Bookwyrm627: Just blitz each map with your OP leader and enjoy the story beats.
Yeah, I think that's what I'll do.
I'll skip Halfling - Dwarves - Highmen, since I'm donig Halfling - Lizard - Highmen, and I'll only do one of Goblins - Orcs/Lizards - Undead.
But I'll do Highmen and Undead in both.
So basically 6 endings total.
Blitzing if I feel bored.
I mentioned this already, but the story is pretty nice. The Undead ending for Keepers was pretty cool. I mean it's not an epic saga, but kind of makes it worthwhile despite the boringish gameplay when the Hero becomes too powerful.
by the way...
ZFR: After having wall climbing and maxing out all stats, what's worth getting? I already have regeneration.
I'm increasing my movement points? Is that a good idea?
Bookwyrm627: Cave Crawling, Forestry, Mountaineering, Extra Strike, Vision 1-4, and True Seeing are all useful abilities. Extra Spellcasting can be useful.
Extra hit points are also useful, to reduce the chances of sudden strong hits ending a hero's career.
Having finished two endings, I'd say: movement points up till 47 (or whatever value you can get so as not to leave unspent skill points; not a big deal but my OCB would hate it), then hit points (since later levels will have spams of ranged units that can get you down by attrition) then...
Spellcasting for the one spell: Town Portal. Extremely useful to be able to cast it in a turn or two at the final level.