Diablo 4 Season 3 Mechanic Guide: Governing Stones, Tuning Stones, Seneschal Construct

Lost? Confused? Wondering about the new Diablo 4 Season 3 mechanic/theme? I got you.

IN A NUTSHELL: Season 3's mechanic revolves around your little robot pet that fights with you, the Seneschal Construct. Then, you can power up customize it with up to 2 Governing Stones. Finally, take this further with up to three Tuning Stones modifying EACH Governing Stone.

Ultimate summary: Your pet has 2 major customizations (Governing Stones). Each of these can be modified by 3 "minor" customizations (Tuning Stones) - so 6 total.

Note: they announced two mystery stones "Everlasting" and "Genesis".

List of Governing Stones & Effects

Each Governing Stone can be thought of as a "behavior" or "skill". (Note, I'm still missing the rarity and "tag" for each). Not every Tuning stone can be used on every Governing Stone! There are limitations. Up to two Governing Stones can be used in your Seneschal Construct.

Autodefense: The Seneschal Construct activates an antimaterial field around itself shooting down enemy projectiles. Can not shoot down Boss or Player projectiles.

Bushwhack: Quickly ambush dealing damage to each target. May strike the same target multiple times.

Firefly: Deploy a small construct that lands on the target and explodes 3 times, dealing damage.

Focus Fire: The Seneschal Construct channels a ray of fire onto targets dealing damage to each over time.

Gyrate: The Seneschal Construct whirls its legs around quickly dealing damage to all surrounding enemies.

Impale: Perform a line attack to all enemies in front of the Seneschal Construct dealing damage.

Lightning Bolt: Launch a bolt of Lightning at the target dealing damage. Arcs to other targets dealing a portion of the original damage.

Protect: The Seneschal Construct materializes a protective Barrier on the player for a portion of their Maximum Life.

Reconstruct: The Seneschal Construct channels a reconstruction beam Healing the player for a portion of their Maximum Life over time.

Slash: Pummel enemies in front of the Seneschal Construct dealing damage.

Tempest: Electrically charge an enemy causing it to deal damage to themselves and additional enemies each second over time. If the enemy is killed, Tempest spreads to another enemy gaining additional time and bonus damage. These bonuses are also applied if Tempest is reapplied onto the same enemy.

Flash of Adrenaline: Administers a quick flash of adrenaline into the player, granting bonus damage for a duration.

List of Tuning Stones & Effects

Each Tuning Stone can be thought of as a "modifier" or "customization" for each Governing Stone. (Note, I'm still missing the rarity and "tag" for each). Not every Tuning stone can be used on every Governing Stone! There are limitations. Up to three can modify each Governing Stone, for a total of 6.

Voluminous Support: The supported skill's effect size is increased.

Swift Support: The supported Skill gains an Attack Speed bonus.

Breaking Support: Damage from the supported Skill instantly destroys enemy Barrier effects. In addition, there is a chance to make enemies Vulnerable for 2 seconds.

Tactical Support: Decrease the cooldown of the supported Skill.

Efficiency Support: When the supporting skill deals damage, you gain Critical Strike Chance to the same targets hit.

Devastation Support: Supported Skill gains a Critical Strike Damage bonus.

Safeguard Support: When used, the supported Skill grants Damage Reduction to you.

Frigid Support: A portion of the supported Skill's damage dealt is applied as Cold damage over time and applies Chill.

Burning Support: A portion of he supported Skill's damage is applied as Burning damage over time. Burning enemies take bonus Critical Strike Damage from the Seneschal Construct.

Electrocution Support: A portion of the supported skill's damage dealt is applied as Lightning damage over time and has a chance to Stun enemies.

Bleeding Support: A portion of the supported skill's damage dealt is applied as Bleeding damage over time. Enemies take bonus Bleeding damage from all sources while moving.

Poison Support: A portion of the supported skill's damage dealt is applied as Poison damage over time. This poison has a chance each second to spread all Poison damage to an additional enemy.

Dusk Support: A portion of the supported Skill's damage dealt is applied as Shadow damage over time. Afflicted enemies who attack have a chance for their attacks to be interrupted. Does not interrupt Bosses.

Duration Support: Supported Skills have their durations increased.

Fortify Support: When the Seneschal Construct uses the supported Skill, you gain Fortify. Skills with slower attack speeds or skills with cooldowns will increase the amount of Fortify granted.

Resource Support: Player gains an amount of Primary Resource when the supporting Skill first deals damage.

Initiative Support: The supported Skill will cause the Seneschal Construct to teleport to the target if out of range. Can only occur once every so often seconds.

Arcing Support: The supported Projectile Skill will pierce multiple enemies.

Gripping Support: Damage and effects done by the supporting Skill to Distant enemies pulls them towards the Seneschal Construct. Can only occur once every so often per enemy.

Registered Damage Support: Any damage caused from the supported Skill is registered. The registered damage explodes at effectiveness when the target dies as Fire damage.

Seeking Support: The supported Projectile Skill will auto-seek enemies for a limited duration.

Slowing Support: Damage from the supported Skill Slows enemy movement speed for a limited duration. The closer the enemy is to the Seneschal Construct, the greater the Slow amount. Enemies may be slowed up to a maximum amount.

Mockery Support: Damage done by the supporting Skill Taunts enemies hit for a limited duration of time. This can only occur once every so often per enemy. Does not work on bosses.

Obtaining Governing / Tuning Stones

Various activities yield the stones. Kind of like in S2, where you get a little bit of the seasonal "materials" no matter what you do. Ill update this with specifics - but thankfully they continued with the "can easily get from anywhere" philosophy. The seasonal quest should guide us along.

The stones need to be leveled up. Every time you get a duplicate stone, it contributes to the overall EXP of that specific stone. Once you hit max level with a stone, you're protected from duplicated (presumably).

Mahiko San's thoughts on S3's Mechanic / Theme

My initial thoughts before the season: Honestly, it's very refreshing. Buffing and customizing a whole new "pet" instead of yourself is a new way to express the seasonal layer of power. It FEELS like you can build a pet that suits your needs. Will it turn out to be that way truly? Who knows. But the sound of "dungeons with many traps" is very unappetizing, Lol. Who want's to PvE against traps. Admittedly, it just seems bad in my mind from a gameplay perspective of a fast-paced ARPG, but the "tomb raider" Indiana Jones kinda fantasy is cool... I get what they're TRYING to go for.

My final thoughts before S3 ends: To be determined!