Posting a guide or any of its contents anywhere else without the permission of the author is plagiarism, and plagiarism is not cool. It's even less cool to not cite your sources. So if you want to be cool, you probably shouldn't do any uncool things like plagiarizing.
Aug 05 2013
Removed training-related sections because it's just too much to keep up with.
Nov 19 2012
Added in hyper skills, at long last!
Jul 05 2012
Added skills and builds for the newest patch in KMS, 4th job is subject to change.
Jun 20 2012
Damage range section added. Looking forward to it being ignored. >>
Jun 06 2012
Added in changes from the latest unnamed reorganization in KMS; they're relatively minor.
May 12 2012
Fixed some typos.
As of Unlimited, this guide will no longer be updated. It was fun working with the community to keep this guide running, but my desire to keep up with MapleStory has waned. Best of luck to you all.
Please use kirbyhyper's guide and help it get stickied by sending in tickets.
I/L Accomplishment Thread
Magician DPS Calculations
Magic Guard: Temporarily allows MP to take a portion of damage instead of HP. If you do not have sufficient MP, all damage is taken by HP.
[Master Level 15]: -13 MP, 85% damage is taken by MP instead of HP. Lasts for 600 seconds. Delay: 600ms. May not be dispelled.
MP Boost: Permanently boosts Maximum MP.
[Master Level 10]: Maximum MP +20%
Magic Armor: Temporarily increases defense. Requires level 3 Magic Guard.
[Master Level 15]: -16 MP, Weapon Defense +120, Magic Defense +225. Lasts for 240 seconds. Delay: 600ms.
Energy Bolt: Creates a ball of energy to deal damage to one enemy.
[Master Level 20]: -14 MP, deals 310% damage to one enemy.
Magic Claw: Used to attack up to four enemies two times each. Requires level 1 Energy Bolt.
[Master Level 20]: -20 MP, deals 130% damage twice on up to four enemies. Delay: 800ms.
|8||+1 Energy Bolt, +3 Magic Claw|
|9-13||+3 Magic Claw|
|14||+2 Magic Claw (Maxed), +1 MP Boost|
|15-17||+3 MP Boost (Maxed)|
|18||+3 Magic Guard|
|19-23||+3 Magic Armor (Maxed)|
|24-27||+3 Magic Guard (Maxed)|
|28-30||+3 Energy Bolt (10)|
|• Magic Claw is taken over Energy Bolt because it mobs.|
|• Magic Armor is maxed before Magic Guard because mobs really don't hit enough to warrant it at those levels.|
|• MP Boost does not affect your base MP, so it is safe to max it later unlike with its predecessor from Pre-Big Bang, "Improving Max MP Increase".|
Spell Mastery: Permanently increases mastery of spells and Magic Attack.
[Master Level 10]: Mastery +50%, Magic Attack +10.
MP Eater: Permanent chance to absorb MP from an enemy attacked by a spell until its MP reaches 0. Requires level 5 Spell Mastery.
[Master Level 20]: 20% chance to absorb 10% of an enemy's MP.
Slow: Temporarily reduces movement speed of enemies. Cannot be used more than once on an affected monster. Requires level 5 Teleport.
[Master Level 10]: -10 MP, enemy speed -80. Lasts for 80 seconds. Delay: 600ms.
Meditation: Temporarily increase Magic Attack of all nearby party members. Requires level 3 MP Eater.
[Master Level 20]: -16 MP, Magic Attack +30. Lasts for 200 seconds. Delay: 600ms. Stacks with other Magic Attack boosts.
Teleport: Allows you to travel a set distance across a map in exchange for MP.
[Master Level 5]: -12 MP, 150 pixel range of movement.
Cold Beam: Creates three ice shards to use against enemies and freeze them.
[Master Level 20]: -27 MP, deals 170% damage to one enemy three times. Freezes for 2 seconds.
Thunderbolt: Summons Thunderbolts that can attack up to six enemies three times each.
[Master Level 20]: -45 MP, deals 130% damage three times on up to six enemies. Delay: 800ms.
High Wisdom: Passively adds extra INT.
