Hunting formula explained
This is a guide on everything related to hunting in Haypi.
Revision history:
V1.0 March 13th 2012. Money formula researched (minor error on archer effect). You can find this version quoted by Iguana1234 in the post further down.
V1.1 May 16th 2012. Money formula corrected and simplified. Items formula researched. Extraordinary result formula researched. Chest opens researched.
V1.2 May 20th 2012. Confirmed lvl 15 min bracket. Hunted scepter on a normal result. Discovered method to identify any extraordinary harvest.
Currently researching for v1.3:
Enhancement stones min bracket + how to optimally hunt enhancement stones
Strategies for hunting on normal server
Strategies for hunting on pvp server
Credits:
Tigerinoz, SobyJunior, Koroush, XhighlifeX, s115 - helping with subs
Akiras, InvadorZIM, s88 - helping with items
Merphul, s115 - discovering you can harvest the same oasis over and over all day without it degrading your risk of unsuccessful
xc3pti0n – correcting error on archer effect in V1.0 of the guide
ElMouchas, s88 – confirming pp formula from hunt is the same on pvp server as on regular server
What happens when you click the “Harvest” button? This:
Calculation 1: Is the hunt a failure?
If yes (hunt is a failure)
__You get 0 money (stop calculating further)
If no (hunt is a success)
__Calculation 2: Calculate normal money
__Calculation 3: Calculate and add extraordinary money
__Calculation 4: Is the hunt an item?
__If yes (hunt is a success and an item)
____Calculation 5: Use result of calculation 2 and 3 to calculate item
____Is there room in inventory for item?
____If yes (hunt is a success and an item and there is room in inventory)
______You get item + 1-99 money
______You also get pp = 2% of calculation 2 and 3
____If no (hunt is a success and was an item but there was no room in inventory)
______You get money = result of calculation 2 and 3
______You also get pp = 2% of calculation 2 and 3
__If no (hunt is a success and not an item)
____You get money = result of calculation 2 and 3
____You also get pp = 2% of calculation 2 and 3
The rest of the guide is structured around the 5 calculations shown above. Here is a table of contents for the guide. I recommend you read everything of course

Chapter 1 – Notes on how I did my research (skip it if you’re not interested)
Chapter 2 – Calculation 1: How do you calculate if a hunt is a success or failure?
Chapter 3 – Calculation 2: How do you calculate normal money?
Chapter 4 – Calculation 3: How do you calculate extraordinary money?
Chapter 5 – Calculation 4: How do you calculate if a successful hunt is an item or money?
Chapter 6 – Calculation 5: If you hunt an item, how do you calculate which item you get?
Chapter 7 – Opening chests and some notes about daily gifts
Chapter 8 – Strategies for hunting on a regular server (not yet finished)
Chapter 9 – Strategies for hunting on a PvP server (not yet finished)
Chapter 1 – Notes on how I did my research (skip it if you’re not interested)
I started my research on February 20th 2012. As of the time of this writing (roughly 3 months later) the formulas have not changed, as far as I can tell.
I did 42 testcases using 1.000 cav and 664 testcases using 4.000 inf to figure out the money formula. I hunted in lvl 0, 2, 3, 5, 7, 9, 10 oasis. Lowest hunt time was 1 minute and highest was 24 hours. I used fortune 20+10.
When I was researching the money formula, I also kept track of which items were hunted at what money value and at what hunt duration. That gave me a good idea of where to start researching the items formula.
The problem trying to hit a certain money value is that sometimes you click “Harvest” but the server doesn’t respond immediately and the seconds just start ticking away. So when you finally get a reply from the server and you get an item, you can’t be sure how many seconds passed and what the money value actually was. The only way to get around this was to start hunting for at least 12 hours. You stop gaining money after 12 hours, so it didn’t matter if the server or connection used a few extra seconds to reply.
