Lost Tower Floors 3 and 4: Strong Monsters and Valuable Drops
Complete guide to Lost Tower Floors 3 and 4 in MU Online S6: monsters, detailed stats, jewel drops, and farming strategies by class.
Lost Tower Overview
The Lost Tower is one of the most iconic vertical dungeons in MU Online Season 6. With 7 floors of increasing difficulty (LT1 through LT7), it serves as the main progression route for characters moving out of the early game. Each floor presents more resilient monsters, better drops, and greater risks for those who are unprepared.
Floors 3 and 4 represent the inflection point between casual content and serious farming. Floor 3 already demands consistent equipment and understanding of monster behavior, while Floor 4 begins to compete directly with zones like Atlans and Tarkan in terms of drop quality.
Floor 3 Monsters
The third floor features three main monsters with distinct behaviors and specific dangers.
| Monster | Level | HP | ATK Min. | ATK Max. | DEF | EXP |
|---|---|---|---|---|---|---|
| Devil Shaman | 74 | 3,800 | 185 | 210 | 95 | 1,240 |
| Poison Shadow | 77 | 4,200 | 200 | 230 | 110 | 1,380 |
| Stone Golem | 79 | 5,500 | 220 | 255 | 140 | 1,620 |
Devil Shaman
The Devil Shaman is the standard and most numerous mob on Floor 3. It has a magical attack with moderate range and occasionally applies a movement speed reduction debuff. Its ATK of 185–210 is manageable individually, but groups of 4 or more can catch characters with VIT below 200 off guard.
- Element: Darkness
- Behavior: active aggro at medium radius, follows the character for a considerable distance
- Main drops: Jewel of Soul, Jewel of Bless, level 52–60 equipment
Poison Shadow
The Poison Shadow is the most dangerous mob on Floor 3 for newer players. In addition to its direct physical damage of 200–230, it applies persistent poison dealing approximately 30–50 HP per tick every 2 seconds, lasting 10 seconds. When accidentally pulling multiple Poison Shadows simultaneously, the stacked effect can be lethal even at high HP totals.
- Element: Poison
- Behavior: fixed route patrol, medium aggro range
- Main drops: Jewel of Bless, level 52–60 armor pieces with magic options
Stone Golem
The Stone Golem is the patrol mini-boss of Floor 3. It spawns at fixed map positions with a respawn timer of approximately 10 minutes. Its HP of 5,500 and DEF of 140 make it resilient, requiring more time or burst damage to take down. The EXP reward is the highest on the floor, and its drops have a slightly higher chance of items with options.
- Element: Earth
- Behavior: slow patrol, melee knockback attack
- Main drops: Jewel of Life, Jewel of Bless, level 60–68 equipment
Notable Drops on Floor 3
| Item | Approximate Drop Rate |
|---|---|
| Jewel of Bless | Rare (~1%) |
| Jewel of Soul | Uncommon (~2%) |
| Jewel of Life | Very Rare (~0.4%) |
| Jewel of Chaos | Very Rare (~0.5%) |
| Skull Shield +option | Uncommon |
| Level 52–60 equipment | Common |
| Ancient set pieces (base quality) | Very Rare |
| Large Life/Mana Potions | Very Common |
Floor 4 Monsters
The fourth floor represents a considerable jump in difficulty. Monster stats rise significantly and the floor composition includes an elite with special mechanics.
| Monster | Level | HP | ATK Min. | ATK Max. | DEF | EXP |
|---|---|---|---|---|---|---|
| Thunder Lich | 82 | 5,100 | 240 | 275 | 130 | 1,850 |
| Bloody Wolf | 85 | 5,800 | 260 | 300 | 145 | 2,050 |
| Dark Knight (mob) | 88 | 7,200 | 290 | 330 | 170 | 2,400 |
Thunder Lich
The Thunder Lich is the main mob of Floor 4, an undead mage using ranged lightning attacks. Its attack covers a small splash area around the primary target, making pulls of multiple Thunder Liches particularly hazardous for medium-HP classes. The ATK of 240–275 represents roughly a 30% increase over Floor 3 mobs.
