly longer range than the base Sniper | |
| 69 | 5 | +3 | The sphere homes in on Pals — you basically can't miss |
The Capture Boost column is the part the in-game descriptions only hint at: each module adds flat capture power grades on top of whatever sphere you throw. Heavy adds +1, Curve and Sniper add +2, and the top three — Slider, Sniper II, and Homing — all add +3. Plug your setup into the capture rate calculator to see what that does to your odds against any Pal.
Crafting Recipes for Every Module
The material curve mirrors the tech curve: the Heavy Weight Module is pocket change (stone, ingots, a few fragments), the mid-tier modules start asking for Carbon Fiber and Refined Ingots, and the Homing Module goes full endgame with Soralite and AI Cores. Ancient Civilization Parts run through almost every recipe, so the real gating resource is your chest-opening habit.
| Module | Materials |
|---|---|
| 10× | |
| 30× | |
| 50× | |
| 100× | |
| 200× | |
| 50× |
Which Module Should You Craft First?
The order to think about:
- Grab the Heavy Weight Module the moment you hit Tech 19 — one point, dirt-cheap materials, and +1 capture power for the entire early game
- Sniper at 31 is the comfort pick: the extra range plus +2 makes kiting captures much safer
- Slider at 39 is the first +3 module and stays relevant until the endgame
- Skip Sniper II if you're pushing levels fast — the Homing Module at 69 outclasses it, though 3 AI Cores and 50 Soralite Ingots make it a genuine endgame project
- Every recipe past Heavy wants Ancient Civilization Parts or Cores, so stockpile them as you go
Pals That Stack Even More Capture Power
Modules aren't the only source of bonus capture power — three Pals add their own on top through partner skills, each with its own trigger and scaling up to +5 at max rank:
| Pal | Partner Skill | Bonus Trigger |
|---|---|---|
Wispaw | Death-Cheating Feline | Extra capture power on sneak captures — throw before you're spotted |
Muffly | Fluffy Flutterer | Extra capture power against frozen targets |
Souffline | Fuzzy Fairy | Extra capture power against targets tangled in ivy |

