Grim Dawn is an action RPG, and its Devotion system adds a second layer of character building on top of your skills. Devotion constellations are the star maps inside that system. You earn Devotion Points by restoring shrines around the world, then spend them on the stars of a constellation. Some stars grant Celestial Powers that add extra effects to your skills, and most constellations also return affinity when you finish them, which opens up the next ones.
Showing 50 of 109 items.
Tier
Crossroads
Crossroads (Ascendant)
A one-point starting node that opens Ascendant affinity and gives +18 Offensive Ability.
- Affinity Required
- -
- Affinity Granted
- +1 Ascendant
- Star Count
- 1
- Star Bonuses
- Star 1 — +18 Offensive Ability
- Celestial Power
- -
Crossroads (Chaos)
A one-point starting node that opens Chaos affinity and gives +5% Health.
- Affinity Required
- -
- Affinity Granted
- +1 Chaos
- Star Count
- 1
- Star Bonuses
- Star 1 — +5% Health
- Celestial Power
- -
Crossroads (Eldritch)
A one-point starting node that opens Eldritch affinity and gives +18 Offensive Ability.
- Affinity Required
- -
- Affinity Granted
- +1 Eldritch
- Star Count
- 1
- Star Bonuses
- Star 1 — +18 Offensive Ability
- Celestial Power
- -
Crossroads (Order)
A one-point starting node that opens Order affinity and gives +5% Health.
- Affinity Required
- -
- Affinity Granted
- +1 Order
- Star Count
- 1
- Star Bonuses
- Star 1 — +5% Health
- Celestial Power
- -
Crossroads (Primordial)
A one-point starting node that opens Primordial affinity and gives +18 Defensive Ability.
- Affinity Required
- -
- Affinity Granted
- +1 Primordial
- Star Count
- 1
- Star Bonuses
- Star 1 — +18 Defensive Ability
- Celestial Power
- -
Tier
Tier 1
Akeron's Scorpion
Boosts Offensive Ability and Physique, and unlocks the Scorpion Sting celestial power.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +5 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +12 Offensive Ability; Star 2 — +15 Physique; +15% Acid Damage; +30% Poison Damage; Star 3 — +18 Offensive Ability; +24% Acid Damage; Star 4 — +30% Poison Duration; +50% Poison Damage; Star 5 — No direct stat bonus
- Celestial Power
- Scorpion Sting — unlocked at Star 5; 25% chance when attacking an enemy
Anvil
Boosts Defensive Ability and Physique, and unlocks the Targo's Hammer celestial power.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +5 Ascendant
- Star Count
- 5
- Star Bonuses
- Star 1 — +15 Defensive Ability; Star 2 — +20 Physique; Star 3 — +3% Armor Absorption; +45 Armor; Star 4 — +15 Defensive Ability; +10 Offensive Ability; +5% Shield Block Chance; +5 Internal Trauma Duration; +12 Internal Trauma Damage; Star 5 — No direct stat bonus
- Celestial Power
- Targo's Hammer — unlocked at Star 5; 50% chance when blocking
Assassin's Blade
Boosts Physical Damage and Pierce Damage, and unlocks the Assassin's Mark celestial power.
