ShieldSecondary SkillsShield

Secondary Skills are special skills learned by heroes to complement their Primary Skills. If you've played HoMM1, then you'll know that the four hero types had their special bonuses: more water movement for the Sorceress (Navigation), the Knight's morale bonus (Leadership), the Barbarian's extra movement (Logistics), and the Warlock's larger search radius (Scouting). They weren't specifically secondary skills in HoMM1, but they are in HoMM2. This page provides information on all the secondary skills, and their effects.

There are 14 different Secondary Skills in HoMM2. They each have 3 levels: Basic, Advanced, and Expert. Each level provides the same benefit, only you get more of it at higher levels. When a hero goes up a level, he always gets a Primary Skill increase first, and then there is a chance to learn a Secondary Skill from 2 choices provided. He may choose one. Learning the Secondary Skill again increases it's level. A hero can have a maximum of 8 Secondary Skills. After a hero gets all expert skills, future level-ups only give Primary Skill increases. Besides getting a level-up, heroes can also get Basic Secondary Skills by visiting a Witch's Hut.

Secondary Skill Description Level and benefit
Archery Archery: Increases damage done by ranged attacks. Removes the 50% penalty for shooting over castle walls.
Basic Level: +10% damage
Advanced Level: +25% damage
Expert Level: +50% damage
Ballistics Ballistics: In castle siege, the catapult fires more often, with more accuracy and does more damage.
Basic Level: 1 shot with extra damage
Advanced Level: 2 shots with extra damage
Expert Level: 2 shots with maximum damage
Diplomacy Diplomacy: With this skill, wandering armies may want to join your hero. The percentage shown is the percentage of troops that will join.
Basic Level: 25% join
Advanced Level: 50% join
Expert Level: 100% join
Eagle Eye Eagle Eye: Your hero could learn a spell used against him in battle.
Basic Level: 20% second level
Advanced Level: 30% third level
Expert Level: 40% fourth level
Estates Estates: A hero with this skill generates money daily like a small town, almost.
Basic Level: 100 gold/day
Advanced Level: 250 gold/day
Expert Level: 500 gold/day
Leadership Leadership: Increases the hero's morale rating. Necromancer troops don't have a morale, so Necromancers can't learn this one.
Basic Level: +1 morale
Advanced Level: +2 morale
Expert Level: +3 morale
Logistics Logistics: Hero gets extra movement on land.
Basic Level: +10% movement
Advanced Level: +20% movement
Expert Level: +30% movement
Luck Luck: Increases the hero's luck.
Basic Level: +1 luck
Advanced Level: +2 luck
Expert Level: +3 luck
Mysticism Mysticism: Lets the hero regenerate more spell points per day.
Basic Level: 2 spell points/day
Advanced Level: 3 spell points/day
Expert Level: 4 spell points/day
Navigation Navigation: A hero with this skill gets to move further on water. On maps without water, this skill is useless.
Basic Level: +50% movement
Advanced Level: +100% movement
Expert Level: +150% movement
Necromancy Necromancy: Resurrects a certain percentage of all troops killed in a single battle as Skeletons when you win. Only for the Necromancer, and rarely for the Warlock.
Basic Level: 10% of killed units
Advanced Level: 20% of killed units
Expert Level: 30% of killed units
Pathfinding Pathfinding: Reduces the movement penalty on rough terrain (snow, desert, swamp, cracked earth). If the map has no rough terrain, this skill is useless.
Basic Level: -25% (you use 1/4 movement)
Advanced Level: -50% (you use 1/2 movement)
Expert Level: -100% (you use all movement)
Scouting Scouting: Increases the visible area around the hero on the adventure map (the search radius).
Basic Level: +1 square
Advanced Level: +2 squares
Expert Level: +3 squares
Wisdom Wisdom: Allows the hero to learn spells higher than level 2.
Basic Level: You can learn level 3 spells
Advanced Level: You can learn level 4 spells
Expert Level: You can learn level 5 spells

Each secondary skill has a different chance to be learned by each hero type. The table below lists the secondary skills and the hero types with an indication of how often a skill will be learned. The higher the number, the higher the chance that the skill will be available to learn; the lower the number, the lower the chance that the skill will be available (a 0 means no chance).

Skill Barbarian Knight Necromancer Sorceress Warlock Wizard
Archery 3 2 1 3 1 1
Ballistics 3 4 3 3 3 3
Diplomacy 2 3 2 2 2 2
Eagle Eye 1 1 3 2 3 3
Estates 2 3 2 2 2 2
Leadership 3 5 0 1 1 2
Logistics 3 3 2 2 2 2
Luck 2 1 1 3 1 2
Mysticism 1 1 3 3 3 4
Navigation 3 2 2 4 2 2
Necromancy 0 0 5 0 1 0
Pathfinding 4 3 3 2 2 2
Scouting 4 2 1 1 4 2
Wisdom 1 2 4 4 5 5

Note that only the Necromancer can normally learn Necromancy. However, once in a blue moon, a Warlock will be given the same opportunity. However, since the undead don't have morale, Necomancer heroes cannot learn Leadership. So, this means that each of the hero types can only learn 8 out of 13 secondary skills. All the other types can learn everything but Necromancy. However, because the Warlock can (rarely) learn Necromancy, this makes him more versatile in that he could learn any of the 14 secondary skills.