[Master Level 5]: +40 INT.
|30||+1 Teleport, +1 Thunderbolt, +1 Cold Beam, +1 Spell Mastery|
|31-33||+3 Spell Mastery (Maxed)|
|40||+1 Thunderbolt (Maxed), +2 High wisdom|
|41||+3 High Wisdom (Maxed)|
|42||+3 MP Eater|
|49||+2 Meditation (Maxed), +1 Teleport|
|50||+3 Teleport (Maxed)|
|51||+3 Cold Beam (4)|
|52-56||+3 MP Eater|
|57||+2 MP Eater, +1 Slow|
|58-60||+3 Slow (Maxed)|
|• Spell Mastery is maxed before Thunderbolt for damage stability.|
|• High Wisdom before Meditation because of a lower master level and a bonus to base MP upon level up.|
|• Slow is taken over Cold Beam because Slow works on bosses, making it very useful when you start killing mobile bosses. Whereas Cold Beam is instantly replaced in 3rd job.|
|• Thunderbolt is taken over Cold Beam because it mobs better.|
Element Amplification: Permanently increases damage by a certain percentage in exchange for increased MP use.
[Master Level 10]: MP usage 150%, damage increases 150%.
Spell Booster: Temporarily lessens spell casting time by 2. Requires level 3 Element Amplification.
[Master Level 10]: -20 MP. Lasts for 200 seconds. Delay: 1500ms.
Seal: Temporarily prevents a monster from casting skills. Cannot be used more than once on an affected monster. Requires level 3 Element Amplification.
[Master Level 20]: -20 MP, 95% chance to activate on 6 enemies. Lasts for 20 seconds. Delay: 900ms.
Storm Magic: Instantly kill a monster when its HP is below a certain amount. Deal extra damage when a monster is affected by a status.
[Master Level 10]: 15% chance to instantly kill a monster when HP is below 30%. 20% damage increase when a monster is affected by freeze, paralysis, stun, DoT, or darkness.
Teleport Mastery: Permanently increases teleport distance. Also when activated, attacks monsters that you teleport to with a chance to stun. Can be turned on and off by pressing the skill key. Requires level 5 Teleport.
[Master Level 10]: Teleport range +20, deals 340% damage on up to six enemies with an 80% stun rate. Stun lasts for 4 seconds.
Elemental Decrease: Temporarily eliminates elemental properties of spells.
[Master Level 10]: -50 MP, 100% reduction of elemental attributes. Lasts for 300 seconds. Delay: 1500ms.
Arcane Overdrive: Permanently raise critical chance and minimum critical damage.
[Master Level 10]: +30% chance to deal a critical hit. Minimum of +25% damage when dealing a critical hit.
Thunder Spear: Create a spear imbued with the power of Lightning to attack an enemy five times and stun them.
[Master Level 20]: -30 MP, deals 165% damage five times to a single enemy with an 80% stun rate. Stun lasts for 5 seconds. Delay: 1300ms.
Ice Strike: Rain down crystals of ice to attack up to six enemies and freeze them.
[Master Level 20]: -50 MP, deals 160% damage four times on up to six enemies. 275% range. Freezes for 3 seconds. Delay: 1290ms.
Ice Demon: Attacks up to six enemies in front of you, inflicts frostbite.
[Master Level 10]: -27 MP, deals 560% damage on up to six enemies. Deals 15 seconds of frostbite damage at 90% damage per second. Freezes for 2 seconds. Delay: 800ms.
|60||+1 Ice Strike, +1 Ice Demon, +1 Teleport Mastery, +1 Element Amplification|
|61||+2 Element Amplification, +1 Spell Booster|
|62-64||+3 Spell Booster (Maxed)|
|65-66||+3 Element Amplification|
|67||+1 Element Amplification (Maxed), +2 Arcane Overdrive|
|68-70||+2 Arcane Overdrive (Maxed), +1 Ice Strike|
|71-76||+3 Ice Strike (Maxed)|
|77-79||+3 Ice Demon (Maxed)|
|80-82||+3 Storm Magic|
|83||+1 Storm Magic (Maxed), +2 Teleport Mastery|
|84-85||+3 Teleport Mastery|
|86||+1 Teleport Mastery (Maxed), +2 Elemental Decrease|
|87-88||+3 Elemental Decrease|
|89||+2 Elemental Decrease (Maxed), +1 Seal|
|96||+1 Seal, +2 Thunder Spear|
|97-100||+3 Thunder Spear (14)|
|• Ice Demon is maxed over Thunder Spear because it does more DPM and can activate Storm Magic on monsters that can't be frozen/stunned.|
|• While Ice Strike is weaker than Ice Demon, it is maxed first because it has an AoE.|
|• Seal is maxed over Thunder Spear simply because you might actually find a use for it. Thunder Spear however, is completely outclassed by both Chain Lightning and Ice Demon.|
|• Elemental Decrease is maxed because it's vital for killing monsters resistant/immune to Lightning and/or Ice.|
|• Cold Beam is listed as a potential SP dump because it's helpful in BPQ.|
Maple Warrior: Temporarily increases base AP of the party by a set percentage.
