# Azurobe Cryst Saddle

Riding gear that makes Azurobe Cryst safe to mount.

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

## Basics

- Type: Essential / Essential_PalGear
- Max stack: 9999

## Recipe

- Leather x30
- Fiber x36
- Cloth x12
- Ice Organ x12
- Paldium Fragment x30

## Notes we already publish

- (location) Nothing drops this — it is a Technology entry at level 27 for 3 points, and it is the only piece of Pal gear on that rung. Nine entries open together there and want 22 points between them, with the Sphere Assembly Line and the Hyper Sphere at 3 apiece and the Extra Weapon Holster at 5, so the saddle is the first thing to slip if you have not banked points. The bill is 30 Leather, 36 Fiber, 12 Cloth, 12 Ice Organ and 30 Paldium Fragment, and the Pal pays two of those five lines itself: a wild Azurobe Cryst you kill rather than catch drops 1 to 3 Cloth and 1 to 3 Ice Organ, both at a flat 100%. If you would rather not farm the thing you are trying to ride, 31 Pals drop Ice Organ — Kingpaca Cryst pays up to 6 and Reptyro Cryst up to 4, while Reindrix, Penking, Polapup and Sibelyx each pay up to 3 at 100%. Bench time is not the problem here for once: 24,000 work sits under the 30,000 median across the game's 139 Pal gear recipes.
- (use) Icewing Dance is three separate effects and every one of them is riding-only. Azurobe Cryst deployed at your side, sitting in reserve or working a base fires none of it, and the saddle has to be in your inventory or the skill does not exist at all. Two of the three land on you: your own attacks are retyped to Ice, and your Shot Attack rises 5% uncondensed, then 7, 10, 14 and 20% across the four condense stars. The retyping is flat and needs no condensing, which matters because the stat half is Shot Attack specifically — a rifle or a bow collects the percentage, a melee weapon collects only the element swap. The third effect is swim speed, +10% at one star and then 14, 18 and 25%, and it works the other way round: it lands on Azurobe Cryst's own swimming rather than on you, and it is worth nothing at all at zero stars. The skill is flagged non-stacking within a tribe, so a second Azurobe Cryst on the team adds nothing.
- (strategy) This is the earliest Ice conversion in the game and it is not close. Only four saddles retype the rider's damage to Ice, and the other three are Frostallion at level 62 for 5 points, Univolt Cryst at 64 and Beakon Cryst at 71 — so from 27 until the sixties this is the only way to put Ice on a weapon that does not already have it, and Frostallion's version is the stronger ladder anyway at 10/14/20/28/40 with a freeze chance attached. Ice beats Dragon and nothing else, and Dragon is joint-rarest in the Paldeck at 25 species, but that small pool is where the hard fights are: Jetragon, Xenolord, Astegon, Orserk, Blazamut Ryu, Relaxaurus Lux and both Jormuntides all sit inside it. Note the irony before you ride into one — Azurobe Cryst is Ice and Dragon itself, so the mount is weak to exactly the damage it is handing you.
- (strategy) Do not spend the 3 points expecting a boat. Azurobe Cryst dashes 1000 and cruises 920 in water, which puts it joint last of the nine water mounts we rank, level with plain Azurobe and against a 1350 median for the group — Surfent does 1440 off a saddle that costs 1 point at level 16, eleven levels earlier, and Ghangler does 1350 at 31 for the same 3 points this one costs. Four condense stars lift the dash to roughly 1250, still short of the Surfent you could have been riding for a quarter of the price. It sprints 900 beached on land, and 160 stamina is a shade under the 170 median across all 115 mounts we rank, so it will cross open water without stopping and simply take its time doing it. The ride is the delivery system for the Ice conversion, not a reason of its own.
- (strategy) Against the plain Azurobe Saddle this is a sidegrade rather than an upgrade. Both forms are the identical chassis — 1000 dashing, 920 cruising, 900 on land, 160 stamina — and both read the same attack and swim ladders; the only thing that changes is the element you are retyped to. Water beats Fire, which is 43 species against Ice's 25, so the base saddle is the wider net, and it lands three levels earlier at 24 for 2 points instead of 3 and 20,000 work instead of 24,000. The material swap is the same shape: 10 Aquatic Pal Fluids there, 12 Ice Organ here. These are two different Pals, so there is no reason to choose — 5 points and both saddles covers Fire and Dragon between them, and you saddle whichever the fight in front of you is made of.

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