- Affinity Required
- 1 Order
- Affinity Granted
- +3 Ascendant, +2 Order
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Physical Damage; +15% Pierce Damage; Star 2 — +12 Defensive Ability; Star 3 — +24% Physical Damage; +24% Pierce Damage; Star 4 — +18 Offensive Ability; Star 5 — No direct stat bonus
- Celestial Power
- Assassin's Mark — unlocked at Star 5; 100% chance on a critical hit
Bat
Boosts Vitality Damage and Bleeding Damage, and unlocks the Twin Fangs celestial power.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +2 Chaos, +3 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Vitality Damage; +15% Bleeding Damage; Star 2 — +15 Offensive Ability; +30% Vitality Decay Damage; Star 3 — +24% Vitality Damage; +50% Bleeding Damage; Star 4 — +10 Defensive Ability; +3% of Attack Damage converted to Health; +6 Vitality Damage; Star 5 — No direct stat bonus
- Celestial Power
- Twin Fangs — unlocked at Star 5; 20% chance when attacking an enemy
Bull
Boosts Defensive Ability and Physique, and unlocks the Bull Rush celestial power.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +2 Order, +3 Primordial
- Star Count
- 5
- Star Bonuses
- Star 1 — +8 Defensive Ability; +15 Physique; Star 2 — +3% Movement Speed; +30% Internal Trauma Duration; +30% Internal Trauma Damage; Star 3 — +15 Physique; +30 Armor; Star 4 — -10% Physique Requirement for Armor; +10 Defensive Ability; +5 Internal Trauma Duration; +12 Internal Trauma Damage; +50% Internal Trauma Damage; Star 5 — No direct stat bonus
- Celestial Power
- Bull Rush — unlocked at Star 5; 25% chance when attacking an enemy
Crane
Boosts Spirit and Physique.
- Affinity Required
- 1 Order
- Affinity Granted
- +5 Order
- Star Count
- 5
- Star Bonuses
- Star 1 — +15 Spirit; +15 Physique; Star 2 — +12% Poison & Acid Resistance; Star 3 — -10% Spirit Requirement for all Weapons; +15% All Damage; Star 4 — +12% Vitality Resistance; Star 5 — +16% Bleeding Resistance; +16% Elemental Resistance; +22% Reflected Damage Reduction
- Celestial Power
- -
Dryad
Boosts Energy and Physique, and unlocks the Dryad's Blessing celestial power.
- Affinity Required
- 1 Order
- Affinity Granted
- +3 Order
- Star Count
- 5
- Star Bonuses
- Star 1 — +200 Energy; +15 Physique; +10% Poison & Acid Resistance; Star 2 — +80 Health; +1 Energy Regeneration; Star 3 — +3% Movement Speed; +15% Slow Resistance; Star 4 — +5% Spirit; -10% Spirit Requirement for Jewelry; -10% Spirit Requirement for all Weapons; +3% Physical Resistance; Star 5 — No direct stat bonus
- Celestial Power
- Dryad's Blessing — unlocked at Star 5; 33% chance when attacking an enemy
Eel
Boosts Defensive Ability and Chance to Avoid Melee Attacks.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +5 Primordial
- Star Count
- 3
- Star Bonuses
- Star 1 — +12 Defensive Ability; +2% Chance to Avoid Melee Attacks; Star 2 — +15 Defensive Ability; +2% Chance to Avoid Projectiles; Star 3 — +20 Defensive Ability; +6% Movement Speed; +10% Pierce Resistance
- Celestial Power
- -
Empty Throne
Boosts Defensive Ability and Slow Resistance.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +5 Ascendant
- Star Count
- 4
- Star Bonuses
- Star 1 — +12 Defensive Ability; +10% Slow Resistance; Star 2 — +20 Defensive Ability; +8% Pierce Resistance; Star 3 — +10% Aether Resistance; +25% Reduced Freeze Duration; Star 4 — +10% Chaos Resistance; +25% Reduced Stun Duration
- Celestial Power
- -
Eye of the Guardian
Boosts Acid Damage and Poison Damage, and unlocks the Guardian's Gaze celestial power.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +3 Ascendant, +3 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Acid Damage; +15% Poison Damage; Star 2 — +16 Defensive Ability; +16 Offensive Ability; Star 3 — +20% Chaos Damage; +15% Poison Damage; Star 4 — +1 Energy Regeneration; +8% Vitality Resistance; +30% Poison Damage; Star 5 — No direct stat bonus
- Celestial Power
- Guardian's Gaze — unlocked at Star 5; 15% chance when attacking an enemy
Falcon
Boosts Physical Damage and Bleeding Damage, and unlocks the Falcon Swoop celestial power.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +3 Ascendant, +3 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Physical Damage; +15% Bleeding Damage; Star 2 — +60 Health; +15 Offensive Ability; Star 3 — +20 Cunning; Star 4 — +24% Physical Damage; +50% Bleeding Damage; Star 5 — No direct stat bonus
