diff --git a/game/modules/tome/data/birth/classes/corrupted.lua b/game/modules/tome/data/birth/classes/corrupted.lua
index fb9301dd77df7330dbc421cc1944579fa4f3efae..03747069c5b3a0180fe5027e9ec8418700d3f7c8 100644
--- a/game/modules/tome/data/birth/classes/corrupted.lua
+++ b/game/modules/tome/data/birth/classes/corrupted.lua
@@ -16,6 +16,7 @@
 --
 -- Nicolas Casalini "DarkGod"
 -- darkgod@te4.org
+local Particles = require "engine.Particles"
 
 newBirthDescriptor{
 	type = "class",
@@ -103,6 +104,9 @@ newBirthDescriptor{
 	},
 	power_source = {arcane=true},
 	stats = { mag=4, wil=3, con=2, },
+	birth_example_particles = {
+		function(actor)	actor:addParticles(Particles.new("shadowfire", 1)) end,
+	},
 	talents_types = {
 		["cunning/survival"]={false, 0},
 		["corruption/sanguisuge"]={true, 0.3},
diff --git a/game/modules/tome/data/gfx/particles/shadowfire.lua b/game/modules/tome/data/gfx/particles/shadowfire.lua
index 1d705a8776245cfab051563e5448bf8973c0f7db..7a4ef169e7287df878d7914a01576d2d5ed3e176 100644
--- a/game/modules/tome/data/gfx/particles/shadowfire.lua
+++ b/game/modules/tome/data/gfx/particles/shadowfire.lua
@@ -17,6 +17,45 @@
 -- Nicolas Casalini "DarkGod"
 -- darkgod@te4.org
 
+--------------------------------------------------------------------------------------
+-- Advanced shaders
+--------------------------------------------------------------------------------------
+if core.shader.active() then
+use_shader = {type="shadowfire"}
+base_size = 64
+
+local r = 1
+local g = 1
+local b = 1
+local a = 1
+
+return { generator = function()
+	return {
+		trail = 0,
+		life = 10,
+		size = 2*42 * (size_factor or 1), sizev = 0, sizea = 0,
+
+		x = (x or 0) * engine.Map.tile_w, xv = 0, xa = 0,
+		y = (y or 0) * engine.Map.tile_h, yv = 0, ya = 0,
+		dir = 0, dirv = dirv, dira = 0,
+		vel = 0, velv = 0, vela = 0,
+
+		r = r, rv = 0, ra = 0,
+		g = g, gv = 0, ga = 0,
+		b = b, bv = 0, ba = 0,
+		a = a, av = 0, aa = 0,
+	}
+end, },
+function(self)
+	self.ps:emit(1)
+end,
+1,
+"particles_images/shadowfire"
+
+--------------------------------------------------------------------------------------
+-- Default
+--------------------------------------------------------------------------------------
+else
 base_size = 32
 
