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Shin Megami Tensei III Nocturne HD Remaster Beginner Tips
Canonical Name
Fiend (Player)
かしま・ナオキ : Naoki Kashima, from a Drama CD.
まなぎ・シン : Shin Managi, from a novel adaptation.
おうま・カズヤ : Kazuya Ouma, from a manga adaptation.
Press Turn Battle System
Typically, each Party has a Turn per Member. Certain moves may spend that Turn.
Normal Skill : Costs 1 Turn.
Failed Negotiation : Costs 1 Turn.
Summon Demon : Costs 1 Turn.
Each Turn may became Fading, allowing up to 8 Turns for the Player Party.
Fading Turns are then spent as a regular Turn.
Pass : Current Turn will become Fading. If Fading, spent.
Critical : Current Turn will become Fading. Following will become Fading. If all Fading, spent.
Weak : Current Turn will become Fading. Following will become Fading. If all Fading, spent.
Multiple Turns may be lost due to Affinity or Negotiation.
Dodge / Miss : Loses 2 Turns.
Absorb / Null : Loses All Turns.
Bosses possess multiple Turns and may manipulate them.
Stats (*Applicable only to Fiend (Player))
Strength
Improves Normal and Physical Skill damage.
*To explore the 3rd Kalpa of the Labyrinth of Amala, 15 Strength is required. Fully, 25 Magic.
Magic
Improves Magical Skill accuracy and damage.
Raises Max MP. +3 per LvUp and +3 per point in Magic.
*To explore the 3rd Kalpa of the Labyrinth of Amala, 15 Magic is required. Fully, 25 Magic.
Vitality
Raises Max HP. +6 per LvUp and +6 per point in Vitality.
Physical Skill Cost scales with Max HP.
Attacks based on Max HP will also scale.
Agility
Affects Turn Order within the Party.
Affects likelihood of Player Advantage over Enemy Advantage.
Affects prevention of Enemy Advantage.
Affects accuracy.
Luck
Slightly influences Player/Enemy Advantage and Agility.
On Normal Difficulty, affects Escape chance.
*To explore the 3rd Kalpa of the Labyrinth of Amala, 10 Luck is required. Fully, 18 Luck.
Does not affect Ailment Chance, Critical nor Drop Rates.
What Stats to prioritize?
Strength possesses incredible damage at the risk of all-or-nothing.
Essential for late-game damage. More necessary for True Demon Ending.
Magic is most effective throughout Nocturne but lacking in late-game damage.
Effective until Late-Game.
Vitality is important for survivability but may prove to be overkill.
Important.
Agility is noticeably effective Early on until Fiend (Player)’s Level out scales it.
Useless outside of establishing Turn Order.
Luck slightly improves certain effects of Magic and Agility.
Ignore.
Kagatsuchi’s Moon/Lunar Cycle
Progression
Within a Dungeon, the Phase shifts every 7 seconds.
On the Map, the Phase shifts every 3 seconds.
Full
Allows Negotiation with Demons of the Dark Alignment Races: Foul, Haunt, Wilder.
Guarantees a Rare Item from Mystic Chests (usually gems).
Gems are spent at Rag’s Jewelry in exchange for Special Items or Fusion Fodder.
Grinding
Grinding for EXP and Macca can be trivialized by Riberama, a skill that attracts Demons.
Foul Will o’ Wisp learns Riberama at Lv3. Utilize near Healing Points.
Save often. RNG is malicious throughout Nocturne.
Buff, Debuffs, and Negation
Buffs and Debuffs stack up to 4 times individually. They target the entirety of the Party.
De~ : Removal of all~
Ma~ : Magical~ (There is no Makunda. Tarunda also Debuffs Magical damage.)
Ra~ : Defense~
Su~ : Agility~
Ta~ : Physical~
~kaja : ~Buffs on the Enemy Party.
~kunda : ~Debuffs on the Player Party.
Holy Star : (Dante) Dekunda
Raptor Guardian : (Raidou) Dekunda.
There are special Buffs and Debuffs capable of applying multiple effects.
Debilitate : Applies Rakunda, Sukunda, and Tarunda to Enemy Party.
Focus : Enhances next Physical Hit by x2.5.
Fog Breath : Applies 2 Sukunda to Enemy Party.
Provoke : (Dante/Raidou) Applies 2 Rakunda and 2 Tarukaja to Enemy Party. Recovers MP.
Red Capote : (Matador) Applies 4 Sukukaja to self.
Taunt : Applies 2 Rakunda and 2 Tarukaja to Enemy Party.
War Cry : Applies 2 Tarunda to Enemy Party.
Negation applies a shield that will Nullify an attack type.
Has the same effect an Affinity does on the Press Turn System.
Tetraja : Voids 1 Expel or Death to Player Party. Lasts until it Voids or Battle End.
Tetrakarn : Repels 1 Physical attack. Lasts until it Repels or Turn End.
Makarakarn : Repels 1 Magical attack. Lasts until it Repels or Turn End.
By MabQv