The Three Modes and What Each One Is For
Every material in the game comes from one of three modes, and the mode you pick decides which materials you can possibly get. Story runs pay the ingredients of a specific act at a specific difficulty. Infinite pays five materials on a wave ladder and pays nothing else. Raids pay coins, gems and their own drop rows, which is why a currency problem and a recipe problem are two different farming sessions.
That gives one rule worth keeping in front of you: farm the recipe material where it drops, and farm bulk quantity where the mode repeats. A Magic Pendant only exists in Story Act 1 on Nightmare, so no amount of Infinite time produces one. Fine Cloth drops in every act and every Story difficulty, and also from the first wave of Infinite, so that is the one material you can collect without watching.
The two routes also pay differently. Story pays per enemy killed, and the party rolls separately for each player, so a full team does not split one drop. Infinite pays when a wave is completed rather than per kill, which is what makes it the unattended mode. Both of those payout rules are spoken in the 16 October recording rather than printed on a panel.
Which Act Drops the Material You Need
A material is gated by two things at once: the act and the minimum difficulty inside that act. Reading only the chapter name sends players to a difficulty that cannot drop what they want.
| Material | Act | Minimum difficulty | Also in Infinite? |
|---|---|---|---|
| Fine Cloth | Acts 1–3 | Easy | From wave 1 |
| Shinobi Scroll | Acts 1–3 | Easy | No |
| Eyeball | Act 1 | Medium | No |
| Cursed Finger | Act 1 | Hard | No |
| Soul Fragment | Act 1 | Hard | No |
| Magic Pendant | Act 1 | Nightmare | No |
| Broken Blade | Act 2 | Medium | No |
| Tech Component | Act 2 | Hard | No |
| Sun Core | Act 2 | Nightmare | Bosses from wave 46 |
| Mana Feather | Act 3 | Medium | From wave 16 |
| Waves Core | Act 3 | Hard | Waves and bosses from 31 |
| Forbidden Fruit | Act 3 | Nightmare | Bosses from wave 46 |
One line under the chart matters as much as the chart: a higher difficulty also drops the earlier materials of the same act. Act 1 on Nightmare can pay Eyeball, Cursed Finger, Soul Fragment, Magic Pendant, Fine Cloth and Shinobi Scroll in the same run, so it is the wrong place to farm one row and the right place to farm several. When a recipe wants four Act 1 materials at once, run Nightmare rather than four lower difficulties.
These act and difficulty pairings come from a creator drop chart read on 16 October, not from a panel inside the game. They agree with the chapter readings this site already carries on the evolution page and they close its one open cell: Eyeball, which the older material table left unstated, is an Act 1 Medium drop. Where a chart and your own reward preview disagree, the preview is the live answer.
Infinite: Five Materials by Wave, and the Seven It Never Drops
Infinite runs one list. Each material unlocks at a wave and is paid on wave completion, so the mode rewards how far the run reaches rather than how many enemies died.
| Material | Unlocks at | Paid by |
|---|---|---|
| Fine Cloth | Wave 1 | Completed waves |
| Mana Feather | Wave 16 | Completed waves |
| Waves Core | Wave 31 | Completed waves and bosses |
| Sun Core | Wave 46 | Bosses only |
| Forbidden Fruit | Wave 46 | Bosses only |
Everything else has to come from Story: Broken Blade, Eyeball, Cursed Finger, Soul Fragment, Tech Component, Magic Pendant and Shinobi Scroll are not on the Infinite list. That is the single most expensive misunderstanding in the mode — a player farming Infinite for a Magic Pendant waits for a drop that is not in the table.
Two further rules were spoken in the recording rather than printed, and both change how a night is planned. Base odds rise by a slice of the original rate every five waves, capped at +50% from wave 51, so the first hour of a run is worth less than the third. And a player who dies while the team keeps going stops collecting the later waves, which is why an AFK kit has to survive more than it has to hit hard.
What a Raid Clear Actually Pays
Raids are the currency route. In the 14 October recording, a Shadow Gate Act 1 Nightmare run settled at S rank for $124,323 coins, 1,278 gems and four item stacks at x2, x2, x7 and x6. The same session’s lobby panel listed Play 0/10, so ten runs is the ladder you are climbing, not an unlimited loop.
Spirit’s Bathtub prints smaller numbers per clear: the reward panel this site already tracks on the Spirit’s Bathtub page reads $22.4K and 450 gems. The gap is what decides which raid you repeat when the goal is coins rather than a specific drop.
