Hoodie


 * "The fate of the world rests in my hands, Hoodie the Mage!"
 * ―Hoodie (Episode 26)

Hoodie the Mage, also known as Hoodie the Magnificent, is a main character in Tale of Kingdoms and Legend of Hoodie. The latter story follows him on his journey to become the greatest wizard of Ars Magica, defeat the Dark Mages, and restore peace to the realm.

He served King Punchwood quite well over the years, and has been on many dangerous missions with him. He played an important part in the Reficule War, proving his loyalty and worth to the king, quickly becoming his friend. He was rewarded for his outstanding service to the Kingdom of Punchwood, and is now serving as his royal mage and advisor, also being a part-time teacher in his spare time.

Wizard's First Day/The Beginning

 * "I have always heard that a mage's life is tough in the beginning. But things will get better, right?"
 * ―Hoodie

In episode 1, Hoodie begins telling the story of how he became a mage. He grew up in Ars Magica, once a peaceful and magical realm. Hoodie was just a boy during the Mage Wars, but his parents fought on the side of light. The war raged for many years, devastating the lands and its people. In the end, the Dark Mages were victorious. Hoodie and his mother sought refuge deep underground, but eventually they were discovered by a group of Dark Mages. His mother cast a powerful teleportation spell, sending Hoodie far away. He found himself near a village, Pine Grove Valley, and was taken in by the villagers.

As a kid, he used to run around Pine Grove Valley, play in the nearby pond and climb the hills to look around for hidden Mage Towers. One of his chores was helping with the farms, and he also worked in a pet shop. When he was a kid, Hoodie was also bullied by a witch. In Pine Grove Valley school, he learned how to construct a platform to fight Endermen in the combat class. He also had Nether studies (where he learned that Nether wart is usually located by the stairs in a Nether fortress) and a portal building class. When he was a kid, he loved seafood, particularly salty blue crab. He also received a lecture on how to use a magic fabricator in his workshop with Henry. When he was a teenager, he found a skull out in the woods.

Years later, Hoodie said goodbye to embark on a journey to embrace his destiny and become the most powerful wizard in all the lands to restore peace and prosperity. He left the village and his master Henry, the Hedge-Wizard, to gather materials. Hoodie soon found a Light Mage tower, but found shelter for the night before he went to investigate it.

Arcane Power-Up!
In episode 2, Hoodie left his shelter and went to the mage's tower. Searching for relics, he found the spell True Sight. Hoodie decided to live there, and proceeded to make runes, gathering ingredients and briefly visiting the village. After he acquired the necessary materials, he crafted more runes, as well as the arcane empowerment table. He then learned True Sight, and returned to the tower.

Playing with Firebolt

 * "Great balls of fire!"
 * ―Hoodie (Episode 3)

In episode 3, Hoodie's story was interrupted by King Punchwood, but then he continued to narrate his fable. He had a rat for breakfast, and prepared to craft an inscription table for spells. Hoodie then remembered that he received a message from Henry, requesting his presence because he had urgent news. He returned to Pine Grove Valley, where Henry told him that his parents lived in the mage tower he was residing in, and that there was something hidden beneath the tower. Henry also hinted at being unsupportive of his endeavors.

Hoodie was shocked by this news, and returned to his new home. He began digging up his basement, and halfway through he went back upstairs to craft his inscription table, while thinking about Henry's lack of faith in him. He was full of joy after he made the table, and he decided to place it downstairs. He then learned the spell Firebolt, and went outside to test it, where he killed two chickens by cooking them, as well as a pig.

He then went outside to use it on a werewolf, but accidentally lured him into the tower. As he fired at the werewolf, a fire-resistant witch got inside, so he killed her with a sword. However, she still poisoned him, so Hoodie decided to sleep it off. The next morning, Hoodie decided to finish digging up his basement, but not before spending some time securing his tower. After digging some more, with his hands bloody and raw and blistered, he found his parents' hidden library. Afterwards, he organized his resources.

Hidden Heirlooms

 * "I mean, if I'm gonna be a wizard... you gotta take risks, right?"
 * ―Hoodie (Episode 4)

In episode 4, Hoodie finished unearthing his parents' library filled with arcane knowledge. He continued to dig through the rest of the basement, finding the spell Earth Shift Down among other things, as well as their brewing stand and cauldron in the laboratory. In the library, Hoodie found books such as Witches for Dummies, 101 Recipes for Rat, War and Peace, and I Was a Teenage Werewolf. He also made the crafting guide.

Hoodie went to Pine Grove Valley to get wool for his Mage Armor, and returned home after shearing sheep to craft his apprentice armor. Before organizing his materials, Hoodie decided to go to a nearby dungeon for loot. He returned home with the loot, and organized his home. He then slept through the night.

Baby Pet Scorpion

 * "Hey, leave them alone! They are under my protection! I am Hoodie the mage, and you are now dead."
 * ―Hoodie (Episode 5)

In episode 5, after sleeping through the night, Hoodie went outside and killed a scorpion, adopting one as a pet: Artie. He brought him downstairs, and found How to Care for Your Pet Scorpion in his parents' library.

Hoodie then went above ground to breed sheep and lead them to Pine Grove Valley, away from the wolves, only to discover that the village already had some sheep (much to his delight).

After he secured the sheep, Hoodie returned to the tower to organize his resources once more and craft the rest of his armor. After eating some rat, he realized how big Artie had grown in the short span of time he was gone.

Some time later, after doing his chores, Hoodie figured out how to feed and heal Artie: with rats. After he fed him, he made a spruce desk and placed it in his room. Hoodie decided to visit Pine Grove Valley to reinforce their home security. He spent the night in the library when a werewolf appeared.

Pet Dolphin River Rage

 * "Hoodie the Mage is on the job, after all, and I will locate your missing wizard."
 * ―Hoodie (Episode 6)

In episode 6, Hoodie gathered the villagers after hearing that Henry had gone missing. He ordered them to stay inside until he returned with Henry. After establishing a fence, he returned to his tower and prepared for his journey to locate Henry. Before he left, however, he decided to learn True Sight. To do this, he needed to gather materials. In the process, he adopted a dolphin, "Ms Finn." He connected two rivers to allow her to swim to Pine Grove Valley, but he lost her and later found her down the river.

On the way to bring her to Pine Grove Valley, Hoodie's mana was drained and he had to fend off a wolf with his iron sword, among other creatures. Victorious, he brought Ms Finn to his pond and returned to his tower.

Hermit Hut
In episode 7, it was raining the next morning. He decided to do some chores around the tower, debating to go underground for minerals. He crafted a shelf and placed it in his basement, and settled on going underground.

He made some Lesser Mana Potions, and journeyed underground and stocked up on resources. Before returning to his tower, he noticed vinteum ore in a ravine among the abundance of iron. In his basement, he smelted his newly gathered iron and organized his resources once more.

Later, he finally set out on his first quest, during which he found a hidden grotto as well as another village, albeit overgrown with foliage. When he reached the top of their church, he spotted a desert in the distance, which he made his way towards. He found a hermit hut, which had the spell Meteor Jump. He decided to spend the night there when it started raining. He went out to the desert to gather some cacti for runes, but he ran into several monsters, prompting him to return to the hut.

Summon Rift

 * "Ah, music to my ears. The sun has risen, the birds are singing and chirping, all the friendly animals are out frolicking under the sun. What a difference the day makes. As the sun chases away all the bad things... and they scuttle back underground, waiting in the dark depths for the sun to drop once again... to terrorize the lands, waiting for a hero. Perhaps a mage, to cleanse the land and return peace to the..."
 * ―Hoodie (Episode 8)

In episode 8, Hoodie awoke the next morning to gaze upon the animals around the tower. He had read the books in the hut, and realized that the owner was a Mage of Light. As he left the hut to gather leather from cows, he came across a maze. As he attempted to enter, he realized it was a magical building because he could not get in through conventional means. This reminded him of his reading about illusionary walls.