- Celestial Power
- Falcon Swoop — unlocked at Star 5; 15% chance when attacking an enemy
Fiend
Boosts Chaos Damage and Fire Damage, and unlocks the Flame Torrent celestial power.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +2 Chaos, +3 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Chaos Damage; +15% Fire Damage; Star 2 — +15 Spirit; Star 3 — +8% Chaos Resistance; Star 4 — +24% Chaos Damage; +24% Fire Damage; Star 5 — No direct stat bonus
- Celestial Power
- Flame Torrent — unlocked at Star 5; 25% chance when attacking an enemy
Fox
Boosts Cunning and Spirit.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +5 Eldritch
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +3 Bleeding Duration; +8 Bleeding Damage; +30% Bleeding Damage; Star 3 — +25 Cunning; +8% Bleeding Resistance; Star 4 — +10 Health Regeneration; +6% of Attack Damage converted to Health; +3 Bleeding Duration; +12 Bleeding Damage; +60% Bleeding Damage
- Celestial Power
- -
Gallows
Boosts Chaos Damage and Vitality Damage.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +5 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Chaos Damage; +15% Vitality Damage; Star 2 — +3% Health; +10% Bleeding Resistance; Star 3 — +3% Health; +10% Vitality Resistance; Star 4 — +24% Chaos Damage; +8 Vitality Damage; +24% Vitality Damage; +6% Damage to Undead & Humans
- Celestial Power
- -
Ghoul
Boosts Defensive Ability and Physique, and unlocks the Ghoulish Hunger celestial power.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +3 Chaos
- Star Count
- 5
- Star Bonuses
- Star 1 — +8 Defensive Ability; +15 Physique; Star 2 — +3% Health; +16 Health Regeneration; Star 3 — +15 Defensive Ability; +15 Spirit; +15 Physique; Star 4 — +30% Health Regeneration; +5% of Attack Damage converted to Health; Star 5 — No direct stat bonus
- Celestial Power
- Ghoulish Hunger — unlocked at Star 5; 100% chance when health is low
Hammer
Boosts Armor and Physical Damage.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +4 Ascendant
- Star Count
- 3
- Star Bonuses
- Star 1 — +20 Armor; +15% Physical Damage; Star 2 — +15 Defensive Ability; +30% Internal Trauma Duration; +30% Internal Trauma Damage; Star 3 — +8% Armor; +24% Physical Damage; +60% Internal Trauma Damage
- Celestial Power
- -
Harpy
Boosts Cold Damage and Pierce Damage.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +5 Ascendant
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Cold Damage; +15% Pierce Damage; Star 2 — +15 Cunning; +1 Energy Regeneration; Star 3 — +24 Offensive Ability; +10% Bleeding Resistance; Star 4 — +24% Cold Damage; +5% Crit Damage; +6-10 Pierce Damage; +24% Pierce Damage
- Celestial Power
- -
Hawk
Boosts Offensive Ability and Crit Damage.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +3 Eldritch
- Star Count
- 3
- Star Bonuses
- Star 1 — +15 Offensive Ability; Star 2 — +5% Crit Damage; Star 3 — -10% Cunning Requirement for Ranged Weapons; +3% Offensive Ability
- Celestial Power
- -
Hound
Boosts Physique and Armor.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +4 Primordial
- Star Count
- 3
- Star Bonuses
- Star 1 — +15 Physique; Star 2 — +6% Armor; +30% All Retaliation Damage; Star 3 — +20 Physique; +9% Armor; +40% All Retaliation Damage
- Celestial Power
- -
Imp
Boosts Aether Damage and Fire Damage, and unlocks the Aetherfire celestial power.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +3 Eldritch, +3 Primordial
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Aether Damage; +15% Fire Damage; Star 2 — +10 Defensive Ability; +15 Spirit; Star 3 — +15 Physique; +8% Aether Resistance; Star 4 — +24% Aether Damage; +24% Fire Damage; Star 5 — No direct stat bonus
- Celestial Power
- Aetherfire — unlocked at Star 5; 15% chance when attacking an enemy
Jackal
Boosts Energy Regeneration and Offensive Ability.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +3 Chaos
- Star Count
- 3
- Star Bonuses
- Star 1 — +10% Energy Regeneration; Star 2 — +12 Offensive Ability; +6% Total Speed; Star 3 — +2% Physical Resistance; +15% All Damage
- Celestial Power
- -
Lion
Boosts Defensive Ability and Health.
