diff --git a/game/modules/tome/data/gfx/particles/fireflash.lua b/game/modules/tome/data/gfx/particles/fireflash.lua
index c9396dca794d72b68e6dec5cd389b53c803494fc..c1a44039ee44245ac7c0300d334ae12f2c2485e8 100644
--- a/game/modules/tome/data/gfx/particles/fireflash.lua
+++ b/game/modules/tome/data/gfx/particles/fireflash.lua
@@ -21,7 +21,7 @@
 -- Advanced shaders
 --------------------------------------------------------------------------------------
 if core.shader.active(4) then
-use_shader = {type="fireboom"}
+use_shader = {type="shockwave"}
 base_size = 64
 
 local nb = 0
@@ -41,7 +41,7 @@ return {
 		r = 1, rv = 0, ra = 0,
 		g = 1, gv = 0, ga = 0,
 		b = 1, bv = 0, ba = 0,
-		a = 1, av = -1 / 16, aa = 0,
+		a = 0.7, av = 0, aa = 0,
 	}
 end, },
 function(self)
@@ -50,7 +50,7 @@ function(self)
 	end
 	nb = nb + 1
 end,
-1, "particles_images/fireboom"
+1, "particles_images/flamesshockwave"
 
 
 --------------------------------------------------------------------------------------
diff --git a/game/modules/tome/data/gfx/particles/flame.lua b/game/modules/tome/data/gfx/particles/flame.lua
index 8ae0ab9f70f275e2463795059e798854c0970614..f8acc6f9d9afb242fa31bbd466f6e093bfb122b4 100644
--- a/game/modules/tome/data/gfx/particles/flame.lua
+++ b/game/modules/tome/data/gfx/particles/flame.lua
@@ -21,7 +21,7 @@
 -- Advanced shaders
 --------------------------------------------------------------------------------------
 if core.shader.active(4) then
-use_shader = {type="fireball"}
+use_shader = {type="fireboom"}
 base_size = 64
 
 local nb = 0
@@ -50,7 +50,7 @@ function(self)
 	end
 	nb = nb + 1
 end,
-1
+1, "particles_images/fireball"
 