Hoodie left the magical maze, deciding not to solve it until he has learned True Sight. He returned to his village, passing through Jungle Town in the process. On his journey back, he remembered his mother telling him to seek the Archmage's Tower to find the answers to questions he was yet to know. He helped some villagers, and killed a silver skeleton, as well.

When he returned to his tower, he organized himself and made the preparations to create new spells. He created True Sight and Summon Rift, and he tested the latter outside. Afterwards, he went to see if Henry had returned to Pine Grove Valley, but he had not. Though this was a disappointment, he was ready to keep searching for his friend.

New Spellbook!
In episode 9, Hoodie showed Artie his new rune shelves. He intended to go gather more materials for spells, and he left Artie in the basement, but not before creating a spell book. He went to see if Henry returned to Pine Grove Valley before heading underground; he had still not returned. While underground, he mined the vinteum ore he saw days prior.

As he dug, Hoodie came across an abandoned Dwarven mineshaft (as they were all killed during the underground Goblin wars). As he approached it, he defeated several silver skeletons. He also found a dungeon, some more ores, and then returned to the tower.

Back at his tower, he began smelting the vinteum ore he had gathered.

Mysterious Magical Maze
In episode 10, Hoodie was reading more of How to Care for Your Pet Scorpion, and he learned how to ride Artie on page 87. The next morning, he told Artie that he would take him out for some fresh air. Before this, however, he learned the spell Dig. As he tested it in his basement, he discovered his parents' second hidden archive, finding the spell Healing Beam. After he went back upstairs, he noticed that Artie had mysteriously died by accident.

He made a case for a music disc he found, but he then decided to commemorate Artie by framing his scorpion sting. Hoodie then made more mana potions, and went to bed before setting out.

The next morning, Hoodie returned to the mysterious magical maze he saw in the desert. In the maze, he found the spells Night Vision, Channel Essence, Talons of the Wind, and some books. He then decided to stay the night at the hermit hut.

Cave Ogre SMASH!
In episode 11, Hoodie saw a scorpion that reminded him of Artie outside the hermit hut. Nearby, he found a ravine going deep underground. As he explored it, he found more of the Dwarven mineshafts. However, this was soon disrupted when a cave ogre began smashing the walls and the ground, forcing Hoodie to retreat with his Dig spell.

He struggled to face him in battle, so he relied on his ingenuity to defeat it. He successfully lured the cave ogre into a river of lava. However, he still had to defeat another one. As he fought his way out from underground, he contemplated the need for more offensive spells.

Hoodie soon found the way he came in, but before he left, he adopted a new pet scorpion: Artie Jr. He had difficulty bringing him above ground, so he kept him in a temporary cage until he could feed him. He also found another dungeon and some lapis lazuli before he left and returned to the hermit hut.

Bartie and Buttercup
In episode 12, Hoodie established a hidey hole near Bartie (formerly Artie Jr)'s cage. He noticed that he had grown to adult-size when he overslept. He put a saddle on Bartie and test-rode him around the cave. With some success, he finally rode out of the cave.

As he was riding Bartie back home, the two found a mage tower in the jungle. In the tower, he found Fireball and Summon Stone Golem. Afterwards, he returned to his tower with Bartie.

While he was gathering dyes outside, he accidentally adopted a goat: Buttercup. King Punchwood then interrupted the story to talk about his experience with owning goats. Hoodie then went inside to craft a rope to bring Buttercup inside, for her own safety. Afterwards, he made a bookshelf for all the books he found, and made the spells Talons of the Wind.

Hidden Note from Mom!
In episode 13, Hoodie decided to take a break from reading the books in his parents' hidden archive. When he was reading the last one, Dummies Guide #5, he found a hidden note from his mother. The uplifting message reminded him to search for the Archmage's Tower. He then made a case for Artie's scorpion sting to be framed, and made the spell Fireball. He went outside to test it, and prepared to take Bartie for a ride.

Hoodie briefly visited Pine Grove Valley to see if Henry had returned, but he had not. He then told the villagers that he was off to search for Henry, as well as other towers. Hoodie then rode Bartie toward the snow-capped mountains. He spotted a gigantic tower, and inside he found the spells Arcane Beam and Conjure the Sturdy Vine. He then rode Bartie home to learn the spells.

Hoodie went outside to test his new arcane beam spell.

Icy Mage Tower
In episode 14, Hoodie made the spells Conjure the Sturdy Vine, Telekinesis, Night Vision, and Meteor Jump. As he went outside to test them, he adopted a horse: Brownie, as well as a bunny: Puff. He decided to make a whip for his new steed, and afterwards he built a small house for Puff.

Hoodie then heard the sounds of a cave ogre, but he could not locate it. He then found that Puff had made his way into the workshop. Afterwards, he rode Bartie out with the intention of finding horses to breed to make a Zorse, or another tower. He found another mysterious magical maze, except the magic guarding it had dissipated so he just broke in. Inside, he found the spells Regeneration, Dig II, and Draining Poison.

While looking for a horse, he saw an icy mage tower resembling his own. Inside, he found the spells Pull of the Watery Grave and Ice Rune. In the basement, he tried to dispel the runes, and he also found a podium.

Mages of Light!
In episode 15, Hoodie continued exploring the tower's basement. He used True Sight to find a room below the basement, which had the spells Agility and Feather Fall. As he mounted Bartie, he saw another tower in the distance, but he made his way to a nearby grassy area to kill cows for leather to make more spell books.

On the grass, he found two other Mages of Light and aided them in battling monsters. The two Mages of Light took an oath of silence, but communicated with him telepathically to prove himself. Hoodie believed that Henry had sent them. After speaking with them, he noticed another nearby structure. Before he went to inspect it, he came across another group of Light Mages engaged in battle. He helped them defeat some monsters, and finally acquired a Silver Skeleton's sword.

Hoodie then left the meadow with Bartie (with plans to return when the sun rose). The next day, Hoodie saw yet another tower on the way home. Inside, he found the spells Blink and Summon Stone Golem. On the way home, he spotted another village, "Red Rock Village." There, he found the village's Hedge-Wizard, believing him to be Henry until he saw another wizard who looked just like him.

Hedge-Wizard Brothers
In episode 16, Hoodie reunited with Henry, and met his brother, Herbie. Henry told him that he was not returning to Pine Grove Valley soon, because Red Rock Town was attacked by Dark Mages. Hoodie also offered his assistance. He found a blacksmith underground, who told him there would be payment in his shop for his repairs.

King Punchwood interrupted the story again to commend Hoodie for his selfless, heroic deeds, and expressed his pride in him. He even told Hoodie that he reminded him of himself.

Hoodie unearthed a villager's home, freed a librarian, encountered an ostrich and even met a wizard familiar (suspected to be Henry's little brother). He searched for Henry so he could say goodbye, and found him, Herbie and other villagers taking part in a secret meeting. After saying his goodbyes, Hoodie and Bartie returned to Pine Grove Valley. Inside his tower, he greeted Buttercup and Puff, and began to organize himself.

Hoodie set up a new shelf for spells and crafted a new spell book. He kept his red book for attack spells, and used a green spell book for utility spells. He memorized all the spells he found, and made Agility, Blink, Regeneration, and Feather Fall. He then organized his spell books and went outside to practice his new spells. He also made a yellow spell book, and upgraded to Dig II.

Spell Recipe: Electrocute
In episode 17, Hoodie was reading Zorses 4 Dummies to learn how to breed a winged beast. He rode Brownie out to find pumpkins in the jungle for breeding, but then decided to take Bartie. Afterwards, he rode Brownie out to find sugar. He left Brownie at Pine Grove Valley, and he saw that Henry had returned.

