I think you meant 31. You also have to include Sacred Fire 5, NB 2 as prerequisites for the above advanced spells. Add A.Might 1 for offense boost
I already have all of the above. As of lvl 14, I have Heal 2, Intervention 3, A.Might 1, NB 2, Sacred Fire 3, T.Wisdom 1, Wolf 3, Summoner 3, Gate 2.
All that is needed is Heal from 2 to 3 and the 3 lvls for both B.Prayer and FoF. That's a total of 15 skill points; since we can get 1 extra point from Adaon's quest, that's 14 sp from lvls, or another 7 lvls required.
Which gives a total of 14+7 = 21. And that's only for the current configuration - for example, without Gate that can be done at lvl 20. Without Heal on top of it, that would be lvl 17.
And theoretically, with the extra point from the visions at the Nivarian temple and without the 1 point in T.Wisdom, that would be lvl 16 (but I believe it is unlikely to be able to have the necessary amount of gold for that at a mere lvl 16).
...as mentioned in the thread prior, you could respect without Heal... but that leads to cool down item use issues.
True. I wouldnt recommend going without Heal, but even with Heal you can still achieve it at lvl 19 if you remove Gate and T.Wisdom (plus the extra sps from Adaon's quest and the visions)
I still think end game is tough because of potion cool down time. You will be waiting on cool downs in long boss fights from alternate heal & mana potions (82 manna for Wolf, B.Prayer, & FoF) whIle keeping B.Prayer up. It doesn't leave much time if you need to add a Revive Gris scroll or Elemental scroll cool down if you lose the wolf quickly.
So, I guess I already have a mana pool of 160 or something like it (I'll look it up). By end game, I'll have at least Int 4+2, which gives a total of (6/2) 3 extra mana per lvl, and at least Per 5+2, which gives 7 extra mana per level, for a total of 10 extra mana per lvl, assuming I dont increase either trait any longer (favoring Str henceforth for instance).
With the Cleric having a base of +2 mana per lvl, that gives a total of +12 extra mana per lvl (once again, assuming I increase those traits no more).
Just for base mana, without considering items, this cleric would have (12 mana at lvl 1) + (20 lvls x 12) = 252 base mana at lvl 21. And a bit more than that from lvls 22 to 25.
That's a pretty expressive mana pool, even considering how expensive his spells are at lvl max (Heal - 18; A.Might - 2; Wolf - 35; B.Prayer - 12; FoF - 35).
Typically, NONE of those spells, except for Heal, will be used more than once during any single battle, due to the cooldown; Wolf has a CD of 1 full minute, B.Prayer is 12 seconds (maybe it need recasting) and FoF have CD of 30 s (FoF will most definitely only be used once, unless you have to run back and forth). This means that this build aint as mana intensive as you're thinking, and all you have to do is to always keep your mana high by drinking your vitamins constantly.
Even if, at the time you meet a boss, you need to use the full combo of Wolf+B.Prayer+FoF+A.Might at least once, that's a total of 35+35+12+2, for a total of 84 mana. That's still very very little when compared to a mana pool of AT LEAST 252. That still leaves plenty mana for multiple healings and recasts of B.Prayer.
In truth however, you'll probably cast your Wolf BEFORE meeting the boss - maybe even waiting for the full 1 min for the CD to be up, and that means that there's really no reason whatsoever as to not dip in a mid mana potion (healing exactly the 35 mana you spent on the wolf) prior to facing the Big Bad Boss.
Trust me, I may not have experience with Clerics prior to this, but I had plenty of experience with dealing with the mana pools of my mages. This is more than enough - in fact, I cannot see any situation upon which your mana would be lacking (except if Intervention gets triggered)