Although Annie's seductive manner and syrupy voice were extremely alluring, making it obvious that she had received training in this area.
Still, thinking of how Annie had been before, Dunn could not help breaking out in goose bumps at the contrast.
In the end, Dunn gave Annie the Intelligence Attribute Potions anyway, not because her affected behavior had moved him, but because he had already decided from the start. He had only been teasing her, never expecting that he would be the one to suffer in the end.
After all, the only people around Dunn who currently needed intelligence were Annie and Hawkins, who had just joined him.
Even if he wanted to sell them, carrying such valuable treasures with his second-tier strength would make him an easy target for a double-cross. If he encountered someone ruthless, he could easily lose his life as well.
So Dunn had decided from the outset to let Annie take them.
That was how he could maximize the benefits.
[Navigator] was a class with perception as its primary attribute and agility and intelligence as its secondary attributes. Annie had 17 points in perception, 16 in agility, and only 15 in intelligence.
Intelligence was widely acknowledged to be difficult to raise, second only to willpower.
Three Intelligence Potions were enough to raise Annie's intelligence to 18 points. When card classes advanced below legendary, they generally gained 4 points in their primary attribute and 2 points in their secondary attributes. Classes that fell below those numbers were essentially all lesser classes.
Dunn's lesser class, [Pirate], for example, gained three points in its primary attribute and two points in its secondary attributes.
As such, the ideal state for a second-tier professional before advancing was generally to have 17 points in their primary attribute. After advancing, they would