After some farming, he went out to gather materials for runes and search for horses. While teleporting around, he found another tower. Inside, he found another Regeneration and Agility. In the basement, he found Stabilize Vortex and Electrocute.

On the way home, he found another tower near a village. In the tower, he found the spell Vortex and Affinity Tome: Ice. In the basement, he found Clairvoyance. As he continued to explore, he found another tower nearby a strange structure. Inside the tower, he found another Vortex, but also Arcane Bolt. In the structure, he found Dispel, Wizard's Autumn, Fire Rune, Parasitic Seed, Furnace Touch, Mark, and a Novice Spell Staff of Talons of the Wind.

Accidental Beam Discharge!
In episode 18, Hoodie had to go through a blizzard to return home. On the way, he found a second tower, and inside he found another Summon Stone Golem as well as Frozen Path and Novice Spell Staff of Wizard's Autumn. On the way home, Hoodie found a dark brown/chestnut horse, and he named it Darko.

When he rode Darko home to Pine Grove Valley, Hoodie accidentally discharged an arcane beam towards Puff, but he quickly healed him. He then organized his materials and decided to keep his horse items with the pen outside. Afterwards, he made the spells Arcane Bolt, Mark, Furnace Touch, and Fire Rune, then tested them outside.

Fish Bowl
In episode 19, Hoodie was reminding Puff to not enter the hidden archive. He then made the spell Frozen Path, and hung up his diamond sword in favor of his silver skeleton sword. He also decided to put a fish in a bowl in order for Puff to have a friend, as well as upgrade to practitioner armor.

He briefly went to Pine Grove Valley to secure a sheep for future wool harvesting. Henry had also returned to the village. Hoodie then caught a little green fish in his bowl for Puff, and brought it back to the tower. After he put him on a stand, he decided to make an armor stand.

Hoodie then made his Practitioner Armor.

Mage Armor for Dummies
In episode 20, Hoodie woke up after he fell asleep from reading Mage Armor for Dummies. After some re-reading, he decided he was not ready to wear the Practitioner armor, because he had to level up. He prepared to go underground to train for the final battle with the Archmage.

Underground, he fought monsters, found a dungeon and a mineshaft, werewolves, and diamonds. While underground, he established a temporary shelter.

Cinnabuns
In episode 21, Hoodie realized his shelter belonged to a werewolf, who he had to kill.

King Punchwood interrupted the story to commend Hoodie's slaying of the werewolf. He told Hoodie that, when he was a werewolf slayer of some repute, he used gold swords instead of silver skeleton swords.

Hoodie proceeded to leave the cave, and when he came out, he rode Darko back to his tower. Underground, he organized himself, and gave Puff the title of Mage's Assistant. Afterwards, he went outside to test his new spell, Wizard's Autumn. While outside, he adopted a bunny to accompany puff: Cinnabuns, however, he was killed by a raccoon.

Quickly avenging Cinnabuns by killing the raccoon, Hoodie went into town to search for a white horse to breed with Darko. On the way over, he found another cinnamon bun-colored rabbit, and named her Cinnabuns. He saved this one from a tiger, too. He finally managed to bring her downstairs, and appointed her "Tower Guardian." Much to his surprise, they immediately began breeding.

The next day, Hoodie went out on foot to search for wizardry items. He passed through the jungle village, by the hermit hut, the mysterious magical maze and other animals in search for a white horse. On his search, he remembered Ms Finn when he spotted a dolphin. He adopted a new one, Mr Finny, for his laughter.

In the desert, he spotted a group of light mages, and went to support them and prove his worth. He then returned to the hermit hut, to rest until morning to continue his search.

BUNNIES! Everywhere!
In episode 22, Hoodie woke up and finally found a white horse. Though the animal was initially hostile, Hoodie adopted it and named it Sugar. He then rode Sugar home to introduce her to Darko. Once home, Hoodie got down to "brass tax" and bred them.

As he gave them their privacy, Hoodie realized that boars had entered the horse pen. He decided to leave them to their own devices and go check on Puff and Cinnabuns. Downstairs, he discovered that they had reproduced many offspring in his absence. They all looked like Cinnabuns, indicating that she had the dominant gene. He kept Puff upstairs to prevent further breeding.

After fixing his window, Hoodie used Feather Fall to descend from his tower and discover that Darko and Sugar had produced a foal.

King Punchwood interrupted the story to express his surprise in Hoodie being a technical grandfather. He called for a toast in his honor with the tavern's finest grog.

Hoodie named his "grandson" Mega. He went downstairs to craft a new saddle for his grandson, recalling that his father used to call rabbits "smart pills." He referred to Animal Taming on how to name a tamed horse, and learned to craft a medallion to name Mega. He then slayed an ogre before returning inside.

Birds and the Bees
In episode 23, Hoodie decided to have "the talk" with MEGA about the birds and the bees, because he had aged to an adult, though he was hesitant. First, he went downstairs to craft an Enchantment Table for his library and powered up. He then went above ground and took MEGA for a walk to have "the talk."

Afterwards, he bred Sugar with MEGA, and left them in privacy to go hunting. During his hunt to level up, he saw Brownie in the village. He then decided to go search for a black horse simultaneously.

Suddenly, Hoodie mysteriously went back in time a few seconds. He chalked this off to chicken fever, and considered going to Henry in the morning. It also began to rain, so Hoodie decided to go inside a nearby tower he had previously explored. However, he decided to just go back outside to continue gaining experience. As morning approached, he found a nearby cave. He decided to come back and explore it later.

Hoodie returned home to disappointment, as Sugar and MEGA had not made a foal. He went back into his tower, where he tried to guide one of the bunnies downstairs. He then went above ground and discovered that Sugar and MEGA finally had a foal.

Biggo and Smally!
In episode 24, Hoodie saw a black horse near his horse pen. He named him Jet and tamed him to breed with Biggo. He brought his other horses out of the pen to let them breed in privacy. He went downstairs to organize himself while they bred.

Afterwards, he went outside on a night patrol to fight monsters. After slaughtering some, he went to check on the village. In the morning, he found that Biggo and Jet had bred a foal, and he named her Smally for her small patches. He then led Biggo away for Smally to breed with Jet to make a leopard spots horse. Leaving them alone, he went downstairs to level up.

Hoodie went above ground to find another baby horse had been made, and he decided to name it after installing a longer roof in the horse pen.

Slash the Zebra!
In episode 25, Hoodie had established a larger pen for his many horses, and kept the old one for his newer horse. He dubbed the new place the "Greener Pastures Retirement Community" for horses who have served their purpose. He planned to eventually build a stable for them. Hoodie then went to his pen and named his new horse, Chipper.

With Chipper, Hoodie planned to locate a zebra to tame, but he had to find an apple first. Before he left, Puff and Cinnabuns had made more bunnies. Hoodie then rode Chipper away from the tower and towards the desert, near the hermit hut's plains. When he could not find any zebras, he decided to roam around until he did. He also grabbed some pumpkins while he was at it.

Hoodie left Chipper by the hermit hut because he saw a mage in the distance. He figured that it was the same mage from the last time he was in the desert. He considered helping them as he fought off some monsters, to gain experience and their respect.

In the morning, Hoodie continued searching for a zebra. He eventually found one, and named him Slash. He made a small pasture/paddock/pen for Chipper and Slash outside the hermit hut. Afterwards, he left them in privacy, but he had to ward off other horses from ruining the process. He then went to search for more pumpkins, so he could grow them. Hoodie took shelter in a tower he had previously explored to escape from an ogre.

However, it turned out hw had not previously explored it, as he found several books and the spells Kiss of Death and Magic Shield upstairs.

Dark Mage Spy!!

 * "The fate of the world rests in my hands, Hoodie the Mage!"
 * ―Hoodie

In episode 26, Hoodie organized his new spells and books. He then returned to the hermit hut with disappointment in the absence of a zorse. He decided to return with more pumpkins.