When I discovered the money formula, I also noticed that sometimes, results would be way better than normal. I only observed this after at least 9 hours hunt had passed. As such, I figured 12 hour hunts would also be a good way to keep an eye out for extraordinary results.
Researching the items and extraordinary formula, I used 7 accounts, which varied in level and in fortune attribute. After 142 test results of at least 12 hours, I switched all 7 accounts to fortune 100+10. I am still doing test cases, but at the time of writing this guide, I have done a little over 2.200 test cases of 12 hour+ hunts to double check items formula and extraordinary formula. Feel free to figure out how long it takes to run that many test cases of 12 hour+ hunts

I quickly got a good theory on the items formula, so the last 1.000 test cases or so have mainly concentrated on confirming the theory.
For any item, there is a money value at which it becomes available (starting bracket) and a money value at which it becomes unavailable (end bracket). The end bracket for level 1 items had me puzzled for a while, but I managed to nail it eventually. The start/end bracket of many of the high level items, was very difficult to confirm. It’s pretty easy to use a level 10 account to fill 8 hunting queues of 2.247 inf in a level 9 oasis to test the starting bracket of level 2 armor / sword / horse / chest / key. However, it is an entirely different matter using e.g. 94.807 inf to test the starting bracket of level 9 armor / sword / horse / chest / key. You don’t do that in all cities on 7 different accounts while maintaining level 9 crop oasis and defending against being cropped – at least if you have a life outside Haypi

Chapter 2 – Calculation 1: How do you calculate if a hunt is a success or failure?
The short answer is:
I don’t know for sure!
Kind of disappointing starting a guide and then not providing an answer?

I have not yet systematically tested this calculation in the hunting formula (but don't be discouraged - there are discoveries in the chapters below, just keep reading).
From my test cases on the money/item/exceptional formulas, there does seem to be some tendencies on the calculation for success/failure though. However, don’t take this as written in stone yet. Feel free to research this calculation more thoroughly if you want. Here are the tendencies, I see in the results:
It seems oasis level does not affect chance of failure / money / item.
It seems 10 points in fortune decreases risk of failure by 1 %.
It seems 10 points of fortune decreases chance of money by 0,5%
It seems 10 points of fortune increases chance of item by 1,5%
At fortune 100+10 it seems risk of failure is 16%
At fortune 100+10 it seems chance of money is 46%
At fortune 100+10 it seems chance of item is 38%
The above research is solely based on inf hunts of 12-24 hours duration in lvl 9-10 oasis. Lowest number of inf was 702 and highest was 290.356. There might be a slightly higher chance of item at lower inf numbers, but I don’t have enough data to say for sure. So all in all, there is still a lot which is not yet researched on this calculation.
Chapter 3 – Calculation 2: How do you calculate normal money?
If your hunt was a success, the system will calculate a money value of your hunt.
I posted the money formula in v1.0 of this guide. The formula had an error on archer effect (thanks to xc3pti0n for pointing it out). From inf/cav I estimated troops used their base speed, which is not the case. Instead troops use the following hunt factor in the formula:
Inf ; hunt_factor 3
Cav ; hunt_factor 6
Arc ; hunt_factor 2
Cat ; hunt_factor 1
Since I posted the money formula I v1.0, I have received a lot questions across different servers, because people find the calculations too difficult to use. Therefore I have simplified the formula as much as possible and I recommend you use Excel (or similar spreadsheet software) to do calculations. Later in the chapter on items, I have also included number of inf you need to get any item, so if you don’t want to do calculations yourself, you can just use the numbers from that chapter.
Some facts about hunting:
(1) You can mix troop types in the same hunt, and it will not impact the money harvest negatively, so e.g. cats don't slow cav down when hunting.
(2) Your money return increases linearly until you have gathered 2.500 money. Then it starts dropping exponentially (square root) with increased hunting time until 12 hours has passed.
(3) You gather money from 0 to 43.200 seconds (equal to 12 hours). Regardless of how long you leave your troops hunting beyond 12 hours, you will not earn extra money. You can however still get an extraordinary result added (see chapter on extraordinary results later in the guide).
