The formula for calculating mana was posted by Kaboom!! To see his page (which contains a JavaScript mana calculator and the mana calculation formula) click here.
The formula used in this calculator is: Mana = ( ( ( Intelligence OR Wisdom ) / 5 ) + 2 ) * level + item mana
I also assume that after level 50, every point of int/wis past 200 gives you only 1 mana. I have not confirmed this.
Haste Calculator
Thanks to Tyfin Sheerwood of the Tunare Server for the haste formula: New Delay = Old Delay * (100 / (100 + Haste %) )
I have not tested this formula (not that I know how to).
EXP Calc
The EXP formula may be outdated by now (and, in fact, I think it has been for a while), but I'll describe how it worked.
First, find the level-based EXP number. Levels 1 through 34 have a multiplier of one; starting at level 35, and every fifth level after, the multiplier increases by 0.1; that's the reason for "hell levels" - the ten percent jump beyond the usual increase. Then you need your race-based multiplier; the standard is 100%, with some races (check the combo box above) higher and one - Halfling - lower by 5%. Finally, multiply by the class number; everyone has a 10 besides Warriors and Rogues, who have 9s. Finally, multiply by your level cubed.
EXP to reach Level = Level^3 * Level multiplier * Class multiplier * Race multiplier
The most experience light class/race combos, then, should be Halfling Warrior/Rogue.
Also important is the concept of mob type. In short, monster EXP is multiplied by a number to determine the amount of EXP awarded. The best EXP by far is awarded for newbie or low-level encounters (110 and 100), but beyond that, dungeon MOBs have a multiplier of 80, versus the standard outdoor MOB's 75. (The ever-popular -- or, once-ever-popular -- Hermit of the Karanas had a dungeon multiplier, I believe, in adittion to being an easy kill; see what happens to NPC Rangers? I'll put it this way: Druid fodder.)
Again, don't pay too much attention to these numbers; they're out of date, though probably still apply in principle. (Dungeons being better EXP than equally-difficult outdoor encounters, Halflings learning faster than Iksar...) Also, a quick note on group EXP: While the bonuses do not make up for the EXP lost by splitting it two, three or, better yet, six ways, it is usually the best option and sometimes the only option for leveling; there's strength in numbers. I know, kid stuff, but it's a mistake I've seen too often. I added the percent bonuses per extra group member to the combo box above, format: (EXP bonus%, xNumber you multiply EXP by to get your individual EXP); remember that the bonus (%) is applied before sharing, so the extra whatever percent is divided by the number of group members, as well (to get the second value listed).
Thanks to www.javascript.com for the rounding code I use in my calcs, and to Restruel of the Tunare Server for help working out the bugs in that code.