When Hoodie returned home, he found the book Magical Mounts 1. After reading the book, he set the Zorses guide aside and went back into the basement, where he adopted Puff and Cinnabuns' first son, Puff Jr, who aspired to replace his father as mage's assistant. Hoodie then crafted the spells Magic Shield and Kiss of Death.

Hoodie then organized himself, and left his tower to see if he had a zorse. When he went outside, he found a Dark Mage spy, and was worried when he could not find Buttercup. Hoodie quickly killed the scout, but was then attacked by more monsters. Fearing he had been found, he went back inside his tower. Worried about Buttercup, he climbed the vines of his tower to stop an ogre. Afterwards, he spotted the witch who used to bully him as a child.

In the morning, Hoodie returned to the desert and bred Chipper and Slash. They quickly had a foal, hiding under Chipper. Another dark mage was found in the plains, and Hoodie quickly killed him. He also met his bully's sister, and he attempted to use the Kiss of Death on her but he was missing a life essence. He then killed her with his diamond sword.

Zoey the Bat-Horse!!
In episode 27, Hoodie constructed a platform for fighting Endermen, because he needed an Ender pearl, which he learned in Pine Grove Valley school's combat class. He quickly got an Ender pearl, and proceeded to make his Essence of Darkness. With it, he returned to the hermit hut for the night, but not before reviewing the process of transforming his zorse.

He went outside to feed the Essence of Darkness to his zorse, Zoey, but he was attacked by a dark mage. Hoodie theorized he was sent by the dark lord to prevent him from breeding a winged creature. After Zoey transformed into a bat-horse, he test rode her around the sky while attacking monsters. Afterwards, he flew Zoey back to his tower.

King Punchwood interrupted the story again to congratulate Hoodie on his winged mount. He also discussed his own mount, Pickles the Pegasus.

Hoodie brought Zoey to his tower to meet her grandparents. He suddenly remembered that Buttercup was still missing, but he could now find her with his winged mount. He then went downstairs and powered up, then organized himself. He began to search for HorseNut77's volume on the Pegasus. When he could not find it, he thought to go ask for Henry's help, because he had a library. Before leaving, he made crystal armor for Zoey. He placed it on her, then flew over to Pine Grove Valley.

Though he could not find Henry, he did reach a library, but it did not have any books by the author he was looking for. He even checked Henry's house, where he found the book he was looking for. The book told him he had to feed Zoey an Essence of Light to transform her into a Pegasus, but he had to go to the Nether for ingredients.

Nether Raid!
In episode 28, Hoodie was reading books before preparing to go down to the Nether. As he read, he realized he could now wear his practitioner armor. After he organized himself, he changed from his apprentice armor to his new armor. Before he went to gather ingredients to make a portal to the Nether, he climbed his tower and swam underwater to test his new armor's capabilities. When he emerged from the water, he saw an omen in the form of a Zombie Pigman.

He went through Pine Grove Valley on his path underground, and he saw Henry in the library. He had to stealthily return the book he borrowed, and though he was caught by Billy the blacksmith, he agreed to keep quiet. Hoodie then made his way underground, and he found lava to make obsidian.

Hoodie then returned above ground to make his portal, which he placed on a platform in the middle of a pond. Hoodie went into the portal, armed with his swords. Once inside, he decided he needed Zoey for the task, so he went back and brought her through.

As he flew Zoey around the Nether, he spotted a Nether fortress as well as a mage tower in the middle of the lava. Hoodie landed her on the tower, and blinked into it.

Pegasus Transformation!
In episode 29, Hoodie blinked into the mage tower. Inside, he found the spell Radiant Shield. After safely exiting, he rode Zoey away until he found a Nightmare, which he killed for its heart to make an Essence of Fire. Afterwards, he and Zoey left the Nether, and he went to take a nap.

In the morning, Hoodie made the spell Radiant Shield, and brought Zoey to the plains to get the final ingredients for an Essence of Darkness, briefly bringing her to her parents. After fighting a skeleton, Hoodie went into the hermit hut to replenish his mana while Zoey visited her parents.

Later that night, Hoodie rode Zoey out to find a bat-horse to obtain another heart of darkness as the final ingredient. As he was flying back to the hermit hut, Hoodie found a new structure and decided to return later. He then went to the sandstone hut to make the potion to purify Zoey's heart.

Hoodie flew Zoey above the clouds and on top of a tree to finally convert her into a Pegasus. He then rode her back to the ground to show Chipper and Slash, and went to rest in the hermit hut.

Swamp of Ruins!
In episode 30, Hoodie was woken up by a songbird alerting him to the presence of a witch. When he went downstairs, he was attacked by a dark mage along with the witch, but he killed them. He then went back inside to search for a book, and he found Magic Mounts V2, and learned how to obtain a Nightmare and a Unicorn.

Hoodie then organized himself, planning to make a second Zorse and then fly Zoey to the structure he found the day prior. He then fed pumpkins to Chipper and Slash to make another Zorse as he and Zoey left them in privacy.

In the forest, Hoodie and Zoey found the new tower. He left her outside as he went inside to investigate. Inside, he found the spells Kiss of Death, Fire Shield, Regeneration, and Feather Fall.

Afterwards, he flew Zoey to another tower in a swamp in the distance. Inside, he found the spells Agility and Jump. Hoodie saw two more towers in the distance, and considered exploring them, too. As he flew to the first one, he noticed that monsters were guarding it. Inside, he found the spells Haste, Summon Skeleton, and Heal Other.'

Hoodie flew Zoey home as a pit stop, because he obtained so much.

Zeek the Nightmare!
In episode 31, Hoodie flew Zoey past the hermit hut to see if she had a sibling, and she did. Chipper and Slash had another Zorse, and Hoodie named him Zeek. Then he took Zoey to his tower to organize himself. After putting his books away, he made an Essence of Fire to give Zeek.

Hoodie then made the spells Fire Shield, Jump and Summon Skeleton. He then went outside to test his new spells. He saw a goat in the distance, which reminded him of Buttercup.

He decided to go to the Nether for more supplies, but before he left he accidentally adopted another goat, and he named him Greg (because he was aggressive, hungry, friendly, and gregarious). He and Zoey then went through the portal to the Nether for blaze rods. He gathered quartz and went to the fortress he previously found. He found a blaze rod, and then left with Zoey.

After leaving the portal, he realized he forgot the Nether wart for the potion he wanted to make. Hoodie then took Zoey to feed Zeek the Essence of Fire, turning him into a Nightmare. Hoodie rode Zeek around for a bit before retiring to the hermit hut for rest.

Zeek the Unicorn!
In episode 32, Hoodie found Magic Mounts V3 and learned how to turn Zeek into a unicorn. He then went to gather the materials to make an Essence of Light to feed Zeek. After fighting an army of monsters, he still had not obtained a Heart of Darkness.

As he continued to gather the materials, he saw a mage tower in the swamp. Inside, he found the spell Flash of Scarlet Flames. After exiting the tower, he saw another mysterious magical maze. Inside, he found the spells Jump, Healing Beam, Radiant Shield, Ender Intervention, and Blink.

He then left the maze in search of a bat-horse, which he found in the grass plains. He then returned to the tower for the rest of the materials, ready to turn Zeek into a unicorn. In his basement, he made an Essence of Light, made the spells Flash of Scarlet Flames and Heal Other, then returned to the hermit hut and gave it to Zeek, turning him into a unicorn. He then rested into the hermit hut.

Salty Crab!

 * "With magic, anything is possible."
 * —Hoodie

In episode 33, Hoodie woke up in the afternoon. As he trained Zeek in combat, he remembered Buttercup and that he had to find him. He then returned Zeek to his parents and rode Zoey around to investigate towers. In one tower, he found the spells Moonbeam, Life Tap and Healing Beam. In the next tower, he found the spells Clairvoyance, Recall, and Mana Drain. In the next tower, he found the spells Magma Shield and Gust. He also found Affinity Tome: ARCANE, which he wanted to replace his water affinity with. In the next tower, he found the spells Telekinesis and Heal Self.