- Affinity Required
- 1 Order
- Affinity Granted
- +3 Order
- Star Count
- 3
- Star Bonuses
- Star 1 — +8 Defensive Ability; +4% Health; Star 2 — +15 Spirit; +6% Movement Speed; +30 Armor; Star 3 — +2% Physical Resistance; +15% All Damage
- Celestial Power
- -
Lizard
Boosts Constitution and Health Regeneration.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +4 Primordial
- Star Count
- 3
- Star Bonuses
- Star 1 — +15% Constitution; +8 Health Regeneration; Star 2 — +50 Health; +16 Health Regeneration; +3% Movement Speed; Star 3 — +6% Increased Healing; +50 Health; +40% Health Regeneration
- Celestial Power
- -
Lotus
Boosts Health and Energy.
- Affinity Required
- 1 Order
- Affinity Granted
- +3 Eldritch, +2 Order
- Star Count
- 4
- Star Bonuses
- Star 1 — +30 Health; +100 Energy; Star 2 — +1 Energy Regeneration; +15% Energy Regeneration; Star 3 — +80 Health; +4% Energy; +8% Vitality Resistance; Star 4 — +20% Increased Healing; +20% Health Regeneration; +25% Reflected Damage Reduction
- Celestial Power
- -
Mantis
Boosts Armor and Pierce Damage.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +3 Ascendant, +2 Chaos
- Star Count
- 4
- Star Bonuses
- Star 1 — +20 Armor; +15% Pierce Damage; Star 2 — +10 Defensive Ability; +10% Elemental Resistance; Star 3 — +80 Health; +1 Energy Regeneration; Star 4 — +3% Physical Resistance; +7 Pierce Damage; +24% Pierce Damage
- Celestial Power
- -
Nighttalon
Boosts Cunning and Health Regeneration.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +3 Ascendant, +2 Chaos
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Cunning; +8 Health Regeneration; Star 2 — +10% Elemental Resistance; Star 3 — +20% Bleeding Duration; +20% Bleeding Damage; Star 4 — +3% Physical Resistance; +50% Bleeding Damage
- Celestial Power
- -
Owl
Boosts Cunning and Spirit.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +5 Ascendant
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +8% Elemental Resistance; -5% Skill Energy Cost; Star 3 — +50% Bleeding Duration; +50% Bleeding Damage; +50% Frostburn Duration; +50% Frostburn Damage; +50% Burn Duration; +50% Burn Damage; +50% Vitality Decay Duration; +50% Vitality Decay Damage; +50% Electrocute Duration; +50% Electrocute Damage; +50% Internal Trauma Duration; +50% Internal Trauma Damage; +50% Poison Duration; +50% Poison Damage; Star 4 — +15 Defensive Ability; +15% Reflected Damage Reduction; +30% All Damage
- Celestial Power
- -
Panther
Boosts Offensive Ability and Cunning.
