Set the level and pick an objective: the tree is allocated for you and the share code is ready to paste in the game. Lock the perks you want and the rest of the tree is built around them.
Compare hunts by the XP your party makes per clear, and per hour once you save how long a clear takes.
A clear is 10 waves: 4, 4, 5, 5, 6, 6, 7, 7 and 8 monsters drawn evenly from the hunt's list, then the wave-10 boss worth 2.5× its XP. Each monster's XP is the one the game client uses, including the extra multiplier of the level 1500 and 2000 hunts.
The XP of a clear belongs to the party and is split: the leader keeps 40% in a trio (60% in a duo) and the others share the rest. Each character's part is then multiplied by the XP rate of their level and by their bonus: VIP, the live server event, the XP% of their tree in the Builds tab and the extra you type, added together. XP per clear is the sum of the parts, the number the game shows you. XP per hour is that divided by the time per clear you save.
Hit with is the element the whole pack takes the most damage from. Protect from groups the elements behind about 70% of the damage you take there.
Search an item to see which creature drops it and which hunt gives the most of it per clear. Star items to build a list, clear the search, and the hunts are ranked by how much of your list they cover.
Chances come from the game bundle (0.75% means 750 per 100,000) and quantities assume a stackable item rolls 1 to max — the same assumptions that reproduce the recorded gold per clear exactly, on every hunt. Item rarity (Common/Uncommon/Rare…) is a separate roll served by the server and is not part of this.
Every boss room with its real HP, the XP it gives, the elements it hits you with and what it drops, so you know what to protect against — and whether the room is worth it — before you walk in.
Real HP is the base HP × 4.5 for room bosses; cooperative bosses show the group base, which scales with players. XP is the real reward (base × 2.5). The damage bar splits the boss's damage by element, weighting targeted attacks above area ones. Loot is the boss's drop table from the game data: chance per kill (1% = 1,000 per 100,000), quantity (a stackable rolls 1 to max) and sell price; the gold per kill on the button is the average over many kills. Item rarity and the reward bag are handled by the server and are not part of it. Data comes from the game bundle; ✎ lets you override the elements on your own browser.