Hoodie then explored underground beneath that tower. While down there, he accidentally adopted two scorpions, with the first one dying. He also found a blue crab, and decided to bring it back for Zoey, but it was washed away. He then made his way back out, fighting several monsters until he found Zoey and the tower. Above ground, he found another blue crab, and he prepared to feed it to Zoey.

Quest for Fire!
In episode 34, Hoodie read Magic Mounts V99 as it was raining outside, and learned how to make a fairy horse. Afterwards, he changed his affinity from water to arcane. He then made the spells Recall, Ender Intervention, Heal Self, Clairvoyance, and Moonbeam. He then set out to collect his ingredients to make two more Essences of Light.

He and Zoey went to the Nether for fire. He made his way to a Nether fortress, where he found Nether wart. He then left to find Zoey so they could search for Hearts of Fire by killing fire ogres and Nightmares. Afterwards, he and Zoey returned to the overworld to search for Hearts of Undead. He made two Essences of Fire in his basement, then prepared to make two Essences of Undead.

Zokey the Fairy Horse!
In episode 35, he made a third Essence of Fire to make an amulet for the fairy horse amulet. He also planted some Nether wart by his sugar cane, and then left with Zoey to visit the jungle village. Hoodie then flew Zoey to the desert to gather Hearts of Undead and Hearts of Darkness.

With all his materials gathered, he took a nap in the hermit hut. In the morning, he prepared to combine Zoey and Zeek by making three Essences of Light, using one to make an amulet for his future fairy horse.

When Zeek and Zoey merged, they became a foal with wings and a horn: a fairy horse. He quickly returned home to make armor for his new mount. He named it Zoke, and dyed it purple. He took it for a ride, then placed it inside his fairy amulet. With this part of his journey finally complete, he went to rest in the hermit hut.

Cellar Dweller!
In episode 35, Hoodie made purified Vinteum for legendary mana potions for his next journey. Before leaving, he introduced his bunnies to Zokey (re-dyed blue). He then left for his mission, flying east.

He flew by a tree where he had previously met other light mages. He found a destroyed maze near a village, as well as a tree with blue bark: rainbow eucalyptus. He then visited the village, asking the villagers if they knew where the dark tower was. When they did not, he continued on his quest to the east, and he found a tower. Inside, he found the spells Fireball, Summon Fire Elemental, and Heal Other. This was the tower he almost decided to stop bringing home books. He also fought a dark mage and a silver skeleton in the basement.

In the next tower, he found the spells Invisibility and Life Drain. He also found another maze, in which he found the spells Jump, Invisibility, Agility, Sense Energy, and Spasms of the Uncontrolled Hand. He decided to sacrifice some of the books he found, and then returned with Zokey to the meadow.

Good Samaritan!
In episode 37, Hoodie continued making progress. On his way back to the meadow, he found another tower. Inside, he found the spells Magelight, Divine Intervention, and Swift Swim. He rested in the tower before he continued exploring.

In the next tower, he found the spells Bound Pickaxe, Arcane Bolt, Reaping Scythe, Lightning Bolt, and Bound Sword. He kept his decision to not grab anymore books.

Hoodie flew by a village to offer any assistance, worried it was infected with lycanthropy, but he was wrong. He found a wizard, introducing himself as being from the west. As he helped around the village by being a good Samaritan, he spotted a dark mage, but realized it was a light mage. He found a second light mage nearby, but realized it was a dark mage.

King Punchwood interrupted the story to commend Hoodie's selflessness, honor, integrity and civil service.

After leaving the village and restoring hope, Hoodie found another tower.

A New Hope!
In episode 38, the tower Hoodie found was near a village on the water. In the tower, he found the spells Electrocute, Divine Intervention (twice), and Mana Drain. He rested in the village and made some repairs before continuing his journey.

He eventually found a tower, in which he found the spells Till the Fields, Draining Poison, Vortex, and Bound Pickaxe, and a dark mage, who he killed. He also killed an ogre and a werewolf.

After leaving, he found one more tower, which he decided would be the last one.

Battle Chicken!
In episode 39, Hoodie explored the next tower, in which he found the spells Breath of the Sky, Bound Axe, Arcane Bolt, Summon Battle Chicken, and Swift Swim. After exploring the tower, he rode Zokey back home, but along the way he found two other mage tower. In the first, he found the spells Divine Intervention, Bound Pickaxe, Dig, Summon Battle Chicken, and Till the Fields.

In the second tower, he found the spells Tangle of Wood and Thorns and True Sight. Hoodie then recalled home after putting Zokey in their amulet. In his basement, he named one of his bunnies Lucy, learned how to use Essences in his parents' hidden archive, placed his new clownfish bowl, and adopted a python, Perry.

Hoodie then made the spells Summon Battle Chicken, Magelight, and Lightning Bolt. He went outside to test his spells and saw that Zokey was nowhere to be seen. She was eventually found in Pine Grove Village, and then Hoodie went onto the water to test his new spells.

Lightning Power!
In episode 40, Hoodie tested his new Lightning Bolt spell on a skeleton horse, which set him on fire. He also summoned his new battle chicken. Hoodie then returned to his basement and decided to study Affinity Tome: Lightning, to become a lightning mage.

King Punchwood interrupted the story again to talk about his lightning spells, and recounted the times he used them.

Hoodie continued to read the tome until he finished, claiming to feel very electric. He went out and tested his new spell on monsters. Afterwards, he returned to his basement and gave Perry the Python a friend: Monty, but he quickly died. He renamed Perry as Monty in his honor.

He went back down to his basement and made the spells Electrocute, Gust, Breath of the Sky, and Divine Intervention. He then rode Zokey to the desert to test his new spells by hunting monsters, but he lost some control with his lightning affinity spells.

Dad's Secret Chamber!
In episode 41, Hoodie mysteriously woke up in the jungle village ("Jungleham") with head pain. He then remembered he casted lightning spells the night before. He found a note from Henry, which stated that the villagers of Jungleham found him unconscious on the ground with Zokey standing over his body, surrounded by corpses of monsters and dark mages. Henry feared that Hoodie was being corrupted by his rapid increase in power. His parents hoped that he would have more time to train and learn to control his power, but he had to defeat the Dark Lord in order to do so. Henry also told him that Hoodie's father left him with some items to aid in this quest. He was told to go to Redwood Hillsville to search the mage tower nearby it.

Hoodie flew Zokey to the village and found the tower. Inside, he found the spells Arctic Wind, Transplace, Levitation, and Regeneration. However, when he used True Sight, he realized this tower differed from others of similar design: there was an illusion block in the corner, and when he went over it, he fell through a deep hole. At the bottom of the hole was a hallway, Hoodie went through a door, and on the other side was a dungeon, but he had to kill some werewolves first.

Hoodie used True Sight in the dungeon, and found his father's secret chamber. Inside, he found several items: a note detailing how to defeat the Archmage and to search for the spell Chrono Anchor, a map to the abandoned Academy of Ars Magica, legendary mana potions, orbs, the enchanted book Imbued Armor III, and a bow enchanted with Infinity I.

He then went home with Zoey to prepare for the final part of his journey. He made Master armor, made the spell Levitation, and enchanted his armor. He then left with Zokey to follow the map his father left him. When he found the "x" that marks the spot, he followed the Magelights underground until he found the academy.

Forsaken Academy of Magic!
In episode 42, Hoodie explored the wizard academy in search of the library. He found an inscription table on his search, and remembered that the library held a spell his father suggested he make: Chrono Anchor. He eventually found the library, in which he found some enchanted books, but not the spell or the history of the Ender dragon.

