The entire Michael's Quest story spans years, and Michaels can reproduce asexually. With that said, this Michael is technically the son or offspring of the Michael that seemingly saved the kingdom from Ye Lwin.
The turnaround (design) shown is with his normal equipment or gear on, excluding skills.
Michael (his predecessor) proved to his people that he will ALWAYS rise to the occasion, and showed everyone in the kingdom what they can do with their race-given strength and resilience. This Michael is his technical son, since Michaels are an asexually reproducing race, and he is crowned the king of the Michaels by "birth". Living in his technical father's legacy, this king takes up the job of leading his people through whatever's ahead, and training his brothers who wish to become as strong, or stronger than him. Through taking his ancestor's advice, King Michael learns what he can in the skill trees he follows, though he for one chooses a more defensive path.
King Michael is in many ways identical to his technical parent, who's now dead of old age. He treats members of his race like brothers rather than royale subjects, learns to adapt, and often fights somewhat hit-and-run compared to his peers' more bum-rush techniques (though they learn to dodge\evade later on taking up different fighting strategies). King Michael will still use whatever he has to his advantage and shows the same personality traits Michaels tend to by nature. At the start of Michael's Quest II - The Maddening Shadows, this Michael is fairly young, but is still growing and training with his fellow race and kingdom members. This means that he is not yet stronger, or even at, the level his legend of a past father figure during the events of the second Michael's Quest, but uses the Hand of Balance to defeat the Shadow Dimension Leader. There are biological reasons as to his intense and inhumanly love for fighting, but just the same are reasons for his hatred of being too powerful, hence his reasoning for using said staff when ABSOLUTELY necessary, and never otherwise.
While the brotherly love the Michaels experience for one another is also biological, King Michael will show extra due diligence to keep his peers alive and attempt to help however possible. He will try to leave none behind, but also knows that they can handle themselves miles better than the past (compared to the first Michael's Quest). This sometimes causes him to leave his brothers behind, showing his pride and belief in them to do what is needed and stay strong while he goes forth into what might be unwinnable odds for them, but doable for himself. This means that he might use his fellow Michaels as cannon fodder IF he needs to, but he will undoubtedly avenge them in one way or another. The pride he feels for his technical past self gives him the motivation to do whatever's required of him, and played a part in this empire built over the years, of which he will continue to defend for as long as his legacy is alive.
This protective mindset inspired King Michael to learn skills of the Defense and Nature masteries, giving him the abilities to heal, help, lift up, and of course, defend. This Michael also acquires Call of the Wild (the reproduction skill) fairly early, giving him better numbers in singlehanded combat than his technical father, rallying them to fight with him. Much like the rest of the Michaels, and his bloodline so far, the gear he acquires is more important and powerful than the skills he learns. Since strength and dexterity are the biological fortes of his race most of the time, King Michael will still gather whatever gear he finds, only using it if it's more powerful, or if the time is right. While Rebirth Fountains don't REALLY count as equipment or items per say, King Michael will make use of them more than his "father", believing that death isn't so bad so long as you can return somehow. This mindset also ties into his belief on staying strong, and never giving up, though he knows when it's time to turn and run, considering that a strategy in of itself unlike his "incarnation" before him.
The King's Sword
This moderately fast but very light weaponry deals about 70-80 damage, and has a 10% chance of dealing an extra 42 pierce damage.
The King's Shield
A light kite shaped exclusively used by King Michael that has a 25% chance to block 75 damage, and grants about 44% pierce resistance. The protective gear also has a 5% chance of about 113% damage resistance.
The King's Circlet
The extremely light crown exclusively worn by the king of the Michaels that grants the Call of the Wild skill, and 20 armor.
The King's Armor
Scaled but surprisingly light chest plate that grants it's wearer 200 health and 45 armor.
The King's Armbands
Extremely light and simple to use wrist protectors made of leather and metal that provide 15 armor, 0.3 energy regeneration per second, 20% attack speed, and grants a 4% chance to dodge projectiles.
The King's Greaves
These VERY thin, light boots provide 6% extra movement speed, and an 8% chance to dodge attacks from their weight, or lack thereof. They do however grant a fairly low 5 armor, but also 0.5 health regeneration.
Other gear varies by player's pickups and\or equips
Can also use Da Crew's Legacy, Dream Catcher, the Bow of Darkness and other equipment that is part of the Essence of Da Crew set, found later on in Michael's Quest II - The Maddening Shadows
Battle Awareness (Level 4)
Causes the user and party members within 8 meters to heighten their senses and prepare for battle, granting 28 defensive ability, but reserving 75 energy. This reserved energy is NOT replenished when deactivated, though one still can regenerate as normal. Total armor is also given a bonus of 11 while activated.
Batter (Level 3)
Swing your shield in a swiping upward motion to damage the targeted enemy. While the skill costs 15 energy, it deals 12 damage on top of the 6% extra damage of a basic attack. Those it impacts will also attack 23% slower for 8 seconds.
Rally (Level 4)
The user and all party members in a 10 meter radius gain a newfound will to survive upon hearing the user's war horn blow, causing them to regain 480 life\health, and 150% health regeneration, as well as 12 armor for 10 seconds. The user however uses about 60 energy for this feat.
Call of the Wild (Level 4)
Asexually reproduce at will as described here, creating mirror images that are as powerful as the level of the skill. Said level also lets the user sustain more offspring, but death of the user (except by age) will cause the children to die as well. The skill itself also uses a moderate amount of energy, and the children\child can be instructed\commanded.
Armor Handling (Level 1)
Learn to better use defensive equipment, reducing the strength requirement of shields and armor by 8%, and improving armor absorption by 6%.
Shield Smash (Level 2)
The learner has an 8% chance to swing similarly to Batter, but reducing 51 defensive ability of those impacted for 3 seconds.
Adrenaline (Level 5)
Once learned to harness, each blow has a 5% chance of activating this heightened state of being that lasts for 12 seconds, and increases health regeneration per second by 17.
Other skills or masteries vary by player's choice or grants from items equipped