- Affinity Required
- 1 Order
- Affinity Granted
- +2 Order, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +12 Offensive Ability; Star 2 — +15 Cunning; +15 Spirit; Star 3 — +15% Energy Regeneration; +20 Offensive Ability; Star 4 — +25 Offensive Ability; +5% Crit Damage
- Celestial Power
- -
Quill
Boosts Elemental Damage and Aether Resistance.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +3 Ascendant, +3 Eldritch
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Elemental Damage; Star 2 — +8% Aether Resistance; Star 3 — +100 Health; +150 Energy; Star 4 — +2% Defensive Ability; +10% Energy Regeneration; +24% Elemental Damage
- Celestial Power
- -
Rat
Boosts Cunning and Spirit.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +2 Chaos, +3 Eldritch
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +5 Poison Duration; +8 Poison Damage; +30% Poison Damage; +20 Acid Retaliation; Star 3 — +20 Cunning; +20 Spirit; +10% Poison & Acid Resistance; +30 Acid Retaliation; Star 4 — +5 Poison Duration; +30% Poison Duration; +12 Poison Damage; +60% Poison Damage; +40% All Retaliation Damage
- Celestial Power
- -
Raven
Boosts Spirit and Offensive Ability.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +5 Eldritch
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Spirit; Star 2 — +1.5 Energy Regeneration; +10 Offensive Ability; Star 3 — +3% Offensive Ability; Star 4 — +15 Offensive Ability
- Celestial Power
- -
Sailor's Guide
Boosts Defensive Ability and Physique.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +5 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +8 Defensive Ability; +15 Physique; Star 2 — +18% Reduced Freeze Duration; +18% Slow Resistance; Star 3 — +10% Movement Speed; +15 Physique; Star 4 — +15% Elemental Resistance; +3% Physical Resistance
- Celestial Power
- -
Scarab
Boosts Physique and Armor.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +2 Order, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Physique; +20 Armor; Star 2 — -5% Shield Recovery Time; +16% Shield Damage Blocked; Star 3 — +15% Bleeding Resistance; +8% Armor; Star 4 — -10% Shield Recovery Time; +16% Shield Damage Blocked; +15% Reduced Stun Duration; +40 Acid Retaliation
- Celestial Power
- -
Scholar's Light
Boosts Elemental Damage and Defensive Ability.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +4 Eldritch
- Star Count
- 3
- Star Bonuses
- Star 1 — +15% Elemental Damage; Star 2 — +15 Defensive Ability; +15 Physique; +8% Elemental Resistance; Star 3 — +2.5 Energy Regeneration; +8% Aether Resistance; +24% Elemental Damage
- Celestial Power
- -
Shepherd's Crook
Boosts Health and Cunning, and unlocks the Shepherd's Call celestial power.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +5 Ascendant
- Star Count
- 5
- Star Bonuses
- Star 1 — +40 Health; Star 2 — +15 Cunning; +40 Health; Star 3 — +10% Elemental Resistance; Star 4 — +3% Health; Star 5 — No direct stat bonus
- Celestial Power
- Shepherd's Call — unlocked at Star 5; 25% chance when attacking an enemy
Spider
Boosts Cunning and Spirit.
- Affinity Required
- 1 Eldritch
- Affinity Granted
- +6 Eldritch
- Star Count
- 5
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +3% Spirit; +20 Offensive Ability; Star 3 — +20 Offensive Ability; +5% Casting Speed; Star 4 — +5% Attack Speed; +20 Defensive Ability; Star 5 — +20 Defensive Ability; +3% Cunning
- Celestial Power
- -
Stag
Boosts Physical Damage and Bleeding Damage.
- Affinity Required
- 1 Order
- Affinity Granted
- +2 Order, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Physical Damage; +15% Bleeding Damage; Star 2 — +5% Movement Speed; +15 Physique; +10% Pierce Resistance; Star 3 — +15 Defensive Ability; +110 Health; +30% All Retaliation Damage; Star 4 — +10% Armor; +24% Physical Damage; +50% Bleeding Damage
- Celestial Power
- -
Toad
Boosts Vitality Resistance and Spirit.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +3 Ascendant, +3 Eldritch
- Star Count
- 4
- Star Bonuses
- Star 1 — +8% Vitality Resistance; Star 2 — +15 Spirit; +10 Offensive Ability; Star 3 — +60 Health; +3% of Attack Damage converted to Health; Star 4 — +24% Aether Damage; +24% Vitality Damage; +6% Damage to Beasts
- Celestial Power
- -
Tortoise
Boosts Defensive Ability and Armor, and unlocks the Turtle Shell celestial power.