He soon found a second library with notes from Parry Hotter detailing the history of Ars Magica and the Mages Guild. He learned about Fladnag and the Archmage, and then went back to the first library. He found Chrono Anchor and Flight, but he could not find the history book on the Ender dragon.

Hoodie took shelter to make a magic fabricator for his armor, and wondered what he would imbue it with.

The Dark Lord
In episode 43, Hoodie decided to imbue his master chest armor with Magic Shield. He tested the spell by allowing monsters to attack him, which activated the spell and protected him. Afterwards, he went to search for the book on the history of the Ender dragon, for the second time.

He used True Sight in the library and found a box and a message stating it was sealed and could only be opened with a matching keystone. It also stated that some keystones are inside pendants, so Hoodie removed his own pendant (with Runes Kula, Lanu, Atrum, Corcra, and Crocus) and used it to open the chest. Inside was a note from Henry about Benicio and Jet, so he brought it back to his temporary shelter to read it.

The note stated that Benicio, a professor at the Academy and Master Mage of the Guild, attempted to replace Fladnag as the Archmage. When he refused, he turned to the Dark Arts and was driven mad. Benicio created a portal to the End Realm and brought forth Jet, the Ender dragon, with intentions to destroy Fladnag. He also recruited Dark Mages to his side, and the Mage Wars began in the Academy. The mages of light were driven out and far away in hiding. Benicio raised a tower to rule over the lands and became known as the Dark Lord.

A small group of light mages planned to end Benicio's reign of terror, by traveling to his realm and distracting the dragon to confront him. However, Benicio used his dark powers to fight back. The Mages of Light retreated in defeat, but not all of them survived. Henry and his friend Erika (Hoodie's mother) survived, but it was also revealed that she was pregnant with the Dark Lord's child: Hoodie. Erika and Henry stayed in Pine Grove Valley, but she eventually departed with her son to raise him. Alas, they were found by Dark Mages, so she teleported her son away to Henry, where he instead raised him and taught him the magical arts until he was ready to seek his destiny.

Hoodie then prepared for the final battle, intending to complete the portal and learn Chrono Anchor and Flight in order to fight Jet, the Ender dragon. He initially had some self-doubt, but he was determined to do it anyway. He made his way back to his tower to make the spells and say goodbye to the village in case he did not survive.

Back home, Hoodie greeted his pets and organized himself as he told them his tale.

Mysterious MagiEmail!
In episode 44, Hoodie went to bed after a prolonged study session, but he had trouble falling asleep because his thoughts about recent developments were racing. He eventually managed to fall asleep, and in the morning he made his way to see Henry to clear up his confusion. He could not find Henry in Pine Grove Valley, not even in his home, or Hoodie's own home.

Hoodie used True Sight to reveal a hidden basement in Henry's home, discovering his MagiEmails. He found a message in his trash bin from BenDog, which discussed Hoodie's darker powers, the dark tower, and a woman named Nancy who "bewitched" him.

King Punchwood interrupted the story to tell him that they have a loyal ally named Benny and know a baker named Nancy. He also noted that Henry is his uncle. As King Punchwood tried to unravel the mystery of Hoodie's final battle, he accidentally fell into the fireplace. In summary, Hoodie's father was being controlled by a witch named Nancy, and he was trying to assist Hoodie in defeating him, leaving more questions than answers.

Hoodie then left Henry's home and returned to his tower and made the spells Chrono Anchor and Flight. He then organized himself and made crystal armor for Zokey in preparation to battle the dragon. He also found a book on Chrono Anchor by Archmage Fladnag, and made an essence refiner to make a reagent to cast the spell whenever necessary. He tested the spell in his basement, and it brought him back to when he casted the spell after a short time passed. He then set his mark, and flew over to Pine Grove Valley to show off his new spells and search for Henry. When he could not find him, he returned to his tower.

Jet the Ender Dragon!

 * "My name is Hoodie! You killed my mom's friends!"
 * ―Hoodie

In episode 45, Hoodie woke up at his desk, having fallen asleep thinking about his fatherly situation. He was confused by Henry and his father's intentions, but he decided to place his trust in them. He then returned to his basement to make final preparations to enter the portal. He made some food, potions of regeneration, readied his enchanted bow from his father, and rested. He also wanted to say goodbye to his pets and the village before he left to fight the dragon. He announced his departure to the bunnies, then made his way to Pine Grove Valley.

He flew Zokey to the village, saying goodbye to his previous mounts along the way, and saw Brownie in the well. He could not find Henry, so he decided to leave him a note in his home to say goodbye, and forgive him for his deception. He also thanked him for helping him be a good man, and thanked him for being his father figure.

Hoodie then rode Zokey to the wizard academy and slay the dragon. He waved goodbye to Pine Grove Valley, and visited the hermit hut to give Zokey the chance to say goodbye to their child. He then flew Zokey over the desert and to the entrance of the academy, and he ventured underground. He found the portal inside the academy and completed it. Once it was activated, he went in with Zokey.

In the End realm, he saw the enormous Jet the Ender dragon. He began taking out the crystals which empowered her with his enchanted bow, with Zokey dodging her attacks and diving around. Once all the crystals were gone, Hoodie went on the offensive, mainly with Arcane Bolt. After a long battle, Hoodie finally killed her, avenging his mother's friends.

The Dark Tower!
In episode 46, Hoodie and Zokey flew over a horde of enraged Endermen after he defeated Jet, the mighty Ender dragon. As he flew away, he found a dragon egg left behind by Jet. He soon found the portal back to the overworld, surrounded by heads and skulls of his mother's friends, and he went in.

After entering the portal, Hoodie spawned in front of the tower. He flew to approach it, and discovered his mother was alive and held captive. As he got closer, he suddenly felt weakened and his spell was deactivated, causing him to nearly fall to his death. He deduced that the diminishment was caused by someone jamming his magic. With his spells barely working, Hoodie had to climb the stairs inside the tower, but he had to face its guardian. His shield activated as it attacked, so he ate a golden apple to heal and kept the creature at bay with Arcane Bolt as he ran up the stairs. He managed to kill it with his bolt and Moonbeam, but he noticed that there was a second guardian, on the next floor.

Before ascending to the next floor, Hoodie removed his lightning affinity. On the next floor, he was ambushed by the guardian, and he saw that the Archmage's podium was on the same level. He took the time to heal himself, and proceeded to kill the second guardian with his bolt as well, determined to see his mother.

Hoodie stepped up to the Archmage's podium, tempted to make contact with it and gain ultimate power, but his righteousness prevented him from invoking its power. He managed to overcome his darkness, pain and suffering, and realized that he was being tested by Nancy to become the next Dark Lord, but his friends and family knew that he was stronger. He resisted the darkness, and made it to the top of the tower.

He saw Nancy and his mother, but he failed to attack her due to the dark magic that the tower fed her. As she bombarded him with her offensive potions, Hoodie closed his eyes and remembered who and what he was fighting for: his friends and family of the free realm. He broke free of her grip, and as he was fueled by his pure heart, he used Moonbeam to send her over the tower.

Hoodie liberated his mother and brought her away to watch the destruction of the tower. With the war now over, Hoodie discarded of the Archmage's podium into the End's void. Back at the academy, he and his mother made their way above ground, where he introduced her to Zokey. She joined him on his mount, and he flew her back to Pine Grove Valley and his tower.

In the tower basement, Hoodie introduced his mother to his pets (her "grandkids"). As he let her make herself at home again, he organized himself and prepared to bring her to Pine Grove Valley.

One month later, Hoodie was having dinner with his mother and Henry, as they discussed his father working at the reopened academy. Hoodie then thanked them for dinner and left with Zokey. Before going back in his tower, Hoodie checked his mail and found a message stating that Nancy was still alive. He put his bunnies to bed and went upstairs to read the note. It was left by Archmage Fladnag's cousin (six times removed), and the note commended him for resisting the darkness and saving his realm from treachery, but also warned him that Nancy was still alive, and working for somebody more powerful than her. He instructed Hoodie to find her and wait for her to open the portal to her master, the true Dark Lord. He was also instructed to send a "stalwart and true-hearted champion," the Chosen One, after her. The note stated that Nancy was undercover as a fair young maiden in the Kingdom of Punchwood.