 return { generator = function()
@@ -62,3 +101,5 @@ function(self)
 	self.ps:emit(4)
 end,
 80
+
+end
\ No newline at end of file
diff --git a/game/modules/tome/data/gfx/particles_images/shadowfire.png b/game/modules/tome/data/gfx/particles_images/shadowfire.png
new file mode 100644
index 0000000000000000000000000000000000000000..c064c0240a8fcd7db2706231f3b01a0988df99fd
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/shadowfire.png differ
diff --git a/game/modules/tome/data/gfx/shaders/shadowfire.frag b/game/modules/tome/data/gfx/shaders/shadowfire.frag
new file mode 100644
index 0000000000000000000000000000000000000000..ef7a2cc6385019b2bbb7d7ca3cd902bc042fc024
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/shadowfire.frag
@@ -0,0 +1,192 @@
+uniform sampler2D tex;
+uniform float tick;
+uniform float aadjust;
+uniform float time_factor = 25000.0;
+
+uniform float ellipsoidalFactor = 1.5; //1 is perfect circle, >1 is ellipsoidal
+uniform float oscillationSpeed = 20.0; //oscillation between ellipsoidal and spherical form
+
+uniform float antialiasingRadius = 0.6; //1.0 is no antialiasing, 0.0 - fully smoothed(looks worse)
+uniform float shieldIntensity = 0.15; //physically affects shield layer thickness
+
+uniform vec4 leftColor1 = vec4(11.0  / 255.0, 8.0 / 255.0, 10.0 / 255.0, 1.0);
+uniform vec4 leftColor2 = vec4(171.0 / 255.0, 4.0 / 255.0, 10.0 / 255.0, 1.0);
+
+uniform vec4 rightColor1 = vec4(171.0 / 255.0, 4.0 / 255.0, 10.0 / 255.0, 1.0);
+uniform vec4 rightColor2 = vec4(11.0  / 255.0, 8.0 / 255.0, 10.0 / 255.0, 1.0);
+	
+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)));
+}
+
+
+
+vec2 GetFireDelta(float currTime, vec2 pos, float freqMult, float stretchMult)
+{
+	//firewall
+	vec2 delta = vec2(0.0, 0.0);
+//	pos.y += (1.0 - pos.y) * 0.5;
+	//pos.y += 0.5;
+	pos.y /= stretchMult;
+	pos *= freqMult;
+	pos.y -= currTime * 3.0;
+//	pos.y -= currTime * 3.0;
+	delta += vec2(0.0, snoise(vec3(pos * 1.0, currTime * 2.0)) * 0.8);
+	delta += vec2(0.0, snoise(vec3(pos * 2.0, currTime * 4.0)) * 0.4);
+	delta += vec2(0.0, snoise(vec3(pos * 8.0, currTime * 16.0)) * 0.8);
+	delta += vec2(0.0, snoise(vec3(pos * 16.0, currTime * 32.0)) * 0.4);
+	return delta;
+}
+
+vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult)
+{
+	vec2 delta = GetFireDelta(currTime, pos, freqMult, stretchMult);
+	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 + delta * ampMult;
+	displacedPoint.y = min(0.99, displacedPoint.y);
+	displacedPoint.y = max(0.01, displacedPoint.y);
+	return texture2D(tex, displacedPoint);
+}
+
+void main(void)
+{
+	shieldIntensity = 0.2;
+	vec2 radius = vec2(0.5, 0.5) - gl_TexCoord[0].xy;
+	//radius.x *= ellispoidalFactor; //for simple ellipsoid
+	//comment next line for regular spherical shield
+	radius.x *= (1.0 + ellipsoidalFactor) * 0.5 + (ellipsoidalFactor - 1.0) * 0.5 * pow(cos(tick / time_factor * oscillationSpeed), 2.0);
+	
+	//on-hit wobbling effect
+	float radiusLen = length(radius);
+	
+	float antialiasingCoef = 1.0;
+	
+	float sinAlpha = radiusLen * 2.0;
+	float alpha = 0.0;
+	if(sinAlpha > 1.0)
+	{
+		gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+		return;
+	}else
+	{
+		if(sinAlpha > antialiasingRadius)
+		{
+			antialiasingCoef = (1.0 - sinAlpha) / (1.0 - antialiasingRadius);
+		}
+		alpha = asin(sinAlpha);
+	}
+	
+	vec2 sphericalProjectedCoord = vec2(0.5, 0.5) + radius * (alpha / (3.141592 / 2.0)) / radiusLen;
+
+	float verticalRatio = gl_TexCoord[0].y;
+	if(verticalRatio < 0.5)
+		verticalRatio = pow(verticalRatio * 2.0, 1.0) / 2.0;
+	else
+		verticalRatio = 1.0 - pow((1.0 - verticalRatio) * 2.0, 1.0) / 2.0;
+	
+	vec4 leftColor = leftColor1 * verticalRatio + leftColor2 * (1.0 - verticalRatio);
+	vec4 rightColor = rightColor1 * verticalRatio + rightColor2 * (1.0 - verticalRatio);
+	
+	vec4 c1 = GetFireColor(tick / time_factor + 0.0 , vec2(sphericalProjectedCoord.y, (-0.3 + 0.0 + sphericalProjectedCoord.x) * 0.7), 1.0, 2.0, 1.0) * leftColor;
+	vec4 c2 = GetFireColor(tick / time_factor + 10.0, vec2(sphericalProjectedCoord.y, (-0.3 + 1.0 - sphericalProjectedCoord.x) * 0.7), 1.0, 2.0, 1.0) * rightColor;
+	vec4 c = c1 * c1.a + c2 * (1.0 - c1.a);
+	
+	c.a = 1.0 - exp(-c.a * shieldIntensity / cos(alpha));
+	
+	c.a *= aadjust;
+	c.a *= min(1.0, c.a) * antialiasingCoef;
+
+	gl_FragColor = c;
+}
diff --git a/game/modules/tome/data/gfx/shaders/shadowfire.lua b/game/modules/tome/data/gfx/shaders/shadowfire.lua
new file mode 100644
index 0000000000000000000000000000000000000000..842f8ebccd459b67b1819dfd11def7a42276bcdb
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/shadowfire.lua
@@ -0,0 +1,39 @@
+-- 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 = "shadowfire",
+	vert = nil,
+	args = {
+		tex = { texture = 0 },
+		mainfbo = { texture = 1 },
+		color = color or {0.4, 0.7, 1.0},
+		time_factor = time_factor or 25000,
+		aadjust = aadjust or 10,
+		ellipsoidalFactor = 1.5,
+		oscillationSpeed = 20.0,
+		antialiasingRadius = 0.6,
+		shieldIntensity = 0.15,
+		leftColor1 = {11.0  / 255.0, 8.0 / 255.0, 10.0 / 255},
+		leftColor2 = {171.0 / 255.0, 4.0 / 255.0, 10.0 / 255},
+		rightColor1 = {171.0 / 255.0, 4.0 / 255.0, 10.0 / 255},
+		rightColor2 = {11.0  / 255.0, 8.0 / 255.0, 10.0 / 255},
+	},
+	clone = false,
+}