diff --git a/game/engines/default/engine/Entity.lua b/game/engines/default/engine/Entity.lua
index 2e452b12383ad7f1b280bc5d16167dcafb5b66d1..8c4697774704a41cd86d0e9706d187ea3eed2c5c 100644
--- a/game/engines/default/engine/Entity.lua
+++ b/game/engines/default/engine/Entity.lua
@@ -201,11 +201,13 @@ function _M:removeParticles(ps)
 end
 
 --- Get the particle emitters of this entity
-function _M:getParticlesList()
+function _M:getParticlesList(back)
 	local ps = {}
 	for e, _ in pairs(self.__particles) do
-		e:checkDisplay()
-		ps[#ps+1] = e
+		if (not back and not e.toback) or (back and e.toback) then
+			e:checkDisplay()
+			ps[#ps+1] = e
+		end
 	end
 	return ps
 end
diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua
index b4cc2da57608f9a5b7766b689a07384954b6b042..19dc652a3273a7dbfe941bc8e8c97ef78069b2e2 100644
--- a/game/modules/tome/class/Actor.lua
+++ b/game/modules/tome/class/Actor.lua
@@ -18,7 +18,7 @@
 -- darkgod@te4.org
 
 require "engine.class"
-require "engine.Actor"
+local Actor = require "engine.Actor"
 require "engine.Autolevel"
 require "engine.interface.ActorInventory"
 require "engine.interface.ActorTemporaryEffects"
@@ -836,11 +836,30 @@ function _M:setupMinimapInfo(mo, map)
 	end
 end
 
+function _M:makeMapObject(tiles, idx)
+	local mo, z, lastmo = Actor.makeMapObject(self, tiles, idx)
+
+	if idx == 1 and mo then
+		if mo and mo:isValid() then return mo, z, lasmo end
+
+		local submo = core.map.newObject(self.uid, 1, self:check("display_on_seen"), self:check("display_on_remember"), self:check("display_on_unknown"), self:check("display_x") or 0, self:check("display_y") or 0, self:check("display_w") or 1, self:check("display_h") or 1, self:check("display_scale") or 1)
+		local tex, texx, texy, pos_x, pos_y = tiles:get("", 0, 0, 0, 0, 0, 0, "invis.png", false, false, true)
+		submo:texture(0, tex, false, texx, texy, pos_x, pos_y)
+		submo:chain(mo)
+		if lastmo == mo then lastmo = submo end
+		mo = submo
+		self._mo = mo
+	end
+
+	return mo, z, lastmo
+end
+
 --- Attach or remove a display callback
 -- Defines particles to display
 function _M:defineDisplayCallback()
 	if not self._mo then return end
 
+	local backps = self:getParticlesList(true)
 	local ps = self:getParticlesList()
 
 	local f_self = nil
@@ -942,15 +961,30 @@ function _M:defineDisplayCallback()
 		end
 	end
 