(4) I read an old forum post claiming money was capped at 25.000 and after that, you just get items. I can bust this myth. I have hunted 250.361 inf 12 hours in a lvl 10 oasis for 43.333 money and I speculate there is no upper limit to money gained.
The factors in the money formula are:
(1) Number of inf
(2) Number of cav
(3) Number of arc
(4) Number of cat
(5) Oasis level when you dispatch your troops to hunt
(6) Seconds hunted (max is 12 hours = 43.200 seconds)
There are 3 stages in a hunt:
(a) You dispatch your troops to hunt, and they start travelling to the oasis. The travel timer counts down. Important: It is the oasis level right at the second you clicked dispatch, which is used in the formula. So it doesn’t matter at all if oasis changes level or ownership after you dispatched your troops to hunt.
(b) Your troops arrive at the oasis and start hunting. The hunting timer starts counting up.
(c) You click “Harvest” and your troops return to base.
The money formula is: (note: round decimals off)
Linear result if you harvest below or equal to 2.500 money:
money = (inf*3 + cav*6 + arc*2 +cat*1) * min(hours*3600 + minutes*60 + seconds ; 43200) / 43200 / (20 / (10 + oasis_lvl)
Exponential result if you harvest above 2.500 money:
money = 2500 * ( min(hours*3600 + minutes*60 + seconds ; 43200) / (2500 * (20 / (10 + oasis_lvl) ) * 43200 / (inf*3 + cav*6 + arc*2 +cat*1) ) ) ^0,5
Note 1: The min(x1 ; x2) function simply means pick the lowest value of the values separated by the semicolon.
Note 2: The ^0,5 in the exponential formula is the square root operator.
You gain the first 2.500 money linearly regardless of how big your army is. This makes it interesting to know how many seconds your troops need to hunt before they have harvested 2.500 money. The formula to figure this out is:
Seconds to 2500 money = 2500 * ( 20 / (10 + oasis_lvl) ) * 43200 / (inf*3 + cav*6 + arc*2 +cat*1)
Below I have inserted a screenshot from Excel, which shows a way to use the formulas to calculate (1) money and (2) seconds to 2.500 money.
If you have Excel, create a new file and enter what you see in the screenshot.
Copy this formula into cell E12:
=ROUND(IF((C10*3+D10*6+E10*2+F10*1)*(MIN(B7*3600+C7*60+D7;43200)/43200)/(20/(10+B10))<=2500;(C10*3+D10*6+E10*2+F10*1)*(MIN(B7*3600+C7*60+D7;43200)/43200)/(20/(10+B10));2500*(MIN(B7*3600+C7*60+D7;43200)/(2500*(20/(10+B10))*43200/(C10*3+D10*6+E10*2+F10*1)))^0,5);0)
Copy this formula into cell E14:
=MIN(2500*(20/(10+B10))*43200/(C10*3+D10*6+E10*2+F10*1);43200)
When you have done this, you can change the 8 yellow fields and the formulas will calculate the money value and seconds to 2.500 money.
Important 1: You must enter your values in the exact cells you see in the screenshot, or the references in the formula will not work. You can rearrange the fields with cut/paste after if you want. Copy/paste will not work, as I have entered relative cell references.
Important 2: The formula commands: ROUND, IF, MIN and MAX are in English. If you use a different language version of Excel, you need to translate these words to your version. I recommend you try and google for it.
Below is a screenshot showing the effect of oasis level on your money harvest.