- Affinity Required
- 1 Order
- Affinity Granted
- +2 Order, +3 Primordial
- Star Count
- 5
- Star Bonuses
- Star 1 — +12 Defensive Ability; +20 Armor; Star 2 — +15 Defensive Ability; -10% Physique Requirement for Shields; +20 Armor; Star 3 — +15 Defensive Ability; +40 Armor; Star 4 — +10 Defensive Ability; +4% Health; +8% Armor; Star 5 — No direct stat bonus
- Celestial Power
- Turtle Shell — unlocked at Star 5; 100% chance when health is low
Tsunami
Boosts Cold Damage and Lightning Damage, and unlocks the Tsunami celestial power.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +5 Primordial
- Star Count
- 5
- Star Bonuses
- Star 1 — +15% Cold Damage; +15% Lightning Damage; Star 2 — +20 Defensive Ability; +15 Spirit; Star 3 — +15 Physique; +50% Frostburn Damage; +50% Electrocute Damage; Star 4 — +24% Cold Damage; +24% Lightning Damage; Star 5 — No direct stat bonus
- Celestial Power
- Tsunami — unlocked at Star 5; 35% chance when attacking an enemy
Viper
Boosts Cunning and Spirit.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +2 Chaos, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +10% Energy Absorbed from Enemy Spells; +15% Energy Leech Chance; +2 Energy Leech Duration; +18 Energy Leech; Star 3 — +10% Vitality Resistance; Star 4 — +3% Offensive Ability; +3 Reduced Elemental Resistance Duration; +20% Reduced target's Elemental Resistances
- Celestial Power
- -
Vulture
Boosts Cunning and Spirit.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +5 Chaos
- Star Count
- 5
- Star Bonuses
- Star 1 — +15 Cunning; +15 Spirit; Star 2 — +15 Offensive Ability; +15% Bleeding Resistance; +30% Life Leech Resistance; Star 3 — +80 Health; +200 Energy; +15 Offensive Ability; Star 4 — +5% Cunning; +5% Spirit; +15 Offensive Ability; Star 5 — +15 Offensive Ability; +8% Chaos Resistance; +15% Vitality Resistance
- Celestial Power
- -
Wolverine
Boosts Defensive Ability and Armor.
- Affinity Required
- 1 Ascendant
- Affinity Granted
- +6 Ascendant
- Star Count
- 5
- Star Bonuses
- Star 1 — +15 Defensive Ability; Star 2 — +30 Armor; +30% All Retaliation Damage; Star 3 — +25 Defensive Ability; Star 4 — +3% Movement Speed; +30 Armor; +50% All Retaliation Damage; Star 5 — +4% Defensive Ability; -10% Cunning Requirement for Melee Weapons; -10% Physique Requirement for Melee Weapons
- Celestial Power
- -
Wraith
Boosts Aether Damage and Lightning Damage.
- Affinity Required
- 1 Primordial
- Affinity Granted
- +3 Ascendant, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Aether Damage; +15% Lightning Damage; Star 2 — +15 Spirit; +8% Aether Resistance; +30% All Retaliation Damage; Star 3 — +15% Energy Absorbed from Enemy Spells; +24 Offensive Ability; +25-85 Lightning Retaliation; Star 4 — +3% Physical Resistance; +24% Aether Damage; +24% Lightning Damage; +6% Damage to Undead
- Celestial Power
- -
Wretch
Boosts Chaos Damage and Acid Damage.
- Affinity Required
- 1 Chaos
- Affinity Granted
- +2 Chaos, +3 Primordial
- Star Count
- 4
- Star Bonuses
- Star 1 — +15% Chaos Damage; +15% Acid Damage; Star 2 — +15 Physique; +12% Bleeding Resistance; Star 3 — +15 Defensive Ability; +140 Health; +44 Acid Retaliation; Star 4 — +24% Chaos Damage; +24% Acid Damage; +6% Damage to Undead
- Celestial Power
- -
How to Get Devotion Points in Grim Dawn
Devotion Points come from shrines, and shrines are marked on the world map. Ruined Shrines need rare materials to restore, and those materials get more exotic on Elite and Ultimate. Corrupted Shrines are guarded instead: you have to clear the fiends that spawn when you activate one, and those fiends get tougher on the harder difficulties. Each restored shrine gives you one Devotion Point.