+	local function backparticles(x, y, w, h, zoom, on_map)
+		local e
+		local dy = 0
+		if h > w then dy = (h - w) / 2 end
+		for i = 1, #backps do
+			e = backps[i]
+			e:checkDisplay()
+			if e.ps:isAlive() then e.ps:toScreen(x + w / 2, y + dy + h / 2, true, w / (game.level and game.level.map.tile_w or w))
+			else self:removeParticles(e)
+			end
+		end
+	end
+
 	if self._mo == self._last_mo or not self._last_mo then
 		self._mo:displayCallback(function(x, y, w, h, zoom, on_map, tlx, tly)
 			tactical(tlx or x, tly or y, w, h, zoom, on_map)
+			backparticles(x, y, w, h, zoom, on_map)
 			particles(x, y, w, h, zoom, on_map)
 			return true
 		end)
 	else
 		self._mo:displayCallback(function(x, y, w, h, zoom, on_map, tlx, tly)
 			tactical(tlx or x, tly or y, w, h, zoom, on_map)
+			backparticles(x, y, w, h, zoom, on_map)
 			return true
 		end)
 		self._last_mo:displayCallback(function(x, y, w, h, zoom, on_map)
diff --git a/game/modules/tome/data/gfx/particles/shader_wings.lua b/game/modules/tome/data/gfx/particles/shader_wings.lua
new file mode 100644
index 0000000000000000000000000000000000000000..3cbfe1f6a95f0e141e2b1800f22e8c19d3aa05b4
--- /dev/null
+++ b/game/modules/tome/data/gfx/particles/shader_wings.lua
@@ -0,0 +1,49 @@
+-- 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
+
+use_shader = {type="flamewings"}
+base_size = 32
+
+local r = 1
+local g = 1
+local b = 1
+local a = 1
+
+return { generator = function()
+	return {
+		trail = 0,
+		life = 10,
+		size = 64 * (size_factor or 1), sizev = 0, sizea = 0,
+
+		x = 0, xv = 0, xa = 0,
+		y = -20, 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 = -0.02, aa = 0.005,
+	}
+end, },
+function(self)
+	self.ps:emit(1)
+end,
+1,
+"particles_images/"..(img or "wings")
diff --git a/game/modules/tome/data/gfx/particles_images/wings.png b/game/modules/tome/data/gfx/particles_images/wings.png
new file mode 100644
index 0000000000000000000000000000000000000000..2c018bcc154da8608e93f4cbb545b521483ba281
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/wings.png differ
diff --git a/game/modules/tome/data/gfx/shaders/flamewings.frag b/game/modules/tome/data/gfx/shaders/flamewings.frag
new file mode 100644
index 0000000000000000000000000000000000000000..f767b0333aaef3430ba3d540ea8eb5ecc83550f7
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/flamewings.frag
@@ -0,0 +1,200 @@
+uniform sampler2D tex;
+uniform float tick;
+uniform float aadjust;
+uniform vec3 color;
+uniform float time_factor;
+uniform float tick_start;
+
+uniform float ellipsoidalFactor = 1.7; //1 is perfect circle, >1 is ellipsoidal
+uniform float oscillationSpeed = 0.0; //oscillation between ellipsoidal and spherical form
+
+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 * 0.5)) * 1.5);
+	delta += vec2(0.0, snoise(vec3(pos * 2.0, currTime * 1.0)) * 1.5);
+	delta += vec2(0.0, snoise(vec3(pos * 4.0, currTime * 2.0)) * 1.5);
+	delta += vec2(0.0, snoise(vec3(pos * 8.0, currTime * 4.0)) * 1.5);
+	delta += vec2(0.0, snoise(vec3(pos * 16.0, currTime * 8.0)) * 0.5);
+	/*delta += vec2(0.0, snoise(vec3(pos * 2.0, 1*currTime * 4.0)) * 0.4);
+	delta += vec2(0.0, snoise(vec3(pos * 8.0, 1*currTime * 16.0)) * 0.8);
+	delta += vec2(0.0, snoise(vec3(pos * 16.0, 1*currTime * 32.0)) * 0.4);*/
+	return delta;
+}
+
+vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult)
+{
+	if(pos.x < 0.0 || pos.x > 1.0 || pos.y < 0.0 || pos.y > 1.0) return vec4(0.0, 0.0, 0.0, 0.0);
+	/*if(mod(pos.x, 0.1) < 0.05 ^ mod(pos.y, 0.1) < 0.05)
+		return vec4(pos.x, pos.y, 0, 1);
+	else
+		return vec4(0, 0, 0, 1);*/
+	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)
+{
+	vec2 pos = gl_TexCoord[0].xy;
+	pos.x = 0.5 + (pos.x - 0.5) * ellipsoidalFactor;
+	pos = vec2(0.5, 0.5) + (pos - vec2(0.5, 0.5)) * 1.1;
+	