The diagram to the left illustrates that there is a linear increase to 2.500 money, but 5.000 inf in a level 10 oasis reach this point after just 2 hours, where in a level 0 oasis they take 4 hours to reach 2500. From the time of reaching 2.500 money until 12 hours has passed, there is an exponential (square root) increase in money. I hope you can see the curves bend slightly. Between 12 hours and 13 hours there is no extra money output. This would continue until 240 hours after which your troops automatically return from harvest. For every second passed, you can see that a higher level oasis is always better than a lower level oasis. If you decrease/increase the troop number or troop types, it would only mean that the linear part of reaching 2.500 money output is achieved later/sooner, and the exponential effect kicks in from that point in time. If you are not able to reach 2.500 money in 12 hours, the money output will be linear in the full 12 hours.
The table to the right, labelled “oasis level efficiency compared to a level 10 oasis” shows the efficiency of each oasis level. Your best possible output comes from a level 10 oasis, so this is 100%.
Example: In the linear part of a hunt, a level 0 oasis is 50% worse than a level 10 oasis.
Example: In the exponential part of a hunt a level 9 oasis is 3% worse than a level 10 oasis.
This difference in efficiency has a huge impact on your gameplay. Higher level oasis increases money, pp from hunting and items from hunting (plus pp from items).
Imagine you have above 5 million pp. Try and estimate how much of this pp would have come from hunting. Now imagine you could have increased that number by say 3% or more, simply by always hunting in a higher level oasis? Also try and estimate how much money you would have gotten from hunting. Now imagine you could have increased that number by say 3% or more?
The point is this: ALWAYS hunt in level 9/10 oasis.
Chapter 4 – Calculation 3: How do you calculate extraordinary money?
If you have played haypi for a while, I reckon you will have heard stories of incredible hunts, which just seem like a bug or a freak event. You might also have seen strange results yourself sometimes. This is the result of extraordinary hunts.
As far as I can tell, you must harvest a minimum amount of time in order to be able to get an extraordinary result. The lowest, I have observed is after 9 hours, but I don’t think this is the minimum time required. Feel free to try and research what the minimum time is.
When you hunt for more than 9 hours (or the minimum required), the system calculates an extraordinary result. It is extremely difficult to figure out what the percentage chance is of rolling an extraordinary result because they are very rare, so it requires a huge amount of 9 hour+ test cases. From the test cases I have performed it seems the tendencies are as follows:
If your hunt is a success:
At fortune 20+10 you seem to have a 3% chance of extraordinary money
At fortune 20+10 you seem to have a 4% chance of extraordinary item
At fortune 100+10 you seem to have a 4% chance of extraordinary money
At fortune 100+10 you seem to have a 6% chance of extraordinary item
Beware: It might seem as if fortune 100+10 is “only” a little more effective than fortune 20+10, however these percentages are according to SUCCESSFUL hunts. As I mentioned in chapter 2, fortune ALSO decreases your risk of failure hunts which again means you get more successful hunts that might turn into extraordinary hunts. So the point is fortune 100+10 is better than fortune 20+10. Note: I suspect increased hunt time might also increase chance of extraordinary, but I haven’t researched that part.
The above research of fortune 20+10 is based on inf (4.000 inf) hunts of 9-56 hours duration in lvl 0-10 oasis.
The above research of fortune 100+10 is based on inf hunts of 12-24 hours duration in lvl 9-10 oasis. Lowest number of inf was 702 and highest was 290.356.
As you can see, it is still a bit uncertain what affects your chance of getting an extraordinary result.
However once you do get an extraordinary result, the formula for the extraordinary money is this:
Extraordinary money = your_level * 200 * ext_factor(1-5)
I was very surprised to find that your level is used in the formula. This means, at higher general level, you have a better chance of getting the best items.
The “ext_factor(1-5)” simply means: Either 1, 2, 3, 4 or 5.
So a level 0/1 (the general level is 1 for both) can get extraordinary: 200 / 400 / 600 / 800 / 1.000 money. A level 20 can get extraordinary 4.000 / 8.000 / 12.000 / 16.000 / 20.000 money.
Using fortune 100+10 across 7 accounts, out of 44 extraordinary money harvests, I have received
Ext_factor 1: 8 results
Ext_factor 2: 8 results
Ext_factor 3: 11 results
Ext_factor 4: 8 results
Ext_factor 5: 9 results
As such, I am pretty sure it is random which ext_factor of 1-5 that is used.