[Master Level 30]: -70 MP, base AP +15%. Lasts for 900 seconds. Delay: 1500ms.
Buff Mastery: Permanently increases Magic Attack. Adds option to increase buff duration.
[Master Level 10]: Magic Attack +30, adds option to turn +50% buff duration on and off. May not be dispelled.
Infinity: Temporarily recover more HP and MP over time while increasing damage and resisting knock-back.
[Master Level 30]: -50 MP, 10% HP and MP recovery every 4 seconds, +10% damage increase every 4 seconds; e.g. 10% for the first 4 seconds, 20% the second increment of 4 seconds, etc until a final +100% damage at the last 4 seconds. 50% chance to resist being knocked-back. Lasts for 40 seconds. 180 seconds cooldown. May not be dispelled. Delay: 600ms.
Important note: When used in conjunction with maxed Buff Mastery, Infinity acts slightly different. It lasts for 60 seconds and the incrementation of damage increases goes by 6 seconds instead of 4 seconds.
Hero's Will: Releases you from abnormal states such as seduction.
[Master Level 5]: -30 MP, releases you from abnormal state. 360 seconds cooldown.
Important note: This skill will not be granted until you complete the quest "Carta's Sin".
Arcane Aim: Ignore monster defense and deal more damage to monsters after attacking.
[Master Level 30]: All skills now passively ignore an extra 20% MDR. When attacking a monster there is a 50% chance to increase damage by 8%, this can stack up to five times.
Big Bang: Gather Ice based energy to attack up to ten enemies five times.
[Master Level 30]: -50 MP, deals 330% damage five times on up to ten enemies. 90% chance to freeze for 5 seconds. Delay: 800ms.
Elquines: Temporarily summons Elquines, who can attack up to three enemies and freeze them. Also adds elemental resistance. Requires level 5 Ice Demon.
[Master Level 30]: -120 MP, deals 380% damage. Freezes for 3 seconds. Lasts for 160 seconds. Cast delay: 600ms. Attack delay: 3030ms. Passively adds 40% elemental resistance.
Glacier Chain: Create an icy chain to draw monsters toward you.
[Master Level 30]: -80 MP, deals 340% damage six times on up to twelve enemies while ignoring 40% MDR. Deals 15 seconds of frostbite damage at 135% damage per second. Freezes for 5 seconds. 5 seconds cooldown. Delay: 1050ms
Chain Lightning: Attack up to 5 enemies in front of you 6 times. Provides an extra critical chance and stuns.
[Master Level 30]: -44 MP, deals 200% damage six times on up to five enemies. 90% chance to stun for 4 seconds. Critical chance +25%. Delay: 780ms.
Blizzard: Attacks up to fifteen enemies around you twice, inflicts frostbite.
[Master Level 30]: -380 MP, deals 850% damage twice on up to 15 enemies. Deals 10 seconds of frostbite damage at 205% per second. 20 seconds cooldown. Delay: 3480ms.