Hoodie, fearing for King Punchwood's safety, left on his next adventure to serve as the king's royal mage and loyal friend. He chose the king as his champion to face Nancy and the true Dark Lord.

Personality
King Punchwood has described Hoodie as kind of shy, possibly due to having lived a sheltered life, as well as selfless and heroic. However, Hoodie describes himself as brave, ambitious, and curious. He is very self-reliant, and was prepared to be on his own after he left the village. Hoodie is also optimistic, persistent, and willing to fight to the death. He has desire and determination. He is willing to put himself out there and brave the storms and the darkness, and take risks.

Hoodie is also environmentally conscious, always planting a sapling after chopping down a tree. He felt remorse after killing Artie's mother. When Henry went missing, Hoodie refused to leave the villagers of Pine Grove Valley defenseless, and crafted a fence for them. He also helped an elephant get out of a hole.

Of his own admission, Hoodie was an angsty teenager.

Hoodie hates saying goodbye.

Powers

 * "I want to shoot things from afar with flames... and lightning."
 * ―Hoodie (Episode 1 or 2)


 * Magic: Hoodie has great magical powers, being the most powerful wizard in all the realms of Ars Magica. Henry the Hedge-Wizard has taught him a little bit about magic, just the very basics to get started, which he picked up on right off the bat. He can create runes for recipes on an inscription table and cast spells, as well as power himself up with an arcane empowerment table. His current level of mana is 24 (4,897). According to Henry, Hoodie's spells become more powerful as he becomes more powerful. As he gained experience, he got more mana, and learned to change his casting strength to apply more mana to his spells and increase their damage. Hoodie can also use vinteum dust for more advanced castings. His mana comes back almost as fast as it goes away. As a mage, he uses all the tools he has at his disposal. His reputation as a master mage precedes him. When Hoodie was being corrupted by his magic, he took Henry 's advice and went to defeat the Dark Lord. Of his own admission, his power has grown tremendously. He was able to defeat Jet the Ender Dragon and Nancy the witch with his magic.
 * Fire Manipulation: Hoodie can harness his mana to manipulate fire. In episode 3, he learned Firebolt, which allows him to project balls of fire (which he describes as "carrying flames on [his] fingers"). By episode 8, his Firebolt had become slightly more powerful. However, he cannot shoot it quickly when he boosts the power behind the strike. He can destroy blocks with the upgraded spell Fireball, as well as launch himself into the air and slam down with explosive force, leaving a big hole in the ground due to the mighty jump. He can also cook things with his very fingers (which saves on coal) and place a rune on the ground that explodes when walked on. Hoodie can also summon fire from nearby flame sources to guard him, such as torches, and spawn a bright flash of flames to blind his enemies.
 * Water Manipulation: Hoodie can harness his mana to manipulate water. In episode 4, Hoodie read Affinity Tome: Water, and gained a better understanding of it. His water affinity makes his water spells more effective, but also makes his fire spells cost more. Hoodie can also talk underwater. However, he changed his affinity in episode 34.
 * Alchemy: Hoodie has studied and trained in alchemy/chemistry classes with Henry. He can brew Lesser Mana Potions to restore his mana. He can also craft bundles and Standard Mana Potions. He made an Essence of Darkness and fed it to his poor, innocent zorse Zoey to transform her into a black-hearted bat-horse. He later made an Essence of Undead, Essence of Fire and another Essence of Darkness to make an Essence of Light to feed to Zoey to transform her from a bat-horse into a Pegasus by purifying her heart. He performed a similar alchemical process on Zeke to transmute him into a Nightmare and then conver him into a Unicorn. He finally made two more Essences of Light to feed to Zoey and Zeek to gradually merge the Pegasus and unicorn, combining into a fairy horse. He also brewed a batch of throwable fire resistance potions for Zoey being in the Nether Realm (but he never used them). He made a third Essence of Light to make an amulet for his fairy horse, and purified Vinteum for Legendary Mana Potions. For his final battle against Jet the Ender dragon and the Dark Lord, he brewed up some throwable potions of regeneration.
 * Arcane Energy Manipulation: Hoodie can harness his mana to manipulate arcane energy. He can discover magical hidden secrets about places by using True Sight to reveal illusion blocks, as well as fire a beam (his "beam of light," describes as not reliable and tough to shoot) and a bolt of raw arcane power (with a longer range, referred to as twin plasma arcane cannons when riding Zoey the bat-horse/Pegasus). He can maintain the lethal beam/ray by concentrating and keep enemies at bay by zapping them, but it does not have much range. Hoodie can also use to pull in nearby loose objects with his mind. His spell allows him to see in the dark for 20 seconds at a time, which comes in handy when he is stuck underground or in the dark without any torches. Hoodie can also places to be later recalled to, and protect himself with a magical shield with runes of power surrounding his body for a short period of time (which he would later imbue his master chest armor with, which is activated when he is attacked to prevent him from taking damage), and he can also use another shield to repel nearby living organisms. In episode 34, Hoodie changed his water affinity to arcane affinity, making him better with his arcane magic. He can place an everlasting Magelight, the brightness of which depends on his casting strength. However, in episode 40, he changed his affinity again, this time to lightning.
 * Space-Time Manipulation: Hoodie can tear a rift in space that he can store items in. With more power, he has more storage in his rift. Hoodie also refers to this as his "void."
 * Earth Manipulation: Hoodie can harness his mana to manipulate earth. He can dig up dirt and rock blocks without mining them nor batting an eye, and can do it more quickly when he augments the spell. Hoodie can also animate stone to guard him, who is semi-immune to lava. He upgraded his dig spell to dig things he normally could not before, such as diamonds.
 * Air Manipulation: Hoodie can harness his mana to manipulate air. He can form the wind into talons to strike at his foes, as well as launch himself into the air and slam down with explosive force, leaving a big hole in the ground due to the mighty jump. Hoodie can also use agility to leap like a lizard and jump like a frog, and conversely fall as light as a feather. He can also jump up, up, and away, and toss his target into the air with Gust and Breath of the Sky. Hoodie can also levitate instead of conjuring sturdy vines, and fly fast for a short duration.
 * Life Manipulation: Hoodie can harness his mana to manipulate life. He can project a soothing, |healing beam, and regenerate his health over time for ten seconds. He can also heal his target and heal himself, as well as summon a battle chicken. He almost used Kiss of Death, but he needed a life essence reagent.
 * Plant Manipulation: Hoodie can harness his mana to manipulate plants. He can conjure a sturdy bunch of organic (non-artificial) vines which he can climb, and also strip leaves right off of trees to clear paths.
 * Lightning Manipulation: Hoodie can harness his mana to manipulate lightning. He can use agility to leap like a lizard and jump like a frog. Hoodie can also bring down bolts of lightning from the sky. In episode 40, Hoodie studied Affinity Tome: Lightning to change his affinity from arcane to lightning, and he felt "very electric" when he finished reading it. This allowed him to cast lightning affinity spells without requiring the use of reagents. He can also simply shoot forth electricity from his fingertips at his enemies, like his father. However, if he casts too many lightning spells, he will fall unconscious from exhaustion and wake up with a major headache, and he can also get hurt if he casts the spell too close to his target. In episode 46, Hoodie removed his lightning affinity, not wanting to be "the electricity guy" like his father before him. According to King Punchwood, Hoodie's choice of spells is lightning. When the King first asked him to demonstrate his powers, he struck an ogre with a bolt of lightning before the former could fire his bow and arrow, which left him quite impressed. He was also able to strike a monster with a bolt of lightning while underground, leaving the King to hope to never anger him. He is very accurate with his lightning powers, as he was able to strike only a rat with a bolt of lightning. He also struck a creeper with lightning before it could explode, and zapped an ogre in the water, killing it instantly, along with a werewolf. In the Swamp of Sorrows, he panicked and blasted everyone with lightning at the same time.
 * Ender Energy Manipulation: Hoodie can harness his mana to manipulate ender energy. He can teleport forward a short distance by lightly concentrating, which is handy for escaping. However, there is a limited range. With this spell, he can go right through solid matter, and even magical blocks and mysterious magical mazes. He can also summon a skeleton archer to aid him, and enter the nether or leave the nether, or return to his bed without a portal.
 * Ice Manipulation: Hoodie can harness his mana to manipulate ice. He can freeze water solid in front of him so that he can walk on it to cross bodies of water.
 * Enchantment: Hoodie can enchant items. He enchanted his Practitioner Armor (Imbued Armor III for his hood, Blast Protection I for his armor, Protection I for his leggings, and Projectile Protection I for his boots) and enchanted an iron pickaxe with Silk Touch I for his Ender chest. He later enchanted his Master Armor with Imbued Armor III and imbued it in a magic fabricator at the Academy of Ars Magica, enchanted his Master Leggings with Protection II, his Master Hood with Protection II, and his boots with Feather Falling I. Finally, he imbued his master chest armor with Magic Shield, which activates the defensive spell to prevent him from taking damage.
 * Clairvoyance: Hoodie can find his way to hidden treasures.
 * Lunar Energy Manipulation: Hoodie can project a beam that deals more damage at night and with the phases of the moon. It has a long range.
 * Time Manipulation: Hoodie can bend time by using Chrono Anchor to anchor himself in time. The spell provides a short duration protection against death by saving his current state and restoring to that point upon death, but he requires a reagent to cast this spell, either arcane essence for normal casting or pure essence for augmented casting.
 * Memory Manipulation: Hoodie cast a memory projection spell to tell his legend, and King Punchwood saw in his mind's eye exactly what he did at the time.