However when an extraordinary money result turns into an item, I have received the following:
Ext_factor 1: 21
Ext_factor 2: 5
Ext_factor 3: 4
Ext_factor 4: 7
Ext_factor 5: 8
It might seem as if there is an increased ext_factor 1. It might be me misinterpreting results – I can’t be sure. However the spread between ext_factor 2-5 still suggests the number applied is in fact random.
To determine if an item is an extraordinary result, you must compare its starting and ending money bracket to the money value you would have received. I will get back to how to do this in the chapter on items.
Below 2 paragraphs updated for v1.3:
The above method still works for most results and it is easy to use as it does not require you to keep track of pp. However for some hunts, both the “normal” result and some of the lower ext_factor results fall in the same min and max-bracket for the same item. This is particularly evident on gems, medals, scepters and manual 3-15 and even more so if your level is low. Also, extraordinary hunts of gold/silver boxes and enhancement stones cannot be identified using this method.
However, you can with 100% certainty identify ANY extraordinary result by the pp you get from the hunt. The pp formula for hunts is 2% (rounded off) of the money value of calculation 2 and 3. The minimum extraordinary money you can get is an ext_factor 1 on a lvl 0/1 account = 200 money. This would yield 4 extra pp compared to a normal result.
Even if you get an item, the pp is always calculated based on the money from calculation 2 and 3! The tricky part is, you must keep track of your pp before and after you harvest, or you will not know if it was a normal/exceptional hunt.
When I did my research, I did not keep track of the pp before/after hunt, as I only discovered this method later. As such, my recorded number of extraordinary item hunts might actually be lower than they actually were.
Some final notes about extraordinary results
1) The “lowest” extraordinary hunt I have recorded is 8 cav for 46 hours in a level 9 oasis on a level 2 account with fortune 20+1. The normal result would be 46 money. The result was 2.046 money. At level 2 this means it was an ext_factor 5 result ( 2 * 200 * 5 = 2.000). I have also received several extraordinary results (ext_factor 1 to 5) on a level 19 account. From this, I postulate that extraordinary results and all ext_factors are available at all levels.
2) The extraordinary money harvest from the highest troop number, I have received was using 78.000 inf in a level 10 oasis on a level 13 account which resulted in an ext_factor 4 hunt.
3) The best extraordinary item harvest I have received was using 119.997 inf in a level 10 oasis on a level 16 account which resulted in a scepter. This was either an ext_factor 4 or 5 hunt.
4) Ext_factor 5 item hunts can make your result “jump” several item levels compared to the “normal” item level. I have received horse 8 using 3.510 inf in a level 9 oasis on a level 19 account where the normal result would be a horse 2. I have also received an armor 12 using 53.330 inf in a level 10 oasis on a level 17 account, where the normal result would have been an armor 6.
5) You can pull several extraordinary hunts from the same oasis right after each other.
Example 1: On April 15th, on a level 13 account, using 7 queues of 5.054 inf for 12 hours in the same level 9 oasis, I pulled all 7 hunts right after each other. One of the first was an armor 6 which (ext_factor 5), and a subsequent harvest was a ring 6 (ext_factor 1).
Example 2: On May 2nd, on a level 17 account, using 9 queues of 1.000 cav for 10 hours 7 minutes in the same level 9 oasis, I pulled all 9 hunts right after each other. One of the first was an armor 6 (ext_factor 4), a later was 20.466 money (ext_factor 4) and a later again was a sword 5 (ext_factor 3).
So it seems any hunt has a chance of becoming an extraordinary hunt regardless of when the oasis was last harvested.
Chapter 5 – Calculation 4: How do you calculate if a successful hunt is an item or money?
The short answer is:
I don’t know for sure!