+	float foldRatio = 1.0;
+//	float foldRatio = max(0.0, min(1.0, (tick - tick_start) / time_factor * 0.5));
+//	foldRatio = (1.0 + sin(tick / time_factor * 20.0)) * 0.5;
+	foldRatio *= 0.95 + 0.05 * sin(tick / time_factor * 15.0);
+	
+	float radius = 0.25 * (foldRatio * 0.5 + 0.5);
+	vec2 center = vec2(0.5, 0.85 - radius);
+	float timeShift = 0.0;
+	if(pos.x > 0.5)
+		timeShift = 100;
+		
+	
+	if(length(pos - center) < radius)
+	{
+		vec2 delta = pos - center;
+		float pi = 3.141592;
+		float ang = atan(delta.x, delta.y);
+
+		vec2 polarPoint = vec2(abs(ang) / pi, radius - length(delta));
+		vec2 planarPoint = vec2((polarPoint.x - 0.07) / (0.70 - (1.0 - foldRatio) * 0.3), polarPoint.y * 24.0);
+		planarPoint.x -= (0.0 + planarPoint.x) * planarPoint.y * 0.2;
+		planarPoint.y += pow((0.0 + planarPoint.x), 10.0) * planarPoint.y * 10.0;
+
+		planarPoint.y = 1.0 - planarPoint.y;
+		gl_FragColor = GetFireColor(timeShift + tick / time_factor, planarPoint, 4.0, 8.0, 1.0);	
+	}else
+	{
+		
+		vec2 delta = pos - center;
+		float pi = 3.141592;
+		float ang = atan(delta.x, delta.y);
+
+		vec2 polarPoint = vec2(abs(ang) / pi, length(delta) - radius);
+		
+		vec2 planarPoint = vec2((polarPoint.x - 0.07) / (0.70 - (1.0 - foldRatio) * 0.3), polarPoint.y * 2.5);
+	/*	planarPoint.x -= (1.0 - planarPoint.x) * planarPoint.y * 0.7;
+		planarPoint.x -= (0.0 + planarPoint.x) * planarPoint.y * 0.2;
+		planarPoint.y += pow((0.0 + planarPoint.x) * planarPoint.y, 3.0) * 7.9;*/
+		planarPoint.x -= (1.0 - planarPoint.x) * planarPoint.y * 0.8;
+		planarPoint.x -= (0.0 + planarPoint.x) * planarPoint.y * 0.3 * (foldRatio * 3.0 - 2.0);
+		planarPoint.y += pow((1.0 - planarPoint.x), 7.0) * planarPoint.y * 2.7;
+		
+		planarPoint.y = 1.0 - planarPoint.y;
+			
+		gl_FragColor = GetFireColor(timeShift + tick / time_factor, planarPoint, 2.0, 4.0, 1.0);	
+
+		float antialiasingCoef = 40.0;
+		gl_FragColor.a *= min(1.0, max(0.0, planarPoint.x * antialiasingCoef));
+		//gl_FragColor.a *= min(1.0, max(0.0, planarPoint.y * antialiasingCoef));
+		gl_FragColor.a *= min(1.0, max(0.0, (1.0 - planarPoint.x) * antialiasingCoef));
+		//gl_FragColor.a *= min(1.0, max(0.0, (1.0 - planarPoint.y) * antialiasingCoef));
+	}
+	gl_FragColor.a *= 1.0 - pow(1.0 - foldRatio, 3.0);
+}
diff --git a/game/modules/tome/data/gfx/shaders/flamewings.lua b/game/modules/tome/data/gfx/shaders/flamewings.lua
new file mode 100644
index 0000000000000000000000000000000000000000..5114faecfe82af0ec60bc4f10491fabbc9e67c21
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/flamewings.lua
@@ -0,0 +1,32 @@
+-- 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 = "flamewings",
+	vert = nil,
+	args = {
+		tex = { texture = 0 },
+		tick_start = core.game.getTime(),
+		time_factor = 6000,
+		ellipsoidalFactor = 1.7, --1 is perfect circle, >1 is ellipsoidal
+		oscillationSpeed = 0.0, --oscillation between ellipsoidal and spherical form
+		growRatio = 1.0,
+	},
+	clone = false,
+}
diff --git a/game/modules/tome/data/talents/spells/wildfire.lua b/game/modules/tome/data/talents/spells/wildfire.lua
index 55e3d536dc3703faf81efa4f6f234c366ed9e0d0..ab983ffcb952b841372100e9f9ecf3e897151804 100644
--- a/game/modules/tome/data/talents/spells/wildfire.lua
+++ b/game/modules/tome/data/talents/spells/wildfire.lua
@@ -124,7 +124,10 @@ newTalent{
 
 		local particle
 		if core.shader.active(4) then
-			particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="flames", hide_center=0, xy={self.x, self.y}}))
+			local p = Particles.new("shader_wings", 1)
+			p.toback = true
+			particle = self:addParticles(p)
+--			particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="flames", hide_center=0, xy={self.x, self.y}}))
 		else
 			particle = self:addParticles(Particles.new("wildfire", 1))
 		end