Abilities
Hoodie is capable of running fast (Episode 2). He is also a fascinating storyteller (Episode 3). He can also ride dolphins (Episode 6).


 * Combatant: Hoodie took the combat class at Pine Grove Valley school (Episode 27). Hoodie is a skilled swordsman (Episode 1) and can properly defend himself. He is also quite good with an axe (Episode 3). By episode 8, he began identifying as a "battle mage," because of his improved swordsmanship. King Punchwood commended his swordsmanship when he told the story of how he killed a werewolf (Episode 21). Using his diamond sword, he was able to kill his bully's witch sister, and considered if he should have been a warrior (Episode 26). Hoodie is also a skilled archer, as he used the enchanted bow his father left for him to take out the crystals empowering Jet the Ender dragon (Episode 45).
 * Literarian: Hoodie is well-spoken and well-read, having read many books, including Mysterious Journal Fragment Volume 0, Silver's Diary Volume 15, Zorses 4 Dummies, Mage Armor for Dummies, Animal Taming, Magical Mounts 1, Magic Mounts V4, Magic Mounts V2, Magic Mounts V3, Magic Mounts V99, and Essence4Dingbats.
 * Bilingualism: Hoodie speaks English and he is learning Scorpion (Episode 7).
 * Eidetic Memory: Hoodie has memorized nearly four dozen spells. However, he claims to have a very short memory (Episode 28).

Spells
Fire= Arcane= None= Earth= Air= Life= Plant= Fire Air= Air Lightning= Ender= Ice= Lightning=
 * Firebolt:
 * Fireball:
 * Furnace Touch:
 * Fire Rune:
 * Fire Shield:
 * Flash of Scarlet Flames:
 * True Sight:
 * Arcane Beam:
 * Telekinesis:
 * Night Vision:
 * Arcane Bolt:
 * Mark:
 * Magic Shield:
 * Radiant Shield:
 * Recall:
 * Magelight:
 * Summon Rift:
 * Clairvoyance:
 * Moonbeam:
 * Chrono Anchor:
 * Dig:
 * Summon Stone Golem:
 * Dig II:
 * Talons of the Wind:
 * Feather Fall:
 * Jump:
 * Gust:
 * Breath of the Sky:
 * Levitation:
 * Flight:
 * Healing Beam:
 * Regeneration:
 * Kiss of Death:
 * Heal Other:
 * Heal Self:
 * Summon Battle Chicken:
 * Conjure the Sturdy Vine:
 * Wizard's Autumn:
 * Meteor Jump:
 * Agility:
 * Blink:
 * Summon Skeleton:
 * Ender Intervention:
 * Divine Intervention:
 * Frozen Path:
 * Lightning Bolt:
 * Electrocute:

Attire

 * Blue Robes: Hoodie wore blue robes before setting out on his journey.
 * Apprentice Armor: Hoodie's Apprentice Armor draws from his mana to heal itself. He completed the full set in episode 5, and placed it on an armor stand in episode 19. He continued to wear it in episode 20 after deciding he was not ready for his Practitioner Armor.
 * Practitioner Armor: Hoodie is capable enough to wear Practitioner Armor. It has magical properties, such as being highly enchantable. He finally put the armor on in episode 28 and enchanted it.
 * Master Armor: Hoodie began using Master Armor in episode 41 and he enchanted it, most notably imbuing the chest with his spell, Magic Shield.
 * Purple Robes:

Weaponry

 * Wand:
 * Fairy Amulet:

Family

 * Benicio - Father
 * Erika - Mother

Pets

 * Artie † - Scorpion
 * Ms Finn - Dolphin
 * Artie Jr/Bartie - Scorpion
 * Buttercup - Goat
 * Brownie - Horse
 * Puff - Bunny
 * Darko - Horse
 * Fish
 * Cinnabuns † - Bunny
 * Cinnabuns II - Bunny
 * Mr Finny - Dolphin
 * Sugar - Horse
 * MEGA - Horse
 * Biggo - Horse
 * Jet - Horse
 * Smally - Horse
 * Chipper - Horse
 * Slash - Zebra
 * Puff Jr - Bunny
 * ww † - Scorpion
 * ww II - Scorpion
 * Zoey - Zorse turned Bat-Horse turned Pegasus turned Zoke
 * Zeek - Zorse turned Nightmare turned Unicorn turned Zoke
 * Greg - Goat
 * Scorpion †
 * s - Scorpion
 * Zoke/Zokey - Fairy Horse
 * Clowny - Clownfish
 * Lucy - Bunny
 * Perry/Monty - Python
 * Monty † - Python

Allies

 * Mages of Light
 * Pine Grove Valley
 * Henry Punchwood - Good Friend and Surrogate Father
 * Auntie Em
 * Uncle Barry
 * Larry
 * Shep the Sheepherder
 * Mickey the Miner
 * Billy the Blacksmith
 * Pet Tamer
 * King Punchwood

Summoned Creatures

 * Rocky - Stone Golem
 * Bones - Skeleton Archer
 * Sergeant Fowl/Sanders/Colonel Cluck - Battle Chicken

Enemies

 * Dark Mages
 * Archmage

Trivia

 * Hoodie is not a fan of night operations. (Episode 1)
 * Hoodie believes a pig's purpose is to feed mages. (Episode 3)
 * Hoodie is a fan of I Was a Teenage Werewolf. (Episode 4)
 * Hoodie is alerted when time changes. He also has wizard sight. (Episode 18)
 * Hoodie is not fond of traveling in the rain. (Episode 7)
 * Hoodie is fond of summoning spells. (Episode 36)

Quotes

 * "I am Hoodie. This is my legend."
 * ―Hoodie (Episode 1)


 * "The life of a mage is hard."
 * ―Hoodie (Episode 2)