The entire Michael's Quest story spans years, and while some of those years involve little combat or struggles, many changes are seen from the first Michael's Quest into subsequent releases. This Michael is before the members of his race crowned him king of them all.
The turnaround (design) shown is with his normal equipment or gear on, excluding skills.
Part of the race of Michaels, this warrior was once like all his other brothers, but enraged by his transportation to Hell by Ye Lwin (and being stripped of his items) at the beginning of the first Michael's Quest. He rose above the rest to become something of a role model for his people. Being the first Michael to learn skills (magic powers or physical abilities granted from study of a particular field or force), he quite LITERALLY went to Hell and back. While some of this feat was achieved by nature of his race, no Michael has, will, or would do such a deed as this one.
Many characteristics of this Michael are identical to other members of the race, but he's learned to slightly adapt when the going gets tough. His fighting style has become a more hit-and-run approach rather than his peers' bum-rush or bee-line strategies, and he uses everything he has to get the job done and come out victorious. He exhibits many of the same personality traits of typical Michaels, but has at least double the strength, resilience, and experience the rest do, ALWAYS coming out on top, and ALWAYS getting stronger. Michael is also the most considerate of the Michaels, probably stemming from the torture he's endured for them, and will try to take care of them and keep them alive where possible.
Like his brothers, Michael spends every waking moment training, fighting, and resting when he needs to, as all Michaels do. They also observe nature said downtime, walk around the kingdom, or coaching others on their swings. With that said, Michaels aren't very intelligent, and the same can be said for this leader of the "pack". While they're typically calm in nature and consider members of their race as brothers, being stripped of his items and weapons, transported to Hell, and forced to somehow make his way back to his people was enough to trigger a breaking point, especially since he was seemingly about to win the struggle. Due to this, he chose the more powerful skill tree to follow and learn (Dream) and draws upon Nature's gifts to heal himself, as well as his peers when back at their side (all seen below).
With that said, Michaels do NOT like to be overpowered, and will often discard, unequip, or store away powerful weapons and items to keep combat challenging. This, combined with their lack of intellect, can often be their downfall, but this Michael proves time and time again that he can overcome whatever challenge comes his way. This combined with the Rebirth Fountain's ability to revive those who drink from it with their original body and equipment, lets Michael stay in action for longer than he should, even constantly dying if need be. This Michael is so powerful by the end of the first Michael's Quest however, that all he really needs is the tools he's found along the way, only falling on this fountain when ABSOLUTELY necessary and disliking the taste of death.
Lord Snow Snowfang
This piercing blade of cold grants it's user cold resistance, has a fairly small chance to do more cold and\or pierce damage than normal on impact, and an even smaller chance to freeze those it impacts in solid ice for four seconds. The weapon also grants the "Onslaught" skill at level 4, which can increase damage by up to 26% the more the user hits while using the skill, but therefore uses energy and dissipates fast when resting, taking it's bonus with it.
Lord Snow Spectral Defender
This fairly large crescent shield has a chance to block some damage of half most incoming attacks, and protects it's user against the elements. It also provides a small amount of vitality damage resistance, life\health leech resistance, and even less energy leech resistances.
Lord Snow War Crown
This crown found in Lord Snow's Icy Temple, along with the other weapons and armor of the same name, protects it's wearer from most lightning and some poison, giving them a percentage of resistance towards them.
Lords Snows Raiment
The combined power from the three pieces of Lord Snow's set grants the wearer more elemental damage and 50% more total speed while equipped, and only the speed boost when parts are missing.
Other gear varies by player's pickups and\or equips
Heart of Oak (Level 4)
Increases the user's maximum life\health by 25%, and total speed by 10%, as well as party members' within 18 meters. The skill causes energy to regenerate slower however, using 1 active energy per second, and reserving 100 for itself. In the event that the user's energy runs out, the skill is deactivated, and the reserve is freed, but NOT replenished.
Regrowth (Level 3)
Uses some energy to restore some of the target's life\health with natural cures from nature. The target could be any ally, party member, or the user's self.
Accelerated Growth (Level 3) allows the skill to be used 34% faster.
Psionic Touch (Level 3)
Causes every third weapon strike to deal 42% more total damage and 23 vitality damage when this skill is used with it.
Distortion Wave (Level 4)
Sends a wave of warped dreams forth, consuming fairly low amounts of energy, and dealing fairly small amounts of damage, but slowing those it comes into contact with down 50% for four seconds.
Trance of Empathy (Level 4)
Causes damage done to the user to be shared with those that inflicted it, sending back 24% of the damage. This skill also rejuvenates the user when attacking, converting 3-10% of the damage into life\health. While this skill is shared with party members in a 12 meter radius, it uses 1 active energy per second. Should the user's energy run out, the skill gets deactivated.
Phantom Strike (Level 4)
Allows the user to disappear, run, and reappear in front of the target with a strike that deals 80% more damage, and uses moderate amounts of energy. While the target has to be an enemy or attackable object (such as a training dummy), the skill CAN be canceled to reappear anytime and move to a different location, but will waste the skill and cause it to begin it's cooldown period. During this disappearance, most opponents will assume the user has either teleported, or moved somewhere they haven't yet found them at, since the user can't be damaged by much.
Lucid Dream (Level 3)
Grants the user 15% more total damage, and 23% electrical burn and vitality damage as well.
Other skills and masteries vary by player's choice or grants from items equipped