Shrines also thin out as the game gets harder, so Elite and Ultimate have fewer than Normal and Veteran. The cap is 50 Devotion Points, and it stays the same no matter the difficulty. The Ashes of Malmouth expansion raises that cap to 55. Because the cap is firm, it pays to think about where each point goes.
How Crossroads and Affinity Open the Map
You start with only one constellation, Crossroads, and it is the only one that doesn't need affinity to enter. Its stars work differently from the rest. Each star is separate from the others and grants exactly one point of affinity in a single type, so Crossroads is the source of the affinity that unlocks everything else.
Every other constellation needs some amount of a specific affinity before you can spend points in it. The five types are Ascendant, Chaos, Eldritch, Order and Primordial. You earn affinity by fully finishing a constellation or by taking Crossroads stars. Spending points doesn't use it up, so once you have it, it keeps working as a key to more of the map.
This gating is what gives the map its shape. You work outward from Crossroads, and the farther out you go, the more affinity each step asks for. Each star takes only one point, and every constellation has a starting star that opens the rest of it.
Understanding Constellation Tiers
Constellations fall into tiers based on how far they sit from Crossroads. The closer one is, the less affinity it takes to open. Tier 1 constellations open right after you invest in a Crossroads star, and they usually pay back well. Tier 2 needs more affinity to open and gives back less. Tier 3 sits on the outer edge, costs the most to reach, pays back no affinity at all, and in exchange gives the strongest triggered effects.
That trade-off is what the tiers are about: farther out means stronger bonuses but a bigger affinity bill. To judge any constellation, look at two numbers, how many points it takes to fill and how much affinity it gives back. A rough rule of thumb among experienced players is that a constellation returns about as much affinity as the points you put in, so anything that gives back more is a good deal.
What Celestial Powers Do and Where They Go
Some stars grant Celestial Powers, which add extra effects to your skills. You can put a power on a skill from your masteries or on a skill from an item. Where it can go depends on what triggers it. Powers triggered by taking damage or blocking can only go on buff skills, while powers triggered by dealing damage, landing a critical strike or slaying an enemy can only go on attack skills. That keeps each power on a skill that can actually trigger it. Left-click a power's star to see which skills it fits.
Powers only earn experience while they are on a skill you are actively using, so a power on a skill you never use won't level up. Each power also has a level cap, which is lower for powers from constellations farther out.
Which Devotion Constellations Matter Most
There isn't one list that suits every build, because the best constellations depend on how your skills work. Still, a few names come up often. Eel is a standout for how much affinity it returns for the points it takes. Ghoul is a cheap early pick with triggered effects that many builds need. Kraken and Widow also come up in plenty of build discussions.
On the far edge, Ulzuin's Torch and Spear of the Heavens are the constellations players single out for their power. Spear of the Heavens is also one of the costliest to reach, so it's worth planning your affinity well ahead of time. Trying different powers is the surest way to find combinations that suit your playstyle.
How to Respec Devotion Points
Your picks aren't locked in forever. The Spirit Guide can unlearn points for a fee plus an Aether Crystal, and a Celestial Power you unlearn keeps all the experience it has earned, so you don't lose that progress if you place it again. There are limits, though. You can't unlearn points from a constellation whose affinity is holding up another constellation you still need, since that would cut off everything that depends on it.
FAQ
Do Celestial Powers work with pet builds?
Yes. When you assign a power to a Pet Summon skill, the pet is the one that triggers it, and the power scales with your pet bonuses.
Do I have to finish a constellation to get its benefits?
No. Each star you fill still gives its effect, so a partly filled constellation is still useful. What you miss is the affinity a constellation returns, which only comes once you fully finish it. That's why some players leave constellations partly filled on purpose when they only want one star.
How do I see which constellations need a certain affinity?
Hover over an affinity on the left side of the Devotion window. Every constellation that needs that affinity will be highlighted, which makes it easier to plan your next move.

