Absolute Charge
This mod enhances the knight's super ability: all units under the hero's command deal additional damage when attacking in melee combat. The effect of tripling the damage from the "Vigil" ability remains.
I'm currently testing what can be connected (immunity to water cannot be connected), and the concept is shaping up to be interesting. It will be possible to enhance some skills that are frankly weak (not competitive) with additional abilities.
Title
For example (this is still in the testing phase), the Resistance skill only gave +2 to the hero's defense, but now it gives all creatures battle rage (+5 to attack +2 to initiative). Of course, this is too overpowered, and I plan to make certain changes to the skill tree for this skill, most likely by adding another branch to it, meaning that it will require levels 11-12, or even more, to learn. I'll think about it.
UPD: It works a bit awkwardly for the Archers of Arkat. They already have it. But if it consistently works in a "permanent" format for others, then if the Archers of Arkat are hit, it transitions to 2 turns, and after it ends, it is not reapplied =) There are two options: either leave it as is or replace this ability for the Archers of Arkat.