Michael also has a regal costume, of which is obtained in the extra area of the first Michael's Quest's, Land of The Weird. This is some time after the end of the first Michael's Quest, so while Michael's personality is the same, he's calmed down, had time to grow stronger and learn new skills, as well as obtain new gear and live with his fellow Michaels in peace.
The turnaround (design) shown is with his normal equipment or gear on, excluding skills. Other equipment can be switched to, though he likes to keep this outfit on during the downtime for visual flair, and as a symbol of his now regal status.
This version of Michael is the same as the original, seen in the first Michael's Quest, however some time has passed since those events took place. Finding a new outfit in the Land of The Weird, this outfit is what the "elected" leader wears when not in battle. Because of the time gap since the end of the first Michael's Quest, new skills and equipment have been acquired to use. The only personality difference between his past self is that he's now calmer and more reserved, since he's had time to rest after his singlehanded victory against Ye Lwin (at least as far as the Michaels are aware). With this ruthless "dictator" gone, the fighting between the Yes and Michaels seemed to stop, giving Michael time to find this new gear and respecify some skills. This was possible from a Mystic that was originally a passer-by in the kingdom, but decided to settle down there sometime before this Michael returned to save his people (as seen here).
While Michael now uses this regal outfit when with his citizens, he CAN still switch to the Lord Snow gear, in addition to his War outfit. He also later learns the Call of the Wild skill, required to asexually reproduce in preparation for his eventual death of old age.
Bronze Axe
Heavy war axe used more as a decoration and switched out for battle gear when needed, but deals about 61-78 damage by itself as to not leave the regal outfit totally unarmed.
Bronze Shield
Festive moon crescent shield that provides some pierce resistance, but doesn't do the best of job for blocks. This shield DOES however have a VERY small chance to protect the wearer from 85% of the damage from the last received blow.
Copper Armor
Regal vestment for show that is switched out for battle gear when needed.
Copper Ring of Dodging
This magical ring increases the chance of shield blocks by 45%, and grants a 47% chance to outright dodge attacks.
This version of Michael has enhanced this jewelry with one Demon's Blood, giving an extra 5% vitality damage resistance and stun resistance.
Copper Pendant
Part of the regal outfit is this magical necklace that grants one level to ALL skills, and one extra level to all skills in the Rouge Mastery.
Michael has enhanced this jewelry with a completed ChrisRelic2, which converts 10-20% of attack damage to life\health, grants 15% movement speed, and 10% attack speed, as well as the "Thunderball" skill.
Pine Shadow Staff
Found in the Land of The Weird, this wooden staff is slow and deals about 55 base fire damage. It also grants the user 1.3 energy regeneration while equipped, AND a weird nameless skill that summons a level 1 Spirit Siphon (as seen here). Though this skill costs 120 energy, it lasts for 12 seconds, has 300 health, and rapidly drains the life\health of nearby enemies while out. This summoned being is a device despite it's appearance, so it's unaffected by any living factors like life leech or poison. The device does however disintegrate after the allotted time OR unequipping the staff.
Other gear varies by player's pickups and\or equips
Still has the rest of the equipment from his past
Heart of Oak (Level 5) (Level 6 with bonuses)
Increases the user's maximum life\health by 30% (35% with bonuses), 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 6) (Level 7 with bonuses)
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 2) (Level 3 with bonuses) allows the skill to be used 24% faster (34% with bonuses).
Psionic Touch (Level 2) (Level 3 with bonuses)
Causes every third weapon swing to deal 36% more total damage (42% with bonuses) and 19 vitality damage (23 with bonuses) when this skill is used with it.
Distortion Wave (Level 2) (Level 3 with bonuses)
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 2) (Level 3 with bonuses)
Causes damage done to the user to be shared with those that inflicted it, sending back 18% of the damage (21% with bonuses). 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 2) (Level 3 with bonuses)
Allows the user to disappear, run, and reappear in front of the target with a strike that deals 50% more damage (65% with bonuses), 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.
Dream Stealer (Level 1) (Level 2 with bonuses) allows the skill to stun enemies for 1.5 seconds (2 seconds with bonuses), deal extra damage, and leech 90 energy (135 with bonuses) over 3 seconds. The downside is the skill now costs a very small amount of extra energy (a hair more with bonuses). This also upgrades Phantom Strike to have a 360 degree range and spread to a maximum of 3 enemies around the target.
Trance of Convalescence (Level 2) (Level 3 with bonuses)
Allows the user and fellow party members within 12 meters to regenerate, increasing their health regeneration per second by 2 (3 with bonuses), and energy regeneration by 1.2 (1.4 with bonuses). This skill can NOT be used with Trance of Empathy and will cause it to switch, just as the inverse would do. While the skill grants 4% damage absorption (5% with bonuses), it reserves 100 energy for itself, which is not replenished or given back when deactivated.
Lucid Dream (Level 1) (Level 2 with bonuses)
Grants the learner 10% more total damage (12% with bonuses), and 15% electrical burn and vitality damage as well (19% with bonuses).
Premonition (Level 1) (Level 2 with bonuses) allows the skill to give 5% more offensive and defensive ability (8% with bonuses) to predict and adapt better to their opponent.
Other skills and masteries vary by player's choice or grants from items equipped