These "secondary" skills could include:
* Skills related to specific crafts or professions: While some crafts might be a character's primary focus (e.g., a blacksmith's primary skill would be Smithing), related skills like Woodworking (for handles), Leatherworking (for sheaths), or even Lore (to know the history of metallurgy) would function as secondary skills supplementing the primary.
* Skills supporting combat: While fighting skills (Sword, Axe, etc.) are primary for a warrior, skills like Tracking, Stealth, or Climbing could be used secondarily to support combat effectiveness (ambush, escape, etc.).
* Skills used less frequently: A wizard might primarily rely on Lore (Magic), but might have secondary skills in Herbalism (for potion ingredients) or possibly Riding to travel between locations.
* Skills dependent on context: A skill like Bargaining might be crucial for a merchant, but secondary for a warrior, despite its utility in certain situations.
In short, the distinction between primary and secondary skills in MERP is fluid and depends entirely on the character concept. The skills a player chooses to develop and the emphasis they place on them determine their importance in a given situation. The system doesn't rigidly categorize them.