magical bonus +2 (cotton boots, pinkie hat),
intelligence 26,
astral focus 1 (and I'm focused on that skill with Luca),
magical attack (from f2) 99
(general) magic 1, nature magic 2, war magic 2
1) I know that in order to gain XP, I need to cast a spell that uses ingredients, and not to cast the same spell consecutively. Is it sufficient to separate an XP spell with spells that don't give XP? For example, let's say I chain the knife spell (#chiza) with aggravate monster (#itenplz) and know my level (#abizit), and keep repeating that chain, will I gain XP on each #chiza cast?
2) Will I gain XP if doing this on the Manaplus 1.2.8.5 client? I'm using that so I can bind the spells to my shortcuts, is that okay?
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3) If (1) and (2) are fine, then I seem to have a problem. I've been using knife (#chiza), maggot (#kalmurk), and slow heal (#lum), always mixed with aggravate (#itenplz) and level (#abizit), but I am NOT gaining any percentage. #Abizit still gives me "You feel completely overwhelmed by your magic." less than 10%, and if going from level 1 to 2 is only 100 xp, and the XP spells give 1 each, I know for sure that I've casted more than 10 of them total.
4) I started Life Magic with Elanore. It seemed to work, in that she gave me slow heal (#lum) and 1 lifestone, but I did NOT gain Life Magic level 1 in my magic skills tab (from f5). I am able to cast #lum though; it works.
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Please if someone could help explain problem (3) and (4) for me. Am I doing something wrong? Is there something I overlooked? Is my character stuck or corrupted? Please help.
Thanks.
*** SECOND EDIT ***
After more research on forums, specifically this: http://forums.themanaworld.org/viewtopi ... 7&start=15
It seems that for (3), the spells that give no XP (#itenplz, #abizit, #miteyo, etc.) do NOT count in a chain as something to keep casting non-consecutive, and thus XP earning. For example, if you cast 50 iterations of #chiza + #itenplz + #abizit, you will get one XP for the first #chiza, and everything else will be wasted. If you want magic XP, you have to alternate between different spells that actually give XP, such as #chiza and #flar, for example.
Life Magic XP is even more tricky. You get no XP for healing yourself and you get no XP if the healed amount is too small. So if you're working on #lum to gain Life Magic 2 with Elanore, make sure to heal other players, not yourself, and heal them when they are as badly hurt as you can manage.
For (4), it seems that the various schools of magic, except (general) magic, don't show on the magic tab of skills (f5) at level one. They will show when the quests for them are complete and they are at level two.
This may end up answering my own query, but please keep this around, as it will probably help other players with similar concerns. I will test anew, based on these new parameters, and I will report back if I encounter more obstacles.
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EDIT (not really related, but I figured I would keep all my SPOILER stuff in one post. Half the destruction, twice the fun.

I was talking to King Crunch, and this info is for Nard, wiki admin:
Stuff missing from wiki
1) #skrimp is missing from the spell list at http://wiki.themanaworld.org/index.php/Spells
UPDATE on (1) Ched, from Tondar's Magic School in Tulimshar gives the #skrimp spell. I think it's involved with making or transmuting potions.
2) the Kylian's luggage quest is now much longer than indicated here http://wiki.themanaworld.org/index.php/ ... 7s_luggage
It goes on with numerous errands that he sends you on, searching for store permits, casinos, good spots to buy things and to eat, etc. etc. each time rewarding you with small tips of XP and gold. Finally, at least as far as I've gotten, he rewards you with a Desert Hat.
3) For daily quests, Imec's daily quest in Tulimshar for (regular) scorpion stingers is not listed.
http://wiki.themanaworld.org/index.php/ ... s_Stingers has a link, but does not currently exist in the wiki.
4) Rauk will not transmute iron to iron powder and ash to sulfur powder until you trigger very specific events. For me, I needed to ask the sister sword (Dimont) where I could obtain sulfur for the #flar spell she taught me, before Rauk would offer his services. Similarly, although I haven't gotten this far yet, I think you must ask the sword where to obtain iron powder, presumably for the #ingrav spell, before Rauk will offer his services for that, as well.