If you read chapter 2, you will know I have not done enough research to say for sure what the chances are of a hunt becoming an item or money. So I will simply refer you to read chapter 2 for tendencies to explain this part of the hunt formula. I am merely including chapter 5 here to illustrate this step in the overall hunting formula.
Chapter 6 – Calculation 5: If you hunt an item, how do you calculate which item you get?
If your hunt was a success, and you rolled an item, the system will try and give you an item. I say “try” because
(1) At some money values, NO items are available, so you get money instead.
(2) If your stash is full, the system might have rolled an item you had no room for, in which case you get money instead.
For any item, there is a minimum money value at which it becomes available to hunt. I term this money value the “minimum bracket” for that item.
For any item, there is a maximum money value at which it is available to hunt. I term this money value the “maximum bracket” for that item.
There are a total of 98 huntable items in the game: Ring 1-10 ; Armor 1-15 ; Sword 1-15 ; Horse 1-15 ; Manual 1-15 ; Chest 1-10 ; Key 1-10 ; Nugget ; Gem ; Medal ; Scepter ; Crown ; Enhancement stone(s) ; Silver box ; Gold box
Each item has a level, so e.g. ring 1 is level 1, and ring 2 is level 2.
Items with only one level, e.g. nugget or gem, are level 1.
The formula for minimum money bracket for any item is:
Min_bracket = if ( item_level < 3 ; base_npc_value * item_level +1 ; round.down ( base_npc_value * ( item_level -1 ) * 5 / 3 ; 0 )
The formula for maximum money bracket for any item is:
Max_bracket = round.down(base_npc_value * item_level * 5 / 3 ; 0 ) -1
Notes:
In both formulas, the base_npc_value is the npc value of a level 1 item of that type, e.g. base_npc_value of a level 9 armor is 2.000.
The round.down formula simply rounds any decimals down to zero.
With these formulas, it is possible to create a table, which shows at what money value the items in the game become available at. Below is a diagram showing the min/max brackets of any ring / armor / sword / horse / manual / chest / key / nugget / gem / medal / scepter /crown.
I have confirmed most of the item brackets which is displayed in the diagram. Using only inf and hunting only level 9/10 oasis for at least 12 hours, I have hunted at the exact money values, which lies just on/above/below each min/max bracket for each item type. Here are some notes about this:
1) To hunt the items at some of the lower money values (1.001, 1.333, 1.665, 1.666, 2.000), it was necessary to include a few archers, as pure inf simply cannot hunt these money values in a level 9 oasis. The explanation is that adding 1 inf can make your result jump 3 money because we are in the linear part of the money formula.
2) I can confirm all ring min/max brackets, and almost all of the min/max brackets of armor/sword/horse up to level 15 and chest/key up to level 10.
3) I can confirm all manual min/max brackets up to level 4. I have not yet attempted to hunt manuals at the min/max brackets for level 5-15, but I have no reason to believe these levels should differ from the formulas.
4) I can confirm nugget and gem min/max bracket as well as medal min bracket. I have not yet attempted to confirm medal max bracket, but I have no reason to believe medal max bracket and scepter/crown min/max bracket should differ from the formulas. I have hunted one scepter on an exceptional hunt and another in the normal bracket at 46.666 money. I have attempted to also hunt it on a normal hunt at the min bracket (40.001 money) but so far had no luck in 8 attempts. I still believe it is possible though. Crown is obviously untested yet

5) You get rings a lot, when you hunt at 16.665 money or less, whereas manuals are very rare to hunt at any money value. I am convinced there is a bug in the items formula as you get an unreasonably higher percentage of armor compared to sword/horse/chest/key at level 6-13. At level 1-5 it seems you get an equal percentage of armor/sword/horse/chest/key. So what happens at armor level 6? My answer is that the min bracket for armor level 6 is 16.666, which is just above the max bracket for level 10 ring. But at money 16.666 and above, the system still rolls for a ring, but since no ring level 11-15 is available in the game, you get an armor instead. The max bracket for level 10 chest/key is 33.332 money. Unfortunately I have too few test results of armor/sword/horse beyond that to say if the system still rolls for a chest/key, and what that item would then be converted to. I would, however expect it to either be armor or horse.