 --------------------------------------------------------------------------------------
 -- Default
diff --git a/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png b/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png
new file mode 100644
index 0000000000000000000000000000000000000000..634a0d25c7597d22eeb64387783cf59118bb9ac5
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png differ
diff --git a/game/modules/tome/data/gfx/particles_images/flamesshockwave.png b/game/modules/tome/data/gfx/particles_images/flamesshockwave.png
new file mode 100644
index 0000000000000000000000000000000000000000..c36da463868cfedc3f6c229334c3d7573b07cf16
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/flamesshockwave.png differ
diff --git a/game/modules/tome/data/gfx/shaders/shockwave.frag b/game/modules/tome/data/gfx/shaders/shockwave.frag
new file mode 100644
index 0000000000000000000000000000000000000000..4180a9193bb976eabfbce91cabaea1249f89e6cf
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/shockwave.frag
@@ -0,0 +1,188 @@
+uniform sampler2D tex;
+uniform float tick;
+uniform float tick_start;
+uniform float time_factor;
+
+uniform float shockwaveSpeed;
+uniform float shockwaveWidth;
+uniform float flameIntensity;
+
+uniform vec2 ellipsoidalFactor = vec2(1.0, 1.0); //(1.0, 1.0) is perfect circle, (2.0, 1.0) is vertical ellipse, (1.0, 2.0) is horizontal ellipse
+	
+vec4 permute( vec4 x ) {
+
+	return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
+
+} 
+
+vec4 taylorInvSqrt( vec4 r ) {
+
+	return 1.79284291400159 - 0.85373472095314 * r;
+
+}
+
+float snoise( vec3 v ) {
+
+	const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
+	const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
+
+	// First corner
+
+	vec3 i  = floor( v + dot( v, C.yyy ) );
+	vec3 x0 = v - i + dot( i, C.xxx );
+
+	// Other corners
+
+	vec3 g = step( x0.yzx, x0.xyz );
+	vec3 l = 1.0 - g;
+	vec3 i1 = min( g.xyz, l.zxy );
+	vec3 i2 = max( g.xyz, l.zxy );
+
+	vec3 x1 = x0 - i1 + 1.0 * C.xxx;
+	vec3 x2 = x0 - i2 + 2.0 * C.xxx;
+	vec3 x3 = x0 - 1. + 3.0 * C.xxx;
+
+	// Permutations
+
+	i = mod( i, 289.0 );
+	vec4 p = permute( permute( permute(
+		i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+		+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+		+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
+
+	// Gradients
+	// ( N*N points uniformly over a square, mapped onto an octahedron.)
+
+	float n_ = 1.0 / 7.0; // N=7
+
+	vec3 ns = n_ * D.wyz - D.xzx;
+
+	vec4 j = p - 49.0 * floor( p * ns.z *ns.z );  //  mod(p,N*N)
+
+	vec4 x_ = floor( j * ns.z );
+	vec4 y_ = floor( j - 7.0 * x_ );    // mod(j,N)
+
+	vec4 x = x_ *ns.x + ns.yyyy;
+	vec4 y = y_ *ns.x + ns.yyyy;
+	vec4 h = 1.0 - abs( x ) - abs( y );
+
+	vec4 b0 = vec4( x.xy, y.xy );
+	vec4 b1 = vec4( x.zw, y.zw );
+
+
+	vec4 s0 = floor( b0 ) * 2.0 + 1.0;
+	vec4 s1 = floor( b1 ) * 2.0 + 1.0;
+	vec4 sh = -step( h, vec4( 0.0 ) );
+
+	vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+	vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+	vec3 p0 = vec3( a0.xy, h.x );
+	vec3 p1 = vec3( a0.zw, h.y );
+	vec3 p2 = vec3( a1.xy, h.z );
+	vec3 p3 = vec3( a1.zw, h.w );
+
+	// Normalise gradients
+
+	vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
+	p0 *= norm.x;
+	p1 *= norm.y;
+	p2 *= norm.z;
+	p3 *= norm.w;
+
+	// Mix final noise value
+
+	vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
+	m = m * m;
+	return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
+		dot( p2, x2 ), dot( p3, x3 ) ) );
+
+}  
+
+vec2 snoise2(vec3 pos)
+{
+	return vec2(snoise(pos), snoise(pos + vec3(0.0, 0.0, 1.0)));
+}
+
+float GetFireDelta(float currTime, vec2 pos, float freqMult, float stretchMult, float scrollSpeed, float evolutionSpeed)
+{
+	//firewall
+	float delta = 0;
+//	pos.y += (1.0 - pos.y) * 0.5;
+	//pos.y += 0.5;
+	pos.y /= stretchMult;
+	pos *= freqMult;
+	pos.y += currTime * scrollSpeed;
+//	pos.y -= currTime * 3.0;
+	
+	delta += snoise(vec3(pos * 1.0, currTime * 1.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 2.0, currTime * 2.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 4.0, currTime * 4.0 * evolutionSpeed)) * 1.5;	
+	delta += snoise(vec3(pos * 8.0, currTime * 8.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 16.0, currTime * 16.0 * evolutionSpeed)) * 0.5;
+
+	return delta;
+}
+vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult)
+{
+	float delta = GetFireDelta(currTime, pos, freqMult, stretchMult, 3.0, 0.1);
+	delta *= min(1.0, max(0.0, 1.0 * (1.0 - pos.y)));
+	delta *= min(1.0, max(0.0, 1.0 * (0.0 + pos.y)));
+	vec2 displacedPoint = pos + vec2(0, delta * ampMult);
+	displacedPoint.y = min(0.99, displacedPoint.y);
+	displacedPoint.y = max(0.01, displacedPoint.y);
+	
+	return texture2D(tex, displacedPoint);
+}
+
+vec4 GetFireRingColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult, float power, float radius1, float radius2, float scrollSpeed, float paletteCoord)
+{
+	float pi = 3.141592;
+	float ang = atan(pos.y, pos.x) + pi;
+	
+	vec2 planarPos = vec2(ang / (2.0 * pi), 1.0 - (length(pos) - radius1) / (radius2 - radius1));
+	planarPos.y = pow(abs(planarPos.y), power);
+	
+	float delta =  
+		GetFireDelta(currTime, planarPos + vec2(currTime * scrollSpeed, 0.0), freqMult, stretchMult, 1.5, 0.5) * (1.0 - planarPos.x)	+ 
+		GetFireDelta(currTime, vec2(planarPos.x + currTime * scrollSpeed - 1.0, planarPos.y), freqMult, stretchMult, 1.5, 0.5) * planarPos.x;
+		
+	delta *= min(1.0, max(0.0, 1.0 * (1.0 - planarPos.y)));
+	delta *= min(1.0, max(0.0, 1.0 * (0.0 + planarPos.y)));
+
+	float verticalPos = planarPos.y + delta * ampMult;	
+	verticalPos = min(0.99, verticalPos);
+	verticalPos = max(0.01, verticalPos);
+	
+	return texture2D(tex, vec2(paletteCoord, verticalPos));
+}
+
+void main(void)
+{
+	vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5);
+
+	radius *= ellipsoidalFactor;
+	
+	float radiusLen = length(radius);
+		
+	
+	float ringRadius = 0.5 * max(0.0, min(1.0, ((tick - tick_start) / time_factor * shockwaveSpeed)));
+	float ringWidth = shockwaveWidth / 2.0;
+	
+	vec2 dir = radius / radiusLen;
+		
+	
+	vec4 c;
+	if(radiusLen > ringRadius - ringWidth && radiusLen < ringRadius)
+	{
+		c = GetFireRingColor(tick / time_factor +  0.0 , radius, 6.0, 15.0, flameIntensity, 1.0, ringRadius, ringRadius - ringWidth, 0.0, 0.5);
+	}else
+	{
+		c = vec4(0.0, 0.0, 0.0, 0.0);
+	}
+	c.a *= min(1.0, max(0.0, 20.0 * (1.0 - (radiusLen - (ringRadius - ringWidth)) / ringWidth)));
+	c.a *= gl_Color.a;
+	
+		
+	gl_FragColor = c;
+}
diff --git a/game/modules/tome/data/gfx/shaders/shockwave.lua b/game/modules/tome/data/gfx/shaders/shockwave.lua
new file mode 100644
index 0000000000000000000000000000000000000000..17a2d827a4fbb443c1729998a27bb30adba8922f
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/shockwave.lua
@@ -0,0 +1,37 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009, 2010, 2011, 2012, 2013 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+return {
+	frag = "shockwave",
+	vert = nil,
+	args = {
+		tex = { texture = 0 },
+		time_factor = time_factor or 4000,
+		
+		shockwaveWidth = shockwaveWidth or 0.5, --0.1 is very thin wave, 0.9 is thick
+		shockwaveSpeed = shockwaveSpeed or 7.0,
+		flameIntensity = flameIntensity or 0.4, 
+
+		ellipsoidalFactor = {1.0, 1.0}, --1 is perfect circle, >1 is ellipsoidal
+	},
+	resetargs = {
+		tick_start = function() return core.game.getTime() end,
+	},	
+	clone = false,
+}