|100||+1 Chain Lightning, +1 Glacier Chain, +1 Blizzard, +1 Big Bang|
|101-103||+3 Buff Mastery|
|104||+1 Buff Mastery (Maxed), +2 Chain Lightning|
|105-113||+3 Chain Lightning (Maxed)|
|114-123||+3 Arcane Aim (Maxed)|
|124-133||+3 Infinity (Maxed)|
|134-142||+3 Glacier Chain|
|143||+2 Glacier Chain (Maxed), +1 Hero's Will|
|144-153||+3 Maple Warrior (Maxed)|
|154-163||+3 Elquines (Maxed)|
|164||+3 Hero's Will|
|165||+1 Hero's Will (Maxed), +2 Blizzard|
|166-174||+3 Blizzard (Maxed)|
|175-183||+3 Big Bang|
|184||+2 Big Bang (Maxed), +1 Thunder Spear|
|185||+3 Thunder Spear|
|186||+2 Thunder Spear (Maxed), +1 Cold Beam|
|187-191||+3 Cold Beam (Maxed)|
|192-194||+3 Energy Bolt|
|195||+1 Energy Bolt (Maxed), +2 Unused SP|
|196-200||+3 Unused SP (17)|
|• Sometimes you will have to decide whether or not to save SP or spend it elsewhere despite what the build says thanks to skillbook availability. Adjust accordingly.|
|• Because of the reduced 4th job advancement level, you're going to end up maxing all your 4th job skill with lots of extra SP...enough to max everything else and still have leftover SP.|
|• Buff Mastery is maxed before Chain Lightning because the range boost it provides is more than that of leveling Chain Lightning up given that your total M. ATT does not exceed 300 by a large amount.|
|• Infinity is maxed before Glacier Chain because of general consensus that Infinity is more helpful to damage dealing. No more reason, no less.|
|• Arcane Aim is maxed before Infinity for passive MDR ignore.|
|• Maple Warrior is maxed later on because of a general assumption that you will be partying with people who already have the skill. That, and the skills before it are more beneficial to damage output.|
There are three types: stat enhancing passives [S], skill enhancing passives [P], and attack/buff actives [A]. As you level up, you will unlock new skills and gain type-specific SP. All skills require only 1 SP to max.
Hyper Defense: Passively increases weapon defense. Required level: 165.
[S]: Weapon Defense +500.
Hyper Magic Defense: Passively increases magic defense. Required level: 174.
[S]: Magic Defense +500.
Hyper Speed: Passively increases speed. Required level: 152.
[S]: Speed +10.
Hyper Jump: Passively increases jump. Required level: 146.
[S]: Jump +10.
Hyper Accuracy: Passively increases accuracy. Required level: 158.
[S]: Accuracy +20%.
Hyper Critical: Passively increases critical chance. Required level: 198.
[S]: Critical chance +10%.
Hyper Dexterity: Passively increases DEX. Required level: 140.
[S]: DEX +50.
Hyper Intelligence: Passively increases INT. Required level: 140.
[S]: INT +50.
Hyper Luck: Passively increases LUK. Required level: 140.
[S]: LUK +50.
Hyper Strength: Passively increases STR. Required level: 140.
[S]: STR +50.
Hyper Health: Passively increases maximum HP by a certain percentage. Required level: 192.
[S]: Maximum HP + 15%.
Hyper Mana: Passively increases maximum MP by a certain percentage. Required level: 186.
[S]: Maximum MP +15%.
Hyper Fury: Passively increases maximum DF by a certain percentage. Required level: 180.
[S]: Maximum DF +50.
Teleport Mastery - Reinforce: Passively increases damage dealt by Teleport Mastery. Required level: 183.
[P]: Teleport Mastery deals an extra 20% damage.
Teleport Mastery - Spread: Passively increases the number of monsters hit by Teleport Mastery. Required level: 162.
[P]: Teleport Mastery can hit an extra 2 targets.
Teleport Mastery - Range: Passively increases the teleport distance. Required level: 143.
[P]: Teleport range + 100.
Chain Lightning - Reinforce: Passively increases damage dealt by Chain Lightning. Required level: 168.
[P]: Chain Lightning deals an extra 20% damage.
Chain Lightning - Spread: Passively increases the number of monsters hit by Chain Lightning. Required level: 189.
[P]: Chain Lightning can hit an extra 2 targets.
Chain Lightning - Extra Strike: Passively increases the number of hits done by Chain Lightning. Required level: 149.
[P]: Chain Lightning hits 1 extra time.
Glacier Chain - Spread: Passively increases the number of monsters hit by Glacier Chain. Required level: 195.
[P]: Glacier Chain can hit an extra 2 targets.
Glacier Chain - Extra Strike: Passively increases the number of hits done by Glacier Chain. Required level: 177.
[P]: Glacier Chain hits 1 extra time.
Glacier Chain - Cooldown Cutter: Passively decreases the cooldown on Glacier Chain. Required level: 155.
[P]: Glacier Chain's cooldown is reduced by 100%.
Absolute Zero Aura: An aura of ice surrounds you, absorbing damage as well as giving elemental and status resistance. Also gives stance to you and your party members. Can be turned on and off by pressing the skill key. Required level: 150.
[A]: -100 MP, Party stance increased by 20%, elemental resistance, damage aborption, and status resistance are also increased by 20%.
