Re-Blockading (sometimes called the Reblockade System) is a Crimson Desert endgame system shipped in Patch 1.05.00 on May 2, 2026. It lets enemy factions reclaim previously liberated strongholds, repopulating cleared locations with hostile garrisons over time. The system covers 23 forts and quarries spanning 13 factions at launch and pairs with Boss Rematches as the two flagship endgame loops shipped together. Players who want the launch behavior back can switch the system off entirely through a settings option; players who want maximum open-world combat density can crank it up.
Why It Was Added
The launch version of Crimson Desert treated most enemy locations as one-time clears: defeating a camp's defenders flipped the location into a permanently liberated state. By mid-game, players who had explored thoroughly found large stretches of the map empty of hostile encounters. Re-Blockading is the direct response. Cleared points become repeatable, and the open world stays alive across long campaigns and endgame play. The same loop also gives endgame builds reliable open-world targets when no scripted boss fights or dispatch loops are active.
Scope at Launch

Property | Value |
|---|---|
Strongholds covered | 23 forts and quarries |
Factions involved | 13 |
Trigger | Set probability when a stronghold meets internal time and condition requirements; the new state is applied after a transition screen (saving and reloading, or sleeping in a bed) |
Loot from re-blockaded clears | Standard stronghold rewards apply on the re-clear; Abyss Gear Blueprint drop rates were also raised on selected strongholds in Patch 1.06.00 |
Boss Rematch overlap | Independent from Boss Rematches; re-blockades affect open-world strongholds, rematches affect named bosses |
Frequency Settings
A new Re-Blockade Frequency option appears under Settings, then Gameplay. Three values are available; the choice can be changed at any time and applies on the next loading screen. There is no permanent commitment to any setting, so players who want a steady world for a quest stretch can move to Stable, then crank back up for endgame farming.
Setting | Behavior | Recommended For |
|---|---|---|
Stable | Re-blockades will not occur. Liberated strongholds remain liberated. | Players who prefer the launch behavior, who are mid-questline and need a stronghold to stay clear, or who simply want to keep their cleared map cleared. |
Conflict | Default. Re-blockades occur intermittently. | Most players progressing the main story. Designed to keep the world alive without overwhelming non-endgame builds. |
War | Re-blockades occur frequently. | Endgame players hunting Abyss Gear or Abyss Artifacts drops, or anyone who wants the highest density of repeat open-world combat. |
How a Re-Blockade Triggers
Pearl Abyss has not published the exact internal thresholds, so treat the trigger as time-and-condition driven without committing to a specific timer. The basic loop is:
A previously liberated stronghold meets the internal time and condition requirements.
On the next loading screen (saving and reloading, or sleeping in a bed), the re-blockade rolls at a set probability.
If the roll succeeds, the stronghold's garrison is restored on the next world load. The minimap and world icons revert to the hostile state.
Re-clearing the stronghold returns it to the liberated state.
The cycle then repeats from step 1.
How to Spot a Re-Blockade
The map and minimap are the primary tells. A previously liberated stronghold whose icon reverts to the hostile-faction marker has re-blockaded; the marker color and the faction tag both shift back. Two secondary signals confirm it:
Garrison patrols. Enemy NPCs return to the location and patrol the same routes they used pre-liberation.
Vendor and resident retreat. Vendors and residents who set up shop after the original liberation withdraw from the area until it is freed again.
Approach challenge prompt. The on-screen prompt that fires when the player enters a hostile stronghold ('Battle Tactics: Disable enemy facilities first') reappears, indicating the stronghold is back in a combat state.
Endgame Farming Use Cases
Re-Blockading is the cleanest source of repeatable open-world combat content. Endgame players who have completed most named encounters can use the system as a farming layer that does not depend on scripted boss schedules.
Abyss Artifact gauge fills. Re-blockaded strongholds repopulate with dense enemy packs that fill the Abyss Artifacts gauge quickly. Cycling a few strongholds on the War setting beats wandering for random open-world packs.
Abyss Gear blueprint odds. In Patch 1.06.00, selected strongholds had their Abyss Gear blueprint drop rates increased. Re-blockaded clears at those locations are the most efficient blueprint route currently in the game.
Contribution top-ups. Re-clearing strongholds in a region grants the same regional contribution that the original liberation awarded, so the system doubles as a Faction Reputation maintenance loop.
Sweeping the countryside. Players who enjoy the sweep-and-clear loop can leave the system on War and treat the map as a constantly resetting playground rather than a one-time completion.
Interaction with Other Systems
System | Interaction |
|---|---|
Re-Blockading is the reverse-direction layer on top of the liberation system. The same stronghold flips between liberated and re-blockaded states across the campaign. | |
Stronghold-tier liberation targets are the specific 23 forts and quarries covered by Re-Blockading. | |
Endgame replay counterpart that targets named bosses through Memory Fragments. Independent from Re-Blockade frequency. | |
Difficulty Settings (Easy, Normal, Hard) apply to combat baselines. Re-Blockade Frequency layers on top and only governs whether liberated strongholds revert. | |
Repeatable mission economy. Re-Blockades complement Dispatch Missions by adding open-world repeat combat alongside Dispatch's repeatable instances. | |
Dispatched comrades can soften a re-blockaded stronghold before the player arrives, just as they can a first-time liberation. |
Future Expansion
Pearl Abyss has signaled a future expansion of the system. The studio's stated intent is to gradually increase the faction count, the stronghold count, and the threat level of re-blockading enemies, rather than expanding everything at once. Specific patch targets and dates have not been published, so treat any expansion as forward-looking rather than confirmed.