- Element: Lightning
- Behavior: stationary or slow-moving, ranged attack up to 6 tiles
- Main drops: Jewel of Bless, staffs and wands of level 60–72
Bloody Wolf
The Bloody Wolf is a melee mob with above-average attack speed. Its most dangerous trait is the rapid attack combo: in standard S6 configurations, it executes 2 attacks per animation cycle, effectively doubling perceived DPS compared to monsters with similar stats. Its HP of 5,800 with DEF of 145 requires builds with solid defense penetration or consistent damage per second.
- Element: Physical
- Behavior: aggressive aggro, high pursuit speed
- Main drops: Jewel of Soul, heavy armor pieces of level 60–72
Dark Knight (mob)
The Dark Knight mob is the elite of Floor 4 and should not be confused with the playable class. It has a knockback attack that pushes the character away, partial resistance to stun effects, and an attack pattern alternating between physical and magical damage. Its level 88 and HP of 7,200 make it one of the most resilient mobs outside of Kalima and Tarkan in this level range.
- Element: Mixed (Physical + Darkness)
- Behavior: fixed route patrol, knockback on the first hit of each attack sequence
- Main drops: Jewel of Bless, Jewel of Soul, level 64–76 items with magic options
Notable Drops on Floor 4
| Item | Approximate Drop Rate |
|---|---|
| Jewel of Bless | Uncommon (~2%) |
| Jewel of Soul | Common (~3.5%) |
| Jewel of Life | Rare (~0.8%) |
| Jewel of Chaos | Uncommon (~1.5%) |
| Level 60–72 equipment | Common |
| Intermediate set armor pieces | Uncommon |
| Excellent items level 60+ | Very Rare |
| Jewel of Creation | Extremely Rare |
Comparison: Floor 3 vs Floor 4
| Criteria | Floor 3 | Floor 4 |
|---|---|---|
| Recommended level | 80 – 110 | 100 – 130 |
| Average damage received per hit | 185 – 255 | 240 – 330 |
| Average mob HP | 4,500 | 6,033 |
| EXP per kill (average) | 1,413 | 2,100 |
| Jewel of Bless | Rare (~1%) | Uncommon (~2%) |
| Jewel of Soul | Uncommon (~2%) | Common (~3.5%) |
| Jewel of Life | Very Rare (~0.4%) | Rare (~0.8%) |
| Jewel of Chaos | Very Rare (~0.5%) | Uncommon (~1.5%) |
| Solo death risk (without preparation) | Moderate | High |
| Poison presence | Yes (Poison Shadow) | No |
| Splash damage presence | No | Yes (Thunder Lich) |
Minimum Requirements by Class
To farm Floors 3 and 4 safely and efficiently in S6, the recommended base attributes are:
| Class | Min. STR | Min. AGI | Min. VIT | Min. ENE | Min. Level |
|---|---|---|---|---|---|
| Dark Knight | 300 | 180 | 280 | — | 80 |
| Dark Wizard | 100 | 120 | 220 | 380 | 85 |
| Elf | 180 | 280 | 220 | 180 | 80 |
| Magic Gladiator | 280 | 200 | 220 | 250 | 90 |
| Dark Lord | 250 | 180 | 240 | 180 | 90 |
| Summoner | 80 | 120 | 200 | 350 | 85 |
Strategies by Class
Dark Knight (Blade Knight)
The DK is the most efficient class on Floors 3 and 4 thanks to the combination of high VIT and area skills.
Floor 3 Rotation:
→ Twisting Slash on group of 4–6 mobs → reposition → repeat
→ Prioritize Poison Shadows first (eliminate before poison stacks)
→ Stone Golem: approach with full HP, use normal attack to conserve mana
Floor 4 Rotation:
→ Twisting Slash on Thunder Lich group → switch to normal attack on isolated Bloody Wolf
→ Dark Knight mob: individual combat with shield equipped to mitigate knockback
Target equipment:
- Weapon: Sword of Destruction +9 or Giant Sword +9 with ATK Speed option
- Armor: level 64–72 sets with HP increase option
- Shield: Dragon Shield with Excellent Defense Rate option
Dark Wizard (Soul Master)
The DW dominates Floor 4 with area skills and Soul Barrier as sustain.