Lightning Orb: A ball of electrical current continuously hits up to 15 enemies in front of you. After the duration is over, finish damage will be dealt. Keydown skill. Lasts for 8 seconds. 90 seconds cooldown. Damage cap: 9,999,999. Delay: 960ms. Required level: 170.
[A]: -30 MP, deals 700% damage continuously to up to 15 monsters, hits 1000% finishing damage.
Epic Adventure: Temporarily increases party damage as well as the damage cap. Lasts for 60 seconds. 120 seconds cooldown. Only affects Adventurers. Required level: 200.
[A]: -100 MP, damage increased by 10%, damage cap increased by 50,000.
As mentioned before, each type of skill gets its own version of SP. You will not get Hyper SP at every level, and when you do get SP, you won't necessarily earn each type of SP. If you find yourself unhappy with your build, you can reset it for a fee.
|Level||[S] Skill||[P] Skill||[A] Skill|
|140||+1 Hyper Intelligence||N/A||N/A|
|150||+1 Hyper Luck||N/A||+1 Absolute Zero Aura|
|155||N/A||+1 Glacier Chain - Cooldown Cutter||N/A|
|160||N/A||+1 Chain Lightning - Extra Strike||N/A|
|170||N/A||N/A||+1 Lightning Orb|
|180||N/A||+1 Glacier Chain - Extra Strike||N/A|
|186||+1 Hyper Mana||N/A||N/A|
|190||N/A||+1 Chain Lightning - Reinforce||N/A|
|192||+1 Hyper Health||N/A||N/A|
|198||+1 Hyper Critical||N/A||N/A|
|200||+1 Hyper Defense||+1 Teleport Mastery - Range||+1 Epic Adventure|
|• Hyper Defense can be swapped for a number of skills like Hyper Jump or Hyper Speed.|
|• Teleport Mastery - Range can also be swapped in exchange for Chain Lightning - Spread.|
"What stats should I add my AP into?"
Strength [STR]: Do not add into this stat. It does absolutely nothing for you. The only exception would be if you're purposely sacrificing your damage range for a unique build.
Dexterity [DEX]: See: Strength
Intelligence [INT]: This is your main attribute. When you level, add as much AP as you can to this stat. Just remember not to forget about your secondary attribute.
Luck [LUK]: This is your secondary attribute. Do not add into this stat unless you are absolutely desperate to wear an Elemental Staff, and even then I recommend capping at 23. With a new patch in KMST, every item has been changed to having no secondary stat requirements. With no word on whether or not we will get an AP reset yet, it's better to play it safe.
"How is my range calculated?"
Maximum Range: (4*INT+LUK)*(M.ATT/100)
Minimum Range: (.25+Mastery bonuses)*(4*INT+LUK)*(M.ATT/100)
"How is my attacking speed calculated?"
In MapleStory, your speed is assigned a base number (as in without any sort of casting penalties or bonuses) of 6. For I/L Mages, since weapon speed plays no part in our skill delays, our skill delays will always be at 6 when we don't have any sort of speed booster active. Delays at Normal (6) are listed for multiple skills in the guide. But what about when we have things like Spell Booster active? To begin, let's assign a variable to those delays we know of at Normal (6), let's call it B. Furthermore, your attack speed, let's call it S. You attack speed can be found by adding the sum of your speed bonuses to 6 (for most classes, 6 would be replaced by the speed of your weapon, but this isn't the case for I/Ls). It may not be lower than 2. We'll call the speed bonuses N. So basically, the formula for attack speed (not your delay after counting attack speed in) is as follows:
S = 6 + N; S ≥ 2
How do you know what your speed bonuses are? Simple, you just need to know what will affect your speed and what stacks.
Things that will affect speed bonuses are as follows:
Spell Booster: -2
Decent Speed Infusion [dSI]: -1
Speed Infusion [SI]: -2
Spell Booster's speed bonus will stack with dSI or SI. So say you have Spell Booster and SI on, instead of N being equal to -2, it will be equal to -4. Moving onto the actual formula for attack speed, once we calculate our delay, we have to round up to the number to the nearest multiple of 30. The formula for delay is as follows:
For an example, we'll calculate the delay of Chain Lightning with Booster and dSI active.
We know that:
B = 780
N = (-2 + -1) = -3
S = (6 + N) = 3
So by plugging B and S (not intended) into the formula, we get an answer of 633.75, but we still need to round up to the nearest multiple of 30, making the delay 660ms.