Pre-Patch History
Re-Blockading was first announced as part of the Developer Roadmap: April to June 2026 on April 9, 2026. The feature was originally targeted for the April-June rollout but did not ship in Patch 1.04.00 on April 23. Pearl Abyss confirmed at the time that the feature was still in development. The full system landed with Patch 1.05.00 on May 2, 2026 alongside Boss Rematches.
Mount Recovery Use Case
A particularly useful side effect of re-blockading is the recovery of NPC-ridden mounts that would otherwise be lost forever. Several of the new special mounts added in Patch 1.06.00 are obtained by knocking an enemy rider off a wild animal at a specific liberation point. Once that point is cleared, the enemy NPC and the mount they were riding both despawn permanently. Switching Re-Blockade Frequency to War can repopulate the same camp with the same hostile NPCs, which restores the chance to acquire the mount. The trigger is random and can take several save-and-load cycles, but for missed mounts it is the only known recovery path.
Confirmed cases where players have used the War setting to recover or first-acquire mounts that despawned after liberation:
Mount | Recovery Location | Notes |
|---|---|---|
Beast Hunters Camp, just above Silver Wolf Mountain | The clawed bear is ridden by a black bear faction NPC at this camp. Once the rider and bear are killed or the camp is liberated, neither reappears under normal world rules. War-mode re-blockades can restore the rider and the mount together; approach carefully and pull only the rider off the bear so the bear itself survives for taming. | |
Outposts inside Tash Kalpha: Crimson Mountains Fortress, the Watchtower, Dushar, and Dawnreach | Raptors are only seen ridden by enemies in this region of the map. Once an outpost is liberated, the raptor spawn at that outpost is gone. War-mode re-blockades on cleared Tash Kalpha outposts have repopulated them with new raptor-mounted patrols, restoring tame opportunities. | |
Fast travel point near the Sanctuary of Penitence, above Willow River in the Steel Mountains | The brown bear spawns wild rather than ridden, but the camp around it must be partially clear for the bear to appear. If the surrounding area was previously swept and the bear never spawned, War-mode re-blockades can refill the surrounding enemy roster, after which clearing the new patrols and returning to the fast travel point may roll the bear in. | |
Cliff east of Demaniss, north of Delazia, above the Old Soul Island | Standard tigers spawn alongside the Legendary White Tiger at this spot. Reports vary on whether the standard tigers respawn after the white tiger is defeated; players who have cleared the area without acquiring a tiger have used War-mode re-blockades to attempt repopulation. Not all attempts succeed, but it is the only documented recovery option. | |
Just below Vanya, near the Legendary White Lion spawn | Standard lions in the pride here do respawn naturally over in-game time, particularly at night. War-mode re-blockades are not strictly required for lions, but they can speed up repopulation if the area has been swept very recently. |
General procedure for mount recovery using this setting:
Open Settings, then Gameplay, then set Re-Blockade Frequency to War.
Save the game, then either sleep in a bed or save and reload to push the world through a transition screen. Re-blockade rolls only fire on those transitions.
Travel to the lost mount's original spawn point. Check the minimap and the area for hostile faction markers that were not there after the original liberation.
If the camp has not repopulated, return to a settlement, sleep again, and re-check. Several cycles may be needed before the roll succeeds.
Once the camp is re-blockaded, approach the rider and knock them off the mount with Force Palm or a light melee hit. Avoid hitting the mount itself, since killing it cancels the tame.
Use the standard taming flow: lock on, Force Palm until the Ride prompt appears, mount, then feed the animal from the inventory until trust reaches one hundred and the Take In prompt is available.
A practical tip: make a manual save before pulling the rider off, and another before each Force Palm exchange. If the mount dies during the attempt, the save reverts the despawn and lets the attempt repeat without burning another re-blockade cycle.
Tips
Set Frequency before bed. Sleeping triggers a loading screen, so changing the Re-Blockade Frequency setting right before sleeping is the cleanest way to apply a new value to your next world load.
Stable for questlines. If you are mid-quest and need a stronghold to stay liberated for navigation, switch to Stable until the questline is closed, then bump back up.
War for endgame farm. Endgame players hunting Abyss Gear or Abyss Artifacts drops can use War to keep stronghold clears constantly available.
Save before the loading screen. Re-blockade rolls happen on save-and-load or sleep transitions. A clean save right before the transition gives you a fallback state if a roll repopulates a stronghold you needed clear.
Pair with Dispatch Missions. If a stronghold has re-blockaded, send a Freesword Dispatch System team there first to thin the garrison before riding in. The comrades stay engaged when you arrive.
Watch the Hernand and Pailune maps. Players who pushed liberation hard in the early regions notice re-blockades there first; check minimap markers when leaving Greymane Camp between sessions.
Wolf Trackers and other gated factions. Re-blockades reuse the existing faction icons. A re-blockaded Wolf Trackers location uses the same blockade tag the launch map showed for unliberated strongholds.
See Also
Patch 1.05.00: patch that shipped this system.
Boss Rematches: companion endgame system.
Liberation System and Stronghold Liberation: the parent liberation flow that re-blockades reverse.
Base Liberation Guide: practical walkthrough for clearing any liberation type.
Abyss Gears Guide: notes the Patch 1.05 reblockade interaction with specific farming spots.
Difficulty Settings: independent baseline-difficulty selector.
Dispatch Missions and Freesword Dispatch System: parallel repeatable systems that pair with re-blockades.
Developer Roadmap: April to June 2026: roadmap that promised this system.