Floor 3 Rotation:
→ Inferno on group → Evil Spirit on isolated target → repeat
→ Keep Soul Barrier active at all times (reduces incoming damage proportional to ENE)
Floor 4 Rotation:
→ Inferno for Thunder Lich groups (freezes and deals damage)
→ Lightning for burst damage on the Dark Knight mob
→ Recharge mana between pulls — Inferno mana cost is high
Elf (Muse Elf)
Solo DPS (Floor 3):
→ Triple Shot for mob groups — each shot generates 3 hits with critical chance
→ Infinity Arrow: activate the buff before each farm session (+ATK for its duration)
→ Never engage in melee with Stone Golem — maintain maximum distance
Support in Party (Floor 4):
→ Attack Buff (+% ATK based on ENE for all party members)
→ Defense Buff (+% DEF based on ENE for all party members)
→ Continuous Heal to neutralize residual poison effects and recover HP after pulls
Magic Gladiator (Duel Master)
The MG has no first or second quest and therefore lacks Level 1 Wings and intermediate quest bonuses. Compensate with balanced stats between STR, AGI, and ENE to maximize mixed damage output.
Floor 4 Rotation:
→ Teleport for rapid repositioning between groups
→ Alternate between physical attacks (STR) and magic (ENE) depending on the mob
→ Focus physical attacks on Bloody Wolf — lower DEF than Thunder Lich
Farming Strategies
Solo Farm — Sector Clear Method
Step by step:
→ Position your character in a corner of the map to limit aggro angles
→ Attract 3–5 mobs at a time (avoid more than 8 without strong AoE)
→ Floor 3: eliminate Poison Shadows first, then Devil Shamans, Stone Golem last
→ Floor 4: eliminate Thunder Liches first (splash damage), then Bloody Wolves
→ Dark Knight mob: always approach individually with HP above 70%
→ Return to the entry portal to use potions without risk of additional aggro
→ Mob respawn cycle: 5–10 minutes per group
Party Farm — Ideal Setup
Recommended composition (4 players):
→ 1x DK Tank (VIT 400+, holds central aggro)
→ 1x DW DPS (ENE 500+, Inferno + Lightning for rapid clearing)
→ 1x Elf Support (ATK/DEF buff + heal to sustain the tank)
→ 1x MG or DL as additional DPS
Positioning:
→ DK in the center of the mob group to concentrate aggro
→ DW and DL on the outer edges firing Inferno/AoE into the group
→ Elf behind the DK, out of mob range, buffing and healing
Access Route
Access to Floors 3 and 4:
Lorencia (125, 86) → Portal → Lost Tower 1
Lost Tower 1 → Internal Portal → Lost Tower 2
Lost Tower 2 → Internal Portal → Lost Tower 3
Lost Tower 3 → Internal Portal → Lost Tower 4
Conclusion
Lost Tower Floors 3 and 4 are essential in the intermediate progression of MU Online S6. Floor 3 offers accessible Jewel of Bless and Soul farming with manageable risks, while Floor 4 raises the drop standard — especially Jewel of Soul at ~3.5% — and begins requiring builds and equipment that will serve as the foundation for high-level zones like Tarkan, Aida, and Kanturu.
Mastering monster behavior — the persistent poison of the Poison Shadow on LT3, the Thunder Lich splash and Bloody Wolf speed on LT4 — is just as important as having the correct stats. With proper preparation, these two floors provide hours of productive farming and resources that significantly accelerate character development.
Perguntas frequentes
What is the recommended level to farm Lost Tower Floors 3 and 4?
Levels 80–110 are recommended for Floor 3, and 100–130 for Floor 4. Below these thresholds, incoming monster damage becomes difficult to manage even with good potions.
How many floors does the Lost Tower have in S6?
The Lost Tower has 7 floors (LT1 through LT7) in Season 6. Floors 3 and 4 mark the transition from early-game to intermediate content, featuring monsters ranging from level 74 to 88.
What jewels can drop on Floors 3 and 4?
Jewel of Bless, Jewel of Soul, and Jewel of Life are the most common jewel drops. Jewel of Chaos appears less frequently, and Jewel of Creation is extremely rare on these floors.
Is Floor 4 harder than Floor 3?
Yes. Floor 4 features monsters with up to 7,200 HP, ATK of 290–330, and DEF of 170, representing a significant jump. The Bloody Wolf in particular has above-average attack speed and can eliminate unprepared characters quickly.