diff --git a/game/modules/tome/class/Game.lua b/game/modules/tome/class/Game.lua
index 9bd5e3b9e30978181b5c1d147e7f3d784ce225a9..78f5baef72ff7288a4b54b4d79fe5822c5472533 100644
--- a/game/modules/tome/class/Game.lua
+++ b/game/modules/tome/class/Game.lua
@@ -886,6 +886,7 @@ end
 function _M:dieClonesDie()
 	if not self.level then return end
 	local p = self:getPlayer(true)
+	if not p.puuid then return end
 	for uid, e in pairs(self.level.entities) do
 		if p.puuid == e.puuid and e ~= p then self.level:removeEntity(e) end
 	end
diff --git a/game/modules/tome/data/general/objects/world-artifacts.lua b/game/modules/tome/data/general/objects/world-artifacts.lua
index 2b8cad5d1524a2a1c5de71aa82ac79197ca4916a..dfd45209efb24ce116a1ccfd7d40f9ccf3721a65 100644
--- a/game/modules/tome/data/general/objects/world-artifacts.lua
+++ b/game/modules/tome/data/general/objects/world-artifacts.lua
@@ -783,6 +783,48 @@ newEntity{ base = "BASE_SHIELD",
 	},
 }
 
+newEntity{ base = "BASE_SHIELD",
+	power_source = {nature=true},
+	unique = true,
+	name = "Black Mesh", image = "object/artifact/shield_mesh.png",
+	unided_name = "pile of tendrils",
+	desc = [[Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.]],
+	color = colors.BLACK,
+	level_range = {15, 30},
+	rarity = 270,
+	require = { stat = { str=20 }, }, --make str to 20
+	cost = 400,
+	material_level = 3,
+	metallic = false,
+	special_combat = {
+		dam = resolvers.rngavg(25,35),
+		block = resolvers.rngavg(90, 120),
+		physcrit = 5,
+		dammod = {str=1},
+	},
+	wielder = {
+		combat_armor = 2,
+		combat_def = 8,
+		combat_def_ranged = 8,
+		fatigue = 12,
+		learn_talent = { [Talents.T_BLOCK] = 3, },
+		resists = { [DamageType.BLIGHT] = 15, [DamageType.DARKNESS] = 30, },
+		stamina_regen = 2,
+
+	},
+	on_block = function(self, who, src, type, dam, eff)
+		if rng.percent(30) then
+			if not src then return end
+
+			src:pull(who.x, who.y, 15)
+			game.logSeen(src, "Black tendrils shoot out of the mesh and pull %s to you!", src.name:capitalize())
+			if core.fov.distance(who.x, who.y, src.x, src.y) <= 1 and src:canBe('pin') then
+				src:setEffect(src.EFF_CONSTRICTED, 6, {src=who})
+			end
+		end
+	end,
+}
+
 newEntity{ base = "BASE_LIGHT_ARMOR",
 	power_source = {technique=true},
 	unique = true,
diff --git a/game/modules/tome/data/timed_effects/physical.lua b/game/modules/tome/data/timed_effects/physical.lua
index 1a6340d7e4cfa50643f44154675c15db43406721..4e7fb397114cc9cf88339f6fadbd5c4f8efaa8ac 100644
--- a/game/modules/tome/data/timed_effects/physical.lua
+++ b/game/modules/tome/data/timed_effects/physical.lua
@@ -368,7 +368,7 @@ newEffect{
 	type = "physical",
 	subtype = { grapple=true, pin=true },
 	status = "detrimental",
-	parameters = {},
+	parameters = {power=10},
 	on_gain = function(self, err) return "#Target# is constricted!", "+Constricted" end,
 	on_lose = function(self, err) return "#Target# is free to breathe.", "-Constricted" end,
 	activate = function(self, eff)