This article is on the end-game content, Guild Quests. For the simplification, I'm writing everything assuming you are completing the quest.
-The point of doing Guild Quests?
Well, it is the content you do after you complete the rest of the game. It has the hardest enemies and can give you rewards that outclass the stuff you can get in the main game.
Quality of Excavated Weapon/Armor:
When you complete the quest, you will get random amounts of weapon, armor, armor-upgrading material, material used to make excavated equipment usable, and charms.
For weapon and armor, from highest quality to lowest,
G-class (using the Japanese romanization, since I don't know what the English names are)-
Fujirareshi (Rare 8~10)
Eiyuu (Rare 7~9)
Kouei (Rare 5~7)
Rekisen (Rare 3~5)
To put it simply, the higher up, the higher quality the equipment will be. For G-weapons, you need the Fujirareshi-level to beat crafted weapons. Each weapon/armor, just like charms, will have random stats, which determines their rarity.
|Red Box: Weapon | Black Box: Armor (Tri Series C, Waist Armor)|
Each Guild Quest will have the weapon it gives. They are grouped
Sword and Shield/Dual Sword
Depending on the monster of the Guild Quest, the appearance of the weapons will differ. For "Axe" and "Bowgun", certain monsters will give the Slash Axe while others will give the Charge Axe, certain monsters will give the Heavy Bowgun while others give the Light Bowgun.
There is also a set of colors the weapon can be. Usually, the higher the quality, the more likely it will be Blue or Purple. The highest quality with 3 empty slots can never be Red. (As of the original Monster Hunter 4)
Keep in mind that thanks to the new weapon system in G/Ultimate, where you can boost crafted weapons' attack power, it isn't easy to get an excavated weapon that beats all crafted weapons. So it is very viable to use crafted weapons for Guild Quests, not just excavated weapons.
Each Guild Quest will also give a certain armor.
The armor will be a series: Original, Dos, Tri
and have a lettering: A~F
Of course, it will also have a set part, such as Torso or Hip, for example
Depending on the monster, series, and letter, the appearance of the armor will be determined. For instance, Rajang's Original A is Silver Sol. Dos A is Greed. Tri A is Philia. E of any series will be Kirin U, F of any series is Akamut. B gives out both A and E while C gives out A and F. D gives out E and F. This pattern goes for Rajang, but it doesn't apply to every single monster. For instance, Teostra gives out Rebellion for Tri series, Dragon X for the Dos series, and Escador for Original series, regardless of lettering.
Armor will be either be empty slots or have some kind of accessory in them, always of some type of dual-skill. These accessories CANNOT be removed, BTW.
Also, the armor will be given a random defense (a range available depending on whether it is Fujirareshi or Eiyuu, for example) as well as a random elemental defense (there are different sets available, where one set is chosen by random).
Each armor will have two appearances. On the G-class level, each appearance will have a different name, so you will be able to tell right away. One design is either the original design (for excavated armor that did not exist in MH4) or the unique design from MH4, and the other design will be a completely original design. A hobby for people who like to dress up their characters.
If the stats of the armor are high enough, it will glow. Weapons can glow too, BTW.
You also get charms from Guild Quests. At the highest level, the charms will always be Rare 10, but unlike the Rare 10s you can get elsewhere, the title is different and the possible content is different too. There is a high chance that dual skills are on these charms... for better or for worse.
Other than weapons, the final upgrading of your armor requires material that is only dropped on high level guild quests. Thankfully, this material appears before the highest level possible for Guild Quests, so you can upgrade your armor fully before you reach the end.
There is a lot to talk about...
Well, skipping the process for creating Guild Quests and focusing on the system of completing one.
Guild Quests all have an original level. Whenever you send a Guild Quest to someone, it always returns to its original level when the other person receives it. Everytime you clear that Guild Quest, it increases in level. How much it increases depends on its level and your progress in the game.
However, at 76, 86, 126, there are breakpoints. Even if it is level 75 and should gain 3 levels when you clear it, it will stop at 76 first. There is a breakpoint for Lower-class to Higher-class too, but I have forgotten it.
76~86 is what was 76~100 in MH4. In MH4G/Ultimate, 86~ becomes G-class, so the range was shrunken to 86. From 126, the monsters get a boost like MH4's 76~. From 136, certain monsters get another boost.
|Red: Certain slot | Green: Monster material | Blue: Certain material | Pink: Random Guild Quest rewards|
The second section will be the Guild Quest rewards. The first slot will always be the material needed to polish excavated equipment. Then, depending on the monster, you have get a certain amount of rewards (within a range), and each of these rewards are randomly chosen.