The reason coin farming is a late-game activity, not an early one, is the price of the things coins buy. Locked character slots print $75M and $100M in the same recording. At the measured S-rank clear, the last slot is roughly eight hundred runs. That arithmetic is the honest answer to ‘how long does it take’ — long enough that the boosts below are worth reading before the first hundred runs, not after.
The Boost Stack: What Adds Chance and What Doubles Quantity
Boost sources do not all act on the same number. Chance multipliers raise the odds of a drop happening; quantity multipliers double what you already got. Sorting them wrongly is why a player buys a gamepass expecting a material they still cannot get.
- The Fortune trait pays +25% Coins, +20% Weapon XP and +20% Drop Rate on the weapon that carries it, and it is the roll the traits page tells you never to reroll off a second-slot weapon. The recording adds one rule that is spoken rather than printed: the payout follows the weapon used longest in the run, so switching to a Fortune weapon at settlement is too late.
- Gear and titles carry flat Drop Rate lines. Blast Archer Wings print +10% and Flame Pirate Hat +10% in the accessory table, and a combat title such as Dragon Eclipse carries a +10% Drop Rate line in one of the two readings the titles page tracks. These stack with the trait rather than replacing it.
- VIP and VIP+ pay on AFK income specifically. The Game Shop prices VIP at 400 and VIP+ at 720, and describes them as +10% Coins, 15% cheaper spins and +20% AFK rewards for VIP, then +20% Coins, 25% cheaper spins and +35% AFK rewards for VIP+, with both saying the tiers stack. The public game-pass listing read on 9 October 2026 carries 499 and 899 instead and returns no description for either pass; both readings sit side by side on the game passes page, so read the shop price before paying.
- The 2X Drop Rate gamepass is a quantity multiplier, not a luck multiplier. Its own description reads ‘doubles the materials, EXP, coins and healing you get in runs, plus your Story trait crystal chance’. It makes a good run twice as good; it does not move a material into a mode that does not drop it.
- Guild boosts also list Coins, EXP and Drops. The panel in the recording showed +2% Drops at that guild’s level while the narrator put the ceiling at +10%; treat the panel in your own guild as the current number.
The AFK Loop, Step by Step
Both recordings build the same loop out of two free tools: TinyTask to replay keystrokes and an auto clicker to press Retry. Nothing in either video shows an in-game AFK mode, and the setup below is what the creators actually run.
- Open Create Lobby and choose Infinite. The recording picks ZZZ World → Act 1: Endless Waves, then Nightmare, which is the mode that repeats without input. Story and raids end, so they cannot be left alone.
- Pick a kit that does not dash. Wide area damage with no forward movement on the attack or the skills is what holds position. The coin recording ran Astral Blossom for the loop, tried Inferno Prince, and went back after that run ended in a defeat at 04:23; the creator’s stated reason is that a dash carries the character out of range and then out of the arena.
- Turn Shift Lock off and move forward while attacking. The overlay in the recording prints it as a rule: attacks and skills fired without holding forward drift out of range.
- Record the rotation in TinyTask. The demo records the 1, 2, 3 and G keys and replays them on a continuous loop.
- Put an auto clicker on Retry. Set it to repeat until stopped and leave it on the settlement button; this is the part that restarts the run you died in.
- Start from a corner rather than the middle. The recording’s own tip, and the difference between a loop that survives wave 30 and one that walks into the wrong spawn.
The loop does not come with a guarantee, and no source read here publishes one. Whether a macro is treated as automation by the game or by Roblox is not stated anywhere this site can cite; the 20-minute idle disconnect and the settlement screen’s retry counter are both untouched by the two recordings. Run the loop on an account you would not mind losing, and read the settlement screen the first few times rather than assuming it advanced.
What No Source Settles
- Per-kill drop odds. The only figures read are spoken estimates inside a creator video; no panel prints a percentage per enemy, and this page therefore gives none.
- The exact ramp inside Infinite. ‘+5% of the base rate per five waves, capped at +50% from wave 51’ is a spoken explanation of a chart that does not print numbers.
- Base against bonus in the raid settlement. The $124,323 includes a rank bonus the narrator calls +30%, but the split between base reward and bonus is not printed on the settlement screen.
- Macro policy and the retry counter. Both recordings leave them out, so both remain unknown rather than safe.