diff --git a/game/modules/tome/data/talents/celestial/sunlight.lua b/game/modules/tome/data/talents/celestial/sunlight.lua
index f0f9b6b8c2d984905cca9117c3c67d492eaddf26..ec4cba64feb814be92b34fec3f7042d420698285 100644
--- a/game/modules/tome/data/talents/celestial/sunlight.lua
+++ b/game/modules/tome/data/talents/celestial/sunlight.lua
@@ -187,67 +187,3 @@ newTalent{
 		The burst of sunlight will deal %d light damage to all within radius %d.]]):format(t.getPower(self, t)*100, t.getDuration(self, t), damDesc(self, DamageType.LIGHT, t.getDamage(self, t)), self:getTalentRadius(t))
 	end,
 }
-
-
-newTalent{
-	name = "Sunburst",
-	type = {"celestial/sunlight", 4},
-	require = divi_req4,
-	points = 5,
-	random_ego = "attack",
-	cooldown = 15,
-	positive = 15,
-	tactical = { ATTACKAREA = {LIGHT = 2} },
-	range = 0,
-	radius = 6,
-	direct_hit = true,
-	target = function(self, t)
-		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=false, talent=t}
-	end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 200) end,
-	getDotDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
-	getConversion = function(self, t) return math.min(100, self:combatTalentScale(t, 15, 100)) end,
-
-	getDuration = function(self, t) return 6 end,
-
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		self:project(tg, self.x, self.y, function(px, py)
-			local target = game.level.map(px, py, Map.ACTOR)
-			if not target then return end
-
-			DamageType:get(DamageType.LIGHT).projector(self, px, py, DamageType.LIGHT, self:spellCrit(t.getDamage(self, t)))
-
-			if not target:hasEffect(target.EFF_SUNBURST) then target:setEffect(target.EFF_SUNBURST, t.getDuration(self, t), {src=self, dotDam=t.getDotDamage(self, t), conversion=t.getConversion(self, t)}) end
-		end)
-
-		if self:hasEffect(self.EFF_DARKEST_LIGHT) then
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "shadow_flash", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y})
-		else
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y})
-		end
-		game:playSoundNear(self, "talents/fireflash")
-		return true
-	end,
-
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		local radius = self:getTalentRadius(t)
-		local dotDamage = t.getDotDamage(self, t)
-		local conversion = t.getConversion(self, t)
-		local duration = t.getDuration(self, t)
-		if self:hasEffect(self.EFF_DARKEST_LIGHT) then
-			sbDescTT = "starlight"
-			sbDamTypeTT = "#GREY#Darkness#LAST#"
-			sbDamTypeForm = DARKNESS
-		else
-			sbDescTT = "sunlight"
-			sbDamTypeTT = "#YELLOW#Light#LAST#"
-			sbDamTypeForm = LIGHT
-		end
-		return ([[Conjures a furious burst of %s, dealing %d %s damage to all within radius %d.
-		Those affected will be afflicted with a searing %s, dealing %d %s damage every turn and converting %d%% of all their damage to %s for %d turns.
-		If darkest light is active, the damage and conversion will be darkness.
-		The damage will increase with your Spellpower.]]):format(sbDescTT, damDesc(self, DamageType.sbDamTypeTT, damage), sbDamTypeTT, radius, sbDescTT, dotDamage, sbDamTypeTT, conversion, sbDamTypeTT, duration)
-	end,
-}