Two Head Quests:
Not including Gore Magara and the ancient dragons other than Kirin, any monsters can be combined together into a two head quest. Like all other multi-monster quests, each monster will have their HP slightly reduced.
In this case, the armor and appearance of weapons depend on the monster on the left. The quality of the rewards depend on the monster of the highest difficulty, regardless of left or right.
As for quantity, it is usually the quantity of the highest difficulty monster + an amount depending on the difficulty of the other monster.
Hill - There is an elevated terrain in the middle of the map, with the rest being flat terrain.
Slanted - Similar to a hill, except there is elevated spot to jump from. So it is just flat terrain that slants a bit.
River - A very wide area with water running through it. The most treasured area available, because of how wide it is. The water also allows you to clear away fire easily.
Cliff - As the name says, an area with a cliff. It is somewhat small to fight in, with two possible very small paths leading to the widest area.
Vines - An area with the levels, with the top being a field of vines. Monsters like Velocidrome and Kut-Ku can be ensnared in them, making it a lot easier to take down. Tigrex can no longer enter this area in Guild Quests, because apparently the developers thought it would make him too easy.
Cavern - A cave-like area. In two of the three possible variations, there are poles of vines you can climb and jump from. Monsters can only move to and from this area from the opening (at the top) of the cavern.
Mine - A purple cave area with a lot of up and downs and platforms to jump from. But when you do climb/jump down from these platforms, your current action, like evasion, is immediately canceled. Also, there are parts where quicksand exist, which moves the hunters on it. The monster does not move though, so you get to watch Greatswords start charging and ending up hitting thing air.
Unpopular area, but certain desert monsters only appear in this and the below stated map.
Sand - A desert area with a few platforms, cliffs, such. There are also a few vines to jump on and a pillar that might block you/monster attacks. Not too popular map either, but more liked than the mines.
Pillar - An area full of pillars, kind of like a ruins of sorts. No Guild Quest monster can enter this area, but there are ores you can mine here.
Cat - An area no monster can enter. There are items you can gather.
Labyrinth - No monsters can enter this area, which is full of small monsters and items. However, it is very large in general, takes time to run through, and thus, is hated when it appears between areas a monster can move into.
The monsters that appear in Guild Quests, listed by their reward quantity:
-Blue Kut-Ku, Kirin, Kirin Sub, Plum Hermitaur
-Yian Garuga, Zinogre, Diablos, Brute Tigrex
-Styigan Zinogre, Seregios, Black Diablos, Tigrex (Apex)
-Gore Magara, Zinogre (Apex), Diablos (Apex)
-Deviljho, Chameleos, Kushala Daora, Chaos Gore Magara, Seregios (Apex), Rajang
Monsters listed by the chance of giving out Fujirareshi equipment
-Kut-Ku, Blue Kut-Ku, Plum Hermitaur, Basarios, Ruby Basarios
-Gore Magara, Stygian Zinogre, Black Diablos, Brute Tigrex, Brachydios
-Kirin, Kirin Sub
-Chameleos, Zingore (Apex), Diablos (Apex), Tigrex (Apex)
-Kushala Daora, Shagaru Magara, Seregios (Apex), Teostra
-Deviljho (Apex), Rajang (Apex)
At first, in MH4, Shagaru Magara was everyone's target. That was because he gave quality and quantity of the highest level (Teo actually gave out more). But then, as people realized the advantages of a 2 head quest, Right Rajang was invented.
Normally, fighting monsters like Velocidrome is a waste of time. Sure, he is easy, but he gives crap. Very low chance of giving out the highest class of excavated equipment. But what if you put him on the left of a 2-head quest and put Rajang on the right? Well, now you get Rajang's quality and quantity (+1~2 slots for Velocidrome) with the equipment appearance of Velocidrome. On top of that, both of the monsters have slightly less HP too!
It doesn't have to be Rajang, but the reason Rajang became popular was because he was a glass cannon. Low HP, very soft body made him easy to kill. On top of that, he was the none-ancient dragon monster (thus able to participate in a 2-head quest) that gave the highest quality in his rewards.In MH4G, along with Deviljho only, he gives out TWO in his certain slot on the first section of the rewards. Even the ancient dragons like Teostra only give out 1.
Of course, you can do stuff like Right Deviljho or Seregios or whatever too. But compared to the soft body of Rajang, Rajang remains the most popular Right candidate in the game.