The icons above the card, and the gear they suggest
What each badge means, why the damage rows are labelled with an imbuement instead of an element, and why a life-draining hunt offers you a choice instead of an answer.
The row above each card is the most actionable thing on the page: unlike a ranking, it names things to go and buy. It is also a row of pictures with no legend, so here is what each of them is.
These say what the creature or hunt does to you beyond damage. Drunk blurs your aim and your walking. Paralyse slows you, which is the one that turns a manageable spawn into a dangerous one. Mana drain and life drain take from you directly — and unlike the elements, no protective imbuement answers either, which is why they are badges here rather than rows on the damage strip.
And the one people ask about most: doesn't drop food. It sounds trivial and it changes how you pack. A spawn that feeds you lets you stay; one that does not means carrying food or leaving early, and it is the sort of thing you would rather know before the trip than during it.
Why the damage rows wear a shield, not a damage type
The strip showing what a hunt hits you for is labelled with the protective imbuement that answers each element — Dragon Hide for fire, Quara Scale for ice, Lich Shroud for death — rather than with the damage-type icons the sensitivity strip uses.
That is deliberate: on this row the shield is the actionable half. Knowing a hunt is mostly fire damage is one step from useful; knowing to buy Dragon Hide is useful. The sensitivity strip keeps the element icons because there the element is the point.
Physical gets a shield of its own, in grey, and it is the exception that proves the rule: no imbuement reduces physical damage. The row keeps the shape of the others so the strip reads consistently, and the badge says outright that there is nothing to buy — which is more useful than leaving a gap you might read as missing data.
The shields are drawn here rather than taken from the wiki. The wiki's own files sit on the Imbuing page's green tile, which against this background reads as a box around every icon — so the shape is traced and coloured per element instead.
How the protection suggestion is reached
It is not the biggest single number. It is which element actually threatens you across the hunt, weighted by the mixture you fight — the same weighting the weapon ranking uses. One creature with a spectacular fire attack that you meet twice an hour loses to steady ice damage from the four hundred you kill.
Which is also why the advice for a hunt can differ from the advice for the scariest creature in it. If a particular creature is what keeps killing you, look at that creature on its own.
Why a life-draining hunt offers two trinkets
Only one trinket fits the slot, so this looks like a question the site should answer. It is shown as a choice on purpose, and the reason is honest rather than evasive: Bone Fiddle answers life drain, which is the one damage type no imbuement can touch — but nothing in the data says whether the drain you face outweighs the element you would otherwise protect against.
Over half the hunts here drain life. Picking for you would mean the same recommendation appearing on most of the site while hiding the trade behind it, so both are shown with what each is worth and the call is yours.
Where these numbers come from
Which abilities a creature has, and what each resistance is, comes from the wikis — and where the English pages say nothing, from the Portuguese one, which is read only in those gaps so the two can never disagree. What an imbuement does is what CipSoft has published. Which of two defensible answers to show, and when to show both, came out of hunting — including the decision above.