"What are Mastery Books and where can I get them? Do we need Skill Books too?"
Mastery books are used to raise the master level of certain 4th job skills. Chances are, to truly max a skill you will need to use at least one: level 20 book (70% pass rate, used when skill is level 5), and a level 30 book (50% pass rate, used when skill is level 15). You however, will never need to hunt Zakum for a Skill Book to earn a skill. All skills except Hero's Will and Maple Warrior are given immediately upon advancement. The Maple Warrior Skill Book is given if you ask Gritto and Hero's Will is obtained after a lengthy questline. Also, if you need to find a Mastery Book you have a couple of options:
• Buy it from someone else directly.
• Buy a Mystery Mastery Book or two (or a thousand) and gamble for it.
• Hunt higher leveled monsters for Mystery Mastery Books.
• Take advantage of certain events that give out Mystery Mastery Books and class specific Mystery Mastery Books.
• Do questlines that give you a class specific Mystery Mastery Book. Neo City and Lion King's Castle questlines come to mind.
"How do Elemental Weapons work? Which ones should I use?"
As an I/L, you want to aim for Wands/Staves 3, 4, 7, or 8 depending on your level and needs.
• Elemental Wands/Staves do not affect the damage of Summons.
• Elemental Wands/Staves do not affect the damage of Neutral spells; such as Magic Claw and Energy Bolt.
• Elemental Wands/Staves do not affect the damage of Dark spells; such as Dark Fog and Killing Wing.
• Elemental Wands/Staves do not affect the damage over time effect of spells; such as Poison Brace's poisoning effect.
• Elemental Wands/Staves do affect the damage of spells when Elemental Decrease is active.
Elemental Wands 1-4 (Required Level: 70, Required Luck: 0, Slow  speed)
Elemental Wand 1: +10% Fire, +5% Poison, -25% Holy, Ice, and Lightning based damage.
Elemental Wand 2: +10% Poison, +5% Fire, -25% Holy, Ice, and Lightning based damage.
Elemental Wand 3: +10% Ice, +5% Lightning, -25% Holy, Fire, and Poison based damage.
Elemental Wand 4: +10% Lightning, +5% Ice, -25% Holy, Fire, and Poison based damage.
Elemental Staves 1-4 (Required Level: 103, Required Luck: 105, Fast  speed)
Elemental Staff 1: +10% Fire, +5% Poison, -25% Holy, Ice, and Lightning based damage.
Elemental Staff 2: +10% Poison, +5% Fire, -25% Holy, Ice, and Lightning based damage.
Elemental Staff 3: +10% Ice, +5% Lightning, -25% Holy, Fire, and Poison based damage.
Elemental Staff 4: +10% Lightning, +5% Ice, -25% Holy, Fire, and Poison based damage.
Elemental Wands 5-8 (Required Level: 130, Required Luck: 0, Slow  speed)
Elemental Wand 5: +10% Fire, +5% Poison, -25% Holy, Ice, and Lightning based damage.
Elemental Wand 6: +10% Poison, +5% Fire, -25% Holy, Ice, and Lightning based damage.
Elemental Wand 7: +10% Ice, +5% Lightning, -25% Holy, Fire, and Poison based damage.
Elemental Wand 8: +10% Lightning, +5% Ice, -25% Holy, Fire, and Poison based damage.
Elemental Staves 5-8 (Required Level: 163, Required Luck: 165, Fast  speed)
Elemental Staff 5: +10% Fire, +5% Poison, -25% Holy, Ice, and Lightning based damage.
Elemental Staff 6: +10% Poison, +5% Fire, -25% Holy, Ice, and Lightning based damage.
Elemental Staff 7: +10% Ice, +5% Lightning, -25% Holy, Fire, and Poison based damage.
Elemental Staff 8: +10% Lightning, +5% Ice, -25% Holy, Fire, and Poison based damage.
"Are there any familiars I should take advantage of?"
Some familiars are really helpful to you as an I/L. One highly recommended familiar for Mages is the Jr. Boogie familiar. Not only is it a very common drop, but the MP regeneration it provides is second to none. Definitely something worth looking into if you're poor or don't like wasting potions. Really, any HP/MP recovering familiar is worth looking into.
Thanks to all the basilers below who have made a contribution to the guide!
Special thanks to these users from Southperry as well!
• 1, 2, 3, 4, 5