6) There are “gaps” in the available items, which is a little odd. It makes sense that no items are available to hunt between 1 and 1.000 money, but it is also impossible to hunt an item 1.666 and 2.000 money, as the max bracket for level 1 ring lies at 1.665 money and no min bracket for any other item starts before 2.001 money. The “gaps” are only related to the difference in max bracket for level 1 and min bracket for level 2 for ring/armor/sword/horse/manual. However for armor/sword/horse/manual at least other items are huntable in their “gap”.
So how do you use the diagram of available items?
Determine what item, you want to hunt. Use the money formula from chapter 3 and enter your army in the inf/cav/arc/cat fields. Then keep incrementing the troop counts according to the army you want to hunt with until you hit the target money value. I recommend you leave oasis level at 9 or 10.
Example:
Say you want to hunt a level 10 chest. The diagram shows you need a money value between 30.000 and 33.332. I recommend you set time to 12 hours / 0 minutes / 0 seconds and hunt in a level 10 oasis. Then start incrementing the inf field. When you enter 119.997 inf, you will see, you hit exactly 30.000 money. That means you can hunt a level 10 chest with these conditions. I have done so by the way.
How do you know if you hunted an extraordinary item?
If you rolled an extraordinary result (see chapter 4), the extraordinary money is added to your normal money BEFORE an item is selected.
Example:
Say you were trying to hunt that level 10 chest using 119.997 inf for 12 hours in a level 10 oasis and you got an extraordinary hunt. Say you were level 16 and you got an ext_factor 5. This would add 16.000 money to your 30.000 money for a total of 48.000 money. At 48.000 money, you are way past the max bracket of level 10 chest (33.332 money), so you can no longer hunt a chest, but you can instead hunt armor/sword/horse 15 (range 46.666 – 49.999), manual 10 (range 45.000 – 49.999) or scepter (range 40.001 – 66.665).
In any hunt, you can always calculate the exact money value (see chapter 3), and the diagram above shows exactly what items are available at that money value. If you get any item higher than this, you will know your result was an extraordinary item hunt.
On May 18th I hunted a scepter at 46.666 money on a normal hunt.
On May 20th I hunted a level 15 horse at the minimum bracket (46.666) on a normal hunt.
Both results were achieved using 290.356 inf for 12 hours in a level 10 oasis.
I pose a challenge to anyone on any server: Hunt a level 15 manual and a crown
A level 15 manual requires you to harvest 70.000 money, which again requires 653.325 inf for 12 hours in a level 10 oasis. A level 20 player can hunt a level 15 manual using 333.327 inf if he rolls an ext_factor 5 extraordinary result, but it is very rare.
A crown requires you to harvest 100.001 money, which again requires 1.333.347 inf for 12 hours in a level 10 oasis. A level 20 player can hunt a crown using 853.345 inf if he rolls an ext_factor 5 extraordinary result, but it is very rare.
If you have proof of hunting a level 15 manual or a crown, I would say it is a Haypi World Record

With all of the above being said, I must also (sadly) report an unexplained phenomenon, I have no answer for yet: Sometimes, if you roll and extraordinary hunt, and it turns into an item, you will get an item, which is just 1 level above the normal result but still below even an ext_factor 1. I have observed this at the following:
Hunt at 3.332 money turned into level 3 ring on a level 13 account (2 occurrences)
Hunt at 5.001 money turned into level 5 ring on a level 19 account (3 occurrences)
Hunt at 6.001 money turned into level 5 ring on a level 12 account (1 occurrence)
Hunt at 6.001 money turned into level 5 ring on a level 13 account (1 occurrence)
Hunt at 6.665 money turned into level 3 horse on a level 18 account (1 occurrence)