UPDATE on (4): I have confirmed that Rauk's ability to make iron powder is indeed triggered by learning the #ingrav spell from sister sword (Dimont), as that is the required reagent. Furthermore, the same options open up on Auldsbel, as well, with the same triggers (#flar and asking where to get sulfur for it, and #ingrav for iron powder). Auldsbel will transmute 1 ash into 5 sulfur for 280 gold (the price might vary a bit, I believe depending how far along you are in the "helping with experiments" quest), but if you ask about iron powder, Auldsbel will tell you to look elsewhere for it, at least that was my experience with those options, as they became available for the asking.
5) The wiki makes sparse mention of a Trader NPC (the one that teaches the trade skill level 1) that will also trade iron for iron powder, sulfur for sulfur powder, and small potions for medium potions. He is much more expensive and inefficient, but a good alternative to getting these items for those with very low magic or no magic.
The info is listed in trade skill http://wiki.themanaworld.org/index.php/Trade_Skill, but someone looking for it will probably be searching:
the NPC list http://wiki.themanaworld.org/index.php/Category:NPC
or iron powder http://wiki.themanaworld.org/index.php/Iron_Powder
or sulfur powder (unlisted)
In all of those places, no mention is made of the Trader's services, although other methods are listed.
6) EDIT (again) 6) For general magic level 2, you do not need a second mana potion, as is indicated here:
http://wiki.themanaworld.org/index.php/ ... agic_Skill
It's enough just to touch the mana seed for level 2, once "You feel in perfect control of your magic", i.e. 100% with #abizit.
7) More EDIT 7)
In http://wiki.themanaworld.org/index.php/Stats it gives the formula for how many stat points you will have to distribute at any given level, as [BaseLevel/5] + 2, which is the official Ragnarok formula for this. It is not right in Mana World.
Ragnarok = trunc (BaseLevel/5) + 2
Mana World = round (BaseLevel/4) + 3
Basically, you get more points in Mana World. Note the the formula for how much a stat costs to upgrade is the same as Ragnarok, and is correctly stated.
8 ) Still yet more EDIT 8 )
In the spell description of #parum (log transmutation) in http://wiki.themanaworld.org/index.php/Spells , it says that the only known argument is "boo", used for a Mouboo Figurine, for example, "#parum boo".
There is also #parum lurk, which is useful in forcing the creation of a warped log, for those players who like to collect strange oddities, but have leveled their magic too high to fail on it anymore. It comes with the message: "You have no idea what a Skrytlurk looks like".
9) More edit by popular demand 9)
For the Mallard's Eye quest, the wiki gives a good description of the first part of the mini-game. The thing to realize is that you are shooting at a target directly to the north. If there is a wind blowing north, into your face (headwind), you must strengthen the power of your shot to compensate. If there is a wind blowing south, into your ... ummm (tailwind), you must weaken the power of your shot to compensate. If the wind is blowing to the west (left), you must compensate by aiming to the east (right). If the wind is blowing to the east (right), you must compensate by aiming to the west (left). There can be two factors in play at once, for example, the wind could be blowing both north and to the west (left). So, you must adjust for both, in this case, both strengthening your shot and aiming to the east (right). The wiki gives a good table of how much you must adjust, based on the size (strength) of the wind. Less of an adjustment if it is a gentle breeze, more of an adjustment if it is a strong gale.
What the wiki doesn't mention is that there is often a second part to this mini-game, as indicated by Gwendolyn checking your bull's-eye and reporting that your shot missed by a hair's breadth. Quick, you have to adjust before the wind changes! If she tells you the shot was a little low, add one more power. If she tells you the shot was a little high, reduce by one power. If she tells you the shot was a little to the left, then aim one more step to the right. If she tells you the shot was a little to the right, then aim one more step to the left. I think two factors can be in play here, but it just means you compensate for both, just like in the first part of the mini-game.